예제 #1
0
        public override void Generate(Map map, GenStepParams parms)
        {
            BeachMaker.Init(map);
            RiverMaker      riverMaker  = GenerateRiver(map);
            List <IntVec3>  list        = new List <IntVec3>();
            MapGenFloatGrid elevation   = MapGenerator.Elevation;
            MapGenFloatGrid fertility   = MapGenerator.Fertility;
            MapGenFloatGrid caves       = MapGenerator.Caves;
            TerrainGrid     terrainGrid = map.terrainGrid;

            foreach (IntVec3 allCell in map.AllCells)
            {
                Building   edifice    = allCell.GetEdifice(map);
                TerrainDef terrainDef = null;
                terrainDef = (((edifice == null || edifice.def.Fillage != FillCategory.Full) && !(caves[allCell] > 0f))
                                        ? TerrainFrom(allCell, map, elevation[allCell], fertility[allCell], riverMaker, preferSolid: false)
                                        : TerrainFrom(allCell, map, elevation[allCell], fertility[allCell], riverMaker, preferSolid: true));
                if (terrainDef.IsRiver && edifice != null)
                {
                    list.Add(edifice.Position);
                    edifice.Destroy();
                }
                terrainGrid.SetTerrain(allCell, terrainDef);
            }
            riverMaker?.ValidatePassage(map);
            RoofCollapseCellsFinder.RemoveBulkCollapsingRoofs(list, map);
            BeachMaker.Cleanup();
            foreach (TerrainPatchMaker terrainPatchMaker in map.Biome.terrainPatchMakers)
            {
                terrainPatchMaker.Cleanup();
            }
        }
예제 #2
0
        static bool Prefix(IntVec3 c, Map map, RiverMaker river, float fertility, ref TerrainDef __result)
        {
            if (fertility >= -1000)
            {
                return(true);
            }
            if (fertility < -2000)
            {
                __result = TerrainFromValue(fertility);
                return(false);
            }
            else if (river?.TerrainAt(c, true) == null)
            {
                __result = TerrainFromValue(fertility);
                return(false);
            }

            return(true);
        }
예제 #3
0
        private RiverMaker GenerateRiver(Map map)
        {
            List <Tile.RiverLink> rivers = Find.WorldGrid[map.Tile].Rivers;

            if (rivers == null || rivers.Count == 0)
            {
                return(null);
            }
            float angle = Find.WorldGrid.GetHeadingFromTo(map.Tile, rivers.OrderBy((Tile.RiverLink rl) => - rl.river.degradeThreshold).First().neighbor);
            Rot4  a     = Find.World.CoastDirectionAt(map.Tile);

            if (a != Rot4.Invalid)
            {
                angle = a.AsAngle + (float)Rand.RangeInclusive(-30, 30);
            }
            RiverMaker riverMaker = new RiverMaker(new Vector3(Rand.Range(0.3f, 0.7f) * (float)map.Size.x, 0f, Rand.Range(0.3f, 0.7f) * (float)map.Size.z), angle, rivers.OrderBy((Tile.RiverLink rl) => - rl.river.degradeThreshold).FirstOrDefault().river);

            GenerateRiverLookupTexture(map, riverMaker);
            return(riverMaker);
        }
예제 #4
0
        static void Postfix(IntVec3 c, Map map, RiverMaker river, ref TerrainDef __result)
        {
            if (!MapDesignerMod.mod.settings.flagRiverBeach)
            {
                return;
            }
            if (Find.World.CoastDirectionAt(map.Tile) == Rot4.Invalid)
            {
                return;
            }
            if (river == null)
            {
                return;
            }

            if (river.TerrainAt(c, true) != null && BeachMaker.BeachTerrainAt(c, map.Biome)?.IsWater != true)
            {
                __result = river.TerrainAt(c, true);
            }
        }
예제 #5
0
 public static void Initialize()
 {
     RiverMaker.MakeRiver(new Point(0, 0));
     Map.AddAntAt(antOne.Location);
 }
예제 #6
0
        private void GenerateRiverLookupTexture(Map map, RiverMaker riverMaker)
        {
            int num = Mathf.CeilToInt((from rd in DefDatabase <RiverDef> .AllDefs
                                       select rd.widthOnMap / 2f + 8f).Max());
            int num2 = Mathf.Max(4, num) * 2;
            Dictionary <int, GenStep_TerrainUpper.GRLT_Entry> dictionary  = new Dictionary <int, GenStep_TerrainUpper.GRLT_Entry>();
            Dictionary <int, GenStep_TerrainUpper.GRLT_Entry> dictionary2 = new Dictionary <int, GenStep_TerrainUpper.GRLT_Entry>();
            Dictionary <int, GenStep_TerrainUpper.GRLT_Entry> dictionary3 = new Dictionary <int, GenStep_TerrainUpper.GRLT_Entry>();

            for (int i = -num2; i < map.Size.z + num2; i++)
            {
                for (int j = -num2; j < map.Size.x + num2; j++)
                {
                    IntVec3 intVec  = new IntVec3(j, 0, i);
                    Vector3 vector  = riverMaker.WaterCoordinateAt(intVec);
                    int     entryId = Mathf.FloorToInt(vector.z / 4f);
                    this.UpdateRiverAnchorEntry(dictionary, intVec, entryId, (vector.z + Mathf.Abs(vector.x)) / 4f);
                    this.UpdateRiverAnchorEntry(dictionary2, intVec, entryId, (vector.z + Mathf.Abs(vector.x - (float)num)) / 4f);
                    this.UpdateRiverAnchorEntry(dictionary3, intVec, entryId, (vector.z + Mathf.Abs(vector.x + (float)num)) / 4f);
                }
            }
            int num3 = Mathf.Max(new int[]
            {
                dictionary.Keys.Min(),
                dictionary2.Keys.Min(),
                dictionary3.Keys.Min()
            });
            int num4 = Mathf.Min(new int[]
            {
                dictionary.Keys.Max(),
                dictionary2.Keys.Max(),
                dictionary3.Keys.Max()
            });

            for (int k = num3; k < num4; k++)
            {
                WaterInfo waterInfo = map.waterInfo;
                if (dictionary2.ContainsKey(k) && dictionary2.ContainsKey(k + 1))
                {
                    List <Vector3> riverDebugData = waterInfo.riverDebugData;
                    GenStep_TerrainUpper.GRLT_Entry grlt_Entry = dictionary2[k];
                    riverDebugData.Add(grlt_Entry.bestNode.ToVector3Shifted());
                    List <Vector3> riverDebugData2 = waterInfo.riverDebugData;
                    grlt_Entry = dictionary2[k + 1];
                    riverDebugData2.Add(grlt_Entry.bestNode.ToVector3Shifted());
                }
                if (dictionary.ContainsKey(k) && dictionary.ContainsKey(k + 1))
                {
                    List <Vector3> riverDebugData3             = waterInfo.riverDebugData;
                    GenStep_TerrainUpper.GRLT_Entry grlt_Entry = dictionary[k];
                    riverDebugData3.Add(grlt_Entry.bestNode.ToVector3Shifted());
                    List <Vector3> riverDebugData4 = waterInfo.riverDebugData;
                    grlt_Entry = dictionary[k + 1];
                    riverDebugData4.Add(grlt_Entry.bestNode.ToVector3Shifted());
                }
                if (dictionary3.ContainsKey(k) && dictionary3.ContainsKey(k + 1))
                {
                    List <Vector3> riverDebugData5             = waterInfo.riverDebugData;
                    GenStep_TerrainUpper.GRLT_Entry grlt_Entry = dictionary3[k];
                    riverDebugData5.Add(grlt_Entry.bestNode.ToVector3Shifted());
                    List <Vector3> riverDebugData6 = waterInfo.riverDebugData;
                    grlt_Entry = dictionary3[k + 1];
                    riverDebugData6.Add(grlt_Entry.bestNode.ToVector3Shifted());
                }
                if (dictionary2.ContainsKey(k) && dictionary.ContainsKey(k))
                {
                    List <Vector3> riverDebugData7             = waterInfo.riverDebugData;
                    GenStep_TerrainUpper.GRLT_Entry grlt_Entry = dictionary2[k];
                    riverDebugData7.Add(grlt_Entry.bestNode.ToVector3Shifted());
                    List <Vector3> riverDebugData8 = waterInfo.riverDebugData;
                    grlt_Entry = dictionary[k];
                    riverDebugData8.Add(grlt_Entry.bestNode.ToVector3Shifted());
                }
                if (dictionary.ContainsKey(k) && dictionary3.ContainsKey(k))
                {
                    List <Vector3> riverDebugData9             = waterInfo.riverDebugData;
                    GenStep_TerrainUpper.GRLT_Entry grlt_Entry = dictionary[k];
                    riverDebugData9.Add(grlt_Entry.bestNode.ToVector3Shifted());
                    List <Vector3> riverDebugData10 = waterInfo.riverDebugData;
                    grlt_Entry = dictionary3[k];
                    riverDebugData10.Add(grlt_Entry.bestNode.ToVector3Shifted());
                }
            }
            CellRect cellRect = new CellRect(-2, -2, map.Size.x + 4, map.Size.z + 4);

            float[] array = new float[cellRect.Area * 2];
            int     num5  = 0;

            for (int l = cellRect.minZ; l <= cellRect.maxZ; l++)
            {
                for (int m = cellRect.minX; m <= cellRect.maxX; m++)
                {
                    IntVec3 a    = new IntVec3(m, 0, l);
                    bool    flag = true;
                    for (int n = 0; n < GenAdj.AdjacentCellsAndInside.Length; n++)
                    {
                        if (riverMaker.TerrainAt(a + GenAdj.AdjacentCellsAndInside[n], false) != null)
                        {
                            flag = false;
                            break;
                        }
                    }
                    if (!flag)
                    {
                        Vector2 p    = a.ToIntVec2.ToVector2();
                        int     num6 = int.MinValue;
                        Vector2 zero = Vector2.zero;
                        for (int num7 = num3; num7 < num4; num7++)
                        {
                            if (dictionary2.ContainsKey(num7) && dictionary2.ContainsKey(num7 + 1) && dictionary.ContainsKey(num7) && dictionary.ContainsKey(num7 + 1) && dictionary3.ContainsKey(num7) && dictionary3.ContainsKey(num7 + 1))
                            {
                                GenStep_TerrainUpper.GRLT_Entry grlt_Entry = dictionary2[num7];
                                Vector2 p2 = grlt_Entry.bestNode.ToIntVec2.ToVector2();
                                grlt_Entry = dictionary2[num7 + 1];
                                Vector2 p3 = grlt_Entry.bestNode.ToIntVec2.ToVector2();
                                grlt_Entry = dictionary[num7];
                                Vector2 p4 = grlt_Entry.bestNode.ToIntVec2.ToVector2();
                                grlt_Entry = dictionary[num7 + 1];
                                Vector2 p5 = grlt_Entry.bestNode.ToIntVec2.ToVector2();
                                grlt_Entry = dictionary3[num7];
                                Vector2 p6 = grlt_Entry.bestNode.ToIntVec2.ToVector2();
                                grlt_Entry = dictionary3[num7 + 1];
                                Vector2 p7      = grlt_Entry.bestNode.ToIntVec2.ToVector2();
                                Vector2 vector2 = GenGeo.InverseQuadBilinear(p, p4, p2, p5, p3);
                                if (vector2.x >= -0.0001f && vector2.x <= 1.0001f && vector2.y >= -0.0001f && vector2.y <= 1.0001f)
                                {
                                    zero = new Vector2(-vector2.x * (float)num, (vector2.y + (float)num7) * 4f);
                                    num6 = num7;
                                    break;
                                }
                                Vector2 vector3 = GenGeo.InverseQuadBilinear(p, p4, p6, p5, p7);
                                if (vector3.x >= -0.0001f && vector3.x <= 1.0001f && vector3.y >= -0.0001f && vector3.y <= 1.0001f)
                                {
                                    zero = new Vector2(vector3.x * (float)num, (vector3.y + (float)num7) * 4f);
                                    num6 = num7;
                                    break;
                                }
                            }
                        }
                        if (num6 == -2147483648)
                        {
                            ZLogger.ErrorOnce("Failed to find all necessary river flow data", true);
                        }
                        array[num5]     = zero.x;
                        array[num5 + 1] = zero.y;
                    }
                    num5 += 2;
                }
            }
            float[] array2 = new float[cellRect.Area * 2];
            float[] array3 = new float[]
            {
                0.123317f,
                0.123317f,
                0.123317f,
                0.123317f,
                0.077847f,
                0.077847f,
                0.077847f,
                0.077847f,
                0.195346f
            };
            int num8 = 0;

            for (int num9 = cellRect.minZ; num9 <= cellRect.maxZ; num9++)
            {
                for (int num10 = cellRect.minX; num10 <= cellRect.maxX; num10++)
                {
                    IntVec3 a2    = new IntVec3(num10, 0, num9);
                    float   num11 = 0f;
                    float   num12 = 0f;
                    float   num13 = 0f;
                    for (int num14 = 0; num14 < GenAdj.AdjacentCellsAndInside.Length; num14++)
                    {
                        IntVec3 c = a2 + GenAdj.AdjacentCellsAndInside[num14];
                        if (cellRect.Contains(c))
                        {
                            int num15 = num8 + (GenAdj.AdjacentCellsAndInside[num14].x + GenAdj.AdjacentCellsAndInside[num14].z * cellRect.Width) * 2;
                            if (array[num15] != 0f || array[num15 + 1] != 0f)
                            {
                                num11 += array[num15] * array3[num14];
                                num12 += array[num15 + 1] * array3[num14];
                                num13 += array3[num14];
                            }
                        }
                    }
                    if (num13 > 0f)
                    {
                        array2[num8]     = num11 / num13;
                        array2[num8 + 1] = num12 / num13;
                    }
                    num8 += 2;
                }
            }
            array = array2;
            for (int num16 = 0; num16 < array.Length; num16 += 2)
            {
                if (array[num16] != 0f || array[num16 + 1] != 0f)
                {
                    Vector2 vector4 = Rand.InsideUnitCircle * 0.4f;
                    array[num16]     += vector4.x;
                    array[num16 + 1] += vector4.y;
                }
            }
            byte[] array4 = new byte[array.Length * 4];
            Buffer.BlockCopy(array, 0, array4, 0, array.Length * 4);
            map.waterInfo.riverOffsetMap = array4;
            map.waterInfo.GenerateRiverFlowMap();
        }
예제 #7
0
        public void CanGetCornersFromSimpleMap()
        {
            var water_config = MapConfig.GetSquareConfigurations().First(x => x.Type == SquareTypes.Water);

            var brick_repo_mock = new Mock <IBrickRepo>();

            brick_repo_mock.Setup(x => x.GetBrick(It.IsAny <DesignItem>(), It.IsAny <int>(), It.IsAny <int>(),
                                                  It.IsAny <float>(), It.IsAny <float>()))
            .Returns <DesignItem, int, int, float, float>((design, mat_id, ref_id, z, v) =>
                                                          new Brick(ref_id, design.DesignID.ToString() + ":" + mat_id.ToString()));

            var part_selector_mock = new Mock <IBrickRiverPartSelector>();

            part_selector_mock.Setup(x => x.GetTopLeftCornerPart()).Returns(new DesignItem()
            {
                DesignID = 1111
            });
            part_selector_mock.Setup(x => x.GetTopRightCornerPart()).Returns(new DesignItem()
            {
                DesignID = 2222
            });
            part_selector_mock.Setup(x => x.GetBottomLeftCornerPart()).Returns(new DesignItem()
            {
                DesignID = 3333
            });
            part_selector_mock.Setup(x => x.GetBottomRightCornerPart()).Returns(new DesignItem()
            {
                DesignID = 4444
            });

            var rm = new RiverMaker(brick_repo_mock.Object, part_selector_mock.Object);

            var map = new MapSquare[2, 2];

            // 1

            map[0, 0] = new MapSquare()
            {
                Type = SquareTypes.Water, PositionX = 0, PositionZ = 0
            };
            map[0, 1] = new MapSquare()
            {
                Type = SquareTypes.Water, PositionX = 0, PositionZ = 1
            };
            map[1, 0] = new MapSquare()
            {
                Type = SquareTypes.Water, PositionX = 1, PositionZ = 0
            };
            map[1, 1] = new MapSquare()
            {
                Type = SquareTypes.Land, PositionX = 1, PositionZ = 1
            };

            var result = new List <Brick>();

            rm.CreateBrickRivers(map, 0, result);

            Assert.That(result.Count, Is.EqualTo(1));
            Assert.That(result[0].ToXml(), Is.EqualTo("1111:" + water_config.MaterialId));

            // 2

            map[0, 0] = new MapSquare()
            {
                Type = SquareTypes.Water, PositionX = 0, PositionZ = 0
            };
            map[0, 1] = new MapSquare()
            {
                Type = SquareTypes.Land, PositionX = 0, PositionZ = 1
            };
            map[1, 0] = new MapSquare()
            {
                Type = SquareTypes.Water, PositionX = 1, PositionZ = 0
            };
            map[1, 1] = new MapSquare()
            {
                Type = SquareTypes.Water, PositionX = 1, PositionZ = 1
            };

            result = new List <Brick>();

            rm.CreateBrickRivers(map, 0, result);

            Assert.That(result.Count, Is.EqualTo(1));
            Assert.That(result[0].ToXml(), Is.EqualTo("2222:" + water_config.MaterialId));

            // 3

            map[0, 0] = new MapSquare()
            {
                Type = SquareTypes.Water, PositionX = 0, PositionZ = 0
            };
            map[0, 1] = new MapSquare()
            {
                Type = SquareTypes.Water, PositionX = 0, PositionZ = 1
            };
            map[1, 0] = new MapSquare()
            {
                Type = SquareTypes.Land, PositionX = 1, PositionZ = 0
            };
            map[1, 1] = new MapSquare()
            {
                Type = SquareTypes.Water, PositionX = 1, PositionZ = 1
            };

            result = new List <Brick>();

            rm.CreateBrickRivers(map, 0, result);

            Assert.That(result.Count, Is.EqualTo(1));
            Assert.That(result[0].ToXml(), Is.EqualTo("3333:" + water_config.MaterialId));

            // 4

            map[0, 0] = new MapSquare()
            {
                Type = SquareTypes.Land, PositionX = 0, PositionZ = 0
            };
            map[0, 1] = new MapSquare()
            {
                Type = SquareTypes.Water, PositionX = 0, PositionZ = 1
            };
            map[1, 0] = new MapSquare()
            {
                Type = SquareTypes.Water, PositionX = 1, PositionZ = 0
            };
            map[1, 1] = new MapSquare()
            {
                Type = SquareTypes.Water, PositionX = 1, PositionZ = 1
            };

            result = new List <Brick>();

            rm.CreateBrickRivers(map, 0, result);

            Assert.That(result.Count, Is.EqualTo(1));
            Assert.That(result[0].ToXml(), Is.EqualTo("4444:" + water_config.MaterialId));
        }
예제 #8
0
        private TerrainDef TerrainFrom(IntVec3 c, Map map, float elevation, float fertility, RiverMaker river, bool preferSolid)
        {
            TerrainDef terrainDef = null;

            if (c.Walkable(map) && SurroundedWithWalls(c, map) && Rand.Chance(0.2f))
            {
                return(TerrainDefOf.Gravel);
            }
            if (river != null)
            {
                terrainDef = river.TerrainAt(c, recordForValidation: true);
            }
            if (terrainDef == null && preferSolid)
            {
                return(GenStep_RocksFromGridUnderground.RockDefAt(c).building.naturalTerrain);
            }
            TerrainDef terrainDef2 = BeachMaker.BeachTerrainAt(c, map.Biome);

            if (terrainDef2 == TerrainDefOf.WaterOceanDeep)
            {
                return(terrainDef2);
            }
            if (terrainDef != null && terrainDef.IsRiver)
            {
                return(terrainDef);
            }
            if (terrainDef2 != null)
            {
                return(terrainDef2);
            }
            if (terrainDef != null)
            {
                return(terrainDef);
            }
            for (int i = 0; i < map.Biome.terrainPatchMakers.Count; i++)
            {
                terrainDef2 = map.Biome.terrainPatchMakers[i].TerrainAt(c, map, fertility);
                if (terrainDef2 != null)
                {
                    return(terrainDef2);
                }
            }
            if (elevation > 0.55f && elevation < 0.61f)
            {
                return(TerrainDefOf.Gravel);
            }
            if (elevation >= 0.61f)
            {
                return(GenStep_RocksFromGrid.RockDefAt(c).building.naturalTerrain);
            }
            terrainDef2 = TerrainThreshold.TerrainAtValue(map.Biome.terrainsByFertility, fertility);
            if (terrainDef2 != null)
            {
                ZLogger.Message("8 Terrain: " + terrainDef2 + " - Loc: " + c);
                return(terrainDef2);
            }
            if (!debug_WarnedMissingTerrain)
            {
                debug_WarnedMissingTerrain = true;
            }
            return(TerrainDefOf.Sand);
        }
예제 #9
0
        private void GenerateRiverLookupTexture(Map map, RiverMaker riverMaker)
        {
            int num  = Mathf.CeilToInt(DefDatabase <RiverDef> .AllDefs.Select((RiverDef rd) => rd.widthOnMap / 2f + 8f).Max());
            int num2 = Mathf.Max(4, num) * 2;
            Dictionary <int, GRLT_Entry> dictionary  = new Dictionary <int, GRLT_Entry>();
            Dictionary <int, GRLT_Entry> dictionary2 = new Dictionary <int, GRLT_Entry>();
            Dictionary <int, GRLT_Entry> dictionary3 = new Dictionary <int, GRLT_Entry>();

            for (int i = -num2; i < map.Size.z + num2; i++)
            {
                for (int j = -num2; j < map.Size.x + num2; j++)
                {
                    IntVec3 intVec  = new IntVec3(j, 0, i);
                    Vector3 vector  = riverMaker.WaterCoordinateAt(intVec);
                    int     entryId = Mathf.FloorToInt(vector.z / 4f);
                    UpdateRiverAnchorEntry(dictionary, intVec, entryId, (vector.z + Mathf.Abs(vector.x)) / 4f);
                    UpdateRiverAnchorEntry(dictionary2, intVec, entryId, (vector.z + Mathf.Abs(vector.x - (float)num)) / 4f);
                    UpdateRiverAnchorEntry(dictionary3, intVec, entryId, (vector.z + Mathf.Abs(vector.x + (float)num)) / 4f);
                }
            }
            int num3 = Mathf.Max(dictionary.Keys.Min(), dictionary2.Keys.Min(), dictionary3.Keys.Min());
            int num4 = Mathf.Min(dictionary.Keys.Max(), dictionary2.Keys.Max(), dictionary3.Keys.Max());

            for (int k = num3; k < num4; k++)
            {
                WaterInfo waterInfo = map.waterInfo;
                if (dictionary2.ContainsKey(k) && dictionary2.ContainsKey(k + 1))
                {
                    waterInfo.riverDebugData.Add(dictionary2[k].bestNode.ToVector3Shifted());
                    waterInfo.riverDebugData.Add(dictionary2[k + 1].bestNode.ToVector3Shifted());
                }
                if (dictionary.ContainsKey(k) && dictionary.ContainsKey(k + 1))
                {
                    waterInfo.riverDebugData.Add(dictionary[k].bestNode.ToVector3Shifted());
                    waterInfo.riverDebugData.Add(dictionary[k + 1].bestNode.ToVector3Shifted());
                }
                if (dictionary3.ContainsKey(k) && dictionary3.ContainsKey(k + 1))
                {
                    waterInfo.riverDebugData.Add(dictionary3[k].bestNode.ToVector3Shifted());
                    waterInfo.riverDebugData.Add(dictionary3[k + 1].bestNode.ToVector3Shifted());
                }
                if (dictionary2.ContainsKey(k) && dictionary.ContainsKey(k))
                {
                    waterInfo.riverDebugData.Add(dictionary2[k].bestNode.ToVector3Shifted());
                    waterInfo.riverDebugData.Add(dictionary[k].bestNode.ToVector3Shifted());
                }
                if (dictionary.ContainsKey(k) && dictionary3.ContainsKey(k))
                {
                    waterInfo.riverDebugData.Add(dictionary[k].bestNode.ToVector3Shifted());
                    waterInfo.riverDebugData.Add(dictionary3[k].bestNode.ToVector3Shifted());
                }
            }
            CellRect cellRect = new CellRect(-2, -2, map.Size.x + 4, map.Size.z + 4);

            float[] array = new float[cellRect.Area * 2];
            int     num5  = 0;

            for (int l = cellRect.minZ; l <= cellRect.maxZ; l++)
            {
                for (int m = cellRect.minX; m <= cellRect.maxX; m++)
                {
                    IntVec3 a    = new IntVec3(m, 0, l);
                    bool    flag = true;
                    for (int n = 0; n < GenAdj.AdjacentCellsAndInside.Length; n++)
                    {
                        if (riverMaker.TerrainAt(a + GenAdj.AdjacentCellsAndInside[n]) != null)
                        {
                            flag = false;
                            break;
                        }
                    }
                    if (!flag)
                    {
                        Vector2 p       = a.ToIntVec2.ToVector2();
                        int     num6    = int.MinValue;
                        Vector2 vector2 = Vector2.zero;
                        for (int num7 = num3; num7 < num4; num7++)
                        {
                            if (dictionary2.ContainsKey(num7) && dictionary2.ContainsKey(num7 + 1) && dictionary.ContainsKey(num7) && dictionary.ContainsKey(num7 + 1) && dictionary3.ContainsKey(num7) && dictionary3.ContainsKey(num7 + 1))
                            {
                                Vector2 p2      = dictionary2[num7].bestNode.ToIntVec2.ToVector2();
                                Vector2 p3      = dictionary2[num7 + 1].bestNode.ToIntVec2.ToVector2();
                                Vector2 p4      = dictionary[num7].bestNode.ToIntVec2.ToVector2();
                                Vector2 p5      = dictionary[num7 + 1].bestNode.ToIntVec2.ToVector2();
                                Vector2 p6      = dictionary3[num7].bestNode.ToIntVec2.ToVector2();
                                Vector2 p7      = dictionary3[num7 + 1].bestNode.ToIntVec2.ToVector2();
                                Vector2 vector3 = GenGeo.InverseQuadBilinear(p, p4, p2, p5, p3);
                                if (vector3.x >= -0.0001f && vector3.x <= 1.0001f && vector3.y >= -0.0001f && vector3.y <= 1.0001f)
                                {
                                    vector2 = new Vector2((0f - vector3.x) * (float)num, (vector3.y + (float)num7) * 4f);
                                    num6    = num7;
                                    break;
                                }
                                Vector2 vector4 = GenGeo.InverseQuadBilinear(p, p4, p6, p5, p7);
                                if (vector4.x >= -0.0001f && vector4.x <= 1.0001f && vector4.y >= -0.0001f && vector4.y <= 1.0001f)
                                {
                                    vector2 = new Vector2(vector4.x * (float)num, (vector4.y + (float)num7) * 4f);
                                    num6    = num7;
                                    break;
                                }
                            }
                        }
                        array[num5]     = vector2.x;
                        array[num5 + 1] = vector2.y;
                    }
                    num5 += 2;
                }
            }
            float[] array2 = new float[cellRect.Area * 2];
            float[] array3 = new float[9]
            {
                0.123317f,
                0.123317f,
                0.123317f,
                0.123317f,
                0.077847f,
                0.077847f,
                0.077847f,
                0.077847f,
                0.195346f
            };
            int num8 = 0;

            for (int num9 = cellRect.minZ; num9 <= cellRect.maxZ; num9++)
            {
                for (int num10 = cellRect.minX; num10 <= cellRect.maxX; num10++)
                {
                    IntVec3 a2    = new IntVec3(num10, 0, num9);
                    float   num11 = 0f;
                    float   num12 = 0f;
                    float   num13 = 0f;
                    for (int num14 = 0; num14 < GenAdj.AdjacentCellsAndInside.Length; num14++)
                    {
                        IntVec3 c = a2 + GenAdj.AdjacentCellsAndInside[num14];
                        if (cellRect.Contains(c))
                        {
                            int num15 = num8 + (GenAdj.AdjacentCellsAndInside[num14].x + GenAdj.AdjacentCellsAndInside[num14].z * cellRect.Width) * 2;
                            if (array[num15] != 0f || array[num15 + 1] != 0f)
                            {
                                num11 += array[num15] * array3[num14];
                                num12 += array[num15 + 1] * array3[num14];
                                num13 += array3[num14];
                            }
                        }
                    }
                    if (num13 > 0f)
                    {
                        array2[num8]     = num11 / num13;
                        array2[num8 + 1] = num12 / num13;
                    }
                    num8 += 2;
                }
            }
            array = array2;
            for (int num16 = 0; num16 < array.Length; num16 += 2)
            {
                if (array[num16] != 0f || array[num16 + 1] != 0f)
                {
                    Vector2 vector5 = Rand.InsideUnitCircle * 0.4f;
                    array[num16]     += vector5.x;
                    array[num16 + 1] += vector5.y;
                }
            }
            byte[] array4 = new byte[array.Length * 4];
            Buffer.BlockCopy(array, 0, array4, 0, array.Length * 4);
            map.waterInfo.riverOffsetMap = array4;
            map.waterInfo.GenerateRiverFlowMap();
        }