public static XElement CreateTerrainlayout(List <IntVec3> cellExport, Area area, Map map, bool exportNatural, out bool add)
        {
            XElement liMain = new XElement("li", null);

            RectUtils.EdgeFromList(cellExport, out int height, out int width);
            add = false;

            IntVec3 first = cellExport.First();

            for (int i = 0; i < height; i++)
            {
                XElement li   = new XElement("li", null);
                string   temp = "";
                for (int i2 = 0; i2 < width; i2++)
                {
                    if (area != null && !area.ActiveCells.Contains(first))
                    {
                        if (i2 + 1 == width)
                        {
                            temp += ".";
                        }
                        else
                        {
                            temp += ".,";
                        }
                    }
                    else if (map.terrainGrid.TerrainAt(first) is TerrainDef d && !d.BuildableByPlayer && !d.HasTag("Road") && !exportNatural)
                    {
                        if (i2 + 1 == width)
                        {
                            temp += ".";
                        }
                        else
                        {
                            temp += ".,";
                        }
                    }
        /// <summary>
        /// Generate a grid, add the preexisting vanilla road if needed. Add main roads. Fill the potential point list, add buildings on grid and fill the origin/layout dictionnary
        /// </summary>
        /// <param name="seed">Seed for Random</param>
        /// <param name="sld">SettlementLayoutDef to get all StructureLayoutDef authorized</param>
        /// <param name="map">The map</param>
        /// <returns></returns>
        public static CustomVector[][] GenerateGrid(int seed, SettlementLayoutDef sld, Map map)
        {
            CGO.currentGenStepMoreInfo = "Generating grid and main road";
            int mapWidth  = Math.Min(map.Size.x, sld.settlementSize.x),
                mapHeight = Math.Min(map.Size.z, sld.settlementSize.z);

            // Search for the smallest sized allowed structure. It will be the radius between potential building spawn points
            CGO.radius = 9999;
            for (int i = 0; i < sld.allowedStructures.Count; i++)
            {
                foreach (StructureLayoutDef item in DefDatabase <StructureLayoutDef> .AllDefsListForReading.FindAll(s => s.tags.Contains(sld.allowedStructuresConverted[i].structureLayoutTag)))
                {
                    RectUtils.HeightWidthFromLayout(item, out int height, out int width);
                    if (height < CGO.radius)
                    {
                        CGO.radius = height;
                    }
                    if (width < CGO.radius)
                    {
                        CGO.radius = width;
                    }
                }
            }
            CGO.radius += 2; // Add to radius to ensure no building touch one another

            // Initialize the grid used for generation
            Random r = new Random(seed);

            CustomVector[][] grid = new CustomVector[mapWidth][];
            for (int i = 0; i < mapWidth; i++)
            {
                grid[i] = new CustomVector[mapHeight];
                for (int j = 0; j < mapHeight; j++)
                {
                    grid[i][j] = new CustomVector(i, j);
                }
            }

            // Exclude non bridgeable cells
            for (int i = 0; i < mapWidth; i++)
            {
                for (int j = 0; j < mapHeight; j++)
                {
                    TerrainDef t = map.terrainGrid.TerrainAt(new IntVec3(CGO.offset.x + i, 0, CGO.offset.y + j));
                    if (t.HasTag("Water") && (t.affordances == null || !t.affordances.Contains(TerrainAffordanceDefOf.Bridgeable)))
                    {
                        grid[i][j].Type = CellType.WATER;
                    }
                }
            }
            // Main roads
            CGO.usePathCostReduction = false; // No path cost reduction for main road, for them to be distinct
            DrawXMainRoad(grid, mapWidth, mapHeight, 15, r);
            DrawYMainRoad(grid, mapWidth, mapHeight, 15, r);
            // If bigger sized settlement, add more main roads
            for (int i = 0; i < mapWidth / 100; i++)
            {
                if (i == 0)
                {
                    DrawXMainRoad(grid, mapWidth, mapHeight, mapWidth / 2, r);
                    DrawYMainRoad(grid, mapWidth, mapHeight, mapHeight / 2, r);
                }
                else
                {
                    DrawXMainRoad(grid, mapWidth, mapHeight, 50, r);
                    DrawYMainRoad(grid, mapWidth, mapHeight, 50, r);
                }
            }
            // Get vanilla world road type and use it if present
            if (CGO.preRoadTypes?.Count > 0)
            {
                for (int i = 0; i < mapWidth; i++)
                {
                    for (int j = 0; j < mapHeight; j++)
                    {
                        TerrainDef t = map.terrainGrid.TerrainAt(new IntVec3(CGO.offset.x + i, 0, CGO.offset.y + j));
                        if (CGO.preRoadTypes.Contains(t))
                        {
                            grid[i][j].Type = CellType.MAINROAD; // Add vanilla generated road to the grid
                        }
                    }
                }
            }
            CGO.usePathCostReduction = true;                                         // Renable path cost reduction

            CGO.vectors = PoissonDiskSampling.Run(50, mapWidth, mapHeight, r, grid); // Get all possible points with radius
            CGO.doors   = BuildingPlacement.Run(sld, grid, 50);                      // Place buildings on grid and add them/their origin into vectStruct
            return(grid);
        }
Example #3
0
        public static void Generate(Map map, IntVec3 c, CustomGenOption sf, string symbolResolver = "kcsg_settlement")
        {
            CGO.useStructureLayout = sf.useStructureLayout;

            if (sf.useStructureLayout)
            {
                CGO.structureLayoutDef = LayoutUtils.ChooseLayoutFrom(sf.chooseFromlayouts);
            }
            else
            {
                CGO.settlementLayoutDef = sf.chooseFromSettlements.RandomElement();
            }

            // Get faction
            Faction faction;

            if (map.ParentFaction == null || map.ParentFaction == Faction.OfPlayer)
            {
                faction = Find.FactionManager.RandomEnemyFaction(false, false, true, TechLevel.Undefined);
            }
            else
            {
                faction = map.ParentFaction;
            }

            // Get settlement size
            int width;
            int height;

            if (sf.useStructureLayout)
            {
                RectUtils.HeightWidthFromLayout(CGO.structureLayoutDef, out height, out width);
            }
            else
            {
                SettlementLayoutDef temp = CGO.settlementLayoutDef;
                height = temp.settlementSize.x;
                width  = temp.settlementSize.z;
            }

            IntVec3 intVec3 = c;

            if (CGO.factionSettlement.tryFindFreeArea)
            {
                bool success = RCellFinder.TryFindRandomCellNearTheCenterOfTheMapWith(cell => new CellRect(cell.x - width / 2, cell.z - height / 2, width, height).Cells.All(pC => pC.Walkable(map) && !pC.GetTerrain(map).affordances.Contains(TerrainAffordanceDefOf.Bridgeable)), map, out intVec3);
                KLog.Message($"Trying to find free spawn area success: {success}");
            }

            CellRect rect = new CellRect(intVec3.x - width / 2, intVec3.z - height / 2, width, height);

            rect.ClipInsideMap(map);

            ResolveParams rp = default;

            rp.faction = faction;
            rp.rect    = rect;

            BaseGen.globalSettings.map = map;
            BaseGen.symbolStack.Push(symbolResolver, rp, null);
            BaseGen.Generate();
        }
        public override void PostMapGenerate(Map map)
        {
            if (Find.TickManager.TicksGame > 5f || chooseFrom.Count <= 0 || PrepareCarefully_Util.pcScenariosSave.Count <= 0)
            {
                return;
            }

            StructureLayoutDef structureLayoutDef;

            if (ModLister.GetActiveModWithIdentifier("EdB.PrepareCarefully") != null)
            {
                structureLayoutDef = PrepareCarefully_Util.pcScenariosSave.First().Key;
                nearMapCenter      = PrepareCarefully_Util.pcScenariosSave.First().Value;
            }
            else
            {
                structureLayoutDef = chooseFrom.RandomElement();
            }

            RectUtils.HeightWidthFromLayout(structureLayoutDef, out int h, out int w);
            CellRect cellRect = this.CreateCellRect(map, h, w);

            if (preGenClear)
            {
                GenUtils.PreClean(map, cellRect, structureLayoutDef.roofGrid, fullClear);
            }

            foreach (List <string> item in structureLayoutDef.layouts)
            {
                GenUtils.GenerateRoomFromLayout(item, cellRect, map, structureLayoutDef, spawnConduits);
            }

            if (spawnTheStartingPawn && Find.GameInitData != null)
            {
                List <List <Thing> > thingsGroups = new List <List <Thing> >();
                foreach (Pawn startingAndOptionalPawn in Find.GameInitData.startingAndOptionalPawns)
                {
                    thingsGroups.Add(new List <Thing>()
                    {
                        startingAndOptionalPawn
                    });
                }

                List <Thing> thingList = new List <Thing>();
                foreach (ScenPart allPart in Find.Scenario.AllParts)
                {
                    thingList.AddRange(allPart.PlayerStartingThings());
                }

                int index = 0;
                foreach (Thing thing in thingList)
                {
                    if (thing.def.CanHaveFaction)
                    {
                        thing.SetFactionDirect(Faction.OfPlayer);
                    }

                    thingsGroups[index].Add(thing);
                    ++index;
                    if (index >= thingsGroups.Count)
                    {
                        index = 0;
                    }
                }

                IntVec3 center = map.Center;
                Pos     offset = structureLayoutDef.spawnAtPos.RandomElement();
                center.x += offset.x;
                center.y += offset.y;
                KLog.Message($"Spawning pawns and stuff at {center}");
                this.DropThingGroupsAt(center, map, thingsGroups, instaDrop: (Find.GameInitData.QuickStarted || this.method != PlayerPawnsArriveMethod.DropPods), leaveSlag: true, allowFogged: false);
            }

            if (map.mapPawns.FreeColonistsSpawned.Count > 0)
            {
                FloodFillerFog.DebugRefogMap(map);
            }
        }
Example #5
0
        public override List <Pawn> SpawnThreats(IncidentParms parms)
        {
            RectUtils.HeightWidthFromLayout(CGO.fallingStructureChoosen, out int h, out int w);
            CellRect cellRect = CellRect.CenteredOn(parms.spawnCenter, w, h);

            List <string> allSymbList = new List <string>();
            Map           map         = (Map)parms.target;

            foreach (string str in CGO.fallingStructureChoosen.layouts[0])
            {
                List <string> symbSplitFromLine = str.Split(',').ToList();
                symbSplitFromLine.ForEach((s) => allSymbList.Add(s));
            }

            List <TTIR> fallers = new List <TTIR>();
            Dictionary <ActiveDropPodInfo, IntVec3> pods = new Dictionary <ActiveDropPodInfo, IntVec3>();

            int l = 0;

            foreach (IntVec3 cell in cellRect.Cells)
            {
                if (l < allSymbList.Count && allSymbList[l] != ".")
                {
                    SymbolDef temp = DefDatabase <SymbolDef> .GetNamed(allSymbList[l], false);

                    Thing thing;

                    if (temp.thingDef != null && !CGO.fallingStructure.thingsToSpawnInDropPod.Contains(temp.thingDef))
                    {
                        TTIR ttir = new TTIR();

                        thing = ThingMaker.MakeThing(temp.thingDef, temp.stuffDef);
                        thing.SetFactionDirect(parms.faction);
                        if (!CGO.fallingStructure.spawnDormantWhenPossible && thing.TryGetComp <CompCanBeDormant>() is CompCanBeDormant ccbd && ccbd != null)
                        {
                            ccbd.wakeUpOnTick = Find.TickManager.TicksGame + 150;
                        }

                        if (thing.def.rotatable && thing.def.category == ThingCategory.Building)
                        {
                            ttir.rot = new Rot4(temp.rotation.AsInt);
                        }

                        ThingDef faller = new ThingDef
                        {
                            thingClass   = CGO.fallingStructure.skyfaller,
                            category     = ThingCategory.Ethereal,
                            useHitPoints = false,

                            drawOffscreen = true,
                            tickerType    = TickerType.Normal,
                            altitudeLayer = AltitudeLayer.Skyfaller,
                            drawerType    = DrawerType.RealtimeOnly,

                            defName = temp.thingDef.defName,
                            label   = temp.thingDef.label + " (incoming)",
                            size    = new IntVec2(thing.def.size.x, thing.def.size.z)
                        };

                        faller.skyfaller = new SkyfallerProperties()
                        {
                            shadowSize         = new UnityEngine.Vector2(thing.def.size.x + 1, thing.def.size.z + 1),
                            ticksToImpactRange = new IntRange(150, 150),
                            movementType       = SkyfallerMovementType.Decelerate
                        };

                        ttir.faller  = faller;
                        ttir.toSpawn = thing;
                        ttir.cell    = cell;

                        fallers.Add(ttir);
                    }
                    else if (temp.thingDef != null)
                    {
                        thing = ThingMaker.MakeThing(temp.thingDef, temp.stuffDef);
                        thing.SetFactionDirect(parms.faction);

                        ActiveDropPodInfo activeDropPodInfo = new ActiveDropPodInfo();
                        activeDropPodInfo.innerContainer.TryAdd(thing);
                        activeDropPodInfo.openDelay = 40;
                        activeDropPodInfo.leaveSlag = false;
                        pods.Add(activeDropPodInfo, cell);
                    }
                }
                l++;
            }
            // ARRIVAL
            fallers.ForEach(ttir => this.SpawnSkyfaller(ttir.faller, ttir.toSpawn, ttir.cell, map, ttir.rot));
            for (int i = 0; i < pods.Count; i++)
            {
                DropPodUtility.MakeDropPodAt(pods.ElementAt(i).Value, map, pods.ElementAt(i).Key);
            }

            IncidentParms parms1 = parms;

            RCellFinder.TryFindRandomCellNearWith(parms.spawnCenter, i => i.Walkable(map), map, out parms1.spawnCenter, 33, 40);

            base.SpawnThreats(parms1);
            CGO.ClearFalling();
            return(null);
        }
        public static XElement CreateThinglayout(List <IntVec3> cellExport, int index, Area area, Dictionary <IntVec3, List <Thing> > pairsCellThingList, bool exportFilth)
        {
            XElement liMain = new XElement("li", null);

            RectUtils.EdgeFromList(cellExport, out int height, out int width);
            List <Thing> aAdded = new List <Thing>();

            IntVec3 first = cellExport.First();

            for (int i = 0; i < height; i++)
            {
                XElement li   = new XElement("li", null);
                string   temp = "";
                for (int i2 = 0; i2 < width; i2++)
                {
                    List <Thing> things = pairsCellThingList.TryGetValue(first).FindAll(t => t.def.category != ThingCategory.Pawn && t.def.category != ThingCategory.Item);
                    if (!exportFilth)
                    {
                        things.RemoveAll(t => t.def.category == ThingCategory.Filth);
                    }

                    Thing thing;
                    if (things.Count < index + 1 || (area != null && !area.ActiveCells.Contains(first)))
                    {
                        if (i2 + 1 == width)
                        {
                            temp += ".";
                        }
                        else
                        {
                            temp += ".,";
                        }
                    }
                    else
                    {
                        thing = things[index];
                        if (!aAdded.Contains(thing) && thing.Position == first)
                        {
                            SymbolDef symbolDef;
                            if (thing.Stuff != null)
                            {
                                if (thing.def.rotatable)
                                {
                                    symbolDef = DefDatabase <SymbolDef> .AllDefsListForReading.Find(s => s.thingDef == thing.def && s.stuffDef == thing.Stuff && s.rotation == thing.Rotation);
                                }
                                else
                                {
                                    symbolDef = DefDatabase <SymbolDef> .AllDefsListForReading.Find(s => s.thingDef == thing.def && s.stuffDef == thing.Stuff);
                                }
                            }
                            else
                            {
                                if (thing.def.rotatable)
                                {
                                    symbolDef = DefDatabase <SymbolDef> .AllDefsListForReading.Find(s => s.thingDef == thing.def && s.rotation == thing.Rotation);
                                }
                                else
                                {
                                    symbolDef = DefDatabase <SymbolDef> .AllDefsListForReading.Find(s => s.thingDef == thing.def);
                                }
                            }

                            if (symbolDef == null)
                            {
                                string symbolString = thing.def.defName;
                                if (thing.Stuff != null)
                                {
                                    symbolString += "_" + thing.Stuff.defName;
                                }
                                if (thing.def.rotatable && thing.def.category != ThingCategory.Plant)
                                {
                                    symbolString += "_" + thing.Rotation.ToStringHuman();
                                }

                                if (i2 + 1 == width)
                                {
                                    temp += symbolString;
                                }
                                else
                                {
                                    temp += symbolString + ",";
                                }
                            }
                            else
                            {
                                if (i2 + 1 == width)
                                {
                                    temp += symbolDef.defName;
                                }
                                else
                                {
                                    temp += symbolDef.defName + ",";
                                }
                            }
                            aAdded.Add(thing);
                        }
                        else
                        {
                            if (i2 + 1 == width)
                            {
                                temp += ".";
                            }
                            else
                            {
                                temp += ".,";
                            }
                        }
                    }
                    first.x++;
                }
                first.x -= width;
                li.Add(temp);
                liMain.Add(li);
                first.z++;
            }
            return(liMain);
        }