Exemplo n.º 1
0
        protected override void ReadData(BinaryReader reader)
        {
            string name       = reader.ReadString();
            int    size       = reader.ReadInt32();
            float  resolution = reader.ReadSingle();
            int    width      = reader.ReadInt32();
            int    height     = reader.ReadInt32();

            float[,] map = new float[width, height];
            for (int z = 0; z < height; z++)
            {
                for (int x = 0; x < width; x++)
                {
                    map[x, z] = reader.ReadSingle();
                }
            }

            this.Map            = new PlayfieldMap();
            this.Map.Name       = name;
            this.Map.SizeClass  = size;
            this.Map.Resolution = resolution;
            this.Map.HeightMap  = map;
        }
Exemplo n.º 2
0
 public PlayfieldMapRender(PlayfieldMap map, PlayfieldData data, ImageRenderer renderer)
 {
     this.Map      = map;
     this.Data     = data;
     this.Renderer = renderer;
 }
Exemplo n.º 3
0
 public PlayfieldMapRender(PlayfieldMap map, PlayfieldData data) : this(map)
 {
     this.Data = data;
 }
Exemplo n.º 4
0
 public PlayfieldMapRender(PlayfieldMap map) : this()
 {
     this.Map = map;
 }
Exemplo n.º 5
0
 public PlayfieldMapPacket(PlayfieldMap map) : this()
 {
     this.Map = map;
 }
Exemplo n.º 6
0
        private void MapPlayfield()
        {
            try
            {
                Log.Info($"Mapping playfield {this.Playfield?.Name}.");

                PlayfieldMap map = new PlayfieldMap();
                map.Name       = this.Playfield.Name;
                map.Resolution = this.MapResolution;

                // Probe playfield size by examining entity positions.
                Log.Info($"Calculating size of {this.Playfield.Name} using entity positions.");
                float xmin = float.MaxValue, xmax = float.MinValue, zmin = float.MaxValue, zmax = float.MinValue;
                if (this.Playfield?.Entities?.Values == null)
                {
                    Log.Warn($"Playfield {this.Playfield.Name} has null entities. Cannot determine map size.");
                    return;
                }

                foreach (IEntity entity in this.Playfield?.Entities?.Values)
                {
                    if (entity == null)
                    {
                        continue;
                    }
                    xmin = Math.Min(xmin, entity.Position.x);
                    xmax = Math.Max(xmax, entity.Position.x);
                    zmin = Math.Min(zmin, entity.Position.z);
                    zmax = Math.Max(zmax, entity.Position.z);
                }
                int xBounds = (int)Math.Max(Math.Abs(xmin), Math.Abs(xmax));
                int zBounds = (int)Math.Max(Math.Abs(zmin), Math.Abs(zmax));
                xBounds        = (xBounds > 16000) ? 32000 : (xBounds > 8000) ? 16000 : (xBounds > 4000) ? 8000 : (xBounds > 2000) ? 4000 : 2000;
                zBounds        = (zBounds > 8000) ? 16000 : (zBounds > 4000) ? 8000 : (zBounds > 2000) ? 4000 : (zBounds > 1000) ? 2000 : 1000;
                this.SizeClass = (int)Math.Log(xBounds / 1000, 2);

                Log.Info($"Playfield {this.Playfield.Name} is size class {this.SizeClass} and has bounds X: {xBounds}, Z: {zBounds}.");

                int dataWidth  = (int)(xBounds * 2 / map.Resolution);
                int dataHeight = (int)(zBounds * 2 / map.Resolution);
                float[,] data = new float[dataWidth, dataHeight];
                float pfz;                 // z-coordinate translated to playfield coordinates. Avoid recalculating it for every x-coordinate.
                for (int z = 0; z < dataHeight; z++)
                {
                    pfz = (z * map.Resolution) - zBounds;
                    for (int x = 0; x < dataWidth; x++)
                    {
                        data[x, z] = this.Playfield.GetTerrainHeightAt((x * map.Resolution) - xBounds, pfz) / map.Resolution;
                    }
                }

                map.HeightMap     = data;
                this.PlayfieldMap = map;
                Log.Info($"Mapping of {this.Playfield.Name} is complete. With resolution {map.Resolution}, map is ({dataWidth}, {dataHeight}).");

                if (this.notifyWhenMapReady != null)
                {
                    foreach (Action <PlayfieldMap> action in this.notifyWhenMapReady)
                    {
                        action(map);
                    }
                }

                this.notifyWhenMapReady = null;
            } catch (Exception ex)
            {
                Log.Warn($"Failed to map {this.Playfield.Name}. Reason: {ex.Message}");
                throw;
            }
        }