Exemple #1
0
    public override void Process(uint seed)
    {
        if (World.Networked || World.Size < MinWorldSize)
        {
            return;
        }
        int[,] array = TerrainPath.CreateRoadCostmap(ref seed);
        PathFinder      pathFinder = new PathFinder(array);
        int             length     = array.GetLength(0);
        int             num        = length / 4;
        int             num2       = 4;
        int             stepcount  = num / num2;
        int             num3       = length / 2;
        int             pos_x      = num;
        int             pos_x2     = length - num;
        int             pos_y      = num;
        int             pos_y2     = length - num;
        int             num4       = 0;
        int             dir_x      = -num2;
        int             dir_x2     = num2;
        int             dir_y      = -num2;
        int             dir_y2     = num2;
        List <RingNode> list       = ((World.Size >= 5000) ? new List <RingNode>
        {
            new RingNode(num3, pos_y2, num4, dir_y, stepcount),
            new RingNode(pos_x2, pos_y2, dir_x, dir_y, stepcount),
            new RingNode(pos_x2, num3, dir_x, num4, stepcount),
            new RingNode(pos_x2, pos_y, dir_x, dir_y2, stepcount),
            new RingNode(num3, pos_y, num4, dir_y2, stepcount),
            new RingNode(pos_x, pos_y, dir_x2, dir_y2, stepcount),
            new RingNode(pos_x, num3, dir_x2, num4, stepcount),
            new RingNode(pos_x, pos_y2, dir_x2, dir_y, stepcount)
        } : new List <RingNode>
        {
            new RingNode(pos_x2, pos_y2, dir_x, dir_y, stepcount),
            new RingNode(pos_x2, pos_y, dir_x, dir_y2, stepcount),
            new RingNode(pos_x, pos_y, dir_x2, dir_y2, stepcount),
            new RingNode(pos_x, pos_y2, dir_x2, dir_y, stepcount)
        });

        for (int i = 0; i < list.Count; i++)
        {
            RingNode ringNode = list[i];
            RingNode next     = list[(i + 1) % list.Count];
            RingNode prev     = list[(i - 1 + list.Count) % list.Count];
            ringNode.next = next;
            ringNode.prev = prev;
            while (!pathFinder.IsWalkable(ringNode.position))
            {
                if (ringNode.attempts <= 0)
                {
                    return;
                }
                ringNode.position += ringNode.direction;
                ringNode.attempts--;
            }
        }
        foreach (RingNode item in list)
        {
            item.path = pathFinder.FindPath(item.position, item.next.position, 250000);
        }
        bool flag = false;

        while (!flag)
        {
            flag = true;
            PathFinder.Point point = new PathFinder.Point(0, 0);
            foreach (RingNode item2 in list)
            {
                point += item2.position;
            }
            point /= list.Count;
            float    num5      = float.MinValue;
            RingNode ringNode2 = null;
            foreach (RingNode item3 in list)
            {
                if (item3.path == null)
                {
                    float num6 = new Vector2(item3.position.x - point.x, item3.position.y - point.y).magnitude;
                    if (item3.prev.path == null)
                    {
                        num6 *= 1.5f;
                    }
                    if (num6 > num5)
                    {
                        num5      = num6;
                        ringNode2 = item3;
                    }
                }
            }
            if (ringNode2 == null)
            {
                continue;
            }
            do
            {
                if (ringNode2.attempts <= 0)
                {
                    return;
                }
                ringNode2.position += ringNode2.direction;
                ringNode2.attempts--;
            }while (!pathFinder.IsWalkable(ringNode2.position));
            ringNode2.path      = pathFinder.FindPath(ringNode2.position, ringNode2.next.position, 250000);
            ringNode2.prev.path = pathFinder.FindPath(ringNode2.prev.position, ringNode2.position, 250000);
            flag = false;
        }
        if (!flag)
        {
            return;
        }
        for (int j = 0; j < list.Count; j++)
        {
            RingNode ringNode3 = list[j];
            RingNode ringNode4 = list[(j + 1) % list.Count];
            for (PathFinder.Node node = ringNode3.path; node != null; node = node.next)
            {
                for (PathFinder.Node node2 = ringNode4.path; node2 != null; node2 = node2.next)
                {
                    if (Mathf.Abs(node.point.x - node2.point.x) <= 1 && Mathf.Abs(node.point.y - node2.point.y) <= 1)
                    {
                        node.next      = null;
                        ringNode4.path = node2;
                        break;
                    }
                }
            }
        }
        PathFinder.Node node3 = null;
        PathFinder.Node node4 = null;
        foreach (RingNode item4 in list)
        {
            if (node3 == null)
            {
                node3 = item4.path;
                node4 = item4.path;
            }
            else
            {
                node4.next = item4.path;
            }
            while (node4.next != null)
            {
                node4 = node4.next;
            }
        }
        node4.next = new PathFinder.Node(node3.point, node3.cost, node3.heuristic);
        List <Vector3> list2 = new List <Vector3>();

        for (PathFinder.Node node5 = node3; node5 != null; node5 = node5.next)
        {
            float normX = ((float)node5.point.x + 0.5f) / (float)length;
            float normZ = ((float)node5.point.y + 0.5f) / (float)length;
            float x     = TerrainMeta.DenormalizeX(normX);
            float z     = TerrainMeta.DenormalizeZ(normZ);
            float y     = Mathf.Max(TerrainMeta.HeightMap.GetHeight(normX, normZ), 1f);
            list2.Add(new Vector3(x, y, z));
        }
        if (list2.Count >= 2)
        {
            int      count    = TerrainMeta.Path.Roads.Count;
            PathList pathList = new PathList("Road " + count, list2.ToArray());
            pathList.Width            = 12f;
            pathList.InnerPadding     = 1f;
            pathList.OuterPadding     = 1f;
            pathList.InnerFade        = 1f;
            pathList.OuterFade        = 8f;
            pathList.RandomScale      = 0.75f;
            pathList.MeshOffset       = 0f;
            pathList.TerrainOffset    = -0.125f;
            pathList.Topology         = 2048;
            pathList.Splat            = 128;
            pathList.Start            = false;
            pathList.End              = false;
            pathList.ProcgenStartNode = node3;
            pathList.ProcgenEndNode   = node4;
            pathList.Path.Smoothen(4);
            pathList.Path.RecalculateTangents();
            pathList.AdjustPlacementMap(24f);
            TerrainMeta.Path.Roads.Add(pathList);
        }
    }