예제 #1
0
    void TriangulateOpenWater(HexDirection direction, HexCell_Script cell, HexCell_Script neighbor,
                              Vector3 center)
    {
        Vector3 c1 = center + HexMetrics_Script.GetFirstWaterCorner(direction);
        Vector3 c2 = center + HexMetrics_Script.GetSecondWaterCorner(direction);

        water.AddTriangle(center, c1, c2);

        if (direction <= HexDirection.SE && neighbor != null)
        {
            Vector3 bridge = HexMetrics_Script.GetWaterBridge(direction);
            Vector3 e1     = c1 + bridge;
            Vector3 e2     = c2 + bridge;

            water.AddQuad(c1, c2, e1, e2);

            if (direction <= HexDirection.E)
            {
                HexCell_Script nextNeighbor = cell.GetNeighbor(direction.Next());
                if (nextNeighbor == null || !nextNeighbor.IsUnderwater)
                {
                    return;
                }

                water.AddTriangle(c2, e2, c2 + HexMetrics_Script.GetWaterBridge(direction.Next()));
            }
        }
    }
    void ErodeLand()
    {
        List <HexCell_Script> erodibleCells = ListPool <HexCell_Script> .Get();

        for (int i = 0; i < cellCount; i++)
        {
            HexCell_Script cell = grid.GetCell(i);
            if (IsErodible(cell))
            {
                erodibleCells.Add(cell);
            }
        }

        int targetErodibleCount = (int)(erodibleCells.Count * (100 - erosionPercentage) * 0.01f);

        while (erodibleCells.Count > targetErodibleCount)
        {
            int            index      = Random.Range(0, erodibleCells.Count);
            HexCell_Script cell       = erodibleCells[index];
            HexCell_Script targetCell = GetErosionTarget(cell);

            cell.Elevation--;
            targetCell.Elevation++;

            if (!IsErodible(cell))
            {
                erodibleCells[index] = erodibleCells[erodibleCells.Count - 1];
                erodibleCells.RemoveAt(erodibleCells.Count - 1);
            }

            for (HexDirection d = HexDirection.NE; d <= HexDirection.NW; d++)
            {
                HexCell_Script neigbor = cell.GetNeighbor(d);
                if (neigbor && neigbor.Elevation == cell.Elevation + 2 &&
                    !erodibleCells.Contains(neigbor))
                {
                    erodibleCells.Add(neigbor);
                }
            }

            if (IsErodible(targetCell) && !erodibleCells.Contains(targetCell))
            {
                erodibleCells.Add(targetCell);
            }

            for (HexDirection d = HexDirection.NE; d <= HexDirection.NW; d++)
            {
                HexCell_Script neighbor = targetCell.GetNeighbor(d);
                if (neighbor && neighbor != cell && !IsErodible(neighbor) &&
                    neighbor.Elevation == targetCell.Elevation + 1)
                {
                    erodibleCells.Remove(neighbor);
                }
            }
        }
        ListPool <HexCell_Script> .Add(erodibleCells);
    }
 void ValidateDrag(HexCell_Script currentCell)
 {
     for (dragDirection = HexDirection.NE; dragDirection <= HexDirection.NW; dragDirection++)
     {
         if (previousCell.GetNeighbor(dragDirection) == currentCell)
         {
             isDrag = true;
             return;
         }
     }
     isDrag = false;
 }
    int RaiseTerrain(int chunkSize, int budget, MapRegion region)
    {
        searchFrontierPhase++;
        HexCell_Script firstCell = GetRandomCell(region);

        firstCell.SearchPhase     = searchFrontierPhase;
        firstCell.Distance        = 0;
        firstCell.SearchHeuristic = 0;
        searchFrontier.Enqueue(firstCell);
        HexCoordinates center = firstCell.coordinates;

        int rise = Random.value < highRiseProbability ? 2 : 1;
        int size = 0;

        while (size < chunkSize && searchFrontier.Count > 0)
        {
            HexCell_Script current           = searchFrontier.Dequeue();
            int            originalElevation = current.Elevation;
            int            newElevation      = originalElevation + rise;
            if (newElevation > elevationMaximum)
            {
                continue;
            }

            current.Elevation = newElevation;

            if (originalElevation < waterLevel &&
                newElevation >= waterLevel && --budget == 0)
            {
                break;
            }

            size++;

            for (HexDirection d = HexDirection.NE; d <= HexDirection.NW; d++)
            {
                HexCell_Script neighbor = current.GetNeighbor(d);
                if (neighbor && neighbor.SearchPhase < searchFrontierPhase)
                {
                    neighbor.SearchPhase     = searchFrontierPhase;
                    neighbor.Distance        = neighbor.coordinates.DistanceTo(center);
                    neighbor.SearchHeuristic = Random.value < jitterProbabitlity ? 1 : 0;;
                    searchFrontier.Enqueue(neighbor);
                }
            }
        }
        searchFrontier.Clear();

        return(budget);
    }
    bool IsErodible(HexCell_Script cell)
    {
        int erodibleElevation = cell.Elevation - 2;

        for (HexDirection d = HexDirection.NE; d <= HexDirection.NW; d++)
        {
            HexCell_Script neighbor = cell.GetNeighbor(d);
            if (neighbor && neighbor.Elevation <= erodibleElevation)
            {
                return(true);
            }
        }
        return(false);
    }
예제 #6
0
    void TriangulateWater(HexDirection direction, HexCell_Script cell, Vector3 center)
    {
        center.y = cell.WaterSurfaceY;

        HexCell_Script neighbor = cell.GetNeighbor(direction);

        if (neighbor != null && !neighbor.IsUnderwater)
        {
            TriangulateWaterShore(direction, cell, neighbor, center);
        }
        else
        {
            TriangulateOpenWater(direction, cell, neighbor, center);
        }
    }
예제 #7
0
    void TriangulateWaterShore(HexDirection direction, HexCell_Script cell, HexCell_Script neighbor,
                               Vector3 center)
    {
        EdgeVertices e1 = new EdgeVertices(center + HexMetrics_Script.GetFirstWaterCorner(direction),
                                           center + HexMetrics_Script.GetSecondWaterCorner(direction));

        water.AddTriangle(center, e1.v1, e1.v2);
        water.AddTriangle(center, e1.v2, e1.v3);
        water.AddTriangle(center, e1.v3, e1.v4);
        water.AddTriangle(center, e1.v4, e1.v5);

        Vector3 center2 = neighbor.Position;

        center2.y = center.y;
        EdgeVertices e2 = new EdgeVertices(center2 + HexMetrics_Script.GetSecondSolidCorner(direction.Opposite()),
                                           center2 + HexMetrics_Script.GetFirstSolidCorner(direction.Opposite()));

        if (cell.HasRiverThroughEdge(direction))
        {
            TriangulateEstuary(e1, e2, cell.IncomingRiver == direction);
        }
        else
        {
            waterShore.AddQuad(e1.v1, e1.v2, e2.v1, e2.v2);
            waterShore.AddQuad(e1.v2, e1.v3, e2.v2, e2.v3);
            waterShore.AddQuad(e1.v3, e1.v4, e2.v3, e2.v4);
            waterShore.AddQuad(e1.v4, e1.v5, e2.v4, e2.v5);
            waterShore.AddQuadUV(0f, 0f, 0f, 1f);
            waterShore.AddQuadUV(0f, 0f, 0f, 1f);
            waterShore.AddQuadUV(0f, 0f, 0f, 1f);
            waterShore.AddQuadUV(0f, 0f, 0f, 1f);
        }
        HexCell_Script nextNeighbor = cell.GetNeighbor(direction.Next());

        if (nextNeighbor != null)
        {
            Vector3 v3 = nextNeighbor.Position + (nextNeighbor.IsUnderwater ?
                                                  HexMetrics_Script.GetFirstWaterCorner(direction.Previous()) :
                                                  HexMetrics_Script.GetFirstSolidCorner(direction.Previous()));
            v3.y = center.y;
            waterShore.AddTriangle(e1.v5, e2.v5, v3);

            waterShore.AddTriangleUV(
                new Vector2(0f, 0f),
                new Vector2(0f, 1f),
                new Vector2(0f, nextNeighbor.IsUnderwater?0f:1f));
        }
    }
    HexCell_Script GetErosionTarget(HexCell_Script cell)
    {
        List <HexCell_Script> candidates = ListPool <HexCell_Script> .Get();

        int erodibleElavation = cell.Elevation - 2;

        for (HexDirection d = HexDirection.NE; d <= HexDirection.NW; d++)
        {
            HexCell_Script neighbor = cell.GetNeighbor(d);

            if (neighbor && neighbor.Elevation <= erodibleElavation)
            {
                candidates.Add(neighbor);
            }
        }
        HexCell_Script target = candidates[Random.Range(0, candidates.Count)];

        ListPool <HexCell_Script> .Add(candidates);

        return(target);
    }
    bool Search(HexCell_Script fromCell, HexCell_Script toCell, int speed)
    {
        searchFrontierPhase += 2;

        if (searchFrontier == null)
        {
            searchFrontier = new HexCellPriorityQueue();
        }
        else
        {
            searchFrontier.Clear();
        }



        //WaitForSeconds delay = new WaitForSeconds(1 / 60f);
        fromCell.SearchPhase = searchFrontierPhase;
        fromCell.Distance    = 0;
        searchFrontier.Enqueue(fromCell);
        while (searchFrontier.Count > 0)
        {
            //yield return delay;
            HexCell_Script current = searchFrontier.Dequeue();
            current.SearchPhase += 1;

            if (current.SearchPhase == 10000)
            {
                Debug.LogError("Could not find Path after 10000 searches!");
                return(false);
            }

            if (current == toCell)
            {
                return(true);
            }


            int currentTurn = (current.Distance - 1) / speed;

            for (HexDirection d = HexDirection.NE; d <= HexDirection.NW; d++)
            {
                HexCell_Script neighbor = current.GetNeighbor(d);
                if (neighbor == null ||
                    neighbor.SearchPhase > searchFrontierPhase)
                {
                    continue;
                }
                if (neighbor.IsUnderwater || neighbor.Unit)
                {
                    continue;
                }


                HexEdgeType edgeType = current.GetEdgeType(neighbor);
                if (edgeType == HexEdgeType.Cliff)
                {
                    continue;
                }


                int moveCost;
                if (current.HasRoadThroughEdge(d))
                {
                    moveCost = 1;
                }
                else if (current.Walled != neighbor.Walled)
                {
                    continue;
                }
                else
                {
                    moveCost  = edgeType == HexEdgeType.Flat ? 5 : 10;
                    moveCost += neighbor.UrbanLevel + neighbor.FarmLevel + neighbor.PlantLevel;
                }

                int distance = current.Distance + moveCost;
                int turn     = distance / speed;
                if (turn > currentTurn)
                {
                    distance = turn * speed + moveCost;
                }

                if (neighbor.SearchPhase < searchFrontierPhase)
                {
                    neighbor.SearchPhase = searchFrontierPhase;
                    neighbor.Distance    = distance;
                    //neighbor.SetLabel(turn.ToString());
                    neighbor.PathFrom        = current;
                    neighbor.SearchHeuristic = neighbor.coordinates.DistanceTo(toCell.coordinates);
                    searchFrontier.Enqueue(neighbor);
                }
                else if (distance < neighbor.Distance)
                {
                    int oldPriority = neighbor.SearchPriority;
                    neighbor.Distance = distance;
                    //neighbor.SetLabel(turn.ToString());
                    neighbor.PathFrom = current;
                    searchFrontier.Change(neighbor, oldPriority);
                }

                //searchFrontier.Sort((x, y) => x.SearchPriority.CompareTo(y.SearchPriority));
            }
        }
        return(false);
    }
예제 #10
0
    void TriangulateConnection(HexDirection direction, HexCell_Script cell, EdgeVertices e1)
    {
        HexCell_Script neighbor = cell.GetNeighbor(direction);

        if (neighbor == null)
        {
            return;
        }


        Vector3 bridge = HexMetrics_Script.GetBridge(direction);

        bridge.y = neighbor.Position.y - cell.Position.y;
        EdgeVertices e2 = new EdgeVertices(e1.v1 + bridge, e1.v5 + bridge);

        bool hasRiver = cell.HasRiverThroughEdge(direction);
        bool hasRoad  = cell.HasRoadThroughEdge(direction);

        if (hasRiver)
        {
            e2.v3.y = neighbor.StreamBedY;

            if (!cell.IsUnderwater)
            {
                if (!neighbor.IsUnderwater)
                {
                    TriangulateRiverQuad(e1.v2, e1.v4, e2.v2, e2.v4,
                                         cell.HasIncomingRiver && cell.IncomingRiver == direction,
                                         cell.RiverSurfaceY, neighbor.RiverSurfaceY, 0.8f);
                }
                else if (cell.Elevation > neighbor.WaterLevel)
                {
                    TriangulateWaterfallInWater(e1.v2, e1.v4, e2.v2, e2.v4,
                                                cell.RiverSurfaceY, neighbor.RiverSurfaceY,
                                                neighbor.WaterSurfaceY);
                }
            }
            else if (!neighbor.IsUnderwater && neighbor.Elevation > cell.WaterLevel)
            {
                TriangulateWaterfallInWater(e2.v4, e2.v2, e1.v4, e1.v2,
                                            neighbor.RiverSurfaceY, cell.RiverSurfaceY,
                                            cell.WaterSurfaceY);
            }
        }


        if (cell.GetEdgeType(direction) == HexEdgeType.Slope)
        {
            TriangulateEdgeTerraces(e1, cell, e2, neighbor, hasRoad);
        }
        else
        {
            TriangulateEdgeStrip(e1, color1, cell.TerrainTypeIndex,
                                 e2, color2, neighbor.TerrainTypeIndex, hasRoad);
        }

        features.AddWall(e1, cell, e2, neighbor, hasRiver, hasRoad);

        HexCell_Script nextNeighbor = cell.GetNeighbor(direction.Next());

        if (nextNeighbor != null && direction <= HexDirection.E)
        {
            Vector3 v5 = e1.v5 + HexMetrics_Script.GetBridge(direction.Next());
            v5.y = nextNeighbor.Position.y;

            if (cell.Elevation <= neighbor.Elevation)
            {
                if (cell.Elevation <= nextNeighbor.Elevation)
                {
                    TriangulateCorner(e1.v5, cell, e2.v5, neighbor, v5, nextNeighbor);
                }
                else
                {
                    TriangulateCorner(v5, nextNeighbor, e1.v5, cell, e2.v5, neighbor);
                }
            }
            else if (neighbor.Elevation <= nextNeighbor.Elevation)
            {
                TriangulateCorner(e2.v5, neighbor, v5, nextNeighbor, e1.v5, cell);
            }
            else
            {
                TriangulateCorner(v5, nextNeighbor, e1.v5, cell, e2.v5, neighbor);
            }
            //AddTriangle(v2, v5, v5);
            //AddTriangleColor(cell.color, neighbor.color, nextNeighbor.color);
        }
    }
 void EditCell(HexCell_Script cell)
 {
     if (cell)
     {
         //if (applyColor)
         //    cell.Color = activeColor;
         if (activeTerrainTypeIndex >= 0)
         {
             cell.TerrainTypeIndex = activeTerrainTypeIndex;
         }
         if (applyElevation)
         {
             cell.Elevation = activeElevation;
         }
         if (applyWaterLevel)
         {
             cell.WaterLevel = activeWaterLevel;
         }
         if (applySpecialIndex)
         {
             cell.SpecialIndex = activeSpecialIndex;
         }
         if (applyUrbanLevel)
         {
             cell.UrbanLevel = activeUrbanLevel;
         }
         if (applyFarmLevel)
         {
             cell.FarmLevel = activeFarmLevel;
         }
         if (applyPlantLevel)
         {
             cell.PlantLevel = activePlantLevel;
         }
         if (riverMode == OptionalToggle.No)
         {
             cell.RemoverRiver();
         }
         if (roadMode == OptionalToggle.No)
         {
             cell.RemoveRoads();
         }
         if (isDrag)
         {
             HexCell_Script otherCell = cell.GetNeighbor(dragDirection.Opposite());
             if (otherCell)
             {
                 if (riverMode == OptionalToggle.Yes)
                 {
                     otherCell.SetOutgoingRiver(dragDirection);
                 }
                 if (walledMode != OptionalToggle.Ignore)
                 {
                     cell.Walled = walledMode == OptionalToggle.Yes;
                 }
                 if (roadMode == OptionalToggle.Yes)
                 {
                     otherCell.AddRoad(dragDirection);
                 }
             }
         }
         //else if (isDrag && riverMode == OptionalToggle.Yes)
         //{
         //    HexCell_Script otherCell = cell.GetNeighbor(dragDirection.Opposite());
         //    if (otherCell)
         //        otherCell.SetOutgoingRiver(dragDirection);
         //}
     }
 }