private int RaiseTerrain(int chunkSize, int budget, MapRegion region) { searchFrontierPhase += 1; HexCell firstCell = GetRandomCell(region); firstCell.SearchPhase = searchFrontierPhase; firstCell.Distance = 0; firstCell.SearchHeuristic = 0; searchFrontier.Enqueue(firstCell); HexCoordinates center = firstCell.coordinates; int rise = Random.value < highRiseProbability ? 2 : 1; int size = 0; while (size < chunkSize && searchFrontier.Count > 0) { HexCell current = searchFrontier.Dequeue(); int originalElevation = current.Elevation; int newElevation = originalElevation + rise; if (newElevation > elevationMaximum) { continue; } current.Elevation = newElevation; if ( originalElevation < waterLevel && newElevation >= waterLevel && --budget == 0 ) { break; } size += 1; for (HexDirection d = HexDirection.NE; d <= HexDirection.NW; d++) { HexCell neighbor = current.GetNeighbor(d); if (neighbor && neighbor.SearchPhase < searchFrontierPhase) { neighbor.SearchPhase = searchFrontierPhase; neighbor.Distance = neighbor.coordinates.DistanceTo(center); neighbor.SearchHeuristic = Random.value < jitterProbability ? 1 : 0; searchFrontier.Enqueue(neighbor); } } } searchFrontier.Clear(); return(budget); }
private bool Search(HexCell fromCell, HexCell toCell, HexUnit unit) { int speed = unit.Speed; searchFrontierPhase += 2; if (searchFrontier == null) { searchFrontier = new HexCellPriorityQueue(); } else { searchFrontier.Clear(); } fromCell.SearchPhase = searchFrontierPhase; fromCell.Distance = 0; searchFrontier.Enqueue(fromCell); while (searchFrontier.Count > 0) { HexCell current = searchFrontier.Dequeue(); current.SearchPhase += 1; if (current == toCell) { return(true); } int currentTurn = (current.Distance - 1) / speed; for (HexDirection d = HexDirection.NE; d <= HexDirection.NW; d++) { HexCell neighbor = current.GetNeighbor(d); if (neighbor == null || neighbor.SearchPhase > searchFrontierPhase) { continue; } if (!unit.IsValidDestination(neighbor)) { continue; } int moveCost = unit.GetMoveCost(current, neighbor, d); if (moveCost < 0) { continue; } int distance = current.Distance + moveCost; int turn = (distance - 1) / speed; if (turn > currentTurn) { distance = turn * speed + moveCost; } if (neighbor.SearchPhase < searchFrontierPhase) { neighbor.SearchPhase = searchFrontierPhase; neighbor.Distance = distance; 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.PathFrom = current; searchFrontier.Change(neighbor, oldPriority); } } } return(false); }