示例#1
0
        ///<summary>
        ///load graph from map data
        ///</summary>
        ///<param name="mapData"></param>
        ///<returns>true if successful</returns>
        public bool Load(MapData mapData)
        {
            Clear();

            //get the number of nodes and read them in
            int numNodes = mapData.NodeList.Count;

            for (int n = 0; n < numNodes; ++n)
            {
                NavGraphNode newNode = new NavGraphNode(mapData.NodeList[n]);

                //when editing graphs (with Buckland's Raven map editor), it's
                //possible to end up with a situation where some of the nodes
                //have been invalidated (their id's set to invalid_node_index).
                //Therefore when a node of index invalid_node_index is
                //encountered, it must still be added.
                if (!GraphNode.IsInvalidIndex(newNode.Index))
                {
                    AddNode(newNode);
                }
                else
                {
                    Nodes.Add(newNode);

                    //make sure an edgelist is added for each node
                    Edges.Add(new LinkedList<NavGraphEdge>());

                    ++NextNodeIndex;
                }
            }

            //now add the edges
            int numEdges = mapData.EdgeList.Count;

            for (int e = 0; e < numEdges; ++e)
            {
                NavGraphEdge nextEdge = new NavGraphEdge(mapData.EdgeList[e]);

                Edges[nextEdge.From].AddLast(nextEdge);
            }

            return true;
        }
示例#2
0
文件: Map.cs 项目: funkjunky/Raven
        ///<summary>
        ///sets up the game environment from map file
        ///</summary>
        ///<param name="filename"></param>
        ///<param name="mapData"></param>
        ///<returns></returns>
        public bool LoadMap(string filename, out MapData mapData)
        {
            mapData = null;

            try
            {
                mapData = MyGame.Instance.Content.Load<MapData>(filename);
            }
            catch (Exception e)
            {
                Assert.Fatal(false,
                             "Map.LoadMap: Bad Map Filename -> " + e.Message);
                return false;
            }

            Clear();

            //first of all read and create the navgraph. This must be done
            //before the entities are read from the map file because many of
            //the entities will be linked to a graph node (the graph node will
            //own a pointer to an instance of the entity)
            NavGraph = new SparseGraph(false);

            NavGraph.Load(mapData);

            LogUtil.WriteLineIfLogCreate("NavGraph for " + filename +
                                         " loaded okay");
            LogUtil.WriteLineIfLogCreate(NavGraph.ToString());

            //determine the average distance between graph nodes so that we can
            //partition them efficiently
            CellSpaceNeighborhoodRange =
                GraphUtil.CalculateAverageGraphEdgeLength(NavGraph) + 1;

            LogUtil.WriteLineIfLogCreate("Average edge length is " +
                                         GraphUtil.CalculateAverageGraphEdgeLength(NavGraph));

            LogUtil.WriteLineIfLogCreate("Neighborhood range set to " +
                                         CellSpaceNeighborhoodRange);

            //load in the map size
            SizeX = mapData.SizeX;
            SizeY = mapData.SizeY;

            LogUtil.WriteLineIfLogCreate("Partitioning navgraph nodes...");

            //partition the graph nodes
            PartitionNavGraph();

            LogUtil.WriteLineIfLogCreate("Loading map...");
            foreach (WallData wallData in mapData.WallList)
            {
                LogUtil.WriteLineIfLogCreate("Creating a wall <" +
                                             wallData.Name + "> between " + wallData.From + " and " +
                                             wallData.To);

                AddWall(wallData);
            }

            //note: add triggers before doors (or else!)
            foreach (DoorTriggerData doorTriggerData in mapData.DoorTriggerList)
            {
                LogUtil.WriteLineIfLogCreate("Creating a door trigger <" +
                                             doorTriggerData.Name + "> at " + doorTriggerData.Position);

                AddDoorTrigger(doorTriggerData);
            }

            foreach (DoorData doorData in mapData.DoorList)
            {
                LogUtil.WriteLineIfLogCreate("Creating a door <" +
                                             doorData.Name + "> between " + doorData.From + " and " +
                                             doorData.To);

                AddDoor(doorData);
            }

            foreach (SpawnPointData spawnPointData in mapData.SpawnPointList)
            {
                LogUtil.WriteLineIfLogCreate("Creating a spawn point <" +
                                             spawnPointData.Name + "> at " + spawnPointData.Position);

                AddSpawnPoint(spawnPointData);
            }

            foreach (HealthData healthData in mapData.HealthList)
            {
                LogUtil.WriteLineIfLogCreate(
                    "Creating a health giver trigger <" +
                    healthData.Name + "> at " + healthData.Position);

                AddHealth(healthData);
            }

            foreach (RailgunData railgunData in mapData.RailgunList)
            {
                LogUtil.WriteLineIfLogCreate(
                    "Creating a rail gun weapon giver trigger <" +
                    railgunData.Name + "> at " + railgunData.Position);

                AddRailgun(railgunData);
            }

            foreach (RocketLauncherData rocketLauncherData
                in mapData.RocketLauncherList)
            {
                LogUtil.WriteLineIfLogCreate(
                    "Creating a rocket launcher weapon giver trigger <" +
                    rocketLauncherData.Name + "> at " +
                    rocketLauncherData.Position);

                AddRocketLauncher(rocketLauncherData);
            }

            foreach (ShotgunData shotgunData in mapData.ShotgunList)
            {
                LogUtil.WriteLineIfLogCreate(
                    "Creating a shot gun weapon giver trigger <" +
                    shotgunData.Name + "> at " + shotgunData.Position);

                AddShotgun(shotgunData);
            }

            LogUtil.WriteLineIfLogCreate(filename + " loaded okay");

            //calculate the cost lookup table
            PathCosts = GraphUtil.CreateAllPairsCostsTable(NavGraph);

            return true;
        }
示例#3
0
        ///<summary>
        ///Convert from Raven .map format to RavenX .xml and change scale
        ///</summary>
        ///<param name="ravenMapFilename"></param>
        ///<param name="xmlMapFilename"></param>
        ///<param name="scale"></param>
        public static void Convert(
            string ravenMapFilename, string xmlMapFilename, float scale)
        {
            MapData mapData = new MapData();

            mapData.LoadFromRavenMap(ravenMapFilename);

            mapData.ChangeScale(scale);

            mapData.SaveToXml(xmlMapFilename);
        }