city-generation/Game/Assets/Scripts/Model/Map.cs

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Xml.Serialization;
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using TransportGame.Model.Road;
using TransportGame.Utils;
using UnityEngine;
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namespace TransportGame.Model
{
[XmlRoot("map")]
public class Map
{
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private float[,] heightmap;
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#region Properties
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/// <summary>
/// Gets or sets the biome
/// </summary>
[XmlElement("biome")]
public Biome Biome { get; set; }
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/// <summary>
/// Gets or sets the water level
/// </summary>
[XmlElement("waterLevel")]
public float WaterLevel { get; set; }
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/// <summary>
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/// Gets the heights array in range [0,1]
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/// </summary>
[XmlIgnore()]
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public float[,] Heightmap
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{
get
{
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return heightmap;
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}
}
/// <summary>
/// Gets or sets the heights as raw bytes
/// </summary>
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[XmlElement("heightmap")]
public byte[] HeightmapRaw
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{
get
{
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return heightmap.ToByteArray();
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}
set
{
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heightmap = value.GetFloatMatrix();
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}
}
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/// <summary>
/// Gets width of heightmap
/// </summary>
[XmlIgnore]
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public int Width { get { return (heightmap == null) ? 0 : heightmap.GetLength(0); } }
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/// <summary>
/// Gets height of heightmap
/// </summary>
[XmlIgnore]
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public int Height { get { return (heightmap == null) ? 0 : heightmap.GetLength(1); } }
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/// <summary>
/// Gets or sets the population map
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/// </summary>
[XmlArray("populationCenters")]
[XmlArrayItem("center")]
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public List<Vector2> PopulationCenters { get; set; }
public float PopulationCenterRange { get; set; }
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/// <summary>
/// Gets or sets the articulation road network
/// </summary>
[XmlElement("roadNetwork")]
public RoadNetwork RoadNetwork { get; set; }
#endregion
#region Constructors
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/// <summary>
/// Initializes the map
/// </summary>
/// <remarks>
/// Warning: heights array will be null.
/// </remarks>
public Map()
{
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PopulationCenters = new List<Vector2>();
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}
/// <summary>
/// Initializes the map
/// </summary>
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/// <param name="width">Width</param>
/// <param name="height">Height</param>
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public Map(int width, int height)
{
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heightmap = new float[width, height];
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PopulationCenters = new List<Vector2>();
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}
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#endregion
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/// <summary>
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/// Gets the cell at specified position in range [0, Biome.Height]
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/// </summary>
/// <param name="x">X</param>
/// <param name="y">Y</param>
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/// <returns>Value</returns>
public float GetHeight(int x, int y)
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{
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return heightmap[x, y] * Biome.Height;
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}
/// <summary>
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/// Sets the height at specified position in range [0, Biome.Height]
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/// </summary>
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/// <param name="x">X</param>
/// <param name="y">Y</param>
/// <param name="value">Value</param>
public void SetHeight(int x, int y, float value)
{
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heightmap[x, y] = value / Biome.Height;
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}
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/// <summary>
/// Returns true if specified cell is a water cell
/// </summary>
/// <param name="x">X</param>
/// <param name="y">Y</param>
/// <returns></returns>
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public bool IsWater(float x, float y)
{
return GetHeight((int)x, (int)y) <= WaterLevel;
}
/// <summary>
/// Returns true if specified cell is a water cell
/// </summary>
/// <param name="p">Position vector</param>
/// <returns></returns>
public bool IsWater(Vector2 p)
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{
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return IsWater(p.X, p.Y);
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}
/// <summary>
/// Returns true if given coordinates is inside the map
/// </summary>
/// <param name="x">X</param>
/// <param name="y">Y</param>
/// <returns>True if coordinates are inside the map</returns>
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public bool IsInside(float x, float y)
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{
return x >= 0 && y >= 0 && x < Width && y < Height;
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}
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/// <summary>
/// Returns true if given coordinates is inside the map
/// </summary>
/// <param name="p">Position vector</param>
/// <returns>True if coordinates are inside the map</returns>
public bool IsInside(Vector2 p)
{
return IsInside(p.X, p.Y);
}
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/// <summary>
/// Gets steepness in specified point
/// </summary>
/// <param name="x">X</param>
/// <param name="y">Y</param>
/// <returns>Steepness</returns>
public float GetSteepness(int x, int y)
{
if (x == 0) x++;
if (y == 0) y++;
float dx = GetHeight(x - 1, y) - GetHeight(x, y);
float dy = GetHeight(x, y - 1) - GetHeight(x, y);
return dx * dx + dy * dy;
}
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/// <summary>
/// Gets steepness in specified point
/// </summary>
/// <param name="x">X</param>
/// <param name="y">Y</param>
/// <returns>Steepness</returns>
public float GetSteepness(float x, float y)
{
return GetSteepness((int)x, (int)y);
}
/// <summary>
/// Gets steepness in specified point
/// </summary>
/// <param name="pos">Position</param>
/// <returns>Steepness</returns>
public float GetSteepness(Vector2 pos)
{
return GetSteepness((int)pos.X, (int)pos.Y);
}
/// <summary>
/// Gets population using terrain coordinates
/// </summary>
/// <param name="x">X</param>
/// <param name="y">Y</param>
/// <returns>Population</returns>
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public float GetPopulation(float x, float y)
{
return GetPopulation(new Vector2(x, y));
}
/// <summary>
/// Gets population using terrain coordinates
/// </summary>
/// <param name="p">Position</param>
/// <returns>Population</returns>
public float GetPopulation(Vector2 p)
{
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float value = 0.05f;
foreach (var point in PopulationCenters)
{
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Vector2 diff = p - point;
float dist = diff.LengthSq;
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if (dist < PopulationCenterRange * PopulationCenterRange)
{
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float influence = 1 - (float)dist / (float)(PopulationCenterRange * PopulationCenterRange);
influence = Mathf.Pow(influence, 6) * 0.7f; // Ease
value = Mathf.Clamp01(value + influence);
}
}
return value;
}
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}
}