2015-03-13 15:36:12 +00:00
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Xml.Serialization;
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using TransportGame.Business;
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using TransportGame.Model;
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using TransportGame.Noise;
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using TransportGame.Utils;
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using TransportGame.Utils.Algorithms;
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using UnityEngine;
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namespace TransportGame.Generator
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{
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public class TerrainGenerator
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{
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2015-03-23 19:17:09 +00:00
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/// <summary>
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/// Gets or sets the underlying noise generator
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/// </summary>
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2015-03-13 15:36:12 +00:00
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public NoiseGenerator Noise { get; set; }
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private System.Random random = new System.Random();
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2015-03-23 19:17:09 +00:00
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2015-03-13 15:36:12 +00:00
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public TerrainGenerator()
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{
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Noise = new PerlinNoiseGenerator();
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if (ConfigurationManager.TerrGenConfig == null)
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2015-05-08 08:09:28 +00:00
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throw new Exception("Not initialized!");
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2015-03-13 15:36:12 +00:00
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Noise.Octaves = ConfigurationManager.TerrGenConfig.NoiseOctaves;
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Noise.NonLinearPower = ConfigurationManager.TerrGenConfig.NoiseNonLinearPower;
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Noise.Scale = ConfigurationManager.TerrGenConfig.ElevationScale;
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}
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public Map Generate(int width, int height)
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{
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// Create map
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Map map = new Map(width, height);
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// Pick a random biome
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map.Biome = PickBiome();
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Logger.Info("Picked biome: {0}", map.Biome.Name);
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// Generate elevation
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GenerateElevation(map);
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// Generate water level
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float waterAmount = random.NextSingle(map.Biome.Moisture.Minimum, map.Biome.Moisture.Maximum);
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2015-03-19 10:34:58 +00:00
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map.WaterLevel = Mathf.Pow(waterAmount, ConfigurationManager.TerrGenConfig.WaterNonLinearPower) * map.Biome.Height;
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2015-03-13 15:36:12 +00:00
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return map;
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}
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private Biome PickBiome()
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{
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int biomeCount = BiomeManager.Biomes.Count();
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int biome = random.Next(biomeCount);
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return BiomeManager.Biomes.ElementAt(biome);
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}
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private void GenerateElevation(Map map)
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{
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for (int x = 0; x < map.Width; ++x)
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for (int y = 0; y < map.Height; ++y)
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2015-05-20 08:26:46 +00:00
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map.Heightmap[x, y] = Noise.Generate(x, y, 0, 1);
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2015-03-13 15:36:12 +00:00
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}
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}
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}
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