IEnumerator GenerateInProgress()
    {
        finished = false;

        if (useRandomSeed)
        {
            seed = DateTime.Now.ToString();
        }

        Random.State oldState = Random.state;
        int          seedHash = seed.GetHashCode();

        Random.InitState(seedHash);

        yield return(new WaitForEndOfFrame());

        for (int i = 0; i < randCol.Length; i++)
        {
            randCol[i] = Random.ColorHSV(0, 1, 0, 1, 0.5f, 1);
        }

        yield return(new WaitForEndOfFrame());

        map = new LandMap(islandData.maxWidth, islandData.maxHeight);

        // Fill the map randomly with 0s and 1s based on percentage fill
        map.RandomFillMap(islandData.randomFillPercent);

        // Mold to the base shape
        if (islandData.baseShape)
        {
            map.makeBaseShape(islandData.baseShape);
        }

        // Smooth the map 5 times
        map.SmoothMap(5);

        yield return(new WaitForEndOfFrame());

        meshGen = GetComponent <IslandMeshGenerator> ();
        vertDatabase.Clear();
        vertDatabase.tileSize = islandData.tileSize;

        // Find separated regions to form an island
        List <MapRegion> regions = map.GetRegions();

        yield return(new WaitForEndOfFrame());

        // Create separate islands
        SeparateIslands(regions);

        yield return(new WaitForEndOfFrame());

        clk.Start();
        vertDatabase.SetCoordDB();
        LoggerTool.Post("Indexing takes " + clk.Elapsed() + " seconds.");

        yield return(new WaitForEndOfFrame());

        if (shouldElevate)
        {
            int highestPeak = 0;
            foreach (IsleInfo island in islands)
            {
                int peak = island.surfaceMeshDetail.localPeak;
                highestPeak = peak > highestPeak ? peak : highestPeak;
            }
            foreach (IsleInfo island in islands)
            {
                island.surfaceMeshDetail.NormalizeGradientMap(highestPeak);
            }

            vertDatabase.SetVerticesInlandPos(islands, islandData.mountainCurve);

            ElevationGenerator elevGen = GetComponent <ElevationGenerator> ();
            elevGen.elevateSurface(islands, islandData.altitude, islandData.mountainCurve, surfaceNoiseData, seedHash, 0, vertDatabase);    // elevate hills on the surface
            elevGen.elevateSurface(islands, -islandData.stalactite, islandData.bellyCurve, undersideNoiseData, seedHash, 2, vertDatabase);  // extend stakes at surface below
        }

        yield return(new WaitForEndOfFrame());

        clk.Start();
        int zoneNum = DoClustering(regions, map.spots, vertDatabase, clusterAnalysis, seedHash);

        LoggerTool.Post("Clustering takes " + clk.Elapsed() + " seconds.");

        yield return(new WaitForEndOfFrame());

        // Find strategic locations in each region
        List <MapRegion> zones = map.GetZones(zoneNum);

        SpliceTerritory(zones);

        yield return(new WaitForEndOfFrame());

        SetColliders();

        yield return(new WaitForEndOfFrame());

        PlacementGenerator placement = GetComponent <PlacementGenerator> ();

        if (placement && decorateTerrain)
        {
            placement.GenerateTrees(islands);
            placement.GenerateSectorsContent(sectors, vertDatabase);
        }
        else if (placement)
        {
            //placement.GeneratePlacements (islands);
            placement.GenerateSectorsContent(sectors, vertDatabase);
        }

        yield return(new WaitForEndOfFrame());

        if (flatShading)
        {
            foreach (IsleInfo island in islands)
            {
                for (int surfaceIndex = 0; surfaceIndex < 3; surfaceIndex++)
                {
                    MeshFilter mf           = island.GetSurfaceMesh(surfaceIndex);
                    float      oldVertCount = mf.sharedMesh.vertexCount;
                    mf.sharedMesh = FlatShade.DuplicateSharedVertex(mf.sharedMesh);
                    float newVertCount = mf.sharedMesh.vertexCount;
                    //Debug.Log (mf.transform.parent.name + "." + mf.transform.name + " new vertices are at " + (newVertCount / oldVertCount * 100) + "% with " + newVertCount + " verts.");
                }
            }
        }

        Random.state = oldState;

        finished = true;
        yield return(null);
    }
 public GamestateRandomTestingUnit(int seed)
 {
     Random.InitState(seed);
     currentState = Random.state;
 }
 private void Start()
 {
     randomState = Random.state;
 }
Example #4
0
 private void Awake()
 {
     _shapes          = new List <Shape>();
     _mainRandomState = Random.state;
 }
Example #5
0
    /// <summary>
    /// Generate a HexMap using the standard RootGen algorithm.
    /// </summary>
    /// <param name="config">
    /// The configuration data for the map to be generated.
    /// </param>
    /// <returns>
    ///A randomly generated HexMap object.
    /// </returns>
    public HexMap GenerateMap(
        RootGenConfig config,
        bool editMode = true
        )
    {
        string diagnostics = "Generate Map Performance Diagnostics\n\n";

        HexMap result = HexMap.CreateHexMapGameObject();
        int    seed;

        if (config.useFixedSeed)
        {
            seed = config.seed;
        }
        else
        {
            config.seed  = Random.Range(0, int.MaxValue);
            config.seed ^= (int)System.DateTime.Now.Ticks;
            config.seed ^= (int)Time.time;
            config.seed &= int.MaxValue;
            seed         = config.seed;
        }

        // Snapshot the initial random state before consuming the random
        // sequence.
        Random.State snapshot = RandomState.Snapshot(seed);

        result.Initialize(
            new Rect(0, 0, config.width, config.height),
            seed,
            config.hexSize,
            config.wrapping,
            editMode
            );

        foreach (Hex hex in result.Hexes)
        {
            hex.WaterLevel = config.waterLevel;
        }

        Stopwatch stopwatch = new Stopwatch();

        stopwatch.Start();

        HexMapTectonics hexMapTectonics = new HexMapTectonics(
            result,
            config.regionBorder,
            config.mapBorderX,
            config.mapBorderZ,
            config.numRegions
            );

        int landBudget = Mathf.RoundToInt(
            result.SizeSquared *
            config.landPercentage *
            0.01f
            );

        TectonicParameters tectonicParameters =
            new TectonicParameters(
                config.hexSize,
                config.highRiseProbability,
                config.jitterProbability,
                config.sinkProbability,
                config.elevationMax,
                config.elevationMin,
                config.waterLevel,
                landBudget,
                config.maximumRegionDensity,
                config.minimumRegionDensity
                );

        string logString = "Tectonic Statistics\n";

        for (int i = 0; i < MAX_TECTONIC_STEPS; i++)
        {
            tectonicParameters.LandBudget = hexMapTectonics.Step(
                tectonicParameters
                );

            //result.Draw(config.hexSize);

            logString +=
                "Step " + i + ", Land Hexes: " +
                result.LandHexes.Count + " / Land Budget: " +
                tectonicParameters.LandBudget + " Total: " +
                (result.LandHexes.Count + tectonicParameters.LandBudget) + "\n";

            if (tectonicParameters.LandBudget == 0)
            {
                break;
            }
        }

        RootLog.Log(logString, Severity.Information, "Diagnostics");

        // If land budget is greater than 0, all land hexes specified to
        // be allocated were not allocated successfully. Log a warning,
        // decrement the remaining land budget from the result, and return
        // the result as the number of land hexes allocated.
        if (tectonicParameters.LandBudget > 0)
        {
            RootLog.Log(
                "Failed to use up " + tectonicParameters.LandBudget + " land budget.",
                Severity.Warning,
                "MapGenerator"
                );
        }

        stopwatch.Stop();
        diagnostics += "Generate Tectonics: " + stopwatch.Elapsed + "\n";

        stopwatch.Start();

        HexMapErosion erosion       = new HexMapErosion(result);
        int           erodibleHexes = erosion.ErodibleHexes.Count;

        // Calculate the target number of uneroded hexes.
        int targetUnerodedHexes =
            (int)(
                erodibleHexes *
                (100 - config.erosionPercentage) *
                0.01f
                );

        while (erosion.ErodibleHexes.Count > targetUnerodedHexes)
        {
            erosion.Step(
                config.hexSize
                );
        }

        stopwatch.Stop();
        diagnostics += "Generate Erosion: " + stopwatch.Elapsed + "\n";


        stopwatch.Start();

        HexMapClimate hexMapClimate = new HexMapClimate(
            result,
            config.startingMoisture
            );


        ClimateParameters climateParameters = new ClimateParameters(
            config.hemisphere,
            config.windDirection,
            config.evaporationFactor,
            config.highTemperature,
            config.lowTemperature,
            config.precipitationFactor,
            config.runoffFactor,
            config.seepageFactor,
            config.temperatureJitter,
            config.windStrength,
            config.hexSize,
            config.elevationMax,
            config.waterLevel
            );

        for (int i = 0; i < config.initialClimateSteps; i++)
        {
            hexMapClimate.Step(climateParameters);
        }

        List <ClimateData> climates = hexMapClimate.List;

        stopwatch.Stop();
        diagnostics += "Generate Climate: " + stopwatch.Elapsed + "\n";

        stopwatch.Start();

        HexMapRivers hexMapRivers = new HexMapRivers(
            result,
            climates,
            config.waterLevel,
            config.elevationMax
            );

        for (int i = 0; i < config.numInitialRivers; i++)
        {
            hexMapRivers.StartRiver();
        }

        for (int i = 0; i < config.numInitialRiverSteps; i++)
        {
            hexMapRivers.Step(
                config.waterLevel,
                config.elevationMax,
                config.extraLakeProbability,
                config.hexSize,
                climates
                );
        }

        result.RiverDigraph = hexMapRivers.RiverDigraph;

        stopwatch.Stop();
        diagnostics += "Generate Rivers: " + stopwatch.Elapsed + "\n";

        stopwatch.Start();

        hexMapClimate.RefreshTerrainTypes(
            climateParameters,
            result.RiverDigraph
            );

        stopwatch.Stop();
        diagnostics += "Assign Terrain Types: " + stopwatch.Elapsed + "\n";

        RootLog.Log(
            diagnostics,
            Severity.Information,
            "Diagonstics"
            );

        // Restore the snapshot of the random state taken before consuming
        // the random sequence.
        Random.state = snapshot;
        return(result);
    }