public void GenerateMap(int x, int z, bool wrapping) { Random.State originalRandomState = Random.state; if (!useFixedSeed) { seed = Random.Range(0, int.MaxValue); seed ^= (int)System.DateTime.Now.Ticks; seed ^= (int)Time.time; seed &= int.MaxValue; } Random.InitState(seed); { cellCount = x * z; grid.CreateMap(x, z, wrapping); if (searchFrontier == null) { searchFrontier = new HexCellPriorityQueue(); } for (int i = 0; i < cellCount; i++) { grid.GetCell(i).WaterLevel = waterLevel; } CreateRegions(); CreateLand(); ErodeLand(); CreateClimate(); CreateRivers(); SetTerrainType(); for (int i = 0; i < cellCount; i++) { grid.GetCell(i).SearchPhase = 0; } } Random.state = originalRandomState; }
private List <HexCell> GetVisibleCells(HexCell fromCell, int range) { List <HexCell> visibleCells = ListPool <HexCell> .Get(); searchFrontierPhase += 2; if (searchFrontier == null) { searchFrontier = new HexCellPriorityQueue(); } else { searchFrontier.Clear(); } range += fromCell.ViewElevation; fromCell.SearchPhase = searchFrontierPhase; fromCell.Distance = 0; searchFrontier.Enqueue(fromCell); HexCoordinates fromCoordinates = fromCell.coordinates; while (searchFrontier.Count > 0) { HexCell current = searchFrontier.Dequeue(); current.SearchPhase += 1; visibleCells.Add(current); for (HexDirection d = HexDirection.NE; d <= HexDirection.NW; d++) { HexCell neighbor = current.GetNeighbor(d); if ( neighbor == null || neighbor.SearchPhase > searchFrontierPhase || !neighbor.Explorable ) { continue; } int distance = current.Distance + 1; if (distance + neighbor.ViewElevation > range || distance > fromCoordinates.DistanceTo(neighbor.coordinates) ) { continue; } if (neighbor.SearchPhase < searchFrontierPhase) { neighbor.SearchPhase = searchFrontierPhase; neighbor.Distance = distance; neighbor.SearchHeuristic = 0; searchFrontier.Enqueue(neighbor); } else if (distance < neighbor.Distance) { int oldPriority = neighbor.SearchPriority; neighbor.Distance = distance; searchFrontier.Change(neighbor, oldPriority); } } } return(visibleCells); }
private bool Search(HexCell fromCell, HexCell toCell, HexUnit unit) { int speed = unit.Speed; searchFrontierPhase += 2; if (searchFrontier == null) { searchFrontier = new HexCellPriorityQueue(); } else { searchFrontier.Clear(); } fromCell.SearchPhase = searchFrontierPhase; fromCell.Distance = 0; searchFrontier.Enqueue(fromCell); while (searchFrontier.Count > 0) { HexCell current = searchFrontier.Dequeue(); current.SearchPhase += 1; if (current == toCell) { return(true); } int currentTurn = (current.Distance - 1) / speed; for (HexDirection d = HexDirection.NE; d <= HexDirection.NW; d++) { HexCell neighbor = current.GetNeighbor(d); if (neighbor == null || neighbor.SearchPhase > searchFrontierPhase) { continue; } if (!unit.IsValidDestination(neighbor)) { continue; } int moveCost = unit.GetMoveCost(current, neighbor, d); if (moveCost < 0) { continue; } int distance = current.Distance + moveCost; int turn = (distance - 1) / speed; if (turn > currentTurn) { distance = turn * speed + moveCost; } if (neighbor.SearchPhase < searchFrontierPhase) { neighbor.SearchPhase = searchFrontierPhase; neighbor.Distance = distance; neighbor.PathFrom = current; neighbor.SearchHeuristic = neighbor.coordinates.DistanceTo(toCell.coordinates); searchFrontier.Enqueue(neighbor); } else if (distance < neighbor.Distance) { int oldPriority = neighbor.SearchPriority; neighbor.Distance = distance; neighbor.PathFrom = current; searchFrontier.Change(neighbor, oldPriority); } } } return(false); }