/// <summary> /// Adds edge noise to next to a give tile position /// </summary> /// <param name="row">Tile row index</param> /// <param name="column">Tile column index</param> /// <param name="rowCount">Number of rows per grid</param> /// <param name="columnCount">Number of columns per grid</param> /// <param name="tileIdValue">Edge noise tile id value</param> /// <param name="tileFlags">Tile flags</param> /// <param name="percentage">Percentage to add edge noise</param> /// <param name="allowedDirection">Direction of free tiles</param> /// <param name="map">A Representation of a grid</param> private void AddEdgeNoise(int row, int column, int rowCount, int columnCount, ushort tileIdValue, byte tileFlags, float percentage, List <Direction> allowedDirection, Tile[] map) { if (allowedDirection.Count > 0) { float calculatedPercentage = random.Next(0, 100) / 100f; while (allowedDirection.Count > 0 && percentage >= calculatedPercentage) { //replace allowedDirections int result = random.Next(0, allowedDirection.Count); if (allowedDirection[result].Axis == DirectionAxis.Horizontal) { column += allowedDirection[result].Value; } else { row += allowedDirection[result].Value; } if (TileMathHelper.IsOutOfRange(row, column, rowCount, columnCount)) { return; } allowedDirection = CheckDirections(row, column, rowCount, columnCount, map); int id = TileMathHelper.ToIndex(row, column, columnCount); if (map[id].Id == 0) { map[id] = new Tile(tileIdValue, tileFlags); } percentage -= 0.01f; calculatedPercentage = random.Next(0, 100) / 100f; } } }
/// <summary> /// Checks whenther a tile position is free or out of range /// </summary> /// <param name="row">Row index of the tile</param> /// <param name="column">Column index of the tile</param> /// <param name="columnCount">Number of column per grid</param> /// <param name="rowCount">Number of rows per grid</param> /// <param name="map">A representation of a grid</param> /// <returns>Retruns 0 if the tile is out of range or has already a flag, otherwise 1</returns> private int CheckDirection(int row, int column, int columnCount, int rowCount, Tile[] map) { if (TileMathHelper.IsOutOfRange(row, column, rowCount, columnCount)) { return(0); } return(map[TileMathHelper.ToIndex(row, column, columnCount)].Id == 0 ? 1 : 0); }
/// <summary> /// Returns a grid position of a given tile position /// </summary> /// <param name="row">Tile row index</param> /// <param name="column">Tile column index</param> /// <param name="gridRow">Returns the grid row index</param> /// <param name="gridColumn">Returns the grid column index</param> public void ConvertTileToGridPosition(int row, int column, out int gridRow, out int gridColumn) { gridRow = (int)Math.Floor((double)row / (double)TileRowCount); gridColumn = (int)Math.Floor((double)column / (double)TileColumnCount); if (TileMathHelper.IsOutOfRange(gridRow, gridColumn, GridRowCount, GridColumnCount)) { gridRow = TileMathHelper.FixTileIndex(gridRow, GridRowCount); gridColumn = TileMathHelper.FixTileIndex(gridColumn, GridColumnCount); } }
/// <summary> /// Determine all tiles on screen based on the given viewport /// </summary> /// <param name="viewportWidth">Viewport width in pixel</param> /// <param name="viewportHeight">Viewport height in pixel</param> /// <returns>Returns a flatten byte array which represants the tiles</returns> public Tile[] GetTileMapInScreen(int viewportWidth, int viewportHeight) { ScreenWidth = viewportWidth; ScreenHeight = viewportHeight; int screenColumnCount = (viewportWidth / tileSize); int screenRowCount = (viewportHeight / tileSize); Tile[] tilesInScreen = new Tile[screenRowCount * screenColumnCount]; int posRow = tileRow + (screenRowCount / 2); int negRow = tileRow - (screenRowCount / 2); int posColumn = tileColumn + (screenColumnCount / 2); int negColumn = tileColumn - (screenColumnCount / 2); int rowIndex = 0; for (int r = negRow; r < posRow; r++) { int columnIndex = 0; for (int c = negColumn; c < posColumn; c++) { int newMapIndex = CurrentMapIndex; int realRow = r; int realColumn = c; if (TileMathHelper.IsOutOfRange(r, c, TileRowCount, TileColumnCount)) { newMapIndex = TileMathHelper.GetMapIndex(r, c, TileRowCount, TileColumnCount, newMapIndex); realRow = TileMathHelper.FixTileIndex(r, TileRowCount); realColumn = TileMathHelper.FixTileIndex(c, TileColumnCount); } //GetValues and merge if (newMapIndex < 0) { tilesInScreen[TileMathHelper.ToIndex(rowIndex, columnIndex++, screenColumnCount)] = new Tile(ushort.MaxValue, 255); int newGridRow = (int)Math.Floor((double)r / (double)TileRowCount); int newGridColumn = (int)Math.Floor((double)c / (double)TileColumnCount); GridGenerationIsSlow?.Invoke(this, new GridEventArgs(newGridRow, newGridColumn, GridRow, GridColumn, false)); } else { tilesInScreen[TileMathHelper.ToIndex(rowIndex, columnIndex++, screenColumnCount)] = maps[newMapIndex].MapSurface[TileMathHelper.ToIndex(realRow, realColumn, TileColumnCount)]; } } rowIndex++; } return(tilesInScreen); }
/// <summary> /// Create a circular area to a given map /// </summary> /// <param name="map">The map where the area should be placed on</param> /// <param name="rowIndex">Tile row index</param> /// <param name="columnIndex">Tile column index</param> /// <param name="rowCount">Number of rows per grid</param> /// <param name="columnCount">Number of columns per grid</param> /// <param name="radius">Radius of the circle</param> /// <param name="tileSize">Size of a tile in pixel</param> /// <param name="metersPerTile">Size of a tile in meter</param> /// <param name="tileIdValue">Tile id value for the circular area</param> /// <param name="tileFlag">Tile flag</param> /// <param name="allowEdgeManipulation">Allows areas to overlap tiles from other maps</param> /// <returns>Returns the number of changed tiles</returns> private int CreateCircleArea(Tile[] map, int rowIndex, int columnIndex, int rowCount, int columnCount, int radius, int tileSize, float metersPerTile, ushort tileIdValue, byte tileFlag, bool allowEdgeManipulation) { int modified = 0; int minRadiusTile = (int)Math.Ceiling(radius / metersPerTile); int minRadiusPx = minRadiusTile * tileSize; int x = columnIndex * tileSize; int y = rowIndex * tileSize; for (int r = rowIndex - minRadiusTile; r < rowIndex + minRadiusTile; r++) { for (int c = columnIndex - minRadiusTile; c < columnIndex + minRadiusTile; c++) { int realRow = r; int realColumn = c; if (TileMathHelper.IsOutOfRange(r, c, rowCount, columnCount)) { if (allowEdgeManipulation) { realRow = TileMathHelper.FixTileIndex(r, rowCount); realColumn = TileMathHelper.FixTileIndex(c, columnCount); } else { continue; } } int distance = TileMathHelper.GetDistance(x, y, c * tileSize, r * tileSize); if (distance <= minRadiusPx) { int id = TileMathHelper.ToIndex(realRow, realColumn, columnCount); if (map[id].Id == 0) { map[id] = new Tile(tileIdValue, tileFlag); modified++; } } } } return(modified); }
/// <summary> /// Tries to connects close areas with the same flag /// </summary> /// <param name="row">Tile row index</param> /// <param name="column">Tile column index</param> /// <param name="rowCount">Grid row count</param> /// <param name="columnCount">Grid column count</param> /// <param name="map">Current map as flatten array</param> /// <param name="tileIdValue">Tile id value</param> /// <param name="tileFlags">Tile flags</param> /// <param name="distance">Maximum tile distance between areas</param> /// <param name="axis">Direction of connection</param> private void TryConnect(int row, int column, int rowCount, int columnCount, Tile[] map, ushort tileIdValue, byte tileFlags, int distance, DirectionAxis axis) { bool connectPos = false; bool connectNeg = false; int realRow = row; int realColumn = column; for (int i = distance; i > 0; i--) { if (axis == DirectionAxis.Horizontal) { realColumn = column + i; } else { realRow = row + i; } if (!TileMathHelper.IsOutOfRange(realRow, realColumn, rowCount, columnCount)) { int id = TileMathHelper.ToIndex(realRow, realColumn, columnCount); if (!connectPos) { if (map[id].Id == tileIdValue) { connectPos = true; } } else { if (map[id].Id == 0) { map[id] = new Tile(tileIdValue, tileFlags); } } } if (axis == DirectionAxis.Horizontal) { realColumn = column - i; } else { realRow = row - i; } if (!TileMathHelper.IsOutOfRange(realRow, realColumn, rowCount, columnCount)) { int id = TileMathHelper.ToIndex(realRow, realColumn, columnCount); if (!connectNeg) { if (map[id].Id == tileIdValue) { connectNeg = true; } } else { if (map[id].Id == 0) { map[id] = new Tile(tileIdValue, tileFlags); } } } } }
/// <summary> /// Create a circular area to a given map /// </summary> /// <param name="mapIndex">Index of the map</param> /// <param name="maps">Current grids</param> /// <param name="edgeOverrides">Current edge override maps</param> /// <param name="rowIndex">Tile row index</param> /// <param name="columnIndex">Tile column index</param> /// <param name="rowCount">Number of rows per grid</param> /// <param name="columnCount">Number of columns per grid</param> /// <param name="radius">Radius of the circle</param> /// <param name="tileSize">Size of a tile in pixel</param> /// <param name="metersPerTile">Size of a tile in meter</param> /// <param name="tileIdValue">Tile id value for the circular area</param> /// <param name="tileFlags">Tile flags</param> /// <param name="allowEdgeOverflow">Allows areas to overlap tiles from other maps</param> /// <param name="useEdgeNoise">Adds edge noise to the generated area</param> /// <returns>Returns the number of changed tiles</returns> private int CreateCircleArea(int mapIndex, Tile[][] maps, Tile[][] edgeOverrides, int rowIndex, int columnIndex, int rowCount, int columnCount, int radius, int tileSize, float metersPerTile, ushort tileIdValue, byte tileFlags, bool allowEdgeOverflow, bool useEdgeNoise) { int modified = 0; int minRadiusTile = (int)Math.Ceiling(radius / metersPerTile); int minRadiusPx = minRadiusTile * tileSize; int x = columnIndex * tileSize; int y = rowIndex * tileSize; for (int r = rowIndex - minRadiusTile; r < rowIndex + minRadiusTile; r++) { for (int c = columnIndex - minRadiusTile; c < columnIndex + minRadiusTile; c++) { int currentMapIndex = mapIndex; int realRow = r; int realColumn = c; if (TileMathHelper.IsOutOfRange(r, c, rowCount, columnCount)) { if (allowEdgeOverflow) { currentMapIndex = TileMathHelper.GetMapIndex(r, c, rowCount, columnCount, currentMapIndex); if (currentMapIndex >= 0) { realRow = TileMathHelper.FixTileIndex(r, rowCount); realColumn = TileMathHelper.FixTileIndex(c, columnCount); } else { continue; } } else { continue; } } int distance = TileMathHelper.GetDistance(x, y, c * tileSize, r * tileSize); if (distance <= minRadiusPx) { int id = TileMathHelper.ToIndex(realRow, realColumn, columnCount); if (mapIndex == currentMapIndex) { if (maps[currentMapIndex][id].Id == 0) { maps[currentMapIndex][id] = new Tile(tileIdValue, tileFlags); modified++; } } else { if (edgeOverrides[currentMapIndex][id].Id == 0) { edgeOverrides[currentMapIndex][id] = new Tile(tileIdValue, tileFlags); } } } } } return(modified); }