Exemple #1
0
    /// <summary>
    ///
    /// </summary>
    /// <param name="x"></param>
    /// <param name="y"></param>
    /// <param name="i"></param>
    /// <param name="j"></param>
    /// <returns></returns>
    public float SamplePerlinLerp(int x, int y, int i, int j)
    {
        //wat da hell why can't i find a better way
        if (x < 0 || y < 0 || x >= sizeX || y >= sizeY || isLand[x][y] == 0)
        {
            return(0);
        }
        float    factor = 1;
        LandNode node   = landNodes[x][y];

        //Split into quadrants
        if (i < 16 && j < 16)
        {
            //bottom left
            factor = 0.5f * (j / 15.0f) * Mathf.Lerp(node.left, node.center, i / 15.0f) +                   //Lerp from left to center
                     0.5f * (1 - (j / 15.0f)) * Mathf.Lerp(node.bottomLeft, node.bottom, i / 15.0f) +       //Lerp from bottomLeft to bottom
                     0.5f * (i / 15.0f) * Mathf.Lerp(node.bottom, node.center, j / 15.0f) +                 //Lerp from bottom to center
                     0.5f * (1 - (i / 15.0f)) * Mathf.Lerp(node.bottomLeft, node.left, j / 15.0f);          //Lerp from bottomLeft to left
        }
        else if (i >= 16 && j < 16)
        {
            //Bottom right
            factor = 0.5f * (j / 15.0f) * Mathf.Lerp(node.center, node.right, (i - 16.0f) / 15.0f) +             //lerp from center to right
                     0.5f * (1 - (j / 15.0f)) * Mathf.Lerp(node.bottom, node.bottomRight, (i - 16.0f) / 15.0f) + //Lerp from bottom to right
                     0.5f * ((i - 16.0f) / 15.0f) * Mathf.Lerp(node.bottomRight, node.right, j / 15.0f) +        //Lerp from bottom to center
                     0.5f * (1 - ((i - 16.0f) / 15.0f)) * Mathf.Lerp(node.bottom, node.center, j / 15.0f);       //Lerp from bottomLeft to left
        }
        else if (i < 16 && j >= 16)
        {
            //Top left
            factor = 0.5f * ((j - 16.0f) / 15.0f) * Mathf.Lerp(node.topLeft, node.top, i / 15.0f) +         //Lerp from topLeft to top
                     0.5f * (1 - ((j - 16.0f) / 15.0f)) * Mathf.Lerp(node.left, node.center, i / 15.0f) +   //Lerp from left to center
                     0.5f * (i / 15.0f) * Mathf.Lerp(node.center, node.top, (j - 16.0f) / 15.0f) +          //Lerp from center to top
                     0.5f * (1 - (i / 15.0f)) * Mathf.Lerp(node.left, node.topLeft, (j - 16.0f) / 15.0f);   //Lerp from left to topleft
        }
        else
        {
            //Top right
            factor = 0.5f * ((j - 16.0f) / 15.0f) * Mathf.Lerp(node.top, node.topRight, (i - 16.0f) / 15.0f) +       //Lerp from top to topRight
                     0.5f * (1 - ((j - 16.0f) / 15.0f)) * Mathf.Lerp(node.center, node.right, (i - 16.0f) / 15.0f) + //Lerp from center to right
                     0.5f * ((i - 16.0f) / 15.0f) * Mathf.Lerp(node.right, node.topRight, (j - 16.0f) / 15.0f) +     //Lerp from right to topRight
                     0.5f * (1 - ((i - 16.0f) / 15.0f)) * Mathf.Lerp(node.center, node.top, (j - 16.0f) / 15.0f);    //Lerp from center to top
        }

        float perlin = Mathf.Clamp(0.33f * Mathf.PerlinNoise(((x * 32 + i) / 2.0f) + seed, ((y * 32 + j) / 2.0f) + seed) + 0.67f * Mathf.PerlinNoise(((x * 32 + i) / 4.0f) + seed, ((y * 32 + j) / 4.0f) + seed), 0, 0.99f);

        perlin = Mathf.Pow(perlin, 0.55f);
        return(Mathf.Clamp01(factor) * maps.Length * perlin);
    }
Exemple #2
0
    private void move()
    {
        //First get orientation and tiles around me
        string direction = flanAttributes.direction;

        GameObject northTile = terrainGeneration.landMap[flanAttributes.x, flanAttributes.y + 1];
        GameObject westTile  = terrainGeneration.landMap[flanAttributes.x - 1, flanAttributes.y];
        GameObject southTile = terrainGeneration.landMap[flanAttributes.x, flanAttributes.y - 1];
        GameObject eastTile  = terrainGeneration.landMap[flanAttributes.x + 1, flanAttributes.y];

        LandNode northLN = northTile.GetComponent <LandNode>();
        LandNode westLN  = westTile.GetComponent <LandNode>();
        LandNode southLN = southTile.GetComponent <LandNode>();
        LandNode eastLN  = eastTile.GetComponent <LandNode>();

        GameObject curTile = terrainGeneration.landMap[flanAttributes.x, flanAttributes.y];

        curTile.GetComponent <LandNode>().hasFlan = false;
        curTile.GetComponent <LandNode>().flanOn  = null;

        //Facing North
        if (direction == "N")
        {
            // Go Forward
            if (northLN.getBuildingID() == 1)
            {
                if (northLN.hasFlan)
                {
                    //Get Flan on Tile and check if it will move next turn
                    if (northLN.flanOn.GetComponent <FlanAI>().willMove(1))
                    {
                        northLN.hasFlan = true;
                        northLN.flanOn  = this.gameObject;
                        wayPoint        = new Vector3(flanAttributes.x, 1, flanAttributes.y + 1);
                        return;
                    }
                }
                else
                {
                    northLN.hasFlan = true;
                    northLN.flanOn  = this.gameObject;
                    wayPoint        = new Vector3(flanAttributes.x, 1, flanAttributes.y + 1);
                    return;
                }
            }

            // Go Right
            if (eastLN.getBuildingID() == 1)
            {
                if (eastLN.hasFlan)
                {
                    //Get Flan on Tile and check if it will move next turn
                    if (eastLN.flanOn.GetComponent <FlanAI>().willMove(1))
                    {
                        eastLN.hasFlan        = true;
                        eastLN.flanOn         = this.gameObject;
                        wayPoint              = new Vector3(flanAttributes.x + 1, 1, flanAttributes.y);
                        transform.eulerAngles = new Vector3(transform.eulerAngles.x, 90, transform.eulerAngles.z);
                        return;
                    }
                }
                else
                {
                    eastLN.hasFlan        = true;
                    eastLN.flanOn         = this.gameObject;
                    wayPoint              = new Vector3(flanAttributes.x + 1, 1, flanAttributes.y);
                    transform.eulerAngles = new Vector3(transform.eulerAngles.x, 90, transform.eulerAngles.z);
                    return;
                }
            }

            // Go Left
            if (westLN.getBuildingID() == 1)
            {
                if (westLN.hasFlan)
                {
                    //Get Flan on Tile and check if it will move next turn
                    if (westLN.flanOn.GetComponent <FlanAI>().willMove(1))
                    {
                        westLN.hasFlan        = true;
                        westLN.flanOn         = this.gameObject;
                        wayPoint              = new Vector3(flanAttributes.x - 1, 1, flanAttributes.y);
                        transform.eulerAngles = new Vector3(transform.eulerAngles.x, -90, transform.eulerAngles.z);
                        return;
                    }
                }
                else
                {
                    westLN.hasFlan        = true;
                    westLN.flanOn         = this.gameObject;
                    wayPoint              = new Vector3(flanAttributes.x - 1, 1, flanAttributes.y);
                    transform.eulerAngles = new Vector3(transform.eulerAngles.x, -90, transform.eulerAngles.z);
                    return;
                }
            }
        }

        //Facing East -90
        if (direction == "E")
        {
            // Go Forward
            if (eastLN.getBuildingID() == 1)
            {
                if (eastLN.hasFlan)
                {
                    //Get Flan on Tile and check if it will move next turn
                    if (eastLN.flanOn.GetComponent <FlanAI>().willMove(1))
                    {
                        eastLN.hasFlan = true;
                        eastLN.flanOn  = this.gameObject;
                        wayPoint       = new Vector3(flanAttributes.x + 1, 1, flanAttributes.y);
                        return;
                    }
                }
                else
                {
                    eastLN.hasFlan = true;
                    eastLN.flanOn  = this.gameObject;
                    wayPoint       = new Vector3(flanAttributes.x + 1, 1, flanAttributes.y);
                    return;
                }
            }

            // Go Right
            if (southLN.getBuildingID() == 1)
            {
                if (southLN.hasFlan)
                {
                    //Get Flan on Tile and check if it will move next turn
                    if (southLN.flanOn.GetComponent <FlanAI>().willMove(1))
                    {
                        southLN.hasFlan       = true;
                        southLN.flanOn        = this.gameObject;
                        wayPoint              = new Vector3(flanAttributes.x, 1, flanAttributes.y - 1);
                        transform.eulerAngles = new Vector3(transform.eulerAngles.x, 180, transform.eulerAngles.z);
                        return;
                    }
                }
                else
                {
                    southLN.hasFlan       = true;
                    southLN.flanOn        = this.gameObject;
                    wayPoint              = new Vector3(flanAttributes.x, 1, flanAttributes.y - 1);
                    transform.eulerAngles = new Vector3(transform.eulerAngles.x, 180, transform.eulerAngles.z);
                    return;
                }
            }

            // Go Left
            if (northLN.getBuildingID() == 1)
            {
                if (northLN.hasFlan)
                {
                    //Get Flan on Tile and check if it will move next turn
                    if (northLN.flanOn.GetComponent <FlanAI>().willMove(1))
                    {
                        northLN.hasFlan       = true;
                        northLN.flanOn        = this.gameObject;
                        wayPoint              = new Vector3(flanAttributes.x, 1, flanAttributes.y + 1);
                        transform.eulerAngles = new Vector3(transform.eulerAngles.x, 0, transform.eulerAngles.z);
                        return;
                    }
                }
                else
                {
                    northLN.hasFlan       = true;
                    northLN.flanOn        = this.gameObject;
                    wayPoint              = new Vector3(flanAttributes.x, 1, flanAttributes.y + 1);
                    transform.eulerAngles = new Vector3(transform.eulerAngles.x, 0, transform.eulerAngles.z);
                    return;
                }
            }
        }

        //Facing South
        if (direction == "S")
        {
            // Go Forward
            if (southLN.getBuildingID() == 1)
            {
                if (southLN.hasFlan)
                {
                    //Get Flan on Tile and check if it will move next turn
                    if (southLN.flanOn.GetComponent <FlanAI>().willMove(1))
                    {
                        southLN.hasFlan = true;
                        southLN.flanOn  = this.gameObject;
                        wayPoint        = new Vector3(flanAttributes.x, 1, flanAttributes.y - 1);
                        return;
                    }
                }
                else
                {
                    southLN.hasFlan = true;
                    southLN.flanOn  = this.gameObject;
                    wayPoint        = new Vector3(flanAttributes.x, 1, flanAttributes.y - 1);
                    return;
                }
            }

            // Go Right
            if (westLN.getBuildingID() == 1)
            {
                if (westLN.hasFlan)
                {
                    //Get Flan on Tile and check if it will move next turn
                    if (westLN.flanOn.GetComponent <FlanAI>().willMove(1))
                    {
                        westLN.hasFlan        = true;
                        westLN.flanOn         = this.gameObject;
                        wayPoint              = new Vector3(flanAttributes.x - 1, 1, flanAttributes.y);
                        transform.eulerAngles = new Vector3(transform.eulerAngles.x, -90, transform.eulerAngles.z);
                        return;
                    }
                }
                else
                {
                    westLN.hasFlan        = true;
                    westLN.flanOn         = this.gameObject;
                    wayPoint              = new Vector3(flanAttributes.x - 1, 1, flanAttributes.y);
                    transform.eulerAngles = new Vector3(transform.eulerAngles.x, -90, transform.eulerAngles.z);
                    return;
                }
            }

            // Go Left
            if (eastLN.getBuildingID() == 1)
            {
                if (eastLN.hasFlan)
                {
                    //Get Flan on Tile and check if it will move next turn
                    if (eastLN.flanOn.GetComponent <FlanAI>().willMove(1))
                    {
                        eastLN.hasFlan        = true;
                        eastLN.flanOn         = this.gameObject;
                        wayPoint              = new Vector3(flanAttributes.x + 1, 1, flanAttributes.y);
                        transform.eulerAngles = new Vector3(transform.eulerAngles.x, 90, transform.eulerAngles.z);
                        return;
                    }
                }
                else
                {
                    eastLN.hasFlan        = true;
                    eastLN.flanOn         = this.gameObject;
                    wayPoint              = new Vector3(flanAttributes.x + 1, 1, flanAttributes.y);
                    transform.eulerAngles = new Vector3(transform.eulerAngles.x, 90, transform.eulerAngles.z);
                    return;
                }
            }
        }

        //Facing West
        if (direction == "W")
        {
            // Go Forward
            if (westLN.getBuildingID() == 1)
            {
                if (westLN.hasFlan)
                {
                    //Get Flan on Tile and check if it will move next turn
                    if (westLN.flanOn.GetComponent <FlanAI>().willMove(1))
                    {
                        westLN.hasFlan = true;
                        westLN.flanOn  = this.gameObject;
                        wayPoint       = new Vector3(flanAttributes.x - 1, 1, flanAttributes.y);
                        return;
                    }
                }
                else
                {
                    westLN.hasFlan = true;
                    westLN.flanOn  = this.gameObject;
                    wayPoint       = new Vector3(flanAttributes.x - 1, 1, flanAttributes.y);
                    return;
                }
            }

            // Go Right
            if (northLN.getBuildingID() == 1)
            {
                if (northLN.hasFlan)
                {
                    //Get Flan on Tile and check if it will move next turn
                    if (northLN.flanOn.GetComponent <FlanAI>().willMove(1))
                    {
                        northLN.hasFlan       = true;
                        northLN.flanOn        = this.gameObject;
                        wayPoint              = new Vector3(flanAttributes.x, 1, flanAttributes.y + 1);
                        transform.eulerAngles = new Vector3(transform.eulerAngles.x, 0, transform.eulerAngles.z);
                        return;
                    }
                }
                else
                {
                    northLN.hasFlan       = true;
                    northLN.flanOn        = this.gameObject;
                    wayPoint              = new Vector3(flanAttributes.x, 1, flanAttributes.y + 1);
                    transform.eulerAngles = new Vector3(transform.eulerAngles.x, 0, transform.eulerAngles.z);
                    return;
                }
            }

            // Go Left
            if (southLN.getBuildingID() == 1)
            {
                if (southLN.hasFlan)
                {
                    //Get Flan on Tile and check if it will move next turn
                    if (southLN.flanOn.GetComponent <FlanAI>().willMove(1))
                    {
                        southLN.hasFlan       = true;
                        southLN.flanOn        = this.gameObject;
                        wayPoint              = new Vector3(flanAttributes.x, 1, flanAttributes.y - 1);
                        transform.eulerAngles = new Vector3(transform.eulerAngles.x, 180, transform.eulerAngles.z);
                        return;
                    }
                }
                else
                {
                    southLN.hasFlan       = true;
                    southLN.flanOn        = this.gameObject;
                    wayPoint              = new Vector3(flanAttributes.x, 1, flanAttributes.y - 1);
                    transform.eulerAngles = new Vector3(transform.eulerAngles.x, 180, transform.eulerAngles.z);
                    return;
                }
            }
        }

        //Can't move? Reset this
        curTile.GetComponent <LandNode>().hasFlan = true;
        curTile.GetComponent <LandNode>().flanOn  = this.gameObject;
    }
Exemple #3
0
    public bool willMove(int depth)
    {
        if (depth > 10)
        {
            return(false);
        }
        //First get orientation and tiles around me
        string direction = flanAttributes.direction;

        GameObject northTile = terrainGeneration.landMap[flanAttributes.x, flanAttributes.y + 1];
        GameObject westTile  = terrainGeneration.landMap[flanAttributes.x - 1, flanAttributes.y];
        GameObject southTile = terrainGeneration.landMap[flanAttributes.x, flanAttributes.y - 1];
        GameObject eastTile  = terrainGeneration.landMap[flanAttributes.x + 1, flanAttributes.y];

        LandNode northLN = northTile.GetComponent <LandNode>();
        LandNode westLN  = westTile.GetComponent <LandNode>();
        LandNode southLN = southTile.GetComponent <LandNode>();
        LandNode eastLN  = eastTile.GetComponent <LandNode>();

        //Facing North
        if (direction == "N")
        {
            // Go Forward
            if (northLN.getBuildingID() == 1)
            {
                if (northLN.hasFlan)
                {
                    //Get Flan on Tile and check if it will move next turn
                    if (northLN.flanOn.GetComponent <FlanAI>().willMove(depth + 1))
                    {
                        return(true);
                    }
                }
                else
                {
                    return(true);
                }
            }

            // Go Right
            if (eastLN.getBuildingID() == 1)
            {
                if (eastLN.hasFlan)
                {
                    //Get Flan on Tile and check if it will move next turn
                    if (eastLN.flanOn.GetComponent <FlanAI>().willMove(depth + 1))
                    {
                        return(true);
                    }
                }
                else
                {
                    return(true);
                }
            }

            // Go Left
            if (westLN.getBuildingID() == 1)
            {
                if (westLN.hasFlan)
                {
                    //Get Flan on Tile and check if it will move next turn
                    if (westLN.flanOn.GetComponent <FlanAI>().willMove(depth + 1))
                    {
                        return(true);
                    }
                }
                else
                {
                    return(true);
                }
            }
        }

        //Facing East -90
        if (direction == "E")
        {
            // Go Forward
            if (eastLN.getBuildingID() == 1)
            {
                if (eastLN.hasFlan)
                {
                    //Get Flan on Tile and check if it will move next turn
                    if (eastLN.flanOn.GetComponent <FlanAI>().willMove(depth + 1))
                    {
                        return(true);
                    }
                }
                else
                {
                    return(true);
                }
            }

            // Go Right
            if (southLN.getBuildingID() == 1)
            {
                if (southLN.hasFlan)
                {
                    //Get Flan on Tile and check if it will move next turn
                    if (southLN.flanOn.GetComponent <FlanAI>().willMove(depth + 1))
                    {
                        return(true);
                    }
                }
                else
                {
                    return(true);
                }
            }

            // Go Left
            if (northLN.getBuildingID() == 1)
            {
                if (northLN.hasFlan)
                {
                    //Get Flan on Tile and check if it will move next turn
                    if (northLN.flanOn.GetComponent <FlanAI>().willMove(depth + 1))
                    {
                        return(true);
                    }
                }
                else
                {
                    return(true);
                }
            }
        }

        //Facing South
        if (direction == "S")
        {
            // Go Forward
            if (southLN.getBuildingID() == 1)
            {
                if (southLN.hasFlan)
                {
                    //Get Flan on Tile and check if it will move next turn
                    if (southLN.flanOn.GetComponent <FlanAI>().willMove(depth + 1))
                    {
                        return(true);
                    }
                }
                else
                {
                    return(true);
                }
            }

            // Go Right
            if (westLN.getBuildingID() == 1)
            {
                if (westLN.hasFlan)
                {
                    //Get Flan on Tile and check if it will move next turn
                    if (westLN.flanOn.GetComponent <FlanAI>().willMove(depth + 1))
                    {
                        return(true);
                    }
                }
                else
                {
                    return(true);
                }
            }

            // Go Left
            if (eastLN.getBuildingID() == 1)
            {
                if (eastLN.hasFlan)
                {
                    //Get Flan on Tile and check if it will move next turn
                    if (eastLN.flanOn.GetComponent <FlanAI>().willMove(depth + 1))
                    {
                        return(true);
                    }
                }
                else
                {
                    return(true);
                }
            }
        }

        //Facing West
        if (direction == "W")
        {
            // Go Forward
            if (westLN.getBuildingID() == 1)
            {
                if (westLN.hasFlan)
                {
                    //Get Flan on Tile and check if it will move next turn
                    if (westLN.flanOn.GetComponent <FlanAI>().willMove(depth + 1))
                    {
                        return(true);
                    }
                }
                else
                {
                    return(true);
                }
            }

            // Go Right
            if (northLN.getBuildingID() == 1)
            {
                if (northLN.hasFlan)
                {
                    //Get Flan on Tile and check if it will move next turn
                    if (northLN.flanOn.GetComponent <FlanAI>().willMove(depth + 1))
                    {
                        return(true);
                    }
                }
                else
                {
                    return(true);
                }
            }

            // Go Left
            if (southLN.getBuildingID() == 1)
            {
                if (southLN.hasFlan)
                {
                    //Get Flan on Tile and check if it will move next turn
                    if (southLN.flanOn.GetComponent <FlanAI>().willMove(depth + 1))
                    {
                        return(true);
                    }
                }
                else
                {
                    return(true);
                }
            }
        }

        //Cannot move
        return(false);
    }
Exemple #4
0
 public void GenerateIslandShape(int solveIterations)
 {
     //Intialize Array
     isLand = new int[sizeX][];
     for (int i = 0; i < sizeX; i++)
     {
         isLand[i] = new int[sizeY];
     }
     //Seed array
     for (int i = 1; i < sizeX - 1; i++)
     {
         for (int j = 1; j < sizeY - 1; j++)
         {
             if (Random.value > 0.425f)
             {
                 isLand[i][j] = 1;
             }
             else
             {
                 isLand[i][j] = 0;
             }
         }
     }
     for (int solve = 0; solve < solveIterations; solve++)
     {
         for (int i = 1; i < sizeX - 1; i++)
         {
             for (int j = 1; j < sizeY - 1; j++)
             {
                 if (isLand[i][j] == 0)
                 {
                     if (isLand[i - 1][j - 1] + isLand[i - 1][j] + isLand[i - 1][j + 1] +
                         isLand[i + 1][j - 1] + isLand[i + 1][j] + isLand[i + 1][j + 1] +
                         isLand[i][j - 1] + isLand[i][j + 1] >= 5)
                     {
                         isLand[i][j] = 1;
                     }
                 }
                 else
                 {
                     if (isLand[i - 1][j - 1] + isLand[i - 1][j] + isLand[i - 1][j + 1] +
                         isLand[i + 1][j - 1] + isLand[i + 1][j] + isLand[i + 1][j + 1] +
                         isLand[i][j - 1] + isLand[i][j + 1] <= 3)
                     {
                         isLand[i][j] = 0;
                     }
                 }
             }
         }
     }
     landNodes = new LandNode[sizeX][];
     for (int i = 0; i < sizeX; i++)
     {
         landNodes[i] = new LandNode[sizeY];
         for (int j = 0; j < sizeY; j++)
         {
             if (i != 0 && j != 0 && isLand[i][j] != 0)
             {
                 landNodes[i][j] = new LandNode(isLand[i - 1][j + 1], isLand[i][j + 1], isLand[i + 1][j + 1], isLand[i - 1][j], isLand[i + 1][j], isLand[i - 1][j - 1], isLand[i][j - 1], isLand[i + 1][j - 1]);
             }
             else
             {
                 landNodes[i][j] = new LandNode(0, 0, 0, 0, 0, 0, 0, 0);
             }
         }
     }
 }