/// <summary> /// Returns the closest periodic coordinate of the input tile coordinate - Assumes coordinates are not further than 1 map size away from actual map public override Vector3Int WrapTileCoordinate(Vector3Int position) { Vector2Int offsetPosition = HexConverter.TileCoordToOffsetTileCoord(position); //We need to use the upperBound parameter instead of using the mapsize Property because for edges we need mapsize.y*2 offsetPosition.x = (offsetPosition.x % mapSize.x); if (offsetPosition.x < 0) { offsetPosition.x = mapSize.x + offsetPosition.x; } return(HexConverter.OffsetTileCoordToTileCoord(offsetPosition)); }
/// <summary> /// returns indexed positions which form a rectangular shaped map with the specified width(x) and length(y). /// Most common map shape for periodic maps /// </summary> /// <remarks> /// ![Rectangular map. Mapsize: x = 9 and y = 9](RectangularMap.png) /// </remarks> public static Dictionary <Vector3Int, int> CreateRectangularShapedMap(Vector2Int mapSize) { Vector3IntEqualityComparer vector3IntEqualityComparer = new Vector3IntEqualityComparer(); Dictionary <Vector3Int, int> TileToIndexMap = new Dictionary <Vector3Int, int>(vector3IntEqualityComparer); int idx = 0; for (int y = 0; y < mapSize.y; y++) { for (int x = 0; x < mapSize.x; x++) { Vector3Int cubeTileCoord = HexConverter.OffsetTileCoordToTileCoord(new Vector2Int(x, y)); TileToIndexMap.Add(cubeTileCoord, idx); idx++; } } return(TileToIndexMap); }
/// <summary> /// returns indexed positions which form a equilateral triangular map with the specified side length /// </summary> /// <remarks> /// ![Triangular map with with sidelength of 9](TriangularMap.png) /// </remarks> public static Dictionary <Vector3Int, int> CreateTriangularShapedMap(int sideLength) { Vector3IntEqualityComparer vector3IntEqualityComparer = new Vector3IntEqualityComparer(); Dictionary <Vector3Int, int> TileToIndexMap = new Dictionary <Vector3Int, int>(vector3IntEqualityComparer); int idx = 0; for (int y = 0; y < sideLength; y++) { for (int x = y / 2; x < (sideLength - (y + 1) / 2); x++) { Vector3Int cubeTileCoord = HexConverter.OffsetTileCoordToTileCoord(new Vector2Int(x, y)); TileToIndexMap.Add(cubeTileCoord, idx); idx++; } } return(TileToIndexMap); }
/// <summary> /// returns the closest periodic edge position of the input edge position - Assumes coordinates are not further than 1 map size away from actual map /// </summary> public override Vector3Int WrapEdgeCoordinate(Vector3Int position) { Vector2Int offsetPosition = HexConverter.TileCoordToOffsetTileCoord(position); offsetPosition.x = (offsetPosition.x % (mapSize.x * 2)); if (offsetPosition.x == (mapSize.x * 2) - 1) { offsetPosition.x = -1; } if (offsetPosition.x < -1) { offsetPosition.x = (mapSize.x * 2) + offsetPosition.x; } Vector3Int edgeCoord = HexConverter.OffsetTileCoordToTileCoord(offsetPosition); return(edgeCoord); }
/// <summary> /// returns the closest periodic corner position of the input corner position - Assumes coordinates are not further than 1 map size away from actual map /// </summary> public override Vector3Int WrapCornerCoordinate(Vector3Int position) { //Debug.Log(mapSize.x); Vector2Int offsetPosition = HexConverter.TileCoordToOffsetTileCoord(position); Debug.Log(position); //Debug.Log(-2 / 3); offsetPosition.x = (offsetPosition.x % (mapSize.x * 3)); if ((offsetPosition.x == (mapSize.x * 3) - 2)) { offsetPosition.x = -2; } if (offsetPosition.x < -2) { offsetPosition.x = (mapSize.x * 3) + offsetPosition.x; } Vector3Int cornerCoord = HexConverter.OffsetTileCoordToTileCoord(offsetPosition); return(cornerCoord); }
public override Vector3Int ShiftTargetToClosestPeriodicEdgePosition(Vector3Int origin, Vector3Int target) { Vector2Int originOffsetCoord = HexConverter.TileCoordToOffsetTileCoord(origin); Vector2Int targetOffsetCoord = HexConverter.TileCoordToOffsetTileCoord(target); int distance = Mathf.Abs(originOffsetCoord.x - targetOffsetCoord.x); if (distance * 2 <= mapSize.x * 2) { return(target); } if (originOffsetCoord.x < targetOffsetCoord.x) //target is right of the origin so we shift it left! { targetOffsetCoord.x -= mapSize.x * 2; } else { targetOffsetCoord.x += mapSize.x * 2; } return(HexConverter.OffsetTileCoordToTileCoord(targetOffsetCoord)); }
/// <summary> /// This returns the closest "virtual" position of target tile position on a wrapping map, intended to be used in distance calculations /// TODO ADD BETTER EXPLANATION /// </summary> public override Vector3Int ShiftTargetToClosestPeriodicTilePosition(Vector3Int origin, Vector3Int target) { Vector2Int originOffsetCoord = HexConverter.TileCoordToOffsetTileCoord(origin); Vector2Int targetOffsetCoord = HexConverter.TileCoordToOffsetTileCoord(target); int distance = Mathf.Abs(originOffsetCoord.x - targetOffsetCoord.x); if (distance * 2 <= mapSize.x) { return(target); } //now we check if the target is "right" or "left of the origin and shift its imaginary position to the opposite if (originOffsetCoord.x < targetOffsetCoord.x) //target is right of the origin so we shift it left! { targetOffsetCoord.x -= mapSize.x; } else { targetOffsetCoord.x += mapSize.x; //target is left of the origin so we shift it right } return(HexConverter.OffsetTileCoordToTileCoord(targetOffsetCoord)); }
public override Vector3Int ShiftTargetToClosestPeriodicCornerPosition(Vector3Int origin, Vector3Int target) { Vector2Int originOffsetCoord = HexConverter.TileCoordToOffsetTileCoord(origin); Vector2Int targetOffsetCoord = HexConverter.TileCoordToOffsetTileCoord(target); int distance = Mathf.Abs(originOffsetCoord.x - targetOffsetCoord.x); if (distance * 2 <= mapSize.x * 3) { return(target); } if (originOffsetCoord.x < targetOffsetCoord.x) //target is right of the origin so we shift it left! { targetOffsetCoord.x -= mapSize.x * 3; } else { targetOffsetCoord.x += mapSize.x * 3; } return(HexConverter.OffsetTileCoordToTileCoord(targetOffsetCoord)); //throw new System.NotImplementedException(); }