private void UpdateRiverAnchorEntry(Dictionary <int, GenStep_TerrainUpper.GRLT_Entry> entries, IntVec3 center, int entryId, float zValue)
        {
            float num = zValue - (float)entryId;

            if (num > 2f)
            {
                return;
            }
            if (!entries.ContainsKey(entryId) || entries[entryId].bestDistance > num)
            {
                entries[entryId] = new GenStep_TerrainUpper.GRLT_Entry
                {
                    bestDistance = num,
                    bestNode     = center
                };
            }
        }
        private void GenerateRiverLookupTexture(Map map, RiverMaker riverMaker)
        {
            int num = Mathf.CeilToInt((from rd in DefDatabase <RiverDef> .AllDefs
                                       select rd.widthOnMap / 2f + 8f).Max());
            int num2 = Mathf.Max(4, num) * 2;
            Dictionary <int, GenStep_TerrainUpper.GRLT_Entry> dictionary  = new Dictionary <int, GenStep_TerrainUpper.GRLT_Entry>();
            Dictionary <int, GenStep_TerrainUpper.GRLT_Entry> dictionary2 = new Dictionary <int, GenStep_TerrainUpper.GRLT_Entry>();
            Dictionary <int, GenStep_TerrainUpper.GRLT_Entry> dictionary3 = new Dictionary <int, GenStep_TerrainUpper.GRLT_Entry>();

            for (int i = -num2; i < map.Size.z + num2; i++)
            {
                for (int j = -num2; j < map.Size.x + num2; j++)
                {
                    IntVec3 intVec  = new IntVec3(j, 0, i);
                    Vector3 vector  = riverMaker.WaterCoordinateAt(intVec);
                    int     entryId = Mathf.FloorToInt(vector.z / 4f);
                    this.UpdateRiverAnchorEntry(dictionary, intVec, entryId, (vector.z + Mathf.Abs(vector.x)) / 4f);
                    this.UpdateRiverAnchorEntry(dictionary2, intVec, entryId, (vector.z + Mathf.Abs(vector.x - (float)num)) / 4f);
                    this.UpdateRiverAnchorEntry(dictionary3, intVec, entryId, (vector.z + Mathf.Abs(vector.x + (float)num)) / 4f);
                }
            }
            int num3 = Mathf.Max(new int[]
            {
                dictionary.Keys.Min(),
                dictionary2.Keys.Min(),
                dictionary3.Keys.Min()
            });
            int num4 = Mathf.Min(new int[]
            {
                dictionary.Keys.Max(),
                dictionary2.Keys.Max(),
                dictionary3.Keys.Max()
            });

            for (int k = num3; k < num4; k++)
            {
                WaterInfo waterInfo = map.waterInfo;
                if (dictionary2.ContainsKey(k) && dictionary2.ContainsKey(k + 1))
                {
                    List <Vector3> riverDebugData = waterInfo.riverDebugData;
                    GenStep_TerrainUpper.GRLT_Entry grlt_Entry = dictionary2[k];
                    riverDebugData.Add(grlt_Entry.bestNode.ToVector3Shifted());
                    List <Vector3> riverDebugData2 = waterInfo.riverDebugData;
                    grlt_Entry = dictionary2[k + 1];
                    riverDebugData2.Add(grlt_Entry.bestNode.ToVector3Shifted());
                }
                if (dictionary.ContainsKey(k) && dictionary.ContainsKey(k + 1))
                {
                    List <Vector3> riverDebugData3             = waterInfo.riverDebugData;
                    GenStep_TerrainUpper.GRLT_Entry grlt_Entry = dictionary[k];
                    riverDebugData3.Add(grlt_Entry.bestNode.ToVector3Shifted());
                    List <Vector3> riverDebugData4 = waterInfo.riverDebugData;
                    grlt_Entry = dictionary[k + 1];
                    riverDebugData4.Add(grlt_Entry.bestNode.ToVector3Shifted());
                }
                if (dictionary3.ContainsKey(k) && dictionary3.ContainsKey(k + 1))
                {
                    List <Vector3> riverDebugData5             = waterInfo.riverDebugData;
                    GenStep_TerrainUpper.GRLT_Entry grlt_Entry = dictionary3[k];
                    riverDebugData5.Add(grlt_Entry.bestNode.ToVector3Shifted());
                    List <Vector3> riverDebugData6 = waterInfo.riverDebugData;
                    grlt_Entry = dictionary3[k + 1];
                    riverDebugData6.Add(grlt_Entry.bestNode.ToVector3Shifted());
                }
                if (dictionary2.ContainsKey(k) && dictionary.ContainsKey(k))
                {
                    List <Vector3> riverDebugData7             = waterInfo.riverDebugData;
                    GenStep_TerrainUpper.GRLT_Entry grlt_Entry = dictionary2[k];
                    riverDebugData7.Add(grlt_Entry.bestNode.ToVector3Shifted());
                    List <Vector3> riverDebugData8 = waterInfo.riverDebugData;
                    grlt_Entry = dictionary[k];
                    riverDebugData8.Add(grlt_Entry.bestNode.ToVector3Shifted());
                }
                if (dictionary.ContainsKey(k) && dictionary3.ContainsKey(k))
                {
                    List <Vector3> riverDebugData9             = waterInfo.riverDebugData;
                    GenStep_TerrainUpper.GRLT_Entry grlt_Entry = dictionary[k];
                    riverDebugData9.Add(grlt_Entry.bestNode.ToVector3Shifted());
                    List <Vector3> riverDebugData10 = waterInfo.riverDebugData;
                    grlt_Entry = dictionary3[k];
                    riverDebugData10.Add(grlt_Entry.bestNode.ToVector3Shifted());
                }
            }
            CellRect cellRect = new CellRect(-2, -2, map.Size.x + 4, map.Size.z + 4);

            float[] array = new float[cellRect.Area * 2];
            int     num5  = 0;

            for (int l = cellRect.minZ; l <= cellRect.maxZ; l++)
            {
                for (int m = cellRect.minX; m <= cellRect.maxX; m++)
                {
                    IntVec3 a    = new IntVec3(m, 0, l);
                    bool    flag = true;
                    for (int n = 0; n < GenAdj.AdjacentCellsAndInside.Length; n++)
                    {
                        if (riverMaker.TerrainAt(a + GenAdj.AdjacentCellsAndInside[n], false) != null)
                        {
                            flag = false;
                            break;
                        }
                    }
                    if (!flag)
                    {
                        Vector2 p    = a.ToIntVec2.ToVector2();
                        int     num6 = int.MinValue;
                        Vector2 zero = Vector2.zero;
                        for (int num7 = num3; num7 < num4; num7++)
                        {
                            if (dictionary2.ContainsKey(num7) && dictionary2.ContainsKey(num7 + 1) && dictionary.ContainsKey(num7) && dictionary.ContainsKey(num7 + 1) && dictionary3.ContainsKey(num7) && dictionary3.ContainsKey(num7 + 1))
                            {
                                GenStep_TerrainUpper.GRLT_Entry grlt_Entry = dictionary2[num7];
                                Vector2 p2 = grlt_Entry.bestNode.ToIntVec2.ToVector2();
                                grlt_Entry = dictionary2[num7 + 1];
                                Vector2 p3 = grlt_Entry.bestNode.ToIntVec2.ToVector2();
                                grlt_Entry = dictionary[num7];
                                Vector2 p4 = grlt_Entry.bestNode.ToIntVec2.ToVector2();
                                grlt_Entry = dictionary[num7 + 1];
                                Vector2 p5 = grlt_Entry.bestNode.ToIntVec2.ToVector2();
                                grlt_Entry = dictionary3[num7];
                                Vector2 p6 = grlt_Entry.bestNode.ToIntVec2.ToVector2();
                                grlt_Entry = dictionary3[num7 + 1];
                                Vector2 p7      = grlt_Entry.bestNode.ToIntVec2.ToVector2();
                                Vector2 vector2 = GenGeo.InverseQuadBilinear(p, p4, p2, p5, p3);
                                if (vector2.x >= -0.0001f && vector2.x <= 1.0001f && vector2.y >= -0.0001f && vector2.y <= 1.0001f)
                                {
                                    zero = new Vector2(-vector2.x * (float)num, (vector2.y + (float)num7) * 4f);
                                    num6 = num7;
                                    break;
                                }
                                Vector2 vector3 = GenGeo.InverseQuadBilinear(p, p4, p6, p5, p7);
                                if (vector3.x >= -0.0001f && vector3.x <= 1.0001f && vector3.y >= -0.0001f && vector3.y <= 1.0001f)
                                {
                                    zero = new Vector2(vector3.x * (float)num, (vector3.y + (float)num7) * 4f);
                                    num6 = num7;
                                    break;
                                }
                            }
                        }
                        if (num6 == -2147483648)
                        {
                            ZLogger.ErrorOnce("Failed to find all necessary river flow data", true);
                        }
                        array[num5]     = zero.x;
                        array[num5 + 1] = zero.y;
                    }
                    num5 += 2;
                }
            }
            float[] array2 = new float[cellRect.Area * 2];
            float[] array3 = new float[]
            {
                0.123317f,
                0.123317f,
                0.123317f,
                0.123317f,
                0.077847f,
                0.077847f,
                0.077847f,
                0.077847f,
                0.195346f
            };
            int num8 = 0;

            for (int num9 = cellRect.minZ; num9 <= cellRect.maxZ; num9++)
            {
                for (int num10 = cellRect.minX; num10 <= cellRect.maxX; num10++)
                {
                    IntVec3 a2    = new IntVec3(num10, 0, num9);
                    float   num11 = 0f;
                    float   num12 = 0f;
                    float   num13 = 0f;
                    for (int num14 = 0; num14 < GenAdj.AdjacentCellsAndInside.Length; num14++)
                    {
                        IntVec3 c = a2 + GenAdj.AdjacentCellsAndInside[num14];
                        if (cellRect.Contains(c))
                        {
                            int num15 = num8 + (GenAdj.AdjacentCellsAndInside[num14].x + GenAdj.AdjacentCellsAndInside[num14].z * cellRect.Width) * 2;
                            if (array[num15] != 0f || array[num15 + 1] != 0f)
                            {
                                num11 += array[num15] * array3[num14];
                                num12 += array[num15 + 1] * array3[num14];
                                num13 += array3[num14];
                            }
                        }
                    }
                    if (num13 > 0f)
                    {
                        array2[num8]     = num11 / num13;
                        array2[num8 + 1] = num12 / num13;
                    }
                    num8 += 2;
                }
            }
            array = array2;
            for (int num16 = 0; num16 < array.Length; num16 += 2)
            {
                if (array[num16] != 0f || array[num16 + 1] != 0f)
                {
                    Vector2 vector4 = Rand.InsideUnitCircle * 0.4f;
                    array[num16]     += vector4.x;
                    array[num16 + 1] += vector4.y;
                }
            }
            byte[] array4 = new byte[array.Length * 4];
            Buffer.BlockCopy(array, 0, array4, 0, array.Length * 4);
            map.waterInfo.riverOffsetMap = array4;
            map.waterInfo.GenerateRiverFlowMap();
        }