public static TerrainBuilderReturnPacket generateTerrain_shipSelectionVer(float roomWidthHeight, int numOfVertsPerEdge) { System.Random random_forThread = new System.Random(); SimplifiedLayoutReturnPacket simplifiedLayout = SimplifiedLayoutTemplates.generateLayout_ShipSelectionScreen(); UpscaledLayoutReturnPacket upscaledLayout = UpscaledLayoutBuilder.upscaleLayout_Title(simplifiedLayout, roomWidthHeight, numOfVertsPerEdge, random_forThread); // Mesh[,] returnMeshes = sliceHeightArrayIntoMultipleMeshes(upscaledLayout.getLandVertexHeights(), roomWidthHeight, numOfVertsPerEdge); TerrainMeshDataPacket[,] meshData = sliceHeightArrayIntoMultipleMeshes_2(upscaledLayout.getLandVertexHeights(), roomWidthHeight, numOfVertsPerEdge); // return new TerrainBuilderReturnPacket(simplifiedLayout, upscaledLayout, returnMeshes); return(new TerrainBuilderReturnPacket(simplifiedLayout, upscaledLayout, meshData, null)); }
public static TerrainBuilderReturnPacket generateTerrain_DemoVer(float roomWidthHeight, int numOfVertsPerEdge) { // System.Random random_forThread = new System.Random(); SimplifiedLayoutReturnPacket simplifiedLayout = SimplifiedLayoutTemplates.generateLayout_Demo(); UpscaledLayoutReturnPacket upscaledLayout = UpscaledLayoutBuilder.upscaleLayout_Demo(simplifiedLayout, roomWidthHeight, numOfVertsPerEdge); // Mesh[,] returnMeshes = sliceHeightArrayIntoMultipleMeshes(upscaledLayout.getLandVertexHeights(), roomWidthHeight, numOfVertsPerEdge); TerrainMeshDataPacket[,] meshData = sliceHeightArrayIntoMultipleMeshes_2(upscaledLayout.getLandVertexHeights(), roomWidthHeight, numOfVertsPerEdge); PortTownReturnPacket portTownPacket = PortTownPlacementGenerator.generatePortTownInformation_DemoVer(simplifiedLayout, upscaledLayout, roomWidthHeight, numOfVertsPerEdge); // return new TerrainBuilderReturnPacket(simplifiedLayout, upscaledLayout, returnMeshes); return(new TerrainBuilderReturnPacket(simplifiedLayout, upscaledLayout, meshData, portTownPacket)); }
public static TerrainBuilderReturnPacket generateTerrain(float roomWidthHeight, int numOfVertsPerEdge, byte sizeOfExplorableArea, byte numberOfKeys) { System.Random random_forThread = new System.Random(); // SimplifiedLayoutReturnPacket simplifiedLayout = SimplifiedLayoutTemplates.generateLayout_DebugRoom(); Debug.Log("Size of area: " + sizeOfExplorableArea); SimplifiedLayoutReturnPacket simplifiedLayout = SimplifiedLayoutBuilder.generateLayout_Normal(sizeOfExplorableArea, numberOfKeys, random_forThread); UpscaledLayoutReturnPacket upscaledLayout = UpscaledLayoutBuilder.upscaleLayout_Game(simplifiedLayout, roomWidthHeight, numOfVertsPerEdge, random_forThread); // Mesh[,] returnMeshes = sliceHeightArrayIntoMultipleMeshes(upscaledLayout.getLandVertexHeights(), roomWidthHeight, numOfVertsPerEdge); TerrainMeshDataPacket[,] meshData = sliceHeightArrayIntoMultipleMeshes_2(upscaledLayout.getLandVertexHeights(), roomWidthHeight, numOfVertsPerEdge); PortTownReturnPacket portTownPacket = PortTownPlacementGenerator.generatePortTownInformation(simplifiedLayout, upscaledLayout, roomWidthHeight, numOfVertsPerEdge, sizeOfExplorableArea, random_forThread); // return new TerrainBuilderReturnPacket(simplifiedLayout, upscaledLayout, returnMeshes); return(new TerrainBuilderReturnPacket(simplifiedLayout, upscaledLayout, meshData, portTownPacket)); }
// public TerrainBuilderReturnPacket(SimplifiedLayoutReturnPacket simplePacket, UpscaledLayoutReturnPacket upscaledPacket, Mesh[,] terrainMeshes) public TerrainBuilderReturnPacket(SimplifiedLayoutReturnPacket simplePacket, UpscaledLayoutReturnPacket upscaledPacket, TerrainMeshDataPacket[,] meshData, PortTownReturnPacket portTownPacket) { // this.terrainMeshes = terrainMeshes; boolArray = upscaledPacket.getBoolArray(); boolArray_noNoise = upscaledPacket.getBoolArray_noNoise(); this.meshData = meshData; this.simplePacket = simplePacket; this.portTownPacket = portTownPacket; numOfKeys = 0; for (int index = 0; index < 6; index++) { if (simplePacket.getHasKey()[index]) { numOfKeys++; } } }
public static PortTownReturnPacket generatePortTownInformation_DemoVer(SimplifiedLayoutReturnPacket simplifiedLayout, UpscaledLayoutReturnPacket upscaledLayout, float roomWidthHeight, int numOfVertsPerEdge) { PortTownReturnPacket portTownPacket = new PortTownReturnPacket(1); PortTownIndividualPacket portTownIndividual = new PortTownIndividualPacket(); portTownIndividual.setAllData_forDemo(); portTownPacket.addNewPortTownData(portTownIndividual); return(portTownPacket); }
public static PortTownReturnPacket generatePortTownInformation(SimplifiedLayoutReturnPacket simplifiedLayout, UpscaledLayoutReturnPacket upscaledLayout, float roomWidthHeight, int numOfVertsPerEdge, byte sizeOfExplorableArea, System.Random random_forThread) { byte targetNumberOfPortTowns = getTargetNumberOfPortTownsByAreaSize(sizeOfExplorableArea, random_forThread); SimpleRoom_Output[,] simplifiedRoomArray = simplifiedLayout.getSimplifiedRoomArray(); PortTownReturnPacket portTownPacket = new PortTownReturnPacket(targetNumberOfPortTowns); byte simpleLayoutWidth = (byte)simplifiedRoomArray.GetLength(0); byte simpleLayoutHeight = (byte)simplifiedRoomArray.GetLength(1); byte roomX; byte roomY; byte breaker; // First, place a port town at the starting space: roomX = simplifiedLayout.getPlayerStartingLocation()[0]; roomY = simplifiedLayout.getPlayerStartingLocation()[1]; portTownPacket.addNewPortTownData(createNewPortTownAtLocation(simplifiedLayout, upscaledLayout, roomX, roomY, roomWidthHeight, numOfVertsPerEdge, random_forThread)); // Then, build more as neccessary: for (byte index = 0; index < targetNumberOfPortTowns - 1; index++) { breaker = 50; do { roomX = (byte)random_forThread.Next(0, simpleLayoutWidth); roomY = (byte)random_forThread.Next(0, simpleLayoutHeight); // If the town can't be placed in 50 attempts, chances are none of the later ones will either. // So we give up and return the port towns before the target number is reached. if (--breaker == 0 && index > 0) { return(portTownPacket); } } while (!checkIfRoomCanHavePortTown(simplifiedRoomArray[roomX, roomY], portTownPacket, roomX, roomY, simplifiedLayout.getFinalTreasureLocation())); portTownPacket.addNewPortTownData(createNewPortTownAtLocation(simplifiedLayout, upscaledLayout, roomX, roomY, roomWidthHeight, numOfVertsPerEdge, random_forThread)); } return(portTownPacket); }
private static PortTownIndividualPacket createNewPortTownAtLocation(SimplifiedLayoutReturnPacket simplifiedLayout, UpscaledLayoutReturnPacket upscaledLayout, byte roomX, byte roomY, float roomWidthHeight, int numOfVertsPerEdge, System.Random random_forThread) { PortTownIndividualPacket portTownIndividual = new PortTownIndividualPacket(); portTownIndividual.setPortTownPierCoords_simple(roomX, roomY); Vector2 waterPosition = new Vector2((roomX + 0.5f) * roomWidthHeight, (roomY + 0.5f) * -roomWidthHeight); Vector2 landPosition = findPortTownPierLandPoint(simplifiedLayout.getSimplifiedRoomArray()[roomX, roomY], waterPosition, roomWidthHeight, random_forThread); portTownIndividual.setPortTownYRotation(Vector2.SignedAngle(waterPosition - landPosition, Vector2.up)); Vector2 stepAmount = (landPosition - waterPosition).normalized * Constants.shipMoveSpeed; do { waterPosition += stepAmount; } while (BoolArrayManager.checkForConflict_V2_noDoors(upscaledLayout.getBoolArray(), waterPosition)); stepAmount = stepAmount / Constants.shipMoveSpeed * Constants.portTownDistanceFromLand; waterPosition -= stepAmount; portTownIndividual.setPortTownPierCoords_upscaled(waterPosition.x, waterPosition.y); addHousesAroundPier(portTownIndividual, upscaledLayout.getLandVertexHeights(), random_forThread); return(portTownIndividual); }