private void SetRiverTile(River river)
 {
     SetRiverPath(river);
     //HeightType = HeightType.River;
     IsRiver = true;
     //HeightValue = 0;
     IsCollidable = false;
 }
Esempio n. 2
0
        void GenerateRivers()
        {
            int attempts   = 0;
            int rivercount = RiverCount;

            Rivers = new List <River>();

            // Generate some rivers
            while (rivercount > 0 && attempts < MaxRiverAttempts)
            {
                // get a random tile
                int  x    = random.Next(0, Width);
                int  y    = random.Next(0, Height);
                Tile tile = mapData.Tiles[x, y];

                // validate the tile
                if (!tile.IsCollidable)
                {
                    continue;
                }
                if (tile.Rivers.Count > 0)
                {
                    continue;
                }

                if (tile.HeightValue > MinRiverHeight)
                {
                    // Tile is good to start river from
                    River river = new River(rivercount);

                    // Figure out the direction this river will try to flow
                    river.CurrentDirection = tile.GetLowestNeighbor();

                    // Recursively find a path to water
                    FindPathToWater(tile, river.CurrentDirection, ref river);

                    // Validate the generated river
                    if (river.TurnCount < MinRiverTurns || river.Tiles.Count < MinRiverLength || river.Intersections > MaxRiverIntersections)
                    {
                        //Validation failed - remove this river
                        for (int i = 0; i < river.Tiles.Count; i++)
                        {
                            Tile t = river.Tiles[i];
                            t.Rivers.Remove(river);
                        }
                    }
                    else if (river.Tiles.Count >= MinRiverLength)
                    {
                        //Validation passed - Add river to list
                        Rivers.Add(river);
                        tile.Rivers.Add(river);
                        rivercount--;
                    }
                }
                attempts++;
            }
        }
        public void SetRiverPath(River river)
        {
            if (!IsCollidable)
            {
                return;
            }

            if (!Rivers.Contains(river))
            {
                Rivers.Add(river);
            }
        }
        public int GetRiverNeighborCount(River river)
        {
            int count = 0;

            if (Left.Rivers.Count > 0 && Left.Rivers.Contains(river))
            {
                count++;
            }
            if (Right.Rivers.Count > 0 && Right.Rivers.Contains(river))
            {
                count++;
            }
            if (Top.Rivers.Count > 0 && Top.Rivers.Contains(river))
            {
                count++;
            }
            if (Bottom.Rivers.Count > 0 && Bottom.Rivers.Contains(river))
            {
                count++;
            }
            return(count);
        }
Esempio n. 5
0
        private void DigRiverGroups()
        {
            for (int i = 0; i < RiverGroups.Count; i++)
            {
                RiverGroup group   = RiverGroups[i];
                River      longest = null;

                //Find longest river in this group
                for (int j = 0; j < group.Rivers.Count; j++)
                {
                    River river = group.Rivers[j];
                    if (longest == null)
                    {
                        longest = river;
                    }
                    else if (longest.Tiles.Count < river.Tiles.Count)
                    {
                        longest = river;
                    }
                }

                if (longest != null)
                {
                    //Dig out longest path first
                    DigRiver(longest);

                    for (int j = 0; j < group.Rivers.Count; j++)
                    {
                        River river = group.Rivers[j];
                        if (river != longest)
                        {
                            DigRiver(river, longest);
                        }
                    }
                }
            }
        }
Esempio n. 6
0
        private void FindPathToWater(Tile tile, Direction direction, ref River river)
        {
            if (tile.Rivers.Contains(river))
            {
                return;
            }

            // check if there is already a river on this tile
            if (tile.Rivers.Count > 0)
            {
                river.Intersections++;
            }

            river.AddTile(tile);

            // get neighbors
            Tile left   = GetLeft(tile);
            Tile right  = GetRight(tile);
            Tile top    = GetTop(tile);
            Tile bottom = GetBottom(tile);

            float leftValue   = int.MaxValue;
            float rightValue  = int.MaxValue;
            float topValue    = int.MaxValue;
            float bottomValue = int.MaxValue;

            // query height values of neighbors
            if (left.GetRiverNeighborCount(river) < 2 && !river.Tiles.Contains(left))
            {
                leftValue = left.HeightValue;
            }
            if (right.GetRiverNeighborCount(river) < 2 && !river.Tiles.Contains(right))
            {
                rightValue = right.HeightValue;
            }
            if (top.GetRiverNeighborCount(river) < 2 && !river.Tiles.Contains(top))
            {
                topValue = top.HeightValue;
            }
            if (bottom.GetRiverNeighborCount(river) < 2 && !river.Tiles.Contains(bottom))
            {
                bottomValue = bottom.HeightValue;
            }

            // if neighbor is existing river that is not this one, flow into it
            if (bottom.Rivers.Count == 0 && !bottom.IsCollidable)
            {
                bottomValue = 0;
            }
            if (top.Rivers.Count == 0 && !top.IsCollidable)
            {
                topValue = 0;
            }
            if (left.Rivers.Count == 0 && !left.IsCollidable)
            {
                leftValue = 0;
            }
            if (right.Rivers.Count == 0 && !right.IsCollidable)
            {
                rightValue = 0;
            }

            // override flow direction if a tile is significantly lower
            if (direction == Direction.Left)
            {
                if (Math.Abs(rightValue - leftValue) < 0.1f)
                {
                    rightValue = int.MaxValue;
                }
            }
            if (direction == Direction.Right)
            {
                if (Math.Abs(rightValue - leftValue) < 0.1f)
                {
                    leftValue = int.MaxValue;
                }
            }
            if (direction == Direction.Top)
            {
                if (Math.Abs(topValue - bottomValue) < 0.1f)
                {
                    bottomValue = int.MaxValue;
                }
            }
            if (direction == Direction.Bottom)
            {
                if (Math.Abs(topValue - bottomValue) < 0.1f)
                {
                    topValue = int.MaxValue;
                }
            }

            // find mininum
            float min = (float)Math.Min(Math.Min(Math.Min(leftValue, rightValue), topValue), bottomValue);

            // if no minimum found - exit
            if (min == int.MaxValue)
            {
                return;
            }

            //Move to next neighbor
            if (min == leftValue)
            {
                if (left.IsCollidable)
                {
                    if (river.CurrentDirection != Direction.Left)
                    {
                        river.TurnCount++;
                        river.CurrentDirection = Direction.Left;
                    }
                    FindPathToWater(left, direction, ref river);
                }
            }
            else if (min == rightValue)
            {
                if (right.IsCollidable)
                {
                    if (river.CurrentDirection != Direction.Right)
                    {
                        river.TurnCount++;
                        river.CurrentDirection = Direction.Right;
                    }
                    FindPathToWater(right, direction, ref river);
                }
            }
            else if (min == bottomValue)
            {
                if (bottom.IsCollidable)
                {
                    if (river.CurrentDirection != Direction.Bottom)
                    {
                        river.TurnCount++;
                        river.CurrentDirection = Direction.Bottom;
                    }
                    FindPathToWater(bottom, direction, ref river);
                }
            }
            else if (min == topValue)
            {
                if (top.IsCollidable)
                {
                    if (river.CurrentDirection != Direction.Top)
                    {
                        river.TurnCount++;
                        river.CurrentDirection = Direction.Top;
                    }
                    FindPathToWater(top, direction, ref river);
                }
            }
        }
Esempio n. 7
0
        // Dig river based on a parent river vein
        private void DigRiver(River river, River parent)
        {
            int intersectionID   = 0;
            int intersectionSize = 0;

            // determine point of intersection
            for (int i = 0; i < river.Tiles.Count; i++)
            {
                Tile t1 = river.Tiles[i];
                for (int j = 0; j < parent.Tiles.Count; j++)
                {
                    Tile t2 = parent.Tiles[j];
                    if (t1 == t2)
                    {
                        intersectionID   = i;
                        intersectionSize = t2.RiverSize;
                    }
                }
            }

            int counter           = 0;
            int intersectionCount = river.Tiles.Count - intersectionID;
            int size = random.Next(intersectionSize, 5);

            river.Length = river.Tiles.Count;

            // randomize size change
            int two   = river.Length / 2;
            int three = two / 2;
            int four  = three / 2;
            int five  = four / 2;

            int twomin   = two / 3;
            int threemin = three / 3;
            int fourmin  = four / 3;
            int fivemin  = five / 3;

            // randomize length of each size
            int count1 = random.Next(fivemin, five);

            if (size < 4)
            {
                count1 = 0;
            }
            int count2 = count1 + random.Next(fourmin, four);

            if (size < 3)
            {
                count2 = 0;
                count1 = 0;
            }
            int count3 = count2 + random.Next(threemin, three);

            if (size < 2)
            {
                count3 = 0;
                count2 = 0;
                count1 = 0;
            }
            int count4 = count3 + random.Next(twomin, two);

            // Make sure we are not digging past the river path
            if (count4 > river.Length)
            {
                int extra = count4 - river.Length;
                while (extra > 0)
                {
                    if (count1 > 0)
                    {
                        count1--; count2--; count3--; count4--; extra--;
                    }
                    else if (count2 > 0)
                    {
                        count2--; count3--; count4--; extra--;
                    }
                    else if (count3 > 0)
                    {
                        count3--; count4--; extra--;
                    }
                    else if (count4 > 0)
                    {
                        count4--; extra--;
                    }
                }
            }

            // adjust size of river at intersection point
            if (intersectionSize == 1)
            {
                count4 = intersectionCount;
                count1 = 0;
                count2 = 0;
                count3 = 0;
            }
            else if (intersectionSize == 2)
            {
                count3 = intersectionCount;
                count1 = 0;
                count2 = 0;
            }
            else if (intersectionSize == 3)
            {
                count2 = intersectionCount;
                count1 = 0;
            }
            else if (intersectionSize == 4)
            {
                count1 = intersectionCount;
            }
            else
            {
                count1 = 0;
                count2 = 0;
                count3 = 0;
                count4 = 0;
            }

            // dig out the river
            for (int i = river.Tiles.Count - 1; i >= 0; i--)
            {
                Tile t = river.Tiles[i];

                if (counter < count1)
                {
                    t.DigRiver(river, 4);
                }
                else if (counter < count2)
                {
                    t.DigRiver(river, 3);
                }
                else if (counter < count3)
                {
                    t.DigRiver(river, 2);
                }
                else if (counter < count4)
                {
                    t.DigRiver(river, 1);
                }
                else
                {
                    t.DigRiver(river, 0);
                }
                counter++;
            }
        }
Esempio n. 8
0
        private void DigRiver(River river)
        {
            int counter = 0;

            // How wide are we digging this river?
            int size = random.Next(1, 5);

            river.Length = river.Tiles.Count;

            // randomize size change
            int two   = river.Length / 2;
            int three = two / 2;
            int four  = three / 2;
            int five  = four / 2;

            int twomin   = two / 3;
            int threemin = three / 3;
            int fourmin  = four / 3;
            int fivemin  = five / 3;

            // randomize lenght of each size
            int count1 = random.Next(fivemin, five);

            if (size < 4)
            {
                count1 = 0;
            }
            int count2 = count1 + random.Next(fourmin, four);

            if (size < 3)
            {
                count2 = 0;
                count1 = 0;
            }
            int count3 = count2 + random.Next(threemin, three);

            if (size < 2)
            {
                count3 = 0;
                count2 = 0;
                count1 = 0;
            }
            int count4 = count3 + random.Next(twomin, two);

            // Make sure we are not digging past the river path
            if (count4 > river.Length)
            {
                int extra = count4 - river.Length;
                while (extra > 0)
                {
                    if (count1 > 0)
                    {
                        count1--; count2--; count3--; count4--; extra--;
                    }
                    else if (count2 > 0)
                    {
                        count2--; count3--; count4--; extra--;
                    }
                    else if (count3 > 0)
                    {
                        count3--; count4--; extra--;
                    }
                    else if (count4 > 0)
                    {
                        count4--; extra--;
                    }
                }
            }

            // Dig it out
            for (int i = river.Tiles.Count - 1; i >= 0; i--)
            {
                Tile t = river.Tiles[i];

                if (counter < count1)
                {
                    t.DigRiver(river, 4);
                }
                else if (counter < count2)
                {
                    t.DigRiver(river, 3);
                }
                else if (counter < count3)
                {
                    t.DigRiver(river, 2);
                }
                else if (counter < count4)
                {
                    t.DigRiver(river, 1);
                }
                else
                {
                    t.DigRiver(river, 0);
                }
                counter++;
            }
        }
Esempio n. 9
0
        private void BuildRiverGroups()
        {
            //loop each tile, checking if it belongs to multiple rivers
            for (var x = 0; x < Width; x++)
            {
                for (var y = 0; y < Height; y++)
                {
                    Tile t = mapData.Tiles[x, y];

                    if (t.Rivers.Count > 1)
                    {
                        // multiple rivers == intersection
                        RiverGroup group = null;

                        // Does a rivergroup already exist for this group?
                        for (int n = 0; n < t.Rivers.Count; n++)
                        {
                            River tileriver = t.Rivers[n];
                            for (int i = 0; i < RiverGroups.Count; i++)
                            {
                                for (int j = 0; j < RiverGroups[i].Rivers.Count; j++)
                                {
                                    River river = RiverGroups[i].Rivers[j];
                                    if (river.ID == tileriver.ID)
                                    {
                                        group = RiverGroups[i];
                                    }
                                    if (group != null)
                                    {
                                        break;
                                    }
                                }
                                if (group != null)
                                {
                                    break;
                                }
                            }
                            if (group != null)
                            {
                                break;
                            }
                        }

                        // existing group found -- add to it
                        if (group != null)
                        {
                            for (int n = 0; n < t.Rivers.Count; n++)
                            {
                                if (!group.Rivers.Contains(t.Rivers[n]))
                                {
                                    group.Rivers.Add(t.Rivers[n]);
                                }
                            }
                        }
                        else   //No existing group found - create a new one
                        {
                            group = new RiverGroup();
                            for (int n = 0; n < t.Rivers.Count; n++)
                            {
                                group.Rivers.Add(t.Rivers[n]);
                            }
                            RiverGroups.Add(group);
                        }
                    }
                }
            }
        }
Esempio n. 10
0
        public void DigRiver(River river, int size)
        {
            SetRiverTile(river);
            RiverSize = size;

            if (size == 1)
            {
                Bottom.SetRiverTile(river);
                Right.SetRiverTile(river);
                Bottom.Right.SetRiverTile(river);
            }

            if (size == 2)
            {
                Bottom.SetRiverTile(river);
                Right.SetRiverTile(river);
                Bottom.Right.SetRiverTile(river);
                Top.SetRiverTile(river);
                Top.Left.SetRiverTile(river);
                Top.Right.SetRiverTile(river);
                Left.SetRiverTile(river);
                Left.Bottom.SetRiverTile(river);
            }

            if (size == 3)
            {
                Bottom.SetRiverTile(river);
                Right.SetRiverTile(river);
                Bottom.Right.SetRiverTile(river);
                Top.SetRiverTile(river);
                Top.Left.SetRiverTile(river);
                Top.Right.SetRiverTile(river);
                Left.SetRiverTile(river);
                Left.Bottom.SetRiverTile(river);
                Right.Right.SetRiverTile(river);
                Right.Right.Bottom.SetRiverTile(river);
                Bottom.Bottom.SetRiverTile(river);
                Bottom.Bottom.Right.SetRiverTile(river);
            }

            if (size == 4)
            {
                Bottom.SetRiverTile(river);
                Right.SetRiverTile(river);
                Bottom.Right.SetRiverTile(river);
                Top.SetRiverTile(river);
                Top.Right.SetRiverTile(river);
                Left.SetRiverTile(river);
                Left.Bottom.SetRiverTile(river);
                Right.Right.SetRiverTile(river);
                Right.Right.Bottom.SetRiverTile(river);
                Bottom.Bottom.SetRiverTile(river);
                Bottom.Bottom.Right.SetRiverTile(river);
                Left.Bottom.Bottom.SetRiverTile(river);
                Left.Left.Bottom.SetRiverTile(river);
                Left.Left.SetRiverTile(river);
                Left.Left.Top.SetRiverTile(river);
                Left.Top.SetRiverTile(river);
                Left.Top.Top.SetRiverTile(river);
                Top.Top.SetRiverTile(river);
                Top.Top.Right.SetRiverTile(river);
                Top.Right.Right.SetRiverTile(river);
            }
        }