/// <summary> /// This method will produce a random city with the central region of the city being /// specified as a parameter. More parameters need to be made available for this method /// to produce a better quality city, note for now the minimum area for a city is a /// 3x3 grid of regions. This code is based on the original C++ version called pixel city. /// </summary> /// <param name="seed_value">Random integer seed value.</param> /// <returns>true / false indicator of success or failure.</returns> private bool doGenerate(int seed_value) { int rx, ry; // Based on the initial seed value populate the regions that this shared module // is connected to, this means first get a list of the region, determine which // region is in the center of all the regions and set this as the hotzone, or // central part of the city (this is where the tallest/largest buildings will // be created) and will extend out to cover virtually all of the connected // regions if desired. No support for aging of the buildings or the city exists // yet it is a possible course for the future of this module. // First quick check to see if the module is enabled or not. if (!m_fEnabled) { m_log.Info("[CITY BUILDER]: Disabled, aborting auto generation."); return(false); } m_log.Info("[CITY BUILDER]: Auto generating the city."); // Now we need to ask some basic values for the city generation, we already have // the base seed value as this is part of the 'city generate' command, now what // about a name, position, size, densities etc. Some of this can be generated // based on the seed value, but then, it would need to be confirmed by the user // or allow them to change it. TODO move all requested data into the configuration file. if (m_UserAccountService == null) { m_UserAccountService = simulationBase.ApplicationRegistry.RequestModuleInterface <IUserAccountService>(); } // Decide where the city is to be placed within the server instance. int r = this.randomValue(10); string regionCount = MainConsole.Instance.CmdPrompt("Region Count ", r.ToString()); r = Convert.ToInt32(regionCount); m_log.InfoFormat("[CITY BUILDER]: City area {0} x {1} regions ", r, r); cityName = MainConsole.Instance.CmdPrompt("City Name ", cityName); cityOwner = MainConsole.Instance.CmdPrompt("City Owner ", cityOwner); m_DefaultUserName = cityOwner; // Make sure that the user and estate information specified in the configuration file // have been loaded and the information has either been found or has been created. m_DefaultUserAccount = m_UserAccountService.GetUserAccount(UUID.Zero, cityOwner); if (m_DefaultUserAccount == null) { m_log.InfoFormat("[CITY BUILDER]: Creating default account {0}", m_DefaultUserName); m_UserAccountService.CreateUser(m_DefaultUserName, Util.Md5Hash(m_DefaultUserPword), m_DefaultUserEmail); m_DefaultUserAccount = m_UserAccountService.GetUserAccount(UUID.Zero, m_DefaultUserName); cityOwner = m_DefaultUserName; } else { m_log.InfoFormat("[CITY BUILDER]: Account found for {0}", m_DefaultUserName); } // Obtain the scene manager that the server instance is using. sceneManager = simulationBase.ApplicationRegistry.RequestModuleInterface <SceneManager>(); // Construct the data instance for a city map to hold the total regions in the simulation. cityMap = new CityMap(); citySeed = seed_value; cityMap.cityRegions = new Scene[r, r]; cityMap.cityPlots = new List <BuildingPlot>(); cityMap.cityBuildings = new List <CityBuilding>(); // Construct land and estate data and update to reflect the found user or the newly created one. cityLandData = new LandData(); RegionInfo regionInfo = new RegionInfo(); regionInfo.RegionID = UUID.Random(); //Create an estate m_DefaultEstate = new EstateSettings(); m_log.InfoFormat("[CITY BUILDER]: No estates found for user {0}, constructing default estate.", m_DefaultUserAccount.Name); m_DefaultEstate.EstateOwner = m_DefaultUserAccount.PrincipalID; m_DefaultEstate.EstateName = m_DefaultEstateName; m_DefaultEstate.EstatePass = Util.Md5Hash(Util.Md5Hash(m_DefaultEstatePassword)); m_DefaultEstate.EstateID = (uint)this.randomValue(1000); regionInfo.EstateSettings = m_DefaultEstate; //Just set the estate, this module took care of the loading and the rest will leave it alone cityLandData.OwnerID = m_DefaultUserAccount.PrincipalID; cityLandData.Name = m_DefaultEstateName; cityLandData.GlobalID = UUID.Random(); cityLandData.GroupID = UUID.Zero; int regionPort = startPort; // Construct the region. regionInfo.RegionSizeX = cityConfig.GetInt("DefaultRegionSize", 256); regionInfo.RegionSizeY = regionInfo.RegionSizeX; regionInfo.RegionType = "Mainland"; regionInfo.ObjectCapacity = 100000; regionInfo.Startup = StartupType.Normal; regionInfo.ScopeID = UUID.Zero; IParcelServiceConnector parcelService = Aurora.DataManager.DataManager.RequestPlugin <IParcelServiceConnector>(); if (r == 1) { m_log.Info("[CITY BUILDER]: Single region city."); IPAddress address = IPAddress.Parse("0.0.0.0"); regionInfo.ExternalHostName = Aurora.Framework.Utilities.GetExternalIp(); regionInfo.FindExternalAutomatically = true; regionInfo.InternalEndPoint = new IPEndPoint(address, regionPort++); cityLandData.RegionID = regionInfo.RegionID; if (parcelService != null) { parcelService.StoreLandObject(cityLandData.LandData); } regionInfo.RegionName = "Region00"; regionInfo.RegionLocX = (int)m_DefaultStartLocation.X; regionInfo.RegionLocY = (int)m_DefaultStartLocation.Y; if (!createRegion(0, 0, regionInfo)) { m_log.Info("[CITY BUILDER]: Failed to construct region."); return(false); } } else if (r > 1) { m_log.Info("[CITY BUILDER]: Multi-region city."); IPAddress address = IPAddress.Parse("0.0.0.0"); regionInfo.ExternalHostName = Aurora.Framework.Utilities.GetExternalIp(); regionInfo.FindExternalAutomatically = true; // Construct the regions for the city. regionPort = startPort; for (rx = 0; rx < r; rx++) { for (ry = 0; ry < r; ry++) { regionInfo.InternalEndPoint = new IPEndPoint(address, regionPort++); cityLandData.RegionID = regionInfo.RegionID; if (parcelService != null) { parcelService.StoreLandObject(cityLandData.LandData); } regionInfo.RegionName = "Region" + rx + ry; regionInfo.RegionLocX = (int)(m_DefaultStartLocation.X + rx); regionInfo.RegionLocY = (int)(m_DefaultStartLocation.Y + ry); m_log.InfoFormat("[CITY BUILDER]: '{0}' @ {1},{2}, http://{3}/", regionInfo.RegionName, regionInfo.RegionLocX, regionInfo.RegionLocY, regionInfo.InternalEndPoint); //We already set the estate before, we don't need to deal with linking it or anything //EstateConnector.LinkRegion(regionInfo.RegionID, (int)m_DefaultEstate.EstateID, m_DefaultEstate.EstatePass); if (!createRegion(rx, ry, regionInfo)) { m_log.InfoFormat("[CITY BUILDER]: Failed to construct region at {0},{1}", rx, ry); return(false); } } } } // Either generate the terrain or loading from an existing file, DEM for example. m_log.Info("[CITY BUILDER]: [TERRAIN]"); // For each region, just fill the terrain to be 21. This is just above the default // water level for Aurora. float[,] tHeight = new float[256, 256]; for (rx = 0; rx < 256; rx++) { for (ry = 0; ry < 256; ry++) { tHeight[rx, ry] = 21.0f; } } // Construct the new terrain for each region and pass the height map to it. for (rx = 0; rx < r; rx++) { for (ry = 0; ry < r; ry++) { Scene region = cityMap.cityRegions[rx, ry]; ITerrainChannel tChannel = new TerrainChannel(true, region); ITerrain terrain = null; try { region.TryRequestModuleInterface <ITerrain>(out terrain); terrain.SetHeights2D(tHeight); } catch { } } } // Rivers and other waterways. // From the total number of regions pick a number of regions that will be 'centers' // for the entire city, record these in the centralRegions list. m_log.Info("[CITY BUILDER]: [CENTERS]"); // ( region count * region count ) / 3 int aNum = this.randomValue((cityMap.cityRegions.GetUpperBound(0) * cityMap.cityRegions.GetUpperBound(1)) / 3); if (aNum == 0) { aNum = 1; } m_log.InfoFormat("[CITY BUILDER]: Total regions {0}, selecting {1} regions for centers.", (r * r), aNum); int prevRegionX = 0; int prevRegionY = 0; while (aNum > 0) { int currRegionX = randomValue(cityMap.cityRegions.GetUpperBound(0)) / 2; int currRegionY = randomValue(cityMap.cityRegions.GetUpperBound(1)) / 2; // If the location selected is the same as the previous location try again. if (currRegionX == prevRegionX && currRegionY == prevRegionY) { aNum--; continue; } m_log.InfoFormat("[CITY BUILDER]: Region {0}, located {1},{2}", aNum, prevRegionX, prevRegionY); try { Scene region = cityMap.centralRegions[(prevRegionX * cityMap.cityRegions.GetUpperBound(0)) + prevRegionY]; if (region != null) { cityMap.centralRegions.Add(region); } } catch { } aNum--; prevRegionX = currRegionX; prevRegionY = currRegionY; } m_log.Info("[CITY BUILDER]: [DENSITY]"); float avgDensity = 0.0f; avgDensity += cityDensities[0]; avgDensity += cityDensities[1]; avgDensity += cityDensities[2]; avgDensity += cityDensities[3]; avgDensity /= 4; // Before ANYTHING else is created construct the transport systems, priority is given // to the road network before the rail network, perhaps a configuration option to allow // for the prioritisation value of the transport system is possible. m_log.Info("[CITY BUILDER]: [FREEWAYS]"); m_log.Info("[CITY BUILDER]: [HIGHWAYS]"); m_log.Info("[CITY BUILDER]: [STREETS]"); m_log.Info("[CITY BUILDER]: [RAILWAYS]"); m_log.InfoFormat("[CITY BUILDER]: [RESIDENTIAL DENSITY] {0}%", cityDensities[0] * 100); m_log.InfoFormat("[CITY BUILDER]: [COMMERCIAL DENSITY] {0}%", cityDensities[1] * 100); m_log.InfoFormat("[CITY BUILDER]: [CORPORATE DENSITY] {0}%", cityDensities[2] * 100); m_log.InfoFormat("[CITY BUILDER]: [INDUSTRIAL DENISTY] {0}%", cityDensities[3] * 100); m_log.InfoFormat("[CITY BUILDER]: [AVERAGE DENSITY] {0}%", avgDensity); m_log.Info("[CITY BUILDER]: [BLOCKS]"); m_log.Info("[CITY BUILDER]: [ALLOTMENT PLOTS]"); m_log.Info("[CITY BUILDER]: [BUILDINGS]"); return(true); }