Example #1
0
    public GlobalSectionCell DefineSection(int SectionId)
    {
        GlobalSectionCell definedSection = new GlobalSectionCell(Vector3.zero, 0, 0);

        if (SectionId == 1)
        {
            definedSection.Xsize = _mapData.StartingSecionSize;
            definedSection.Ysize = _mapData.StartingSecionSize;
        }

        else
        {
            definedSection.Xsize = UnityEngine.Random.Range(_mapData.MinSectionSize, _mapData.MaxSectionSize + 1);
            definedSection.Ysize = UnityEngine.Random.Range(_mapData.MinSectionSize, _mapData.MaxSectionSize + 1);
        }

        Vector2 localNewPosition  = FindNearestLocalPlace();
        MapCell localSectionPivot = new MapCell((int)localNewPosition.x, (int)localNewPosition.y);

        definedSection.Position = ConvertLocalToGlobal(localNewPosition);
        LocallSectionCell definedLocalSection = new LocallSectionCell(localSectionPivot, definedSection.Xsize, definedSection.Ysize);

        definedSection = BuildLocalSection(SectionId, definedLocalSection);

        ClearUpPlaces();

        return(definedSection);
    }
Example #2
0
    void CalculateNextSpawnPoints(LocallSectionCell section)
    {
        Vector2 FirstSpawnPoint  = Vector2.zero;
        Vector2 SecondSpawnPoint = Vector2.zero;

        List <MapCell> BlockPerimeter = TransormPerimeter(section);

        if (!IsInMapLimits(BlockPerimeter[0], EmptyId))
        {
            return;
        }

        FirstSpawnPoint = new Vector2(BlockPerimeter[0].X, BlockPerimeter[0].Y);

        for (int i = 1; i < BlockPerimeter.Count; i++)
        {
            if (!IsInMapLimits(BlockPerimeter[i], EmptyId))
            {
                SecondSpawnPoint = new Vector2(BlockPerimeter[i - 1].X, BlockPerimeter[i - 1].Y);
                break;
            }
        }

        if (FirstSpawnPoint != Vector2.zero)
        {
            AddPlace(FirstSpawnPoint);
        }

        if (SecondSpawnPoint != Vector2.zero)
        {
            AddPlace(SecondSpawnPoint);
        }
    }
Example #3
0
    GlobalSectionCell BuildLocalSection(int SectionId, LocallSectionCell section)
    {
        //Fix pivot -> topleft
        //Fix X size
        //Fix Y size
        LocallSectionCell newSection = FindProperSection(section);

        //Populate localMap with id of the Section according to direction
        for (int i = 0; i < newSection.Xsize; i++)
        {
            for (int k = 0; k < newSection.Ysize; k++)
            {
                localMap[newSection.Position.X + i, newSection.Position.Y + k] = SectionId;
            }
        }

        //Don't forget to mark perimeter with a gap width
        for (int g = 1; g <= Gap; g++)
        {
            MapCell focusCell = new MapCell(newSection.Position.X, newSection.Position.Y);
            focusCell.X -= g;
            focusCell.Y -= g;

            //Top Perimeter
            for (int i = 0; i < newSection.Xsize + (g * 2 - 1); i++)
            {
                if (IsInMapLimits(focusCell, EmptyId))
                {
                    localMap[focusCell.X, focusCell.Y] = GapId;
                }

                focusCell.X++;
            }

            //Right Perimeter
            for (int i = 0; i < newSection.Ysize + (g * 2 - 1); i++)
            {
                if (IsInMapLimits(focusCell, EmptyId))
                {
                    localMap[focusCell.X, focusCell.Y] = GapId;
                }

                focusCell.Y++;
            }

            //Bot Perimeter
            for (int i = 0; i < newSection.Xsize + (g * 2 - 1); i++)
            {
                if (IsInMapLimits(focusCell, EmptyId))
                {
                    localMap[focusCell.X, focusCell.Y] = GapId;
                }

                focusCell.X--;
            }

            //Left Perimeter
            for (int i = 0; i < newSection.Ysize + (g * 2 - 1); i++)
            {
                if (IsInMapLimits(focusCell, EmptyId))
                {
                    localMap[focusCell.X, focusCell.Y] = GapId;
                }

                focusCell.Y--;
            }
        }


        //If this is the first section -> add spawn Vector on the right side;
        if (SectionId == 1)
        {
            Vector2 nextSectionPosition = new Vector2(newSection.Position.X + newSection.Xsize + Gap, newSection.Position.Y);
            AddPlace(nextSectionPosition);
        }
        else
        {
            CalculateNextSpawnPoints(newSection);
        }

        return(ConvertLocalToGlobal(newSection));
    }
Example #4
0
    GlobalSectionCell ConvertLocalToGlobal(LocallSectionCell localSection)
    {
        Vector3 Pivot = ConvertLocalToGlobal(localSection.Position);

        return(new GlobalSectionCell(Pivot, localSection.Xsize, localSection.Ysize));
    }
Example #5
0
    //Check direction of the Section, and change Pivot to the top-left corner if needed
    LocallSectionCell FindProperSection(LocallSectionCell section)
    {
        //find proper pivot (left-top)
        //resize section, if needed

        //First, we need to define expand direction
        MapCell checkCell = new MapCell(section.Position.X, section.Position.Y);

        checkCell.X++;

        int Xdirection = 1;
        int Ydirection = 1;

        if (IsInMapLimits(checkCell, EmptyId))
        {
            Xdirection = 1;
        }
        else
        {
            Xdirection = -1;
        }

        checkCell.X = section.Position.X;
        checkCell.Y = section.Position.Y + 1;

        if (IsInMapLimits(checkCell, EmptyId))
        {
            Ydirection = 1;
        }
        else
        {
            Ydirection = -1;
        }

        //directions is determined
        //now we need to find new section position and size

        MapCell newLocalPos = new MapCell(section.Position.X, section.Position.Y);
        int     newXsize    = section.Xsize;
        int     newYsize    = section.Ysize;

        checkCell.X = newLocalPos.X;
        checkCell.Y = newLocalPos.Y;

        MapCell additionalCheckCell = new MapCell(checkCell.X, checkCell.Y);


        //Check X side
        if (Ydirection == 1)
        {
            additionalCheckCell.Y += (_mapData.MinSectionSize - 1);
        }
        else
        {
            additionalCheckCell.Y -= (_mapData.MinSectionSize - 1);
        }


        for (int i = 0; i < section.Xsize; i++)
        {
            if (!IsInMapLimits(checkCell, EmptyId) || !IsInMapLimits(additionalCheckCell, EmptyId))
            {
                newXsize = i;
                break;
            }

            if (Xdirection == 1)
            {
                checkCell.X++;
                additionalCheckCell.X++;
            }
            else
            {
                checkCell.X--;
                additionalCheckCell.X--;
            }
        }

        if (Xdirection == -1)
        {
            newLocalPos.X = checkCell.X + 1;
        }

        checkCell.X = newLocalPos.X;

        additionalCheckCell.X = section.Position.X;
        additionalCheckCell.Y = section.Position.Y;


        //Check Y side
        if (Xdirection == 1)
        {
            additionalCheckCell.X += (newXsize - 1);
        }

        for (int i = 0; i < section.Ysize; i++)
        {
            if (!IsInMapLimits(checkCell, EmptyId) || !IsInMapLimits(additionalCheckCell, EmptyId))
            {
                newYsize = i;
                break;
            }

            if (Ydirection == 1)
            {
                checkCell.Y++;
                additionalCheckCell.Y++;
            }
            else
            {
                checkCell.Y--;
                additionalCheckCell.Y--;
            }
        }

        if (Ydirection == -1)
        {
            newLocalPos.Y = checkCell.Y + 1;
        }


        if (localMap[newLocalPos.X, newLocalPos.Y] != EmptyId)
        {
            Debug.Log("AHTUNG: new pivot is occupied! " + newLocalPos);
        }

        return(new LocallSectionCell(newLocalPos, newXsize, newYsize));
    }
Example #6
0
    List <MapCell> TransormPerimeter(LocallSectionCell section)
    {
        List <MapCell> Perimeter           = new List <MapCell>();
        MapCell        focusCell           = new MapCell(section.Position.X - Gap - 1, section.Position.Y - Gap - 1);
        int            PerimeterShiftIndex = 0;

        //Go CLockWise -> add cell to the List
        //go Right
        for (int i = 0; i < (section.Xsize + Gap * 2 + 2); i++)
        {
            focusCell.X = section.Position.X - Gap - 1 + i;
            Perimeter.Add(focusCell);
        }

        //go Bot
        for (int i = 1; i < (section.Ysize + Gap * 2 + 2); i++)
        {
            focusCell.Y = section.Position.Y - Gap - 1 + i;
            Perimeter.Add(focusCell);
        }

        //go Left
        for (int i = 1; i < (section.Xsize + Gap * 2 + 2); i++)
        {
            focusCell.X = section.Position.X + section.Xsize + Gap - i;
            Perimeter.Add(focusCell);
        }

        //go Top
        for (int i = 1; i < (section.Ysize + Gap * 2 + 1); i++)
        {
            focusCell.Y = section.Position.Y + section.Ysize + Gap - i;
            Perimeter.Add(focusCell);
        }


        //First we need to find UNpropriate cell
        int searchIndex = 0;

        for (int i = 0; i < Perimeter.Count; i++)
        {
            if (!IsInMapLimits(Perimeter[i], EmptyId))
            {
                searchIndex = i;
                break;
            }
        }

        //Then we continue our search until we  find good Cell. In this place sometimes OutOfRangeExeption index appears...
        for (int i = searchIndex; i < Perimeter.Count; i++)
        {
            if (IsInMapLimits(Perimeter[i], EmptyId))
            {
                PerimeterShiftIndex = i;
                break;
            }
        }


        if (PerimeterShiftIndex == 0)
        {
            return(Perimeter);
        }

        var ReorderedPerimeter = Perimeter.Skip(PerimeterShiftIndex).Concat(Perimeter.Take(PerimeterShiftIndex));
        var ReorderedList      = ReorderedPerimeter.ToList <MapCell>();

        return(ReorderedList);
    }