コード例 #1
0
ファイル: LargeArrays.cs プロジェクト: pcdummy/SharpFlame
        public void Resize(PathfinderNetwork NetworkForSize)
        {
            var NewSize = 0;

            if ( NetworkForSize.NodeLayerCount > 0 )
            {
                NewSize = NetworkForSize.NodeLayers[0].NodeCount;
            }
            else
            {
                NewSize = 0;
            }
            if ( Size < NewSize )
            {
                var Num = 0;
                Size = (int)(NewSize * SizeEnlargementRatio);
                Num = Size - 1;
                Nodes_Booleans = new bool[Num + 1];
                Nodes_ValuesA = new float[Num + 1];
                Nodes_ValuesB = new float[Num + 1];
                Nodes_Booleans = new bool[Num + 1];
                Nodes_Path.Nodes = new PathfinderNode[Num + 1];
                Nodes_Nodes = new PathfinderNode[Num + 1];
            }
            else
            {
                if ( Size > NewSize * SizeReductionRatio )
                {
                    var Num = 0;
                    Size = (int)(NewSize * SizeEnlargementRatio);
                    Num = Size - 1;
                    Nodes_Booleans = new bool[Num + 1];
                    Nodes_ValuesA = new float[Num + 1];
                    Nodes_ValuesB = new float[Num + 1];
                    Nodes_Booleans = new bool[Num + 1];
                    Nodes_Path.Nodes = new PathfinderNode[Num + 1];
                    Nodes_Nodes = new PathfinderNode[Num + 1];
                }
            }
        }
コード例 #2
0
ファイル: clsGeneratorMap.cs プロジェクト: pcdummy/SharpFlame
        private PathfinderNode GetNearestNodeConnection(PathfinderNetwork Network, XYInt Pos, int MinClearance, float MaxDistance)
        {
            var A = 0;
            var TravelNodes = new PathfinderNode[Network.get_GetNodeLayer(0).GetNodeCount * 10];
            var TravelNodeCount = 0;
            var NodeTravelDists = new float[Network.get_GetNodeLayer(0).GetNodeCount];
            var TravelNodeNum = 0;
            var CurrentNode = default(PathfinderNode);
            var OtherNode = default(PathfinderNode);
            var tmpConnection = default(PathfinderConnection);
            PathfinderNode BestNode = null;
            float TravelDist = 0;
            var Flag = default(bool);

            for ( A = 0; A <= Network.get_GetNodeLayer(0).GetNodeCount - 1; A++ )
            {
                NodeTravelDists[A] = float.MaxValue;
            }
            TravelNodes[0] = GetNearestNode(Network, Pos, 1);
            if ( TravelNodes[0] == null )
            {
                return null;
            }
            TravelNodeCount = 1;
            NodeTravelDists[TravelNodes[0].Layer_NodeNum] = 0.0F;
            while ( TravelNodeNum < TravelNodeCount )
            {
                CurrentNode = TravelNodes[TravelNodeNum];
                if ( CurrentNode.Clearance >= MinClearance )
                {
                    if ( BestNode == null )
                    {
                        BestNode = CurrentNode;
                    }
                    else if ( NodeTravelDists[CurrentNode.Layer_NodeNum] < NodeTravelDists[BestNode.Layer_NodeNum] )
                    {
                        BestNode = CurrentNode;
                    }
                }
                for ( A = 0; A <= CurrentNode.GetConnectionCount - 1; A++ )
                {
                    tmpConnection = CurrentNode.get_GetConnection(A);
                    OtherNode = tmpConnection.GetOtherNode(CurrentNode);
                    TravelDist = NodeTravelDists[CurrentNode.Layer_NodeNum] + tmpConnection.GetValue;
                    if ( BestNode == null )
                    {
                        Flag = true;
                    }
                    else if ( TravelDist < NodeTravelDists[BestNode.Layer_NodeNum] )
                    {
                        Flag = true;
                    }
                    else
                    {
                        Flag = false;
                    }
                    if ( Flag && TravelDist < NodeTravelDists[OtherNode.Layer_NodeNum] )
                    {
                        NodeTravelDists[OtherNode.Layer_NodeNum] = TravelDist;
                        TravelNodes[TravelNodeCount] = OtherNode;
                        TravelNodeCount++;
                    }
                }
                TravelNodeNum++;
            }
            return BestNode;
        }
コード例 #3
0
ファイル: clsGeneratorMap.cs プロジェクト: pcdummy/SharpFlame
        //Public Structure sGenerateSide
        //    Public Node As PathfinderNode
        //    Public TopLink As PathfinderNode
        //    Public TopRightLink As PathfinderNode
        //    Public RightLink As PathfinderNode
        //    Public BottomRightLink As PathfinderNode
        //    Public BottomLink As PathfinderNode
        //    Public BottomLeftLink As PathfinderNode
        //    Public LeftLink As PathfinderNode
        //    Public TopLeftLink As PathfinderNode
        //End Structure
        //Public Structure sGenerateRoadsArgs
        //    Public RoadType As sPainter.clsRoad
        //    Public MaxAlt As Byte
        //    Public Terrain As sPainter.clsTerrain
        //    Public MinLength As Integer
        //    Public MaxLength As Integer
        //    Public MinTurnRatio As Single
        //    Public MaxTurnRatio As Single
        //    Public Quantity As Integer
        //End Structure
        //Public Sub GenerateRoads( Args As sGenerateRoadsArgs)
        //    Dim RoadPathMap As New PathfinderNetwork
        //    Dim tmpNode As PathfinderNode
        //    Dim NodeTag As clsNodeTag
        //    For Y = 0 To Terrain.Size.Y
        //        For X = 0 To Terrain.Size.X
        //            GenerateTerrainVertex(X, Y).Node = New PathfinderNode(RoadPathMap)
        //            NodeTag = New clsNodeTag
        //            NodeTag.Pos = New sXY_int(X * 128, Y * 128)
        //            GenerateTerrainVertex(X, Y).Node.Tag = NodeTag
        //        Next
        //    Next
        //    For Y = 0 To Terrain.Size.Y
        //        For X = 0 To Terrain.Size.X
        //            tmpNodeA = GenerateTerrainVertex(X, Y).Node
        //            If X > 0 Then
        //                tmpNodeB = GenerateTerrainVertex(X - 1, Y).Node
        //                GenerateTerrainVertex(X, Y).LeftLink = tmpNodeA.GetOrCreateConnection(tmpNodeB, GetNodePosDist(tmpNodeA, tmpNodeB))
        //            End If
        //            If Y > 0 Then
        //                If X > 0 Then
        //                    tmpNodeB = GenerateTerrainVertex(X - 1, Y - 1).Node
        //                    GenerateTerrainVertex(X, Y).TopLeftLink = tmpNodeA.GetOrCreateConnection(tmpNodeB, GetNodePosDist(tmpNodeA, tmpNodeB))
        //                End If
        //                tmpNodeB = GenerateTerrainVertex(X, Y - 1).Node
        //                GenerateTerrainVertex(X, Y).TopLink = tmpNodeA.GetOrCreateConnection(tmpNodeB, GetNodePosDist(tmpNodeA, tmpNodeB))
        //                If X < Terrain.Size.X Then
        //                    tmpNodeB = GenerateTerrainVertex(X + 1, Y - 1).Node
        //                    GenerateTerrainVertex(X, Y).TopRightLink = tmpNodeA.GetOrCreateConnection(tmpNodeB, GetNodePosDist(tmpNodeA, tmpNodeB))
        //                End If
        //            End If
        //            If X < Terrain.Size.X Then
        //                tmpNodeB = GenerateTerrainVertex(X + 1, Y).Node
        //                GenerateTerrainVertex(X, Y).RightLink = tmpNodeA.GetOrCreateConnection(tmpNodeB, GetNodePosDist(tmpNodeA, tmpNodeB))
        //            End If
        //            If Y < Terrain.Size.Y Then
        //                If X > 0 Then
        //                    tmpNodeB = GenerateTerrainVertex(X - 1, Y + 1).Node
        //                    GenerateTerrainVertex(X, Y).BottomLeftLink = tmpNodeA.GetOrCreateConnection(tmpNodeB, GetNodePosDist(tmpNodeA, tmpNodeB))
        //                End If
        //                tmpNodeB = GenerateTerrainVertex(X, Y + 1).Node
        //                GenerateTerrainVertex(X, Y).BottomLink = tmpNodeA.GetOrCreateConnection(tmpNodeB, GetNodePosDist(tmpNodeA, tmpNodeB))
        //                If X < Terrain.Size.X Then
        //                    tmpNodeB = GenerateTerrainVertex(X + 1, Y + 1).Node
        //                    GenerateTerrainVertex(X, Y).BottomRightLink = tmpNodeA.GetOrCreateConnection(tmpNodeB, GetNodePosDist(tmpNodeA, tmpNodeB))
        //                End If
        //            End If
        //        Next
        //    Next
        //    RoadPathMap.LargeArraysResize()
        //    RoadPathMap.FindCalc()
        //    RoadPathMap.Deallocate()
        //End Sub
        public void ClearLayout()
        {
            var A = 0;
            var B = 0;

            if ( TilePathMap != null )
            {
                TilePathMap.Deallocate();
                TilePathMap = null;
            }
            if ( VertexPathMap != null )
            {
                VertexPathMap.Deallocate();
                VertexPathMap = null;
            }

            for ( A = 0; A <= ConnectionCount - 1; A++ )
            {
                Connections[A].PassageNodeA = null;
                Connections[A].PassageNodeB = null;
                Connections[A].Reflections = null;
            }
            ConnectionCount = 0;

            for ( A = 0; A <= PassageNodeCount - 1; A++ )
            {
                for ( B = 0; B <= SymmetryBlockCount - 1; B++ )
                {
                    PassageNodes[B, A].Connections = null;
                }
            }
            PassageNodeCount = 0;

            NearestCount = 0;
        }
コード例 #4
0
ファイル: clsGeneratorMap.cs プロジェクト: pcdummy/SharpFlame
        public PathfinderNode GetNearestNode(PathfinderNetwork Network, XYInt Pos, int MinClearance)
        {
            var A = 0;
            double Dist = 0;
            var tmpNode = default(PathfinderNode);
            var BestNode = default(PathfinderNode);
            double BestDist = 0;
            var tmpNodeTag = default(clsNodeTag);

            BestDist = double.MaxValue;
            BestNode = null;
            for ( A = 0; A <= Network.get_GetNodeLayer(0).GetNodeCount - 1; A++ )
            {
                tmpNode = Network.get_GetNodeLayer(0).get_GetNode(A);
                if ( tmpNode.GetClearance >= MinClearance )
                {
                    tmpNodeTag = (clsNodeTag)tmpNode.Tag;
                    Dist = (tmpNodeTag.Pos - Pos).ToDoubles().GetMagnitude();
                    if ( Dist < BestDist )
                    {
                        BestDist = Dist;
                        BestNode = tmpNode;
                    }
                }
            }
            return BestNode;
        }
コード例 #5
0
ファイル: clsGeneratorMap.cs プロジェクト: pcdummy/SharpFlame
        public void GenerateTilePathMap()
        {
            var NodeTag = default(clsNodeTag);
            var tmpNodeA = default(PathfinderNode);
            var tmpNodeB = default(PathfinderNode);
            var X = 0;
            var Y = 0;

            TilePathMap = new PathfinderNetwork();

            for ( Y = 0; Y <= Map.Terrain.TileSize.Y - 1; Y++ )
            {
                for ( X = 0; X <= Map.Terrain.TileSize.X - 1; X++ )
                {
                    GenerateTerrainTiles[X, Y] = new GenerateTerrainTile();
                    GenerateTerrainTiles[X, Y].Node = new PathfinderNode(TilePathMap);
                    NodeTag = new clsNodeTag();
                    NodeTag.Pos = new XYInt((int)((X + 0.5D) * 128.0D), (int)((Y + 0.5D) * 128.0D));
                    GenerateTerrainTiles[X, Y].Node.Tag = NodeTag;
                }
            }
            for ( Y = 0; Y <= Map.Terrain.TileSize.Y - 1; Y++ )
            {
                for ( X = 0; X <= Map.Terrain.TileSize.X - 1; X++ )
                {
                    tmpNodeA = GenerateTerrainTiles[X, Y].Node;
                    if ( X > 0 )
                    {
                        tmpNodeB = GenerateTerrainTiles[X - 1, Y].Node;
                        GenerateTerrainTiles[X, Y].LeftLink = tmpNodeA.GetOrCreateConnection(tmpNodeB, GetNodePosDist(tmpNodeA, tmpNodeB));
                    }
                    if ( Y > 0 )
                    {
                        if ( X > 0 )
                        {
                            tmpNodeB = GenerateTerrainTiles[X - 1, Y - 1].Node;
                            GenerateTerrainTiles[X, Y].TopLeftLink = tmpNodeA.GetOrCreateConnection(tmpNodeB, GetNodePosDist(tmpNodeA, tmpNodeB));
                        }
                        tmpNodeB = GenerateTerrainTiles[X, Y - 1].Node;
                        GenerateTerrainTiles[X, Y].TopLink = tmpNodeA.GetOrCreateConnection(tmpNodeB, GetNodePosDist(tmpNodeA, tmpNodeB));
                        if ( X < Map.Terrain.TileSize.X - 1 )
                        {
                            tmpNodeB = GenerateTerrainTiles[X + 1, Y - 1].Node;
                            GenerateTerrainTiles[X, Y].TopRightLink = tmpNodeA.GetOrCreateConnection(tmpNodeB, GetNodePosDist(tmpNodeA, tmpNodeB));
                        }
                    }
                    if ( X < Map.Terrain.TileSize.X - 1 )
                    {
                        tmpNodeB = GenerateTerrainTiles[X + 1, Y].Node;
                        GenerateTerrainTiles[X, Y].RightLink = tmpNodeA.GetOrCreateConnection(tmpNodeB, GetNodePosDist(tmpNodeA, tmpNodeB));
                    }
                    if ( Y < Map.Terrain.TileSize.Y - 1 )
                    {
                        if ( X > 0 )
                        {
                            tmpNodeB = GenerateTerrainTiles[X - 1, Y + 1].Node;
                            GenerateTerrainTiles[X, Y].BottomLeftLink = tmpNodeA.GetOrCreateConnection(tmpNodeB, GetNodePosDist(tmpNodeA, tmpNodeB));
                        }
                        tmpNodeB = GenerateTerrainTiles[X, Y + 1].Node;
                        GenerateTerrainTiles[X, Y].BottomLink = tmpNodeA.GetOrCreateConnection(tmpNodeB, GetNodePosDist(tmpNodeA, tmpNodeB));
                        if ( X < Map.Terrain.TileSize.X - 1 )
                        {
                            tmpNodeB = GenerateTerrainTiles[X + 1, Y + 1].Node;
                            GenerateTerrainTiles[X, Y].BottomRightLink = tmpNodeA.GetOrCreateConnection(tmpNodeB, GetNodePosDist(tmpNodeA, tmpNodeB));
                        }
                    }
                }
            }

            TilePathMap.LargeArraysResize();
            TilePathMap.FindCalc();
        }
コード例 #6
0
ファイル: clsGeneratorMap.cs プロジェクト: pcdummy/SharpFlame
        public clsResult GenerateLayoutTerrain()
        {
            var ReturnResult = new clsResult("Terrain heights", false);
            logger.Info("Generating Terrain heights");

            var NodeTag = default(clsNodeTag);
            var tmpNodeA = default(PathfinderNode);
            var tmpNodeB = default(PathfinderNode);
            var A = 0;
            var B = 0;
            var C = 0;
            var D = 0;
            var X = 0;
            var Y = 0;
            var XY_int = new XYInt();
            double Dist = 0;
            double BestDist = 0;
            var Flag = default(bool);

            Map = new clsMap(TileSize);
            GenerateTerrainTiles = new GenerateTerrainTile[Map.Terrain.TileSize.X, Map.Terrain.TileSize.Y];
            GenerateTerrainVertices = new GenerateTerrainVertex[Map.Terrain.TileSize.X + 1, Map.Terrain.TileSize.Y + 1];

            //set terrain heights

            VertexPathMap = new PathfinderNetwork();

            for ( Y = 0; Y <= Map.Terrain.TileSize.Y; Y++ )
            {
                for ( X = 0; X <= Map.Terrain.TileSize.X; X++ )
                {
                    GenerateTerrainVertices[X, Y] = new GenerateTerrainVertex();
                    GenerateTerrainVertices[X, Y].Node = new PathfinderNode(VertexPathMap);
                    NodeTag = new clsNodeTag();
                    NodeTag.Pos = new XYInt(X * 128, Y * 128);
                    GenerateTerrainVertices[X, Y].Node.Tag = NodeTag;
                }
            }
            for ( Y = 0; Y <= Map.Terrain.TileSize.Y; Y++ )
            {
                for ( X = 0; X <= Map.Terrain.TileSize.X; X++ )
                {
                    tmpNodeA = GenerateTerrainVertices[X, Y].Node;
                    if ( X > 0 )
                    {
                        tmpNodeB = GenerateTerrainVertices[X - 1, Y].Node;
                        GenerateTerrainVertices[X, Y].LeftLink = tmpNodeA.GetOrCreateConnection(tmpNodeB, GetNodePosDist(tmpNodeA, tmpNodeB));
                    }
                    if ( Y > 0 )
                    {
                        if ( X > 0 )
                        {
                            tmpNodeB = GenerateTerrainVertices[X - 1, Y - 1].Node;
                            GenerateTerrainVertices[X, Y].TopLeftLink = tmpNodeA.GetOrCreateConnection(tmpNodeB, GetNodePosDist(tmpNodeA, tmpNodeB));
                        }
                        tmpNodeB = GenerateTerrainVertices[X, Y - 1].Node;
                        GenerateTerrainVertices[X, Y].TopLink = tmpNodeA.GetOrCreateConnection(tmpNodeB, GetNodePosDist(tmpNodeA, tmpNodeB));
                        if ( X < Map.Terrain.TileSize.X )
                        {
                            tmpNodeB = GenerateTerrainVertices[X + 1, Y - 1].Node;
                            GenerateTerrainVertices[X, Y].TopRightLink = tmpNodeA.GetOrCreateConnection(tmpNodeB, GetNodePosDist(tmpNodeA, tmpNodeB));
                        }
                    }
                    if ( X < Map.Terrain.TileSize.X )
                    {
                        tmpNodeB = GenerateTerrainVertices[X + 1, Y].Node;
                        GenerateTerrainVertices[X, Y].RightLink = tmpNodeA.GetOrCreateConnection(tmpNodeB, GetNodePosDist(tmpNodeA, tmpNodeB));
                    }
                    if ( Y < Map.Terrain.TileSize.Y )
                    {
                        if ( X > 0 )
                        {
                            tmpNodeB = GenerateTerrainVertices[X - 1, Y + 1].Node;
                            GenerateTerrainVertices[X, Y].BottomLeftLink = tmpNodeA.GetOrCreateConnection(tmpNodeB, GetNodePosDist(tmpNodeA, tmpNodeB));
                        }
                        tmpNodeB = GenerateTerrainVertices[X, Y + 1].Node;
                        GenerateTerrainVertices[X, Y].BottomLink = tmpNodeA.GetOrCreateConnection(tmpNodeB, GetNodePosDist(tmpNodeA, tmpNodeB));
                        if ( X < Map.Terrain.TileSize.X )
                        {
                            tmpNodeB = GenerateTerrainVertices[X + 1, Y + 1].Node;
                            GenerateTerrainVertices[X, Y].BottomRightLink = tmpNodeA.GetOrCreateConnection(tmpNodeB, GetNodePosDist(tmpNodeA, tmpNodeB));
                        }
                    }
                }
            }

            VertexPathMap.LargeArraysResize();
            VertexPathMap.FindCalc();

            var BaseLayer = VertexPathMap.get_GetNodeLayer(0);
            var JitterLayer = VertexPathMap.get_GetNodeLayer(JitterScale);
            A = JitterLayer.GetNodeCount - 1;
            var NodeLevel = new int[A + 1];
            var BaseNodeLevel = new clsBaseNodeLevels();
            BaseNodeLevel.NodeLevels = new float[BaseLayer.GetNodeCount];

            //set position of jitter layer nodes

            var XY_dbl = default(XYDouble);

            if ( A > 0 )
            {
                for ( B = 0; B <= A; B++ )
                {
                    tmpNodeA = JitterLayer.get_GetNode(B);
                    C = 0;
                    XY_dbl.X = 0.0D;
                    XY_dbl.Y = 0.0D;
                    CalcNodePos(tmpNodeA, ref XY_dbl, ref C);
                    NodeTag = new clsNodeTag();
                    NodeTag.Pos.X = (int)(XY_dbl.X / C);
                    NodeTag.Pos.Y = (int)(XY_dbl.Y / C);
                    tmpNodeA.Tag = NodeTag;
                }
            }

            //set node heights

            var BestConnection = default(clsConnection);
            var BestNode = default(clsPassageNode);

            for ( A = 0; A <= JitterLayer.GetNodeCount - 1; A++ )
            {
                NodeTag = (clsNodeTag)(JitterLayer.get_GetNode(A).Tag);
                NodeLevel[A] = -1;
                BestDist = float.MaxValue;
                BestConnection = null;
                BestNode = null;
                for ( B = 0; B <= ConnectionCount - 1; B++ )
                {
                    //If Not (Connections(B).PassageNodeA.IsOnBorder Or Connections(B).PassageNodeB.IsOnBorder) Then
                    if ( Connections[B].PassageNodeA.Level == Connections[B].PassageNodeB.Level )
                    {
                        //only do this if the levels are the same
                        //this is to make sure nodes that are connected are actually connected on the terrain
                        XY_int = MathUtil.PointGetClosestPosOnLine(Connections[B].PassageNodeA.Pos, Connections[B].PassageNodeB.Pos, NodeTag.Pos);
                        Dist = Convert.ToSingle((XY_int - NodeTag.Pos).ToDoubles().GetMagnitude());
                        if ( Dist < BestDist )
                        {
                            BestDist = Dist;
                            if ( (NodeTag.Pos - Connections[B].PassageNodeA.Pos).ToDoubles().GetMagnitude() <=
                                 (NodeTag.Pos - Connections[B].PassageNodeB.Pos).ToDoubles().GetMagnitude() )
                            {
                                BestNode = Connections[B].PassageNodeA;
                            }
                            else
                            {
                                BestNode = Connections[B].PassageNodeB;
                            }
                            Flag = true;
                        }
                    }
                }
                for ( C = 0; C <= PassageNodeCount - 1; C++ )
                {
                    //If Not PassageNodesA(C).IsOnBorder Then
                    for ( D = 0; D <= SymmetryBlockCount - 1; D++ )
                    {
                        Dist = Convert.ToSingle((NodeTag.Pos - PassageNodes[D, C].Pos).ToDoubles().GetMagnitude());
                        if ( Dist < BestDist )
                        {
                            BestDist = Dist;
                            BestNode = PassageNodes[D, C];
                            Flag = true;
                        }
                    }
                    //End If
                }
                if ( Flag )
                {
                    NodeLevel[A] = BestNode.Level;
                }
                else
                {
                    NodeLevel[A] = BestConnection.PassageNodeA.Level;
                }
                if ( NodeLevel[A] < 0 )
                {
                    ReturnResult.ProblemAdd("Error: Node height is not set.");
                    return ReturnResult;
                }
            }

            for ( A = 0; A <= LevelCount - 1; A++ )
            {
                for ( B = 0; B <= JitterLayer.GetNodeCount - 1; B++ )
                {
                    if ( NodeLevel[B] >= A )
                    {
                        SetBaseLevel(JitterLayer.get_GetNode(B), A, BaseNodeLevel);
                    }
                }
            }

            //make ramp slopes

            var MinRampLength = ((int)(LevelHeight * Map.HeightMultiplier * 2.0D)) + 128;
            var RampArgs = new clsSetBaseLevelRampArgs();
            RampArgs.BaseLevel = BaseNodeLevel;
            RampArgs.RampRadius = 320.0F;
            for ( B = 0; B <= ConnectionCount - 1; B++ )
            {
                RampArgs.Connection = Connections[B];
                RampArgs.RampLength =
                    Math.Max(Convert.ToInt32((Connections[B].PassageNodeA.Pos - Connections[B].PassageNodeB.Pos).ToDoubles().GetMagnitude() * 0.75D),
                        MinRampLength * Math.Abs(Connections[B].PassageNodeA.Level - Connections[B].PassageNodeB.Level));
                for ( A = 0; A <= JitterLayer.GetNodeCount - 1; A++ )
                {
                    if ( Connections[B].IsRamp )
                    {
                        NodeTag = (clsNodeTag)(JitterLayer.get_GetNode(A).Tag);
                        XY_int = MathUtil.PointGetClosestPosOnLine(Connections[B].PassageNodeA.Pos, Connections[B].PassageNodeB.Pos, NodeTag.Pos);
                        Dist = Convert.ToSingle((XY_int - NodeTag.Pos).ToDoubles().GetMagnitude());
                        if ( Dist < RampArgs.RampLength * 2.0F )
                        {
                            SetBaseLevelRamp(RampArgs, JitterLayer.get_GetNode(A));
                        }
                    }
                }
            }

            for ( A = 0; A <= BaseLayer.GetNodeCount - 1; A++ )
            {
                NodeTag = (clsNodeTag)(BaseLayer.get_GetNode(A).Tag);
                Map.Terrain.Vertices[(int)(NodeTag.Pos.X / 128.0F), (int)(NodeTag.Pos.Y / 128.0F)].Height = (byte)(BaseNodeLevel.NodeLevels[A] * LevelHeight);
            }

            return ReturnResult;
        }