Esempio n. 1
0
 private void InitChunkObjects(List <GetWorldMapResponse> chunks)
 {
     foreach (var chunk in chunks)
     {
         var treeCount = (int)chunk.Map.Trees;
         treeCount = Math.Min(200, treeCount);
         treeGenerator.GenerateTrees(treeCount, chunk.Map.X, chunk.Map.Y);
         townsManager.RegisterServerTowns(chunk.Map.Towns, chunk.Map.X, chunk.Map.Y);
     }
 }
Esempio n. 2
0
    public void GenerateNextRoad()
    {
        int extraToGenerate = 0;

        if (currentRoads.Count == 0)
        {
            GameObject newFirstRoad1 = Instantiate(straightRoadPrefab, transform);
            newFirstRoad1.GetComponent <BoxCollider>().enabled = true;
            currentRoads.Add(newFirstRoad1.transform);
        }
        Transform lastEnd = GetEndNode(currentRoads[currentRoads.Count - 1]);

        // Get a list of roads that are close enough to check. Dont check the last road, we cant collide with that
        List <Transform> closeRoads = new List <Transform>();

        for (int i = 0; i < currentRoads.Count - 1; i++)
        {
            if (Vector3.Distance(lastEnd.position, currentRoads[i].position) <= closeEnough)
            {
                closeRoads.Add(currentRoads[i]);
            }
        }

        // Check random road segment types until we find one that fits
        //List<int> nums = new List<int>();
        //for (int i = 0; i < RoadPrefabs.Length; i++) {
        //	nums.Add(i);
        //}
        List <WeightedRoad> RoadPrefabs = new List <WeightedRoad>();

        for (int i = 0; i < AllRoadPrefabs.Length; i++)
        {
            RoadPrefabs.Add(AllRoadPrefabs[i]);
        }

        bool testthing     = false;
        bool found         = false;
        int  random        = 0;
        int  sanityBreaker = 100;

        while (!found)
        {
            sanityBreaker -= 1;
            if (sanityBreaker <= 0)
            {
                //Debug.Log("Breaking out beacuse we reached sanity breaker!");
                break;
            }
            //if (currentRoads.Count >= 30) testthing = true;
            if (RoadPrefabs.Count == 0 || testthing)
            {
                // Failed to make a valid road. Lets delete the last few and try again from there.
                if (currentRoads.Count - numToRemove == lastRemovedAt)
                {
                    numToRemove += 5;
                }

                if (numToRemove > currentRoads.Count)
                {
                    numToRemove = currentRoads.Count;
                }
                //Debug.Log("");
                //Debug.Log("                  No path possible here!! noooooo. deleting " + numToRemove + " roads and trying again");
                //Debug.Log("");

                for (int i = 1; i <= numToRemove; i++)
                {
                    Transform t = currentRoads[currentRoads.Count - 1];
                    //Debug.Log("Deleting Road " + t.gameObject.name);
                    Destroy(t.gameObject);
                    currentRoads.RemoveAt(currentRoads.Count - 1);
                    extraToGenerate += 1;
                }
                //for (int i = 0; i < RoadPrefabs.Count; i++) {
                //	nums.Add(i);
                //}


                for (int i = 0; i < AllRoadPrefabs.Length; i++)
                {
                    RoadPrefabs.Add(AllRoadPrefabs[i]);
                }
                lastRemovedAt = currentRoads.Count;

                ///////////////////////////////////////////
                // DUPLICATED CODE FROM ABOVE HOORAY
                if (currentRoads.Count == 0)
                {
                    GameObject newFirstRoad1 = Instantiate(straightRoadPrefab, transform);
                    newFirstRoad1.GetComponent <BoxCollider>().enabled = true;
                    currentRoads.Add(newFirstRoad1.transform);
                }
                lastEnd = GetEndNode(currentRoads[currentRoads.Count - 1]);

                // Get a list of roads that are close enough to check. Dont check the last road, we cant collide with that
                for (int i = 0; i < currentRoads.Count - 1; i++)
                {
                    if (Vector3.Distance(lastEnd.position, currentRoads[i].position) <= closeEnough)
                    {
                        closeRoads.Add(currentRoads[i]);
                    }
                }
                // DUPLICATED CODE FROM ABOVE HOORAY
                ///////////////////////////////////////////
            }

            float randomWeight = Random.Range(0.0f, 1.0f);             // 0.5
            random = 0;
            for (int i = 0; i < RoadPrefabs.Count; i++)
            {
                if (RoadPrefabs[i].weight >= randomWeight)                   // 0.03 >= 0.5? NO
                {
                    random = i;
                    break;
                }
                randomWeight -= RoadPrefabs[i].weight;
            }
            //random = nums[Random.Range(0, nums.Count)];
            //nums.Remove(random);
            RoadPrefabs.RemoveAt(random);

            //Debug.Log("Trying to generate: " + AllRoadPrefabs[random].prefab.name);
            Transform potentialEnd = GetEndNode(AllRoadPrefabs[random].prefab.transform);
            if (lastEnd.parent.localScale.x == -1)
            {
                lastEnd.localScale = new Vector3(-1, 1, 1);
            }
            Vector3 potentialPos = lastEnd.TransformPoint(potentialEnd.position);
            Vector3 potentialRot = lastEnd.eulerAngles + potentialEnd.rotation.eulerAngles;

            Vector3[] newNodes = new Vector3[5];
            newNodes[0] = lastEnd.TransformPoint(GetMiddleNode(AllRoadPrefabs[random].prefab.transform).position);
            newNodes[1] = potentialPos;
            Quaternion quat = Quaternion.AngleAxis(potentialRot.y, Vector3.up);
            newNodes[2]        = potentialPos + (quat * Vector3.forward) * castForward;
            lastEnd.localScale = Vector3.one;

            // Add nodes between these nodes
            newNodes[3] = Vector3.Lerp(newNodes[0], newNodes[1], 0.5f);
            newNodes[4] = Vector3.Lerp(newNodes[1], newNodes[2], 0.5f);

            // Check if this road crosses a previous road, or makes the next road impossible to not cross a road
            // Rather than checking lines, just check distance of
            // new roads (middle, end, projected) compared to
            // old roads (start, middle, end)
            bool dammit = false;

            ////Debug.Log("!!!!!!!!!!!!!! Number of closeRoads: " + closeRoads.Count);
            foreach (Transform road in closeRoads)
            {
                Vector3[] oldNodes = new Vector3[5];
                oldNodes[0] = road.position;
                oldNodes[1] = GetMiddleNode(road).position;
                oldNodes[2] = GetEndNode(road).position;
                // Add nodes between these nodes
                oldNodes[3] = Vector3.Lerp(oldNodes[0], oldNodes[1], 0.5f);
                oldNodes[4] = Vector3.Lerp(oldNodes[1], oldNodes[2], 0.5f);
                //for (int i = 0; i < 3; i++)
                //	//Debug.Log("oldNodes[" + i + "]: " + oldNodes[i]);
                //for (int i = 0; i < 3; i++)
                //	//Debug.Log("newNodes[" + i + "]: " + newNodes[i]);

                for (int i = 0; i < 5; i++)
                {
                    for (int j = 0; j < 5; j++)
                    {
                        if (Vector3.Distance(newNodes[i], oldNodes[j]) < tooClose)
                        {
                            //Debug.Log("Road too close: " + road.gameObject.name);
                            ////Debug.Log("Node " + i + " on NEW: " + newNodes[i] + " : " +
                            //	"Node " + j + " on OLD: " + oldNodes[j] + "  |  " +
                            //	Vector3.Distance(newNodes[i], oldNodes[j]));
                            // This road won't work
                            dammit = true;
                            break;
                        }
                    }
                    if (dammit)
                    {
                        break;
                    }
                }
                if (dammit)
                {
                    break;
                }
            }

            if (!dammit)
            {
                found = true;
            }
            else
            {
                // Recalculate weights
                float total = 0;
                for (int i = 0; i < RoadPrefabs.Count; i++)
                {
                    total += RoadPrefabs[i].weight;
                }
                for (int i = 0; i < RoadPrefabs.Count; i++)
                {
                    WeightedRoad rd = RoadPrefabs[i];
                    rd.weight      = RoadPrefabs[i].weight / total;
                    RoadPrefabs[i] = rd;
                }
            }
        }

        GameObject newRoad = Instantiate(
            AllRoadPrefabs[random].prefab,
            lastEnd.position,
            lastEnd.rotation,
            transform
            );

        newRoad.name = currentRoads.Count + " " + AllRoadPrefabs[random].prefab;
        Transform   prevRoad = currentRoads[currentRoads.Count - 1];
        RoadSegment roadSeg  = newRoad.GetComponent <RoadSegment>();

        prevRoad.GetComponent <RoadSegment>().nextSegment = roadSeg;
        //Debug.Log("!!!!!! Instantiating: " + newRoad.name);
        currentRoads.Add(newRoad.transform);

        if (extraToGenerate > 0)
        {
            Debug.Log("Extra: " + extraToGenerate);
        }
        for (int i = 0; i < extraToGenerate; i++)
        {
            GenerateNextRoad();
        }

        treeGenerator.GenerateTrees(roadSeg);
    }