Esempio n. 1
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    public override void PreEffect(CityGenerator block)
    {
        int x = block.mx;
        int y = block.my;

        blocksAround = new CityGenerator[4];
        if (x - 1 >= 0)
        {
            blocksAround[0] = GameManager.GetBlock(x - 1, y);
        }

        if (y - 1 >= 0)
        {
            blocksAround[1] = GameManager.GetBlock(x, y - 1);
        }

        if (y + 1 < GameManager.height * 2)
        {
            blocksAround[2] = GameManager.GetBlock(x, y + 1);
        }

        if (x + 1 < GameManager.width * 2)
        {
            blocksAround[3] = GameManager.GetBlock(x + 1, y);
        }

        MainEffect(block);
    }
Esempio n. 2
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        public static Models.Production.Patient New()
        {
#pragma warning disable IDE0042 // Deconstruct variable declaration
            var name = NameGenerator.Random();
            var city = CityGenerator.Random();
#pragma warning restore IDE0042 // Deconstruct variable declaration
            var patient = new Models.Production.Patient
            {
                ContactPerson = new Models.Production.ContactPerson
                {
                    Name            = $"{name.FirstName} {name.LastName}",
                    Email           = $"{name.FirstName}.{name.LastName}@generatedpatient.com",
                    TelephoneNumber = $"{city.AreCode}/{s_random.Next(10, 9999999)}"
                },
                DateOfBirth           = BirthdayGenerator.RandomBirthday().ToString("s"),
                BedNumber             = $"Bed {s_random.Next(1, 3)}",
                RoomNumber            = $"Room {s_random.Next(1000, 999)}",
                WardName              = WardGenerator.Random(),
                Gender                = Models.Production.Gender.Undefined,
                ExternalPatientNumber = $"{name.FirstName.Substring(0, 1)}{name.LastName.Substring(0, 1)}_{s_random.Next(10000, 99999)}",
                ContactAddress        = new Models.Production.ContactAddress
                {
                    NameLine1    = $"{name.FirstName} {name.LastName}",
                    Addressline1 = "Generated Patient Street 1",
                    State        = city.State,
                    City         = city.Name,
                    Postalcode   = city.Cip,
                    Country      = city.Country
                }
            };
            return(patient);
        }
Esempio n. 3
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    public static float getCommercialDistrictsMinimumDistance(CityGenerator generator)
    {
        float           result = float.MaxValue;
        List <District> commercialDistricts = new List <District>();

        foreach (District district in generator.districtsMap)
        {
            if (district.type == DistrictType.COMMERCIAL)
            {
                commercialDistricts.Add(district);
            }
        }

        foreach (District district in commercialDistricts)
        {
            foreach (District comDistrict in commercialDistricts)
            {
                if (district == comDistrict)
                {
                    continue;
                }
                float distance = district.getDistanceTo(comDistrict, generator.roadNetwork);
                if (distance < result)
                {
                    result = distance;
                }
            }
        }
        return(result);
    }
Esempio n. 4
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        public void BuildCityTestInvalidWidthHeight()
        {
            City.City c = CityGenerator.BuildCity(0, 0, 921993);

            Assert.Equal(4, c.Height);
            Assert.Equal(4, c.Width);
        }
Esempio n. 5
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    void Awake()
    {
        cityGenerator = GameObject.FindGameObjectWithTag("GameController").GetComponent <CityGenerator>();

        ValidBorderMaterial   = (Material)Object.Instantiate(Resources.Load("Materials/District Border"));
        InvalidBorderMaterial = (Material)Object.Instantiate(Resources.Load("Materials/District Border"));


        NormalBackgroundMaterial  = (Material)Object.Instantiate(Resources.Load("Materials/District Background"));
        MinimumBackgroundMaterial = (Material)Object.Instantiate(Resources.Load("Materials/Striped District Background"));
        _lockedBackgroundMaterial = (Material)Object.Instantiate(Resources.Load("Materials/District Background"));

        BackgroundMaterial = MinimumBackgroundMaterial;

        PartyColor = evenBackgroundColor;
        NormalBackgroundMaterial.SetColor("_Color", CurrentColor);

        MinimumBackgroundMaterial.SetColor("_StripeColor", CurrentColor);
        MinimumBackgroundMaterial.SetColor("_NonStripeColor", GlazeColor);

        LockedBackgroundMaterial.SetColor("_Color", CurrentLockedColor);

        ValidBorderMaterial.SetColor("_Color", normalBorderColor);
        InvalidBorderMaterial.SetColor("_Color", normalBorderColor);

        CurrentMajority = Constituent.Party.None;
    }
Esempio n. 6
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    // Use this for initialization
    void Start()
    {
        int width  = GameManager.width;
        int height = GameManager.height;

        GameManager.Blocks = new CityGenerator[width * height * 2 * 2];
        int i = 0;

        for (float x = -width; x < width; x++)
        {
            for (float y = -height; y < height; y++)
            {
                GameObject CityObject = Instantiate <GameObject> (CityBlock);
                CityObject.transform.SetParent(transform);
                CityObject.transform.localPosition = new Vector3(2f * x, 0f, 2f * y);
                CityGenerator CG = CityObject.GetComponent <CityGenerator> ();
                //City Design 1st Num is Spread
                //CG.TowerHealth = 45f*Mathf.Abs(((1f-(Mathf.Abs(x)/width))+(1f-(Mathf.Abs(y)/height)))/4f);
                CG.TowerHealth = 2f * Mathf.Abs(((1f - ((Mathf.Abs(x) + 1) / width)) + (1f - ((Mathf.Abs(y) + 1) / height))) / 4f);
                CG.GenerateCity((int)x + (int)width, (int)y + (int)height);
                GameManager.Blocks[i] = CG;
                i++;
            }
        }
    }
Esempio n. 7
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 public override void PreEffect(CityGenerator block)
 {
     if (block.CBD.Pop < amount)
     {
         block.CBD.SetPopData(amount);
     }
 }
Esempio n. 8
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    public int length; // = 5000; // Global max length for each road generated

    public void GenerateRoadNetwork(OrientedPoint startingSeed, int iter, int length, int interval)
    {
        // Reference to parent
        CityGenerator parent = gameObject.GetComponentInParent <CityGenerator>();

        _interval = parent.interval;
        _offset   = parent.offset;
        _length   = parent.length;
        _iter     = parent.length;
        ctr       = _iter;

        // Create and initialize new lookup matrix (chunks)
        roadPoints = new List <OrientedPoint> [500, 500];
        for (int x = 0; x < roadPoints.GetLength(0); x++)
        {
            for (int z = 0; z < roadPoints.GetLength(1); z++)
            {
                roadPoints[x, z] = new List <OrientedPoint>();
            }
        }

        // Clear the queue before new generation starts
        seeds.Clear();

        // Function structure
        GameObject mainRoad = new GameObject("Main Road");

        mainRoad.AddComponent <Road>().transform.parent = this.transform;

        Road road = mainRoad.GetComponent <Road>();

        // Generate the first road from the starting point
        road.GenerateRoad(startingSeed, length, true, false);

        // Extract seeds from the road and add to queue
        AddCandidatesToQueue(road.path, interval);


        while (seeds.Count != 0 && iter > 0)
        {
            OrientedPoint roadSeed  = seeds.Dequeue();
            GameObject    leftRoad  = GenerateChildRoad();
            GameObject    rightRoad = GenerateChildRoad();

            // Generate the subroads with alternating major flag
            // Flip the major flag for the next road
            bool major = !roadSeed.major;

            Road left  = leftRoad.GetComponent <Road>();
            Road right = rightRoad.GetComponent <Road>();

            // Generate roads in either direction from seed

            GenerateRoads(left, right, roadSeed, interval, major);

            iter--;
            ctr--;
        }
    }
Esempio n. 9
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 void Awake()
 {
     _lockedConstituents = new HashSet <Constituent>();
     cityGenerator       = GetComponent <CityGenerator>();
     audioManager        = GameObject.FindGameObjectWithTag("AudioManager").GetComponent <AudioManager>();
     UndoStack           = new Stack <Move>();
     OriginalDistricts   = new Dictionary <Constituent, District>();
 }
Esempio n. 10
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 public void Start()
 {
     terrainDataThreadInfoQueue = new ConcurrentQueue <MapThreadInfo <TileData> >();
     terrainGenerator           = GameObject.Find("Level").GetComponent <TerrainGenerator>();
     caveBuilder         = GameObject.Find("Level").GetComponent <CaveBuilder>();
     cityGenerator       = GameObject.Find("CityPoints").GetComponent <CityGenerator>();
     decorationGenerator = GameObject.Find("Decorations").GetComponent <DecorationGenerator>();
 }
Esempio n. 11
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 void Start()
 {
     fighterBody       = GetComponent <Rigidbody>();
     agentStatus       = GetComponent <AgentStatus>();
     fighterWeaponFire = GetComponentInChildren <FighterWeaponFire>();
     gameManager       = GameObject.Find("GameManager");
     cityGenerator     = gameManager.GetComponent <CityGenerator>();
     SetModel(fighterCaptureBehavior, CaptureArtifact);
 }
Esempio n. 12
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    public static float getSegmentSlope(Crossroad cr0, Crossroad cr1, CityGenerator cityGenerator)
    {
        float startHeight   = cityGenerator.getPointHeight(cr0.x, cr0.y);
        float endHeight     = cityGenerator.getPointHeight(cr1.x, cr1.y);
        float segmentLength = (float)Math.Sqrt(Math.Pow(Math.Abs(cr0.x - cr1.x), 2) + Math.Pow(Math.Abs(cr0.y - cr1.y), 2));
        float slope         = (float)(Math.Atan(Math.Abs(startHeight - endHeight) / segmentLength) * (180.0f / Math.PI));

        return(float.IsNaN(slope) ? 0.0f : slope);
    }
Esempio n. 13
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    // Use this for initialization
    void Awake()
    {
        moveManager = GetComponent<MoveManager>();
        cityGenerator = GetComponent<CityGenerator>();

        lockedConstituents = new Dictionary<Constituent, int>();

        firstPlayer = Utils.ChooseRandom(new List<Player> { Player.Red, Player.Blue });
    }
Esempio n. 14
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        public void BuildCityTestSeed1()
        {
            City.City c = CityGenerator.BuildCity(30, 30, 921993);

            #region expected
            string expected = "##############################\r\nOO#OOOO#.OOO#OOO#OOOO#O.#OO#OO\r\nOO#SOOO#O**O#O*O#OO*O#OO#OO#OO\r\nOO###OO#O**O#P*O##O*O#########\r\nOOOO#OO#O**O#O*SO#.*OO#OO#OO#O\r\nO**O#PO#O*OH#OOOO#OOO.#OO#OO#O\r\nP**O#OO#O*O##OO#####OO########\r\nO**O#OO#O*O#OOO#OOO#OOO#OOO#OO\r\nOO.O#..#OOO#O*O#O*O#OOO#OOO#OO\r\nOO###.O#OO##S*O#O*O##OO#######\r\nOO#OPOO#OO#OO*O#O*OO#.OOO#OOO#\r\nOO#OO.O#OO#O*OO#OOOO#O*OO#OOO#\r\nOO###OO####.*O####OO#.*O##..##\r\nOOOO#OO.O#OO*O#OO#OO#O*O#OOO#S\r\nO**.#O*O.#HOOO#OH#OO#OOO#OO.#O\r\n.**.#.*.##OO###OO#OO##########\r\nO**O#O*O#O..#OOOO#OOO.#OOO#OO#\r\nOOOO#OPO#OOO#OOOO#OOHO#OOO#OO#\r\nOO#######OO##OO###OO####OO####\r\nOO#OOO#OOOO#OOO#.OOO#OS#OOO#OO\r\nOO#OOO#OOSO#OOO#OOOO#OO#.*.#OO\r\nO.#OO####OO#OO####OO####O*O#OO\r\n.O#OO#OO#.O#HO#OO#OHOO#OO*O#OO\r\nOO#O.#OO#OO#HO#OO#OO.O#OOHO#OO\r\nOO####OO####OO#.O#OO#####OO###\r\nOO.O#O.OO#O.OO#OO#OO#OOO#OOO#O\r\nO**O#O**O#OOOO#OO#OO#O*O#OOO#P\r\nO**O#O**O#OO######OO#.*O##OO##\r\nO**O#O**O#OO#OO#OOOO#O*OO#OOO#\r\nOOOO#OOOS#OO#OO#OOOS#O.OO#OO.#\r\n##############################";
            #endregion

            Assert.Equal(expected, c.ToString());
        }
Esempio n. 15
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    public void CreateTrees()
    {
        cities = GetComponent <CityGenerator>();
        for (int i = 0; i < amount; i++)
        {
            Vector3 randomPos = GetRandomSurfacePosition();

            CreateTree(randomPos);
        }
    }
Esempio n. 16
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    // Use this for initialization
    void Awake()
    {
        turnManager             = GameObject.FindGameObjectWithTag("GameController").GetComponent <TurnManager>();
        turnManager.firstPlayer = TurnManager.Player.Red;
        moveManager             = GameObject.FindGameObjectWithTag("GameController").GetComponent <MoveManager>();
        cityGenerator           = GameObject.FindGameObjectWithTag("GameController").GetComponent <CityGenerator>();
        inputManager            = GameObject.FindGameObjectWithTag("GameController").GetComponent <InputManager>();

        allowedMoves = new List <Constituent>();
    }
Esempio n. 17
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        public void BuildCityTestSeed2()
        {
            City.City c = CityGenerator.BuildCity(30, 30, 1712016);

            #region expected
            string expected = "##############################\r\nPO#OO#O.O#OO#OO#SOO#O.#OO#OOO.\r\nOO#OO#OOO#HO#OS#.*O#OH#OO#OPPH\r\nOP#OO########OO#O*O#######OO##\r\nOO#OOO.#OO#OSOO#O*OO#OO#OO.O#O\r\nOO#OOOO#OO#OOOO#OOOO#OO#OOOO#O\r\nOO###O.#####OO####OO#OO###OO##\r\nOOOO#OOO#O.#OO#PO#.O#OOOO#OO#.\r\nOOOO#OOO#OO#.O#OO#OO#OO*O#O.#O\r\n.O##########OO#OO#####O*O#####\r\nOO#OOO#OO.#OOO#OOO#OO#O*OO#O.#\r\nOO#.OO#OOO#OOO#.OO#OO#HOOO#.O#\r\nOO#OH##########SO#####.O######\r\nOO#OO#OO#OOO#OOOO#OO#POO#OOO#O\r\nOO#OO#OO#O*O#O**O#OO#OO.#O*O#O\r\nOO#######O*O#O**O#OO##OO#O*O##\r\nOOO#OO.#OO*O#O**O#OOO#OO#O*O#O\r\nOOO#.OO#.OOO#.**O#O*.#OO#O*O#O\r\nOO########OO#O**O#O*O#OO#O*O##\r\n.O#O.#OOO#O.#O**O#O*O#OO#.*OO#\r\nOO#OO#OOO#.O#O*OO#O.O#.O#OO.O#\r\nOS####OO##OO#O*O##OO#####..###\r\nS.OO#...#OOO#O*O#OOO#OO#S.O#OO\r\nO**O#O*O#OOO#OOO#O*O#OO#O*O#OO\r\n.**O#O*.#SO##OO##O*O#O.#O*O###\r\nO**O#S*O#.O#O.O#OO*O#OO#O*O.#O\r\nO*OO#OOO#OO#O*O#H*OO#OO#PO.O#O\r\nO*O##OO##PO#O*O#.*O#######OO##\r\nP*O#OOO#O.S#O*O#O*O#OO#OH#..#O\r\nOOO#OOO#OOO#O.O#OOO#OO#OO#PO#O\r\n##############################";
            #endregion

            Assert.Equal(expected, c.ToString());
        }
Esempio n. 18
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 public override void MainEffect(CityGenerator block)
 {
     block.CBD.IncreasePopulation(bigmod);
     foreach (CityGenerator blocks in blocksAround)
     {
         if (blocks != null)
         {
             blocks.CBD.IncreasePopulation(mod);
         }
     }
 }
Esempio n. 19
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    public override void OnInspectorGUI()
    {
        base.OnInspectorGUI();

        CityGenerator cityGenerator = (CityGenerator)target;

        if (GUILayout.Button("Generate City Prefab"))
        {
            cityGenerator.GenerateCity();
        }
    }
Esempio n. 20
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 public void TriggerEffect(CityGenerator block)
 {
     if (!firstTrigger)
     {
         MainEffect(block);
     }
     else
     {
         FirstTrigger(block);
     }
 }
Esempio n. 21
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    public override void OnInspectorGUI()
    {
        CityGenerator generator = (CityGenerator)target;

        // Show default inspector property editor
        DrawDefaultInspector();

        if (GUILayout.Button("Generate"))
        {
            generator.Regenerate();
        }
    }
Esempio n. 22
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    public override List<Atom> Produce(CityGenerator generator)
    {
        List<Atom> production = new List<Atom>();

        float x = Creator != null ? Creator.Node.X : 0f;
        float z = Creator != null ? Creator.Node.Y : 0f;
        Rule rule = generator.RuleAtCoordinates(new Vector3(x, 0f, z));
        List<RoadAtom> roads = rule.SpawnRoads(this, generator);

        foreach (RoadAtom road in roads) production.Add(road);
        return production;
    }
Esempio n. 23
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    public override void OnInspectorGUI()
    {
        CityGenerator cityGen = (CityGenerator)target;

        if (DrawDefaultInspector())
        {
        }
        if (GUILayout.Button("Generate"))
        {
            cityGen.GenerateCity();
        }
    }
    private void Start()
    {
        mapGenerator  = GetComponent <MapGenerator>();
        treeGenerator = GetComponent <TreeGenerator>();
        cityGenerator = GetComponent <CityGenerator>();

        maxViews      = detailLevels[detailLevels.Length - 1].visibilityThreshold;
        chunkSize     = mapGenerator.mapChunkSize - 1;
        chunksVisible = Mathf.RoundToInt(maxViews / chunkSize);

        UpdateVisibleChunks();
    }
Esempio n. 25
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    public float[,] GenerateTerrain(int seed, GameObject inTerrainObject, CityGenerator generator)
    {
        if (inTerrainObject != null)
        {
            terrainObject = inTerrainObject;
        }
        if (terrainObject == null)
        {
            terrainObject = new GameObject("Terrain");
        }
        float[,] terrainMap = new float[dimension, dimension];
        Random.InitState(seed);
        int permutationTableSize = (dimension + 1) * (dimension + 1);

        permutationTable = new int[permutationTableSize];
        for (int i = 0; i < permutationTableSize; i++)
        {
            permutationTable[i] = ((int)(Random.value * Mathf.Pow(2, 30)));
        }

        List <float>     amplitudes = new List <float>();
        List <float[, ]> noises     = new List <float[, ]>();

        for (int i = 0; i < noisesConfigurations.Count; i++)
        {
            noises.Add(generateNoise(noisesConfigurations[i].frequency));
            amplitudes.Add(noisesConfigurations[i].amplitude);
        }

        float totalAmplitude = 0.0f;

        for (int i = 0; i < noises.Count; i++)
        {
            totalAmplitude += amplitudes[i];
        }
        for (int x = 0; x < dimension; x++)
        {
            for (int y = 0; y < dimension; y++)
            {
                float r = 0.0f;
                for (int i = 0; i < noises.Count; i++)
                {
                    r += noises[i][x, y] * amplitudes[i];
                }
                r = r / totalAmplitude;                        // Normalize sum of noises
                r = MathHelper.quintic(MathHelper.quintic(r)); // Apply non-linear filter
                terrainMap[x, y] = r;
            }
        }
        meshGenerator.GenerateMesh(terrainObject, terrainMap, generator.meshDimension);
        return(terrainMap);
    }
Esempio n. 26
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        static void Main(string[] args)
        {
            MyMqttClient mqttClient = new MyMqttClient();

            var generator = new CityGenerator();

            generator.LoadFile().Wait();
            foreach (City city in generator.GetAllLithuanianCities())
            {
                var device = new Device(mqttClient, city.id.ToString(), _preDeviceName + city.name.ToString());
                Task.Run(device.StartWorkAsync);
            }
        }
Esempio n. 27
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    public override List<RoadAtom> SpawnRoads(BranchAtom currentAtom, CityGenerator gen)
    {
        List<RoadAtom> production = new List<RoadAtom>();

        if (currentAtom.Creator != null) {
            // Determine the vector from the creator atom's position and the current node's position, and split the
            // result into two groups:
            //   - the vector is more aligned with the radius vector from the origin to the current node
            //   - the vector is more aligned with the tangent of the circle which the radius vector defines
            Vector3 radiusVector = currentAtom.Node.position - gen.transform.position;
            Vector3 fromCreator = currentAtom.Node.position - currentAtom.Creator.Node.position;

            Vector3 tangent = Quaternion.Euler(0f, -90f, 0f) * radiusVector;

            Vector3 left = (Quaternion.Euler(0f, -90f, 0f) * fromCreator).normalized;
            Vector3 straight = fromCreator.normalized;
            Vector3 right = (Quaternion.Euler(0f, 90f, 0f) * fromCreator).normalized;

            // Get the angle between the radius vector and the vector from the creator to the current node
            // (Note: Vector3.Angle returns a value from 0f to 180f)
            float angle = Vector3.Angle(radiusVector, fromCreator);
            if (angle < 45f || angle > 135f) {
                // The incoming orientation is more aligned with the radius vector
                left = AlignVector(left, tangent);
                straight = AlignVector(straight, radiusVector);
                right = AlignVector(right, tangent);
            } else {
                // The incoming orientation is more aligned with the tangent
                left = AlignVector(left, radiusVector);
                straight = AlignVector(straight, tangent);
                right = AlignVector(right, radiusVector);
            }

            // For now, spawn roads in all three directions
            // TODO: Temporary
            production.Add(new RoadAtom(left, currentAtom.Node, Rule.Type.Radial));
            production.Add(new RoadAtom(straight, currentAtom.Node, Rule.Type.Radial));
            production.Add(new RoadAtom(right, currentAtom.Node, Rule.Type.Radial));
        } else {
            // There's no creator (which means this is the axiom node), so we'll create roads shooting in all directions
            // TODO: Temporary
            production.Add(new RoadAtom(Vector3.forward, currentAtom.Node, Rule.Type.Radial));
            production.Add(new RoadAtom(Vector3.back, currentAtom.Node, Rule.Type.Radial));
            production.Add(new RoadAtom(Vector3.left, currentAtom.Node, Rule.Type.Radial));
            production.Add(new RoadAtom(Vector3.right, currentAtom.Node, Rule.Type.Radial));
        }

        return production;
    }
Esempio n. 28
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    public override void OnInspectorGUI()
    {
        CityGenerator cityGenerator = (CityGenerator)target;

        base.OnInspectorGUI();
        if (GUILayout.Button("Create Cities"))
        {
            cityGenerator.CreateCities();
        }

        if (GUILayout.Button("Remove Cities"))
        {
            cityGenerator.RemoveCities();
        }
    }
    public override void OnInspectorGUI()
    {
        CityGenerator cityGen = (CityGenerator)target;

        DrawDefaultInspector();

        if (GUILayout.Button("Re-Generate City"))
        {
            cityGen.GenerateCity(cityGen.citySizeX, cityGen.citySizeZ);
        }

        if (GUILayout.Button("Clear City"))
        {
            cityGen.ClearCity();
        }
    }
Esempio n. 30
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    /// <summary>
    /// Calculates the length of the road for the given atom, taking its position and environment into account. This
    /// method is invoked by each <see cref="RoadAtom"/> during its production, in order to find out its length.
    /// </summary>
    /// <returns>The road length.</returns>
    /// <param name="currentAtom">Current atom.</param>
    /// <param name="gen">City generator.</param>
    public virtual float CalculateRoadLength(RoadAtom currentAtom, CityGenerator gen)
    {
        // Calculate how much the population density influences road length (the less population, the longer the road)
        float populationLengthFactor = 1f - gen.DensityAt(currentAtom.Node.position);

        // Calculate how much the slope of the road influences its length (the steeper, the shorter)
        float elevationLengthFactor = Mathf.Abs(gen.ElevationAt(currentAtom.Node.position) -
                                                gen.ElevationAt(currentAtom.Node.position + currentAtom.Forward));
        elevationLengthFactor = 1f - Mathf.Clamp01(gen.slopeExaggeration * elevationLengthFactor);

        // Multiply them to get the final length factor. Basically the elevation factor should only influence the
        // population factor when the road is very steep, in other cases it should be close to 1.
        float lengthFactor = populationLengthFactor * elevationLengthFactor;

        // Calculate the road length
        return gen.minimumRoadLength + lengthFactor * (gen.maximumRoadLength - gen.minimumRoadLength);
    }
Esempio n. 31
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        public string Get()
        {
            var cityGenerator = new CityGenerator();

            if (!cityGenerator.Generate())
            {
                return("Error");
            }

            var factoryGenerator = new FactoryGenerator();

            if (!factoryGenerator.Generate())
            {
                return("Error");
            }

            var utilityGenerator = new UtilityGenerator();

            if (!utilityGenerator.Generate())
            {
                return("Error");
            }

            var regionGenerator = new RegionGenerator();

            if (!regionGenerator.Generate())
            {
                return("Error");
            }

            var containerGenerator = new ContainerGenerator();

            if (!containerGenerator.Generate())
            {
                return("Error");
            }

            var tripGenerator = new TripGenerator();

            if (!tripGenerator.Generate())
            {
                return("Error");
            }

            return("Success");
        }
Esempio n. 32
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    public static float getCityRadius(List <District> districtsList, CityGenerator generator)
    {
        float result = 0.0f;

        foreach (District district in districtsList)
        {
            foreach (DistrictCell cell in district.cells)
            {
                float distance = Vector2.Distance(new Vector2(cell.x + 0.5f, cell.y + 0.5f), generator.cityCenter);
                if (distance > result)
                {
                    result = distance;
                }
            }
        }
        return(result);
    }
Esempio n. 33
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    // Use this for initialization
    void Start()
    {
        turnManager          = GameObject.FindGameObjectWithTag("GameController").GetComponent <TurnManager>();
        cityGenerator        = GameObject.FindGameObjectWithTag("GameController").GetComponent <CityGenerator>();
        currentTurnUIManager = GetComponentInChildren <CurrentTurnUIManager>();
        endTurnUIManager     = GetComponentInChildren <EndTurnUIManager>();

        audioManager = GameObject.FindGameObjectWithTag("AudioManager").GetComponent <AudioManager>();

        //color the text based on whose turn it is
        var currentBackgroundColor = GetBackgroundColorForPlayer(turnManager.CurrentPlayer);

        foreach (var panel in backgroundPanels)
        {
            panel.color = currentBackgroundColor;
        }
    }
Esempio n. 34
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    public override List<RoadAtom> SpawnRoads(BranchAtom currentAtom, CityGenerator gen)
    {
        List<RoadAtom> production = new List<RoadAtom>();

        if (currentAtom.Creator != null) {
            // Get the orientation of the "parent" road (the one we're continuing in this production)
            MapNode toNode = currentAtom.Node;
            MapNode fromNode = currentAtom.Node.edges[0].FromNode;
            Vector3 parentDirection = (toNode.position - fromNode.position).normalized;

            // Get the elevation at the current point
            float currentElevation = gen.ElevationAt(currentAtom.Node.position);

            // Create three roads: left, right and straight with regard to the "parent" road's direction
            float[] angles = new float[] { -90f, 0f, 90f };
            foreach (float angle in angles) {
                // Rotate the direction vector to get the direction we'll probe in
                Vector3 roadDirection = Quaternion.Euler(0f, angle, 0f) * parentDirection;

                // Probe elevations around the given direction and get the direction of the road which is least steep
                roadDirection = LeastSteepDirection(currentAtom.Node.position, roadDirection, currentElevation, gen);

                // Create a new RoadAtom with the given road direction
                RoadAtom roadAtom = new RoadAtom(roadDirection, currentAtom.Node, Rule.Type.Rectangular);

                // Add it to the production
                production.Add(roadAtom);
            }
        } else {
            // This is the axiom, just spawn roads in all directions
            production.Add(new RoadAtom(Vector3.forward, currentAtom.Node, Rule.Type.Rectangular));
            production.Add(new RoadAtom(Vector3.back, currentAtom.Node, Rule.Type.Rectangular));
            production.Add(new RoadAtom(Vector3.left, currentAtom.Node, Rule.Type.Rectangular));
            production.Add(new RoadAtom(Vector3.right, currentAtom.Node, Rule.Type.Rectangular));
        }

        return production;
    }
Esempio n. 35
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    /// <summary>
    /// Returns the direction of the least steep road among all probed roads.
    /// </summary>
    /// <returns>The direction of the road.</returns>
    /// <param name="position">Position.</param>
    /// <param name="roadDirection">Road direction.</param>
    /// <param name="currentElevation">Current elevation.</param>
    /// <param name="gen">City generator.</param>
    protected Vector3 LeastSteepDirection(Vector3 position, Vector3 roadDirection, float currentElevation,
	                                      CityGenerator gen)
    {
        // Probe elevations around the given direction
        KeyValuePair<Vector3, float>[] elevationPairs = ProbeFloat(position, roadDirection, gen, ElevationProber);

        // Find the location which has a minimum elevation difference relative to the current node's position
        KeyValuePair<Vector3, float> minimumPair;
        float minimumElevationDelta = float.MaxValue;
        foreach (KeyValuePair<Vector3, float> elevationPair in elevationPairs) {
            if (Mathf.Abs(currentElevation - elevationPair.Value) < minimumElevationDelta) {
                minimumElevationDelta = Mathf.Abs(currentElevation - elevationPair.Value);
                minimumPair = elevationPair;
            }
        }

        // We have the end location of the least steep road, now make it into a direction
        return (minimumPair.Key - position).normalized;
    }
Esempio n. 36
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 /// <summary>
 /// Spawns the roads for the given branch atom. Each branch atom invokes this method during its production in order
 /// to calculate the roads which will be spawned from it.
 /// </summary>
 /// <returns>The roads.</returns>
 /// <param name="currentAtom">Current atom.</param>
 /// <param name="gen">City generator.</param>
 public abstract List<RoadAtom> SpawnRoads(BranchAtom currentAtom, CityGenerator gen);
Esempio n. 37
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    /// <summary>
    /// Probes the environment by spawning a <paramref name="numberOfProbes"/> probes at the given
    /// <paramref name="worldPosition"/> around the given <paramref name="direction"/>, using the given
    /// <paramref name="prober"/> delegate to query the wanted result from the environment at the given coordinates. The
    /// probing vectors are spawned around the given direction vector, such that
    /// floor(<paramref name="numberOfProbes"/>/2) vectors are spawned on the left and right sides of the direction
    /// vector, and one probe which is aligned with the direction vector. The angle between probing vectors is such that
    /// the angle between the leftmost (and rightmost) vector and the direction vector is exactly <paramref name="env"/>
    /// .maximumRoadDeviationDegrees. The length of each probe is <paramref name="env"/>.minimumRoadLength.
    /// </summary>
    /// <returns>The array of (Vector3, float) pairs representing the coordinate of each probe and the probed value,
    /// respectively.</returns>
    /// <param name="worldPosition">World position.</param>
    /// <param name="direction">Direction.</param>
    /// <param name="gen">City generator.</param>
    /// <param name="prober">Prober.</param>
    /// <param name="numberOfProbes">Number of probes.</param>
    protected KeyValuePair<Vector3, float>[] ProbeFloat(Vector3 worldPosition, Vector3 direction, CityGenerator gen,
	                                                    FloatProber prober, int numberOfProbes = NumberOfProbes)
    {
        KeyValuePair<Vector3, float>[] probedValues = new KeyValuePair<Vector3, float>[numberOfProbes];

        float angleIncrement = gen.maximumRoadDeviationDegrees / (numberOfProbes / 2);
        for (int i = 0, angleIndex = - numberOfProbes / 2; i < numberOfProbes; i++, angleIndex++) {
            // Rotate the current probe relative to the given direction based on i and angleIncrement
            Vector3 probeDirection = Quaternion.AngleAxis(angleIndex * angleIncrement, Vector3.up) *
                direction.normalized;

            // Calculate the exact position of the probe
            // (We use env.minimumRoadLength as a good candidate for probe length, it might be made into a configurable
            // editor option at some point.)
            Vector3 probePosition = worldPosition + probeDirection * gen.minimumRoadLength;

            // Now probe
            probedValues[i] = new KeyValuePair<Vector3, float>(probePosition, prober(gen, probePosition));
        }

        return probedValues;
    }
Esempio n. 38
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 /// <summary>
 /// Runs a production on this instance.
 /// </summary>
 /// <returns>
 /// A list of atoms for the next L-system generation.
 /// </returns>
 public abstract List<Atom> Produce(CityGenerator generator);
 void Awake()
 {
     cityGenerator = (target as GeneratorController).gameObject.GetComponent<CityGenerator>();
 }
Esempio n. 40
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    public override List<Atom> Produce(CityGenerator generator)
    {
        List<Atom> production = new List<Atom>();

        // Create a new map node
        Rule rule = generator.RuleAtCoordinates(Node.position);
        MapNode spawn = new MapNode(Node.position + forward * rule.CalculateRoadLength(this, generator));
        spawn.ruleType = ruleType;

        // Fetch the spawned node's neighbours
        List<MapNode> neighbours = generator.GetNeighbours(spawn, generator.neighboursSearchRadius);

        // Check if the node is close to one of its neighbours so that they can be merged into one node
        bool merged = false;
        Vector2 spawnPosition = spawn.PositionAsVector2;
        foreach (MapNode neighbour in neighbours) {
            // Convert coords to 2D, we don't want elevation messing around with our merging algorithm
            Vector2 neighbourPosition = neighbour.PositionAsVector2;

            // Check for proximity
            if (Vector2.Distance(spawnPosition, neighbourPosition) <= generator.nodeMergingMaximumDistance) {
                // The neighbour merges
                spawn = neighbour;

                // Stop iterating
                merged = true;
                break;
            }
        }

        // Create a map edge between the current map node and the spawn
        MapEdge spawnedEdge = new MapEdge(Node, spawn);

        if (!merged) {
            // Perform the intersection of the spawned node's edge against the neighbours' edges
            bool intersected = Intersect(spawn, spawnedEdge, neighbours);

            // Raycast to check for water
            RaycastHit hit;
            if (Physics.Raycast(spawn.position + Vector3.up * 1000f, Vector3.down, out hit)) {
                if (hit.collider.gameObject.tag == "Water") {
                    // Spawned over water, remove the edge from the starting node
                    Node.edges.Remove(spawnedEdge);

                    // Skip this node
                    return production;
                }

                // Set the Y coordinate of the spawned node to match the height where the raycast hit
                spawn.position.y = hit.point.y + 0.1f;
            }

            // Add the newly created map node to the environment
            generator.AddMapNode(spawn);

            // Continue producing only if there were no intersections
            if (!intersected) {
                // Summon a branch atom
                Atom branch = new BranchAtom(this);
                branch.Node = spawn;

                // Add the branch atom to the list of results and we're done
                production.Add(branch);
            }
        }

        return production;
    }
Esempio n. 41
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 /// <summary>
 /// The prober that probes for population density at the given position.
 /// </summary>
 /// <returns>The population density at the given position.</returns>
 /// <param name="gen">City generator.</param>
 /// <param name="position">Position.</param>
 public static float DensityProber(CityGenerator gen, Vector3 position)
 {
     return gen.DensityAt(position);
 }
Esempio n. 42
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 /// <summary>
 /// The prober that probes for elevation at the given position.
 /// </summary>
 /// <returns>The elevation at the given position.</returns>
 /// <param name="gen">City generator.</param>
 /// <param name="position">Position.</param>
 public static float ElevationProber(CityGenerator gen, Vector3 position)
 {
     return gen.ElevationAt(position);
 }
 public void GenerateCity()
 {
     m_cityGenerator = new CityGenerator ((int)DateTime.Now.Ticks, TamBoard, TamBoard);
     m_cityGenerator.Build();
     m_city = m_cityGenerator.getCity();
     instantiatePrefabs();
     generateIA();
     instantiateCars();
     colocateCamera();
 }
Esempio n. 44
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    // Use this for initialization
    void Start()
    {
        float verticalSize   = Camera.main.orthographicSize * 2.0f;
        float horizontalSize = verticalSize * Screen.width / Screen.height;

        startPoint.x = -horizontalSize / 2;
        startPoint.y = -verticalSize / 2;

        blockSize.x = horizontalSize / (sizeX - 1);
        blockSize.y = verticalSize / (sizeY - 1);

        buildingSize = blockSize * 0.6f;

        generator = new CityGenerator (sizeX - 2, sizeY - 2);

        for (int i = 0; i < 500; i++)
            generator.GlueBuildings ();

        //var building = new CityBuilding (5,5);
        //building.points.Add (new Point(0,-1));
        //building.points.Add (new Point(0,1));
        //building.points.Add (new Point(-1,0));
        //building.points.Add (new Point(1,0));
        //AddBuilding(building);

        for (int x = 0; x < sizeX -2 ; x++) {
            for(int y = 0; y < sizeX - 2; y++){
                CityBuilding building = generator.Grid[x,y];

                if( building.X == x && building.Y == y){
                    AddBuilding(building);
                }
            }
        }
    }