Exemple #1
0
    public override MapPath generate(PathGenerationRequirements pgp)
    {
        this.pgp = pgp;
        mapPath  = new MapPath(pgp.middle);
        //Get build dir
        Vector2 buildDir = pgp.startPos - pgp.endPos;

        if (pgp.forceRectangularPaths)
        {
            if (Mathf.Abs(buildDir.x) > Mathf.Abs(buildDir.y))
            {
                //Make horizontal
                buildDir.y = 0;
            }
            else
            {
                //Make vertical
                buildDir.x = 0;
            }
        }
        //Add initial point
        Vector2 buildPos = generatePathPos(mapPath.Start, buildDir);

        mapPath.addToStart(buildPos, true);
        //Add middle points
        Vector2 prevBuildDir = buildDir;

        for (int i = 0; i < segmentCount - 3; i++)
        {
            int safetyEject = 100;
            do
            {
                buildDir = generateNewDirection(prevBuildDir);
                buildPos = generatePathPos(mapPath.Start, buildDir);
                safetyEject--;
                if (safetyEject == 0)
                {
                    Debug.Log($"Safety eject! buildPos: {buildPos}");
                    break;
                }
            }while (!validPosition(buildPos));
            prevBuildDir = buildDir;
            mapPath.addToStart(buildPos, true);
        }
        //Add second to last point
        mapPath.addToStart(new Vector2(pgp.startPos.x, mapPath.Start.y), true);
        //Add last point
        mapPath.addToStart(pgp.startPos, true);
        //Return
        return(mapPath);
    }
Exemple #2
0
 public abstract MapPath generate(PathGenerationRequirements pgp);
Exemple #3
0
    public override MapPath generate(PathGenerationRequirements pgp)
    {
        //Set generation bounds
        Bounds bounds = pgp.bounds;

        bounds.min = new Vector2(
            bounds.min.x,
            pgp.startPos.y + bufferY
            );
        bounds.max = new Vector2(
            bounds.max.x,
            pgp.middle.y - bufferY
            );
        //Generate points to "collect"
        List <Vector2> pointList = new List <Vector2>();

        for (int i = 0; i < pointCount; i++)
        {
            int     safetyEject = 100;
            Vector2 point;
            do
            {
                point = new Vector2(
                    Random.Range(bounds.min.x, bounds.max.x),
                    Random.Range(bounds.min.y, bounds.max.y)
                    );
                safetyEject--;
                if (safetyEject == 0)
                {
                    Debug.Log($"Safety eject! point: {point}");
                    break;
                }
            }while (pointList.Any(
                        p => Mathf.Abs(p.x - point.x) < minPointDiff || Mathf.Abs(p.y - point.y) < minPointDiff
                        ) ||
                    avoidPointList.Any(
                        p => Mathf.Abs(p.x - point.x) < minPointDiff || Mathf.Abs(p.y - point.y) < minPointDiff
                        )
                    );
            //Point is going to cause overlapping parallel path segments, so add it
            //(or safety eject was used, in which case add it anyway)
            pointList.Add(point);
        }
        //Add start position to points to collect
        pointList.Add(pgp.startPos);
        //"Collect" the points with the path
        MapPath mapPath = new MapPath(pgp.middle);

        foreach (Vector2 point in pointList)
        {
            //Move up/down to point
            mapPath.addToStart(
                new Vector2(
                    mapPath.Start.x,
                    point.y
                    ),
                true
                );
            //Move left/right to point
            mapPath.addToStart(
                new Vector2(
                    point.x,
                    mapPath.Start.y
                    ),
                true
                );
            //ok, point collected, move on to next point
        }
        //Ok, all points collected, return path
        return(mapPath);
    }