Example #1
0
    private void PathGFX()
    {
        if (pathPositions.Count == 1)
        {
            GameObject targetGameObj = GameObject.Find("Target");
            if (targetGameObj != null)
            {
                LineRenderer lr = pathRenderGFX.GetComponent <LineRenderer>();

                lr.SetWidth(0.25f, 0.25f);

                Vector3           startPosition   = pathPositions[0];
                Assets.Map.Center startTileCenter = Graph.centers.FirstOrDefault(p => p.PointInside(startPosition.x, startPosition.z));
                if (startTileCenter != null)
                {
                    startPosition.y = startTileCenter.elevation + 0.5f;

                    Vector3           endPosition   = targetGameObj.transform.position;
                    Assets.Map.Center endTileCenter = Graph.centers.FirstOrDefault(p => p.PointInside(endPosition.x, endPosition.z));
                    if (endTileCenter != null)
                    {
                        endPosition.y = endTileCenter.elevation + 0.5f;

                        lr.SetPosition(0, startPosition);
                        lr.SetPosition(1, endPosition);
                    }
                }
            }
        }
    }
Example #2
0
 private void DrawNoisyPolygon(Texture2D texture, Center p, List<Vector2> orgEdges)
 {
     _edgePoints.Clear();
     _edgePoints.AddRange(orgEdges);
     _edgePoints.Add(p.point);
     texture.FillPolygon(
         _edgePoints.Select(x => new Vector2(x.x * _textureScale, x.y * _textureScale)).ToArray(),
         BiomeProperties.Colors[p.biome]);
 }
Example #3
0
    public void AddTerrainPath(Vector3 pathPoint, string pathType, int brushHeight)
    {
        //Place path
        if (pathPositions.Count == 1)
        {
            pathPositions.Add(pathPoint);

            Assets.Map.Center startTileCenter = Graph.centers.FirstOrDefault(p => p.PointInside(pathPositions [0].x, pathPositions [0].z));
            Assets.Map.Center endTileCenter   = Graph.centers.FirstOrDefault(p => p.PointInside(pathPositions [1].x, pathPositions [1].z));

            if (startTileCenter != endTileCenter)
            {
                Vector3 path = pathPositions [1] - pathPositions [0];

                Assets.Map.Center tileCenter = startTileCenter;

                for (Vector3 pathSegment = Vector3.zero; Vector3.Magnitude(pathSegment) <= Vector3.Magnitude(path); pathSegment += path / 50)
                {
                    Vector3 segment = pathPositions [0] + pathSegment;

                    Assets.Map.Center thisTileCenter = Graph.centers.FirstOrDefault(p => p.PointInside(segment.x, segment.z));

                    if (thisTileCenter != null && tileCenter != null)
                    {
                        if (thisTileCenter != tileCenter)
                        {
                            switch (pathType)
                            {
                            case MapGenMenu.SubTitle_Ramps:
                                if (thisTileCenter.elevation < tileCenter.elevation)
                                {
                                    AddRamp(tileCenter, thisTileCenter);
                                }
                                else
                                {
                                    AddRamp(thisTileCenter, tileCenter);
                                }
                                break;

                            case MapGenMenu.SubTitle_Tiles:
                                PlaceTile(tileCenter.point.x, tileCenter.point.y, brushHeight);
                                break;
                            }

                            tileCenter = thisTileCenter;
                        }
                    }
                }
            }

            pathPositions.Clear();

            Object.Destroy(pathRenderGFX);
        }
    }
Example #4
0
    public void PlaceTile(float x, float y, int brushHeight)
    {
        Assets.Map.Center selectedCenter = Graph.centers.FirstOrDefault(p => p.PointInside(x, y));
        if (selectedCenter != null)
        {
            selectedCenter.elevation = brushHeight;

            // rebuild
            BuildVoronoiTileGFX(selectedCenter);


            bRescanNavGraph = true;
        }
    }
Example #5
0
    public void AddRoom(Vector3 cornerPoint, int brushHeight)
    {
        //Place path
        if (roomPositions.Count == 1)
        {
            roomPositions.Add(cornerPoint);

            Assets.Map.Center startTileCenter = Graph.centers.FirstOrDefault(p => p.PointInside(roomPositions [0].x, roomPositions [0].z));
            Assets.Map.Center endTileCenter   = Graph.centers.FirstOrDefault(p => p.PointInside(roomPositions [1].x, roomPositions [1].z));

            if (startTileCenter != endTileCenter)
            {
                Vector3 path = roomPositions [1] - roomPositions [0];

                Assets.Map.Center tileCenter = startTileCenter;


                foreach (Assets.Map.Center selectedCenter in Graph.centers)
                {
                    float minX = Mathf.Min(roomPositions[0].x, roomPositions[1].x);
                    float maxX = Mathf.Max(roomPositions[0].x, roomPositions[1].x);

                    if (selectedCenter.point.x > minX && selectedCenter.point.x < maxX)
                    {
                        float minZ = Mathf.Min(roomPositions[0].z, roomPositions[1].z);
                        float maxZ = Mathf.Max(roomPositions[0].z, roomPositions[1].z);

                        if (selectedCenter.point.y > minZ && selectedCenter.point.y < maxZ)
                        {
                            PlaceTile(selectedCenter.point.x, selectedCenter.point.y, brushHeight);
                        }
                    }
                }
            }

            roomPositions.Clear();


            Object.Destroy(roomRenderGFX[0]);
            Object.Destroy(roomRenderGFX[1]);
            Object.Destroy(roomRenderGFX[2]);
            Object.Destroy(roomRenderGFX[3]);
        }
    }
Example #6
0
    private void RoomGFX()
    {
        if (roomPositions.Count == 1)
        {
            GameObject targetGameObj = GameObject.Find("Target");
            if (targetGameObj != null)
            {
                for (int side = 0; side < 4; side++)
                {
                    LineRenderer lr = roomRenderGFX[side].GetComponent <LineRenderer>();

                    lr.SetWidth(0.25f, 0.25f);

                    Vector3 startPosition = new Vector3(0, 0, 0);

                    switch (side)
                    {
                    case 0:
                        startPosition = roomPositions[0];
                        break;

                    case 1:
                        startPosition = targetGameObj.transform.position;
                        break;

                    case 2:
                        startPosition   = roomPositions[0];
                        startPosition.z = targetGameObj.transform.position.z;

                        break;

                    case 3:
                        startPosition   = roomPositions[0];
                        startPosition.x = targetGameObj.transform.position.x;
                        break;
                    }
                    Assets.Map.Center startTileCenter = Graph.centers.FirstOrDefault(p => p.PointInside(startPosition.x, startPosition.z));
                    if (startTileCenter != null)
                    {
                        startPosition.y = startTileCenter.elevation + 0.5f;

                        Vector3 endPosition = new Vector3(0, 0, 0);

                        switch (side)
                        {
                        case 0:
                            endPosition   = roomPositions[0];
                            endPosition.x = targetGameObj.transform.position.x;
                            break;

                        case 1:
                            endPosition   = roomPositions[0];
                            endPosition.z = targetGameObj.transform.position.z;
                            break;

                        case 2:
                            endPosition = roomPositions[0];
                            break;

                        case 3:
                            endPosition = targetGameObj.transform.position;
                            break;
                        }

                        Assets.Map.Center endTileCenter = Graph.centers.FirstOrDefault(p => p.PointInside(endPosition.x, endPosition.z));
                        if (endTileCenter != null)
                        {
                            endPosition.y = endTileCenter.elevation + 0.5f;

                            lr.SetPosition(0, startPosition);
                            lr.SetPosition(1, endPosition);
                        }
                    }
                }
            }
        }
    }
Example #7
0
 internal void Click(Vector2 point)
 {
     SelectedCenter = Graph.centers.FirstOrDefault(p => p.PointInside(point.x, point.y));
 }
Example #8
0
        private void BuildGraph(IEnumerable<Vector2> points, Delaunay.Voronoi voronoi)
        {
            // Build graph data structure in 'edges', 'centers', 'corners',
            // based on information in the Voronoi results: point.neighbors
            // will be a list of neighboring points of the same type (corner
            // or center); point.edges will be a list of edges that include
            // that point. Each edge connects to four points: the Voronoi edge
            // edge.{v0,v1} and its dual Delaunay triangle edge edge.{d0,d1}.
            // For boundary polygons, the Delaunay edge will have one null
            // point, and the Voronoi edge may be null.
            var libedges = voronoi.Edges();

            var centerLookup = new Dictionary<Vector2?, Center>();

            // Build Center objects for each of the points, and a lookup map
            // to find those Center objects again as we build the graph
            foreach (var point in points)
            {
                var p = new Center { index = centers.Count, point = point };
                centers.Add(p);
                centerLookup[point] = p;
            }

            // Workaround for Voronoi lib bug: we need to call region()
            // before Edges or neighboringSites are available
            foreach (var p in centers)
            {
                voronoi.Region(p.point);
            }

            foreach (var libedge in libedges)
            {
                var dedge = libedge.DelaunayLine();
                var vedge = libedge.VoronoiEdge();

                // Fill the graph data. Make an Edge object corresponding to
                // the edge from the voronoi library.
                var edge = new Edge
                {
                    index = edges.Count,
                    river = 0,

                    // Edges point to corners. Edges point to centers. 
                    v0 = MakeCorner(vedge.p0),
                    v1 = MakeCorner(vedge.p1),
                    d0 = centerLookup[dedge.p0],
                    d1 = centerLookup[dedge.p1]
                };
                if (vedge.p0.HasValue && vedge.p1.HasValue)
                    edge.midpoint = Vector2Extensions.Interpolate(vedge.p0.Value, vedge.p1.Value, 0.5f);

                edges.Add(edge);

                // Centers point to edges. Corners point to edges.
                if (edge.d0 != null) { edge.d0.borders.Add(edge); }
                if (edge.d1 != null) { edge.d1.borders.Add(edge); }
                if (edge.v0 != null) { edge.v0.protrudes.Add(edge); }
                if (edge.v1 != null) { edge.v1.protrudes.Add(edge); }

                // Centers point to centers.
                if (edge.d0 != null && edge.d1 != null)
                {
                    AddToCenterList(edge.d0.neighbors, edge.d1);
                    AddToCenterList(edge.d1.neighbors, edge.d0);
                }

                // Corners point to corners
                if (edge.v0 != null && edge.v1 != null)
                {
                    AddToCornerList(edge.v0.adjacent, edge.v1);
                    AddToCornerList(edge.v1.adjacent, edge.v0);
                }

                // Centers point to corners
                if (edge.d0 != null)
                {
                    AddToCornerList(edge.d0.corners, edge.v0);
                    AddToCornerList(edge.d0.corners, edge.v1);
                }
                if (edge.d1 != null)
                {
                    AddToCornerList(edge.d1.corners, edge.v0);
                    AddToCornerList(edge.d1.corners, edge.v1);
                }

                // Corners point to centers
                if (edge.v0 != null)
                {
                    AddToCenterList(edge.v0.touches, edge.d0);
                    AddToCenterList(edge.v0.touches, edge.d1);
                }
                if (edge.v1 != null)
                {
                    AddToCenterList(edge.v1.touches, edge.d0);
                    AddToCenterList(edge.v1.touches, edge.d1);
                }
            }

            // TODO: use edges to determine these
            var topLeft = centers.OrderBy(p => p.point.x + p.point.y).First();
            AddCorner(topLeft, 0, 0);

            var bottomRight = centers.OrderByDescending(p => p.point.x + p.point.y).First();
            AddCorner(bottomRight, Width, Height);

            var topRight = centers.OrderByDescending(p => Width - p.point.x + p.point.y).First();
            AddCorner(topRight, 0, Height);

            var bottomLeft = centers.OrderByDescending(p => p.point.x + Height - p.point.y).First();
            AddCorner(bottomLeft, Width, 0);

            // required for polygon fill
            foreach (var center in centers)
            {
                center.corners.Sort(ClockwiseComparison(center));
            }
        }
Example #9
0
 static Biome GetBiome(Center p)
 {
     if (p.ocean)
     {
         return(Biome.Ocean);
     }
     else if (p.water)
     {
         if (p.elevation < 0.1)
         {
             return(Biome.Marsh);
         }
         if (p.elevation > 0.8)
         {
             return(Biome.Ice);
         }
         return(Biome.Lake);
     }
     else if (p.coast)
     {
         return(Biome.Beach);
     }
     else if (p.elevation > 0.8)
     {
         if (p.moisture > 0.50)
         {
             return(Biome.Snow);
         }
         else if (p.moisture > 0.33)
         {
             return(Biome.Tundra);
         }
         else if (p.moisture > 0.16)
         {
             return(Biome.Bare);
         }
         else
         {
             return(Biome.Scorched);
         }
     }
     else if (p.elevation > 0.6)
     {
         if (p.moisture > 0.66)
         {
             return(Biome.Taiga);
         }
         else if (p.moisture > 0.33)
         {
             return(Biome.Shrubland);
         }
         else
         {
             return(Biome.TemperateDesert);
         }
     }
     else if (p.elevation > 0.3)
     {
         if (p.moisture > 0.83)
         {
             return(Biome.TemperateRainForest);
         }
         else if (p.moisture > 0.50)
         {
             return(Biome.TemperateDeciduousForest);
         }
         else if (p.moisture > 0.16)
         {
             return(Biome.Grassland);
         }
         else
         {
             return(Biome.TemperateDesert);
         }
     }
     else
     {
         if (p.moisture > 0.66)
         {
             return(Biome.TropicalRainForest);
         }
         else if (p.moisture > 0.33)
         {
             return(Biome.TropicalSeasonalForest);
         }
         else if (p.moisture > 0.16)
         {
             return(Biome.Grassland);
         }
         else
         {
             return(Biome.SubtropicalDesert);
         }
     }
 }
Example #10
0
    // Ramp between selectedCenter and target center (c)
    public void AddRamp(Assets.Map.Center selectedCenter, Assets.Map.Center c)
    {
        if (c.elevation < selectedCenter.elevation)
        {
            foreach (Assets.Map.Edge edge in  c.borders)
            {
                if (edge.d0 == selectedCenter || edge.d1 == selectedCenter) // todo: floating point equaulity may break with non-integer floats.
                {                                                           // this is the edge which connects to the selected site
                    if (edge.gameObjectRamp.Count == 0)
                    {
                        edge.gameObjectWalls.ForEach(_gfx => Object.Destroy(_gfx));
                        edge.gameObjectWalls.Clear();

                        edge.gameObjectWallsViz.ForEach(_gfx => Object.Destroy(_gfx));
                        edge.gameObjectWallsViz.Clear();

                        edge.gameObjectRamp.ForEach(_gfx => Object.Destroy(_gfx));
                        edge.gameObjectRamp.Clear();

                        Vector2 halfEdgeVector = edge.v0.point - edge.v1.point;
                        halfEdgeVector = halfEdgeVector / 2;

                        Vector2 centerVector = c.point - selectedCenter.point;
                        centerVector = centerVector / 2;


                        GameObject obj = Object.Instantiate(assetLibrary.GetComponent <AssetLibrary>().collisionPrefab, new Vector3(c.point.x, 0, c.point.y), Quaternion.identity) as GameObject;

                        obj.layer = 8;                         //ground

                        obj.name = "rampCollision";

                        //obj.GetComponent<Renderer>().enabled = false; // hide collison mesh

                        obj.GetComponent <MeshFilter>().mesh.vertices = new Vector3[]
                        {
                            new Vector3(edge.v1.point.x - c.point.x, selectedCenter.elevation, edge.v1.point.y - c.point.y),
                            new Vector3(edge.v1.point.x - c.point.x + centerVector.x, c.elevation, edge.v1.point.y - c.point.y + centerVector.y),
                            new Vector3(edge.v0.point.x - c.point.x, selectedCenter.elevation, edge.v0.point.y - c.point.y),
                            new Vector3(edge.v0.point.x - c.point.x + centerVector.x, c.elevation, edge.v0.point.y - c.point.y + centerVector.y)
                        };

                        obj.GetComponent <MeshFilter>().mesh.uv = new [] { new Vector2(1, 1), new Vector2(1, 0), new Vector2(0, 1), new Vector2(0, 0) };

                        // tri ordering is based on vectors between center and adjacent center
                        if (c.point.y == selectedCenter.point.y)                          //TODO: float equality
                        {
                            if (c.point.x < selectedCenter.point.x)
                            {
                                obj.GetComponent <MeshFilter>().mesh.triangles = new [] { 0, 1, 2, 2, 1, 3 };
                            }
                            else
                            {
                                obj.GetComponent <MeshFilter>().mesh.triangles = new [] { 0, 2, 1, 1, 2, 3 };
                            }
                        }
                        else if (c.point.y > selectedCenter.point.y)
                        {
                            obj.GetComponent <MeshFilter>().mesh.triangles = new [] { 0, 2, 1, 1, 2, 3 };
                        }
                        else if (c.point.y < selectedCenter.point.y)
                        {
                            obj.GetComponent <MeshFilter>().mesh.triangles = new [] { 0, 1, 2, 2, 1, 3 };
                        }

                        obj.GetComponent <MeshFilter>().mesh.RecalculateNormals();

                        //obj.AddComponent<MeshCollider>();
                        obj.GetComponent <MeshCollider>().sharedMesh = obj.GetComponent <MeshFilter>().mesh;

                        obj.transform.SetParent(this.transform);

                        edge.gameObjectRamp.Add(obj);


                        // Ramp Viz Object
                        Vector3 newPos = (new Vector3(edge.v0.point.x, 0, edge.v0.point.y) + new Vector3(edge.v1.point.x, 0, edge.v1.point.y)) / 2;
                        newPos.y = c.elevation;


                        GameObject vizObj = Object.Instantiate(assetLibrary.GetComponent <AssetLibrary>().VizPrefabStair, newPos, Quaternion.identity) as GameObject;
                        vizObj.name = "VizPrefabStair";

                        // flag MeshFilter game objects as viz layer
                        MeshFilter[] childmf = vizObj.GetComponentsInChildren <MeshFilter>();
                        int          ct      = 0;
                        while (ct < childmf.Length)
                        {
                            MeshFilter cmf = childmf[ct];

                            if (cmf != null)
                            {
                                cmf.gameObject.layer = 10;
                            }

                            ct++;
                        }

                        // rotate to angle of edge face
                        float yAngle = Vector3.Angle(new Vector3(0, 0, 1), new Vector3(c.point.x, 0, c.point.y) - new Vector3(selectedCenter.point.x, 0, selectedCenter.point.y));

                        if (selectedCenter.point.x > c.point.x)
                        {
                            vizObj.transform.Rotate(0, -yAngle, 0);
                        }
                        else
                        {
                            vizObj.transform.Rotate(0, yAngle, 0);
                        }

                        Vector3 ls = vizObj.transform.localScale;
                        ls.x = Mathf.Sqrt(Vector2.SqrMagnitude(edge.v0.point - edge.v1.point)) / 2.0f;
                        ls.y = selectedCenter.elevation - c.elevation;
                        vizObj.transform.localScale = ls;

                        vizObj.transform.SetParent(this.transform);

                        edge.gameObjectRamp.Add(vizObj);

                        bRescanNavGraph = true;

                        return;
                    }
                }
            }
        }
    }
Example #11
0
 private void AddToCenterList(List<Center> v, Center x)
 {
     if (x != null && v.IndexOf(x) < 0) { v.Add(x); }
 }
Example #12
0
 private Comparison<Corner> ClockwiseComparison(Center center)
 {
     Comparison<Corner> result =
         (a, b) =>
         {
             return (int)(((a.point.x - center.point.x) * (b.point.y - center.point.y) - (b.point.x - center.point.x) * (a.point.y - center.point.y)) * 1000);
         };
     return result;
 }
Example #13
0
 private static void AddCorner(Center topLeft, int x, int y)
 {
     if (topLeft.point.x != x || topLeft.point.y != y)
         topLeft.corners.Add(new Corner { ocean = true, point = new Vector2(x, y) });
 }
Example #14
0
        static Biome GetBiome(Center p)
        {
            //            if (p.ocean)
            //            {
            //                return Biome.Ocean;
            //            }
            //            else if (p.water)
            //            {
            //                if (p.elevation < 0.1) return Biome.Marsh;
            //                if (p.elevation > 0.8) return Biome.Ice;
            //                return Biome.Lake;
            //            }
            //            else if (p.coast)
            //            {
            //                return Biome.Beach;
            //            }
            //            else if (p.elevation > 0.8)
            //            {
            //                if (p.moisture > 0.50) return Biome.Snow;
            //                else if (p.moisture > 0.33) return Biome.Tundra;
            //                else if (p.moisture > 0.16) return Biome.Bare;
            //                else return Biome.Scorched;
            //            }
            //            else if (p.elevation > 0.6)
            //            {
            //                if (p.moisture > 0.66) return Biome.Taiga;
            //                else if (p.moisture > 0.33) return Biome.Shrubland;
            //                else return Biome.TemperateDesert;
            //            }
            //            else if (p.elevation > 0.3)
            //            {
            //                if (p.moisture > 0.83) return Biome.TemperateRainForest;
            //                else if (p.moisture > 0.50) return Biome.TemperateDeciduousForest;
            //                else if (p.moisture > 0.16) return Biome.Grassland;
            //                else return Biome.TemperateDesert;
            //            }
            //            else
            //            {
            //                if (p.moisture > 0.66) return Biome.TropicalRainForest;
            //                else if (p.moisture > 0.33) return Biome.TropicalSeasonalForest;
            //                else if (p.moisture > 0.16) return Biome.Grassland;
            //                else return Biome.SubtropicalDesert;
            //            }

            if (p.ocean)
            {
                return Biome.Ocean;
            } else if (p.water)
            {
                return Biome.Marsh;
            } else if (p.coast)
            {
                return Biome.Beach;
            } else if (p.elevation > 0.7)
            {
                return Biome.TemperateRainForest;
            } else if (p.elevation < 0.5)
            {
                if (p.moisture < 0.2) return Biome.Lava;
                else if (p.moisture < 0.25) return Biome.TemperateDesert;
                else return Biome.Grassland;
            }
            else
            {
                return Biome.RockLand;
            }
        }
Example #15
0
        private void BuildGraph(IEnumerable <Vector2> points, Delaunay.Voronoi voronoi)
        {
            // Build graph data structure in 'edges', 'centers', 'corners',
            // based on information in the Voronoi results: point.neighbors
            // will be a list of neighboring points of the same type (corner
            // or center); point.edges will be a list of edges that include
            // that point. Each edge connects to four points: the Voronoi edge
            // edge.{v0,v1} and its dual Delaunay triangle edge edge.{d0,d1}.
            // For boundary polygons, the Delaunay edge will have one null
            // point, and the Voronoi edge may be null.
            var libedges = voronoi.Edges();

            var centerLookup = new Dictionary <Vector2?, Center>();

            // Build Center objects for each of the points, and a lookup map
            // to find those Center objects again as we build the graph
            foreach (var point in points)
            {
                var p = new Center {
                    index = centers.Count, point = point
                };
                centers.Add(p);
                centerLookup[point] = p;
            }

            // Workaround for Voronoi lib bug: we need to call region()
            // before Edges or neighboringSites are available
            foreach (var p in centers)
            {
                voronoi.Region(p.point);
            }

            foreach (var libedge in libedges)
            {
                var dedge = libedge.DelaunayLine();
                var vedge = libedge.VoronoiEdge();

                // Fill the graph data. Make an Edge object corresponding to
                // the edge from the voronoi library.
                var edge = new Edge
                {
                    index = edges.Count,
                    river = 0,

                    // Edges point to corners. Edges point to centers.
                    v0 = MakeCorner(vedge.p0),
                    v1 = MakeCorner(vedge.p1),
                    d0 = centerLookup[dedge.p0],
                    d1 = centerLookup[dedge.p1]
                };
                if (vedge.p0.HasValue && vedge.p1.HasValue)
                {
                    edge.midpoint = Vector2Extensions.Interpolate(vedge.p0.Value, vedge.p1.Value, 0.5f);
                }

                edges.Add(edge);

                // Centers point to edges. Corners point to edges.
                if (edge.d0 != null)
                {
                    edge.d0.borders.Add(edge);
                }
                if (edge.d1 != null)
                {
                    edge.d1.borders.Add(edge);
                }
                if (edge.v0 != null)
                {
                    edge.v0.protrudes.Add(edge);
                }
                if (edge.v1 != null)
                {
                    edge.v1.protrudes.Add(edge);
                }

                // Centers point to centers.
                if (edge.d0 != null && edge.d1 != null)
                {
                    AddToCenterList(edge.d0.neighbors, edge.d1);
                    AddToCenterList(edge.d1.neighbors, edge.d0);
                }

                // Corners point to corners
                if (edge.v0 != null && edge.v1 != null)
                {
                    AddToCornerList(edge.v0.adjacent, edge.v1);
                    AddToCornerList(edge.v1.adjacent, edge.v0);
                }

                // Centers point to corners
                if (edge.d0 != null)
                {
                    AddToCornerList(edge.d0.corners, edge.v0);
                    AddToCornerList(edge.d0.corners, edge.v1);
                }
                if (edge.d1 != null)
                {
                    AddToCornerList(edge.d1.corners, edge.v0);
                    AddToCornerList(edge.d1.corners, edge.v1);
                }

                // Corners point to centers
                if (edge.v0 != null)
                {
                    AddToCenterList(edge.v0.touches, edge.d0);
                    AddToCenterList(edge.v0.touches, edge.d1);
                }
                if (edge.v1 != null)
                {
                    AddToCenterList(edge.v1.touches, edge.d0);
                    AddToCenterList(edge.v1.touches, edge.d1);
                }
            }

            // TODO: use edges to determine these
            var topLeft = centers.OrderBy(p => p.point.x + p.point.y).First();

            AddCorner(topLeft, 0, 0);

            var bottomRight = centers.OrderByDescending(p => p.point.x + p.point.y).First();

            AddCorner(bottomRight, Width, Height);

            var topRight = centers.OrderByDescending(p => Width - p.point.x + p.point.y).First();

            AddCorner(topRight, 0, Height);

            var bottomLeft = centers.OrderByDescending(p => p.point.x + Height - p.point.y).First();

            AddCorner(bottomLeft, Width, 0);

            // required for polygon fill
            foreach (var center in centers)
            {
                center.corners.Sort(ClockwiseComparison(center));
            }
        }
Example #16
0
 public Edge lookupEdgeFromCenter(Center p, Center r)
 {
     foreach (var edge in p.borders)
     {
         if (edge.d0 == r || edge.d1 == r)
             return edge;
     }
     return null;
 }
Example #17
0
 static Biome GetBiome(Center p)
 {
     if (p.ocean)
     {
         return Biome.Ocean;
     }
     else if (p.water)
     {
         if (p.elevation < 0.1) return Biome.Marsh;
         if (p.elevation > 0.8) return Biome.Ice;
         return Biome.Lake;
     }
     else if (p.coast)
     {
         return Biome.Beach;
     }
     else if (p.elevation > 0.8)
     {
         if (p.moisture > 0.50) return Biome.Snow;
         else if (p.moisture > 0.33) return Biome.Tundra;
         else if (p.moisture > 0.16) return Biome.Bare;
         else return Biome.Scorched;
     }
     else if (p.elevation > 0.6)
     {
         if (p.moisture > 0.66) return Biome.Taiga;
         else if (p.moisture > 0.33) return Biome.Shrubland;
         else return Biome.TemperateDesert;
     }
     else if (p.elevation > 0.3)
     {
         if (p.moisture > 0.83) return Biome.TemperateRainForest;
         else if (p.moisture > 0.50) return Biome.TemperateDeciduousForest;
         else if (p.moisture > 0.16) return Biome.Grassland;
         else return Biome.TemperateDesert;
     }
     else
     {
         if (p.moisture > 0.66) return Biome.TropicalRainForest;
         else if (p.moisture > 0.33) return Biome.TropicalSeasonalForest;
         else if (p.moisture > 0.16) return Biome.Grassland;
         else return Biome.SubtropicalDesert;
     }
 }
Example #18
0
    public void PlaceDoor(float x, float y)
    {
        Debug.Log("PlaceDoor");

        Assets.Map.Center selectedCenter = Graph.centers.FirstOrDefault(p => p.PointInside(x, y));
        if (selectedCenter == null)
        {
            Debug.Log("PlaceDoor: selectedCenter is null");
            return;
        }

        // Generate List of edges which are valid for door placement.
        List <Assets.Map.Edge> validDoorEdges = new List <Assets.Map.Edge> ();

        for (int edgeIndex = 0; edgeIndex < selectedCenter.borders.Count; edgeIndex++)
        {
            Assets.Map.Edge selectedEdge = selectedCenter.borders[edgeIndex];
            if (selectedEdge.v0 != null && selectedEdge.v1 != null)
            {
                if (Vector3.Magnitude(selectedEdge.v0.point - selectedEdge.v1.point) > 0)
                {
                    validDoorEdges.Add(selectedEdge);
                }
            }
        }

        // remove existing door Viz game objects around selected center & store index of removed door Viz.
        int  selectedEdgeIndex = 0;
        bool bRemovedDoor      = false;

        for (int edgeIndex = 0; edgeIndex < validDoorEdges.Count; edgeIndex++)
        {
            Assets.Map.Edge selectedEdge = validDoorEdges[edgeIndex];
            if (selectedEdge.gameObjectDoorViz.Count > 0)
            {
                selectedEdge.gameObjectDoorViz.ForEach(_gfx => Object.Destroy(_gfx));
                selectedEdge.gameObjectDoorViz.Clear();

                selectedEdgeIndex = edgeIndex;
                bRemovedDoor      = true;
            }
        }

        // door placement will be at next edge index.
        if (bRemovedDoor == true)
        {
            selectedEdgeIndex++;
        }

        // this condition is used to define a state where no doors will be attached to the selected tile
        if (selectedEdgeIndex >= validDoorEdges.Count)
        {
            return;
        }


        Assets.Map.Edge   edge = validDoorEdges[selectedEdgeIndex];
        Assets.Map.Center adjCenter;         // may be at either d0 or d1

        if (edge.d0 == selectedCenter)       // todo: floating point equaulity may break with non-integer floats.
        {
            adjCenter = edge.d1;
        }
        else
        {
            adjCenter = edge.d0;
        }

        int thisElevation = (int)selectedCenter.elevation;

        if (edge.v0 != null && edge.v1 != null)          //graph border tiles may be null
        {
            //VIZ
            Vector3 newPos = (new Vector3(edge.v0.point.x, 0, edge.v0.point.y) + new Vector3(edge.v1.point.x, 0, edge.v1.point.y)) / 2;

            newPos.y = thisElevation;

            GameObject vizObj = Object.Instantiate(assetLibrary.GetComponent <AssetLibrary>().VizPrefabArch, newPos, Quaternion.identity) as GameObject;

            vizObj.name = "VizPrefabArch";

            // flag MeshFilter game objects as viz layer
            MeshFilter[] childmf = vizObj.GetComponentsInChildren <MeshFilter>();
            int          ct      = 0;
            while (ct < childmf.Length)
            {
                MeshFilter cmf = childmf[ct];

                if (cmf != null)
                {
                    cmf.gameObject.layer = 10;
                }

                ct++;
            }

            //rotate to angle of edge face
            float yAngle = Vector3.Angle(new Vector3(0, 0, 1), new Vector3(selectedCenter.point.x, 0, selectedCenter.point.y) - new Vector3(adjCenter.point.x, 0, adjCenter.point.y));

            if (adjCenter.point.x > selectedCenter.point.x)
            {
                vizObj.transform.Rotate(0, -yAngle, 0);
            }
            else
            {
                vizObj.transform.Rotate(0, yAngle, 0);
            }

            Vector3 ls = vizObj.transform.localScale;
            ls.x = Mathf.Sqrt(Vector2.SqrMagnitude(edge.v0.point - edge.v1.point));
            vizObj.transform.localScale = ls;

            vizObj.transform.SetParent(this.transform);

            edge.gameObjectDoorViz.Add(vizObj);
        }
    }
Example #19
0
 internal void Click(Vector2 point)
 {
     SelectedCenter = Graph.centers.FirstOrDefault(p => p.PointInside(point.x, point.y));
 }