Esempio n. 1
0
        public static void GenerateMap(out HexList4D <HexBackgroundComponent> background,
                                       out HexList4D <HexForegroundComponent> foreground, int radius, int seed)
        {
            Random.InitState(seed);
            background = new HexList4D <HexBackgroundComponent>();
            foreground = new HexList4D <HexForegroundComponent>();
            HexBackgroundComponent backgroundHex = new HexBackgroundComponent();
            HexForegroundComponent foregroundHex = new HexForegroundComponent();

            background.Fill(radius);
            foreground.Fill(radius);
            foreground.Add(0, 0, new HexForegroundComponent()
            {
                ForegroundType = ForegroundTypes.Spawn,
                IsNew          = false
            });
            GenerateBackgroundStructure(background, radius, BackroundTypes.Water, BackroundTypes.Grass, 70, 1f, 0.1f);
            GenerateBackgroundStructure(background, radius, BackroundTypes.Swamp, BackroundTypes.Grass, 50, 1f, 0.2f);
            GenerateBackgroundStructure(background, radius, BackroundTypes.Forest, BackroundTypes.Grass, 30, 1f, 0.03f);
            GenerateForegroundStructure(foreground, radius, ForegroundTypes.Obstacle, ForegroundTypes.Empty, 50, 100, 1f, 0.2f);
            GenerateForegroundStructure(foreground, radius, ForegroundTypes.Obstacle, ForegroundTypes.Empty, 50, 70, 1f, 0.4f);
            GenerateForegroundStructure(foreground, radius, ForegroundTypes.Diamond, ForegroundTypes.Empty, 10, 100, 0f, 0f);
            GenerateForegroundStructure(foreground, radius, ForegroundTypes.Diamond, ForegroundTypes.Obstacle, 10, 100, 1f, 0.3f);
            GenerateForegroundStructure(foreground, radius, ForegroundTypes.Enemy, ForegroundTypes.Empty, 100, 100, 0.01f, 0.01f);
        }
Esempio n. 2
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 private static void GenerateForegroundStructure(HexList4D <HexForegroundComponent> foreground, int radius,
                                                 ForegroundTypes type, ForegroundTypes badType, int value, int count, float chance, float diffChance)
 {
     for (int i = 0; i < count; i++)
     {
         GenerateRecursiveF(foreground, type, badType, HexMath.RandomPosition(radius), value, chance, diffChance);
     }
 }
Esempio n. 3
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 private static void GenerateBackgroundStructure(HexList4D <HexBackgroundComponent> background, int radius,
                                                 BackroundTypes type, BackroundTypes badType, int count, float chance, float diffChance)
 {
     for (int i = 0; i < count; i++)
     {
         GenerateRecursiveB(background, type, badType, HexMath.RandomPosition(radius), chance, diffChance);
     }
 }
Esempio n. 4
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        private static void GenerateRecursiveB(HexList4D <HexBackgroundComponent> background,
                                               BackroundTypes type, BackroundTypes badType, CubeCoords coords, float chance, float diffChange)
        {
            background.Add(coords, new HexBackgroundComponent()
            {
                BackgroundType = type,
                IsNew          = false
            });
            FastList <CubeCoords> neighbours = background.NeighboursOf(coords);

            for (int j = 0; j < neighbours.Count; j++)
            {
                HexBackgroundComponent hexComponent = background[neighbours[j].x, neighbours[j].y];
                if (hexComponent.BackgroundType == badType && Random.Range(0f, 1f) < chance)
                {
                    GenerateRecursiveB(background, type, badType, neighbours[j], chance - diffChange, diffChange);
                }
            }
        }
Esempio n. 5
0
        public static void GenerateHex(CubeCoords coords,
                                       HexList4D <HexBackgroundComponent> background, HexList4D <HexForegroundComponent> foreground)
        {
            FastList <CubeCoords> neighbours = background.NeighboursOf(coords);
            int grass  = 0;
            int water  = 0;
            int swamp  = 0;
            int forest = 0;

            for (int i = 0; i < neighbours.Count; i++)
            {
                switch (background[neighbours[i].x, neighbours[i].y].BackgroundType)
                {
                case BackroundTypes.Grass:
                    grass++;
                    break;

                case BackroundTypes.Water:
                    water++;
                    break;

                case BackroundTypes.Swamp:
                    swamp++;
                    break;

                case BackroundTypes.Forest:
                    forest++;
                    break;

                default:
                    break;
                }
            }
            int            max = Mathf.Max(grass, water, swamp, forest);
            BackroundTypes TypeB;

            if (Random.Range(0f, 1f) > 0.3f)
            {
                if (max == grass)
                {
                    TypeB = BackroundTypes.Grass;
                }
                else if (max == water)
                {
                    TypeB = BackroundTypes.Water;
                }
                else if (max == swamp)
                {
                    TypeB = BackroundTypes.Swamp;
                }
                else
                {
                    TypeB = BackroundTypes.Forest;
                }
            }
            else
            {
                Array values = Enum.GetValues(typeof(BackroundTypes));
                TypeB = (BackroundTypes)values.GetValue((int)Mathf.Round(Random.Range(0f, 1f) * (values.Length - 1)));
            }
            background.Add(coords, new HexBackgroundComponent()
            {
                BackgroundType = TypeB,
                Parent         = null,
                SpeedDown      = 1f,
                IsNew          = false
            });
            //foreground
            neighbours = foreground.NeighboursOf(coords);
            int empty    = 0;
            int obstacle = 0;
            int enemy    = 0;
            int diamond  = 0;

            for (int i = 0; i < neighbours.Count; i++)
            {
                switch (foreground[neighbours[i].x, neighbours[i].y].ForegroundType)
                {
                case ForegroundTypes.Empty:
                    empty++;
                    break;

                case ForegroundTypes.Obstacle:
                    obstacle++;
                    break;

                case ForegroundTypes.Enemy:
                    enemy++;
                    break;

                case ForegroundTypes.Diamond:
                    diamond++;
                    break;

                default:
                    break;
                }
            }
            max = Mathf.Max(empty, obstacle, enemy, diamond);
            ForegroundTypes typeF;

            if (Random.Range(0f, 1f) > 0.2f)
            {
                if (max == obstacle)
                {
                    typeF = ForegroundTypes.Obstacle;
                }
                else if (max == enemy)
                {
                    typeF = ForegroundTypes.Empty;
                }
                else if (max == diamond)
                {
                    typeF = ForegroundTypes.Empty;
                }
                else
                {
                    typeF = ForegroundTypes.Empty;
                }
            }
            else
            {
                Array values = Enum.GetValues(typeof(ForegroundTypes));
                typeF = (ForegroundTypes)values.GetValue((int)Mathf.Round(Random.Range(0f, 1f) * (values.Length - 1)));
                if (typeF == ForegroundTypes.Spawn)
                {
                    typeF = ForegroundTypes.Diamond;
                }
            }
            foreground.Add(coords, new HexForegroundComponent()
            {
                ForegroundType = typeF,
                Parent         = null,
                IsNew          = false
            });
        }