Пример #1
0
		public static Tile[] Tiles2DToTiles(Tile[,] tiles2D) {
			Tile[] tiles = new Tile[19];
			int i = 0;

			for (int y = 0; y < tiles2D.GetLength(0); ++y) {
				for (int x = 0; x < tiles2D.GetLength(1); ++x) {
					if (tiles2D[y, x] != null) {
						tiles[i++] = tiles2D[y, x];
					}
				}
			}

			return tiles;
		}
Пример #2
0
		private static Tile[] CreateTiles(Random rng) {
			Tile[] tiles = new Tile[19];

			TilePool tilePool = new TilePool();
			TokenPool tokenPool = new TokenPool();

			for (int i = 0; i < 19; ++i) {
				Tile tile = tilePool.GetRandomTile(rng);
				if (tile.terrain != TerrainType.Desert) {
					tile.token = tokenPool.GetRandomToken(rng);
				}
				else {
					tile.token = 0;
				}
				tiles[i] = tile;
			}

			return tiles;
		}
Пример #3
0
		public static Tile[,] TilesToTiles2D(Tile[] tiles) {
			Tile[,] tiles2D = new Tile[5, 5];

			for (int i = 0; i < tiles.Length; ++i) {
				if (i < 3) {
					tiles2D[0, i + 2] = tiles[i];
				}
				else if (i < 7) {
					tiles2D[1, i - 3 + 1] = tiles[i];
				}
				else if (i < 12) {
					tiles2D[2, i - 7] = tiles[i];
				}
				else if (i < 16) {
					tiles2D[3, i - 12] = tiles[i];
				}
				else {
					tiles2D[4, i - 16] = tiles[i];
				}
			}

			return tiles2D;
		}
Пример #4
0
		private static Node[] CreateNodes(Tile[,] tiles) {
			List<Node> nodes = new List<Node>();

			for (int y = 0; y < tiles.GetLength(0); ++y) {
				for (int x = 0; x < tiles.GetLength(1); ++x) {
					Tile tile = tiles[y, x];

					if (tile == null) {
						continue;
					}

					tile.nodes = new Node[6];

					for (int n = 0; n < tile.nodes.Length; ++n) {
						Node neighboursNode = null;

						#region Switch Case - Find Node in neighbouring Tile
						switch (n) {
							case 0:
								neighboursNode = GetNeighboursNode(x, y, tiles, new List<KeyValuePair<NeighbourDirection, int>>() {
									new KeyValuePair<NeighbourDirection, int>(NeighbourDirection.UP, 2),
									new KeyValuePair<NeighbourDirection, int>(NeighbourDirection.UPRIGHT, 4)
								});
								break;
							case 1:
								neighboursNode = GetNeighboursNode(x, y, tiles, new List<KeyValuePair<NeighbourDirection, int>>() {
									new KeyValuePair<NeighbourDirection, int>(NeighbourDirection.UPRIGHT, 3),
									new KeyValuePair<NeighbourDirection, int>(NeighbourDirection.RIGHT, 5)
								});
								break;
							case 2:
								neighboursNode = GetNeighboursNode(x, y, tiles, new List<KeyValuePair<NeighbourDirection, int>>() {
									new KeyValuePair<NeighbourDirection, int>(NeighbourDirection.RIGHT, 4),
									new KeyValuePair<NeighbourDirection, int>(NeighbourDirection.DOWN, 0)
								});
								break;
							case 3:
								neighboursNode = GetNeighboursNode(x, y, tiles, new List<KeyValuePair<NeighbourDirection, int>>() {
									new KeyValuePair<NeighbourDirection, int>(NeighbourDirection.DOWN, 5),
									new KeyValuePair<NeighbourDirection, int>(NeighbourDirection.DOWNLEFT, 2)
								});
								break;
							case 4:
								neighboursNode = GetNeighboursNode(x, y, tiles, new List<KeyValuePair<NeighbourDirection, int>>() {
									new KeyValuePair<NeighbourDirection, int>(NeighbourDirection.DOWNLEFT, 0),
									new KeyValuePair<NeighbourDirection, int>(NeighbourDirection.LEFT, 2)
								});
								break;
							case 5:
								neighboursNode = GetNeighboursNode(x, y, tiles, new List<KeyValuePair<NeighbourDirection, int>>() {
									new KeyValuePair<NeighbourDirection, int>(NeighbourDirection.LEFT, 1),
									new KeyValuePair<NeighbourDirection, int>(NeighbourDirection.UP, 3)
								});
								break;
						}
						#endregion

						Node node = null;
						if (neighboursNode != null) {
							node = neighboursNode;
						}
						else {
							node = new Node();
							nodes.Add(node);
						}

						tile.nodes[n] = node;

						if (node.tiles == null || !node.tiles.Contains(tile)) {
							AddTileToNode(tile, node);
						}
					}
				}
			}

			return nodes.ToArray();
		}
Пример #5
0
			public TilePool() {
				tiles = new List<Tile>();

				foreach (TerrainType terrain in PoolDefaultCollections.GetDefaultTiles()) {
					Tile tile = new Tile();
					tile.terrain = terrain;
					tiles.Add(tile);
				}
			}
Пример #6
0
		private static void AddEdgeToTile(Edge edge, Tile tile) {
			if (tile.edges == null) {
				tile.edges = new Edge[6];
			}

			for (int i = 0; i < tile.edges.Length; ++i) {
				if (tile.edges[i] == null) {
					tile.edges[i] = edge;
					break;
				}
			}
		}
Пример #7
0
		private static void AddTileToEdge(Tile tile, Edge edge) {
			if (edge.tiles == null) {
				edge.tiles = new Tile[2];
			}

			for (int i = 0; i < edge.tiles.Length; ++i) {
				if (edge.tiles[i] == null) {
					edge.tiles[i] = tile;
					break;
				}
			}
		}
Пример #8
0
		private static void AddTileToNode(Tile tile, Node node) {
			if (node.tiles == null) {
				node.tiles = new Tile[3];
			}

			for (int i = 0; i < node.tiles.Length; ++i) {
				if (node.tiles[i] == null) {
					node.tiles[i] = tile;
					break;
				}
			}
		}
Пример #9
0
		private static Tile GetNeighbour(int x, int y, Tile[,] tiles2D, NeighbourDirection neighbourDirection) {
			Tile result = null;

			switch (neighbourDirection) {
				case NeighbourDirection.UP:
					if (y > 0) {
						result = tiles2D[y - 1, x];
					}
					break;
				case NeighbourDirection.UPRIGHT:
					if (y > 0 && x < 4) {
						result = tiles2D[y - 1, x + 1];
					}
					break;
				case NeighbourDirection.RIGHT:
					if (x < 4) {
						result = tiles2D[y, x + 1];
					}
					break;
				case NeighbourDirection.DOWN:
					if (y < 4) {
						result = tiles2D[y + 1, x];
					}
					break;
				case NeighbourDirection.DOWNLEFT:
					if (y < 4 && x > 0) {
						result = tiles2D[y + 1, x - 1];
					}
					break;
				case NeighbourDirection.LEFT:
					if (x > 0) {
						result = tiles2D[y, x - 1];
					}
					break;
			}

			return result;
		}
Пример #10
0
		private static Node GetNeighboursNode(int x, int y, Tile[,] tiles2D, List<KeyValuePair<NeighbourDirection, int>> neighbours) {
			Node result = null;

			foreach (KeyValuePair<NeighbourDirection, int> neighbour in neighbours) {
				Tile neighbourTile = GetNeighbour(x, y, tiles2D, neighbour.Key);
				if (neighbourTile != null && neighbourTile.nodes != null) {
					result = neighbourTile.nodes[neighbour.Value];
					break;
				}
			}

			return result;
		}
Пример #11
0
		private static Edge[] CreateEdges(Tile[,] tiles) {
			List<Edge> edges = new List<Edge>();

			foreach (Tile tile in tiles) {
				if (tile == null) {
					continue;
				}

				for (int i = 0; i < tile.nodes.Length; ++i) {
					Node n1 = tile.nodes[i];
					Node n2 = tile.nodes[(i + 1) % tile.nodes.Length];

					Edge existingEdge = edges.Find(e => (e.nodes[0] == n1 && e.nodes[1] == n2) || e.nodes[0] == n2 && e.nodes[1] == n1);

					if (existingEdge == null) {
						Edge edge = new Edge() {
							nodes = new Node[] { n1, n2 }
						};

						AddEdgeToNode(edge, n1);
						AddEdgeToNode(edge, n2);
						AddEdgeToTile(edge, tile);
						AddTileToEdge(tile, edge);

						edges.Add(edge);
					}
					else {
						AddEdgeToTile(existingEdge, tile);
						AddTileToEdge(tile, existingEdge);
					}
                }
			}

			return edges.ToArray();
		}