Пример #1
0
    void AddWallSegment(Vector3 pivot, HexCell_Script pivotCell,
                        Vector3 left, HexCell_Script leftCell,
                        Vector3 right, HexCell_Script rightCell)
    {
        if (pivotCell.IsUnderwater)
        {
            return;
        }

        bool hasLeftWall = !leftCell.IsUnderwater &&
                           pivotCell.GetEdgeType(leftCell) != HexEdgeType.Cliff;
        bool hasRightWall = !rightCell.IsUnderwater &&
                            pivotCell.GetEdgeType(rightCell) != HexEdgeType.Cliff;


        if (hasLeftWall)
        {
            if (hasRightWall)
            {
                bool hasTower = false;
                if (leftCell.Elevation == rightCell.Elevation)
                {
                    HexHash hash = HexMetrics_Script.SampleHashGrid((pivot + left + right) * (1f / 3f));

                    hasTower = hash.e < HexMetrics_Script.wallTowerTreshold;
                }
                AddWallSegment(pivot, left, pivot, right, hasTower);
            }
            else if (leftCell.Elevation < rightCell.Elevation)
            {
                AddWallWedge(pivot, left, right);
            }
            else
            {
                AddWallCap(pivot, left);
            }
        }
        else if (hasRightWall)
        {
            if (rightCell.Elevation < leftCell.Elevation)
            {
                AddWallWedge(right, pivot, left);
            }
            else
            {
                AddWallCap(right, pivot);
            }
        }
    }
Пример #2
0
    void TriangulateCornerCliffTerraces(Vector3 begin, HexCell_Script beginCell,
                                        Vector3 left, HexCell_Script leftCell,
                                        Vector3 right, HexCell_Script rightCell)
    {
        float b = 1f / (leftCell.Elevation - beginCell.Elevation);

        if (b < 0)
        {
            b = -b;
        }
        Vector3 boundary      = Vector3.Lerp(HexMetrics_Script.Perturb(begin), HexMetrics_Script.Perturb(left), b);
        Color   boundaryColor = Color.Lerp(color1, color2, b);

        Vector3 types;

        types.x = beginCell.TerrainTypeIndex;
        types.y = beginCell.TerrainTypeIndex;
        types.z = beginCell.TerrainTypeIndex;

        TriangulateBoundaryTriangle(right, color3, begin, color1, boundary, boundaryColor, types);

        if (leftCell.GetEdgeType(rightCell) == HexEdgeType.Slope)
        {
            TriangulateBoundaryTriangle(left, color2, right, color3, boundary, boundaryColor, types);
        }
        else
        {
            terrain.AddTriangleUnperturbed(HexMetrics_Script.Perturb(left), HexMetrics_Script.Perturb(right), boundary);
            //Search for Rand Error
            terrain.AddTriangleColor(color2, color3, boundaryColor);
            terrain.AddTriangleTerrainTypes(types);
        }
    }
Пример #3
0
 public void AddWall(EdgeVertices near, HexCell_Script nearCell,
                     EdgeVertices far, HexCell_Script farCell,
                     bool hasRiver, bool hasRoad)
 {
     if (nearCell.Walled != farCell.Walled && !nearCell.IsUnderwater &&
         !farCell.IsUnderwater && nearCell.GetEdgeType(farCell) != HexEdgeType.Cliff)
     {
         AddWallSegment(near.v1, far.v1, near.v2, far.v2);
         if (hasRiver || hasRoad)
         {
             AddWallCap(near.v2, far.v2);
             AddWallCap(far.v4, near.v4);
         }
         else
         {
             AddWallSegment(near.v2, far.v2, near.v3, far.v3);
             AddWallSegment(near.v3, far.v3, near.v4, far.v4);
         }
         AddWallSegment(near.v4, far.v4, near.v5, far.v5);
     }
 }
    bool Search(HexCell_Script fromCell, HexCell_Script toCell, int speed)
    {
        searchFrontierPhase += 2;

        if (searchFrontier == null)
        {
            searchFrontier = new HexCellPriorityQueue();
        }
        else
        {
            searchFrontier.Clear();
        }



        //WaitForSeconds delay = new WaitForSeconds(1 / 60f);
        fromCell.SearchPhase = searchFrontierPhase;
        fromCell.Distance    = 0;
        searchFrontier.Enqueue(fromCell);
        while (searchFrontier.Count > 0)
        {
            //yield return delay;
            HexCell_Script current = searchFrontier.Dequeue();
            current.SearchPhase += 1;

            if (current.SearchPhase == 10000)
            {
                Debug.LogError("Could not find Path after 10000 searches!");
                return(false);
            }

            if (current == toCell)
            {
                return(true);
            }


            int currentTurn = (current.Distance - 1) / speed;

            for (HexDirection d = HexDirection.NE; d <= HexDirection.NW; d++)
            {
                HexCell_Script neighbor = current.GetNeighbor(d);
                if (neighbor == null ||
                    neighbor.SearchPhase > searchFrontierPhase)
                {
                    continue;
                }
                if (neighbor.IsUnderwater || neighbor.Unit)
                {
                    continue;
                }


                HexEdgeType edgeType = current.GetEdgeType(neighbor);
                if (edgeType == HexEdgeType.Cliff)
                {
                    continue;
                }


                int moveCost;
                if (current.HasRoadThroughEdge(d))
                {
                    moveCost = 1;
                }
                else if (current.Walled != neighbor.Walled)
                {
                    continue;
                }
                else
                {
                    moveCost  = edgeType == HexEdgeType.Flat ? 5 : 10;
                    moveCost += neighbor.UrbanLevel + neighbor.FarmLevel + neighbor.PlantLevel;
                }

                int distance = current.Distance + moveCost;
                int turn     = distance / speed;
                if (turn > currentTurn)
                {
                    distance = turn * speed + moveCost;
                }

                if (neighbor.SearchPhase < searchFrontierPhase)
                {
                    neighbor.SearchPhase = searchFrontierPhase;
                    neighbor.Distance    = distance;
                    //neighbor.SetLabel(turn.ToString());
                    neighbor.PathFrom        = current;
                    neighbor.SearchHeuristic = neighbor.coordinates.DistanceTo(toCell.coordinates);
                    searchFrontier.Enqueue(neighbor);
                }
                else if (distance < neighbor.Distance)
                {
                    int oldPriority = neighbor.SearchPriority;
                    neighbor.Distance = distance;
                    //neighbor.SetLabel(turn.ToString());
                    neighbor.PathFrom = current;
                    searchFrontier.Change(neighbor, oldPriority);
                }

                //searchFrontier.Sort((x, y) => x.SearchPriority.CompareTo(y.SearchPriority));
            }
        }
        return(false);
    }
Пример #5
0
    void TriangulateCorner(Vector3 bottom, HexCell_Script bottomCell,
                           Vector3 left, HexCell_Script leftCell,
                           Vector3 right, HexCell_Script rightCell)
    {
        HexEdgeType leftEdgeType  = bottomCell.GetEdgeType(leftCell);
        HexEdgeType rightEdgeType = bottomCell.GetEdgeType(rightCell);

        if (leftEdgeType == HexEdgeType.Slope)
        {
            if (rightEdgeType == HexEdgeType.Slope)
            {
                TriangulateCornerTerraces(bottom, bottomCell,
                                          left, leftCell,
                                          right, rightCell);
                return;
            }
            else if (rightEdgeType == HexEdgeType.Flat)
            {
                TriangulateCornerTerraces(left, leftCell, right, rightCell, bottom, bottomCell);
            }
            else
            {
                TriangulateCornerTerracesCliff(bottom, bottomCell, left, leftCell, right, rightCell);
            }
        }
        else if (rightEdgeType == HexEdgeType.Slope)
        {
            if (leftEdgeType == HexEdgeType.Flat)
            {
                TriangulateCornerTerraces(right, rightCell, bottom, bottomCell, left, leftCell);
            }
            else
            {
                TriangulateCornerCliffTerraces(bottom, bottomCell, left, leftCell, right, rightCell);
            }
        }
        else if (leftCell.GetEdgeType(rightCell) == HexEdgeType.Slope)
        {
            if (leftCell.Elevation < rightCell.Elevation)
            {
                TriangulateCornerCliffTerraces(right, rightCell, bottom, bottomCell, left, leftCell);
            }
            else
            {
                TriangulateCornerTerracesCliff(left, leftCell, right, rightCell, bottom, bottomCell);
            }
            return;
        }
        else
        {
            terrain.AddTriangle(bottom, left, right);
            //Search for Rand Error
            terrain.AddTriangleColor(color1, color2, color3);
            Vector3 types;
            types.x = bottomCell.TerrainTypeIndex;
            types.y = leftCell.TerrainTypeIndex;
            types.z = rightCell.TerrainTypeIndex;
            terrain.AddTriangleTerrainTypes(types);
        }

        features.AddWall(bottom, bottomCell, left, leftCell, right, rightCell);
    }
Пример #6
0
    void TriangulateConnection(HexDirection direction, HexCell_Script cell, EdgeVertices e1)
    {
        HexCell_Script neighbor = cell.GetNeighbor(direction);

        if (neighbor == null)
        {
            return;
        }


        Vector3 bridge = HexMetrics_Script.GetBridge(direction);

        bridge.y = neighbor.Position.y - cell.Position.y;
        EdgeVertices e2 = new EdgeVertices(e1.v1 + bridge, e1.v5 + bridge);

        bool hasRiver = cell.HasRiverThroughEdge(direction);
        bool hasRoad  = cell.HasRoadThroughEdge(direction);

        if (hasRiver)
        {
            e2.v3.y = neighbor.StreamBedY;

            if (!cell.IsUnderwater)
            {
                if (!neighbor.IsUnderwater)
                {
                    TriangulateRiverQuad(e1.v2, e1.v4, e2.v2, e2.v4,
                                         cell.HasIncomingRiver && cell.IncomingRiver == direction,
                                         cell.RiverSurfaceY, neighbor.RiverSurfaceY, 0.8f);
                }
                else if (cell.Elevation > neighbor.WaterLevel)
                {
                    TriangulateWaterfallInWater(e1.v2, e1.v4, e2.v2, e2.v4,
                                                cell.RiverSurfaceY, neighbor.RiverSurfaceY,
                                                neighbor.WaterSurfaceY);
                }
            }
            else if (!neighbor.IsUnderwater && neighbor.Elevation > cell.WaterLevel)
            {
                TriangulateWaterfallInWater(e2.v4, e2.v2, e1.v4, e1.v2,
                                            neighbor.RiverSurfaceY, cell.RiverSurfaceY,
                                            cell.WaterSurfaceY);
            }
        }


        if (cell.GetEdgeType(direction) == HexEdgeType.Slope)
        {
            TriangulateEdgeTerraces(e1, cell, e2, neighbor, hasRoad);
        }
        else
        {
            TriangulateEdgeStrip(e1, color1, cell.TerrainTypeIndex,
                                 e2, color2, neighbor.TerrainTypeIndex, hasRoad);
        }

        features.AddWall(e1, cell, e2, neighbor, hasRiver, hasRoad);

        HexCell_Script nextNeighbor = cell.GetNeighbor(direction.Next());

        if (nextNeighbor != null && direction <= HexDirection.E)
        {
            Vector3 v5 = e1.v5 + HexMetrics_Script.GetBridge(direction.Next());
            v5.y = nextNeighbor.Position.y;

            if (cell.Elevation <= neighbor.Elevation)
            {
                if (cell.Elevation <= nextNeighbor.Elevation)
                {
                    TriangulateCorner(e1.v5, cell, e2.v5, neighbor, v5, nextNeighbor);
                }
                else
                {
                    TriangulateCorner(v5, nextNeighbor, e1.v5, cell, e2.v5, neighbor);
                }
            }
            else if (neighbor.Elevation <= nextNeighbor.Elevation)
            {
                TriangulateCorner(e2.v5, neighbor, v5, nextNeighbor, e1.v5, cell);
            }
            else
            {
                TriangulateCorner(v5, nextNeighbor, e1.v5, cell, e2.v5, neighbor);
            }
            //AddTriangle(v2, v5, v5);
            //AddTriangleColor(cell.color, neighbor.color, nextNeighbor.color);
        }
    }