/// <summary> /// Generate a TestTerrain /// </summary> /// <param name="x">Size X</param> /// <param name="y">Size Y</param> /// <returns>Completed GameMap</returns> public GameMap GenerateTestTerran(int x, int y) { LandMassGenerator lmg = new LandMassGenerator(); PointGroup ocean = lmg.GenerateOcean(x, y); PointGroup LandMass = new PointGroup(); PointGroup IceCaps = new PointGroup(); PointGroup Deserts = new PointGroup(); PointGroup Swamp = new PointGroup(); MapConsolidator mc = new MapConsolidator(); //***LandMass*** //right side of planet LandMass.AddRange(lmg.GenerateContinent(x / 4, y / 4, 10, 20, 20)); //Canada region LandMass.AddRange(lmg.GenerateContinent(x / 2, y / 4, 4, 10, 10)); //Greenland Region LandMass.AddRange(lmg.GenerateContinent(x / 4, y / 3, 7, 20, 30)); //North America region LandMass.AddRange(lmg.GenerateContinent(x / 4, y / 2, 4, 10, 10)); //Centeral America Region LandMass.AddRange(lmg.GenerateContinent(x / 4, y * 3 / 4, 7, 20, 20)); //South America region //left side of planet LandMass.AddRange(lmg.GenerateContinent(x * 3 / 4, y / 4, 10, 20, 30)); //Siberia Region LandMass.AddRange(lmg.GenerateContinent(x * 2 / 3, y / 3, 4, 10, 10)); //Europe Region LandMass.AddRange(lmg.GenerateContinent(x * 2 / 3, y * 2 / 3, 7, 20, 20)); //Africa Region LandMass.AddRange(lmg.GenerateContinent(x * 3 / 4, y * 3 / 4, 3, 10, 10)); //Australia Region LandMass.AddRange(lmg.GenerateContinent(x * 7 / 8, y / 2, 7, 10, 10)); //Asian Region //South Pole LandMass.AddRange(lmg.GenerateContinent(x / 2, y, 3, 10, 10)); //South pole land IceCaps.AddRange(lmg.GenerateIceCaps(x, y)); //Ice Caps //***LandMass SubRegions*** //Deserts Deserts.AddRange(lmg.GenerateDesert(LandMass, 20, 10)); Deserts.AddRange(lmg.GenerateDesert(LandMass, 20, 10)); //Swamps Swamp.AddRange(lmg.GenerateSwamp(LandMass, 20, 10)); Swamp.AddRange(lmg.GenerateSwamp(LandMass, 20, 10)); LandMass = MapWrap(LandMass, x); LandMass = mc.ConsolidateGroupPoints(new List <PointGroup> { ocean, LandMass, Deserts, Swamp }); LandMass.AddRange(IceCaps); return(ColorMap(LandMass, x, y)); //return LandMass; }
/// <summary> /// Generate the IceCaps /// </summary> /// <param name="sizex"></param> /// <param name="sizey"></param> /// <returns></returns> public PointGroup GenerateIceCaps(int sizex, int sizey) { int miny = sizey / 8; int maxy = sizey * 7 / 8; PointGroupGenerator pgg = new PointGroupGenerator(); PointGroup caps = new PointGroup(); caps.AddRange(pgg.GenerateBox(0, 0, sizex, miny, (sizex + sizey) * 2, MapTerrain.Ice)); caps.AddRange(pgg.GenerateBox(0, maxy, sizex, sizey, (sizex + sizey) * 2, MapTerrain.Ice)); foreach (MapPoint mp in caps) { mp.Terrain = IceOrOcean(mp.Y, sizey); } PointGroup newpointgroup = new PointGroup(); newpointgroup.AddRangeAlpha(caps, MapTerrain.Ocean); return(newpointgroup); }
/// <summary> /// Generate a continent /// </summary> /// <param name="x">X start</param> /// <param name="y">Y start</param> /// <param name="clusters">Number of clusters</param> /// <param name="clustersize">distance between cluster center nodes</param> /// <param name="clusterpoints">Number of points in each cluster.</param> /// <returns>Continent</returns> public PointGroup GenerateContinent(int x, int y, int clusters, int clustersize, int clusterpoints) { PointGroupGenerator pgg = new PointGroupGenerator(); PointGroup clusternodes = pgg.GenerateCluster(x, y, clusters, MapTerrain.Plains, clustersize); PointGroup landmass = new PointGroup(); foreach (MapPoint mp in clusternodes) { landmass.AddRange(pgg.GenerateCluster(mp.X, mp.Y, clusterpoints, MapTerrain.Plains, 5)); } return(landmass); }
/// <summary> /// Consolidate MapPoints, destroyes overlap. /// </summary> /// <param name="lpg">List of PointGroups to consolidate.</param> /// <returns>Consolidated MapPoints.</returns> public PointGroup ConsolidateGroupPoints(List <PointGroup> lpg) { PointGroup ConsolidatedPoints = new PointGroup(); PointGroup removegroup = new PointGroup(); foreach (PointGroup pg in lpg) { for (int i = 0; i < ConsolidatedPoints.Count; i++) { if (pg.InBounds(ConsolidatedPoints[i], 5)) { removegroup.Add(ConsolidatedPoints[i]); } } foreach (MapPoint mp in removegroup) { ConsolidatedPoints.Remove(mp); } removegroup.Clear(); ConsolidatedPoints.AddRange(pg); } return(ConsolidatedPoints); }
public GameMap GenerateTerran() { PointGroup Land = new PointGroup(); PointGroup Desert = new PointGroup(); PointGroup Swamp = new PointGroup(); PointGroup Ocean = new PointGroup(); LandMassGenerator lmg = new LandMassGenerator(); MapConsolidator mc = new MapConsolidator(); //Left Side of Planet DrawLandMassStartEvent?.Invoke(this, "Continents"); Land.AddRange(lmg.GenerateContinent(SizeX / 4, SizeY / 4, MediumContinentPoints, MediumContinentSize, MediumContinentClusterPoints)); //North America Land.AddRange(lmg.GenerateContinent(SizeX / 4, SizeY / 2, SmallContinentPoints, SmallContinentSize, SmallContinentClusterPoints)); //Central America Land.AddRange(lmg.GenerateContinent(SizeX / 4, SizeY * 3 / 4, MediumContinentPoints, MediumContinentSize, MediumContinentClusterPoints)); //South America //Right Side of Planet Land.AddRange(lmg.GenerateContinent(SizeX * 7 / 8, SizeY / 4, HugeContinentPoints, HugeContinentSize, HugeContinentClusterPoints)); //Asia Land.AddRange(lmg.GenerateContinent(SizeX * 2 / 3, SizeY / 2, SmallContinentPoints, SmallContinentSize, SmallContinentClusterPoints)); //Europe Land.AddRange(lmg.GenerateContinent(SizeX * 2 / 3, SizeY * 3 / 4, MediumContinentPoints, MediumContinentSize, MediumContinentClusterPoints)); //Africa Land.AddRange(lmg.GenerateContinent(SizeX * 3 / 4, SizeY * 3 / 4, SmallContinentPoints, SmallContinentSize, SmallContinentClusterPoints)); //Oceania DrawLandMassFinishEvent?.Invoke(this, "Continents"); //Deserts DrawLandMassStartEvent?.Invoke(this, "Desert"); Desert.AddRange(lmg.GenerateDesert(Land, IslandPoints)); Desert.AddRange(lmg.GenerateDesert(Land, IslandPoints)); Desert.AddRange(lmg.GenerateDesert(Land, IslandPoints)); DrawLandMassFinishEvent?.Invoke(this, "Desert"); //Swamp DrawLandMassStartEvent?.Invoke(this, "Swamp"); Swamp.AddRange(lmg.GenerateSwamp(Land, IslandPoints)); Swamp.AddRange(lmg.GenerateSwamp(Land, IslandPoints)); Swamp.AddRange(lmg.GenerateSwamp(Land, IslandPoints)); DrawLandMassFinishEvent?.Invoke(this, "Swamp"); //Ocean DrawLandMassStartEvent?.Invoke(this, "Ocean"); Ocean.AddRange(lmg.GenerateOcean(SizeX, SizeY)); DrawLandMassFinishEvent?.Invoke(this, "Ocean"); //SouthPole DrawLandMassStartEvent?.Invoke(this, "Polar caps"); Land.AddRange(lmg.GenerateContinent(SizeX / 2, SizeY, SmallContinentPoints, SmallContinentSize, SmallContinentClusterPoints)); //Antartica Land Land.AddRange(lmg.GenerateIceCaps(SizeX, SizeY)); DrawLandMassFinishEvent?.Invoke(this, "Polar caps"); DrawLandMassStartEvent?.Invoke(this, "Consildated Map"); Land = mc.ConsolidateGroupPoints(new List <PointGroup>() { Ocean, Land, Desert, Swamp }); DrawLandMassFinishEvent?.Invoke(this, "Consildated Map"); DrawLandMassStartEvent?.Invoke(this, "Wrap Map"); Land = MapWrap(Land, SizeX); DrawLandMassFinishEvent?.Invoke(this, "Wrap Map"); DrawLandMassStartEvent?.Invoke(this, "Color map"); GameMap gamemap = ColorMap(Land, SizeX, SizeY); DrawLandMassFinishEvent?.Invoke(this, "Color map"); return(gamemap); }