Example #1
0
    private void BuryArtifacts(List <HexTile> tiles)
    {
        MapManager mm  = gameManager.mapManager;
        float      min = minDistance * mm.tileXOffset;
        float      max = maxDistance * mm.tileXOffset;

        Vector3 center = mm.transform.position;


        // first find valid targets
        List <HexTile> hexes = new List <HexTile>();

        foreach (var tile in tiles)
        {
            float dst = Vector3.Distance(center, tile.transform.position);
            if (dst >= max)
            {
                continue;
            }
            if (dst <= min)
            {
                continue;
            }
            if (tile.blocked)
            {
                continue;
            }
            hexes.Add(tile);
        }


        // bury some loot!
        int totalAdded = 0;

        while (hexes.Count > 0)
        {
            HexTile hex = hexes.RandomRemove();
            if (Random.Range(0f, 1f) > chance)
            {
                continue;
            }


            hex.Add(artifacts.Random());

            // pick random hex from the cluster for marker
            List <HexTile> tmps = new List <HexTile>(hex.neighbours);
            tmps.Add(hex);
            while (tmps.Count > 0)
            {
                HexTile tmp = tmps.RandomRemove();
                if (tmp.IsRevealed())
                {
                    continue;
                }

                InterestingArea interestingArea = Instantiate(interestingAreaPrefab, tmp.gameObject.transform);
                tmp.OnRevealed += interestingArea.Revealed;
                break;
            }

            // we dont want overlapping clusters, remove neighbors
            RemoveNeighbours(hex, hexes, margin + 1);

            int toAdd = Random.Range(clusterSize - clusterSizeSpread, clusterSize + clusterSizeSpread);
            // the one above
            int added = 1;
            for (int i = 0; i < 12; i++)
            {
                HexTile hexNeighbour = hex.neighbours.Random();
                if (Random.Range(0f, 1f) > chance)
                {
                    continue;
                }
                // could copy and remove but whatever
                if (hexNeighbour.HasArtifacts())
                {
                    continue;
                }
                if (hexNeighbour.blocked)
                {
                    continue;
                }

                hexNeighbour.Add(artifacts.Random());
                added++;
                totalAdded++;

                if (added >= toAdd)
                {
                    break;
                }

                if (totalAdded >= totalArtifacts)
                {
                    // break from outer while loop
                    goto refresh;
                    // or clear, but goto is fun :d
                    //hexes.Clear();
                }
            }
        }
        ;

refresh:

        if (totalAdded < totalArtifacts)
        {
            Debug.LogError("Failed to add " + totalArtifacts + ", available " + totalAdded);
        }

        // refresh counts on neighbours
        foreach (HexTile tile in tiles)
        {
            tile.Refresh();

            if (tile.UIArtifactCount == 0 && !tile.blocked && Random.Range(0f, 1f) <= decalChance)
            {
                tile.GetComponent <EnableRandom>()?.EnableRandomTarget();
            }
        }
    }