Initial attempt at road generation
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@ -32,9 +32,10 @@ namespace TransportGame.Generator
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populationGen.Generate(map);
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// Generate roads
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// TODO: Generate roads
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RoadGenerator roadGenerator = new RoadGenerator();
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roadGenerator.Generate(map);
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Logger.DumpMap(map, "withpop.map");
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Logger.DumpMap(map, "withroads.map");
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// Done
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return map;
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@ -3,17 +3,145 @@ using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using TransportGame.Model;
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using TransportGame.Model.Road;
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using UnityEngine;
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namespace Assets.Scripts.Generator
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namespace TransportGame.Generator
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{
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public class RoadGenerator
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{
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System.Random random = new System.Random();
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Map map;
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const int segmentCountLimit = 100;
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const int maxSegmentLength = 20;
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const int minSegmentLength = 1;
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public RoadGenerator()
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{
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}
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public void Generate(Map map)
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{
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this.map = map;
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map.RoadNetwork = new RoadNetwork();
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Queue<RoadNode> queue = new Queue<RoadNode>();
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RoadNode first = map.RoadNetwork.CreateNode();
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queue.Enqueue(first);
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// Set starting point
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if (map.PopulationCenters != null && map.PopulationCenters.Count > 0)
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{
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first.X = map.PopulationCenters.First().X;
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first.Y = map.PopulationCenters.First().Y;
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}
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else
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{
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first.X = random.Next(map.Width);
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first.Y = random.Next(map.Height);
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}
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// Go through each node
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for (int i = 0; i < segmentCountLimit && queue.Count > 0; i++)
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{
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RoadNode node = queue.Dequeue();
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// Produce solutions based on global goals
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foreach (var next in GlobalGoals(node))
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{
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if (CheckLocalConstraints(node, next))
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{
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// Next is a temporary node - create a node on the road network
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var other = map.RoadNetwork.CreateNode();
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other.X = next.X;
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other.Y = next.Y;
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// Create a segment
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var segment = map.RoadNetwork.CreateArticulationSegment();
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// Assign IDs
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segment.Terminal1Id = node.Id;
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segment.Terminal2Id = other.Id;
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node.ArticulationSegmentIds.Add(segment.Id);
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other.ArticulationSegmentIds.Add(segment.Id);
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// Enqueue node
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queue.Enqueue(other);
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}
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}
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}
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}
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public IEnumerable<RoadNode> GlobalGoals(RoadNode node)
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{
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// Goal #1 - connect population centers
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foreach (var popCenter in map.PopulationCenters.Skip(1))
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{
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// Get direction vector
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float dx = popCenter.X - node.X;
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float dy = popCenter.Y - node.Y;
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// Ignore if too close to population center
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if (Math.Abs(dx) <= 1 && Math.Abs(dy) <= 1)
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continue;
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// Calculate length of direction vector (we need to normalize it)
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float dlen = Mathf.Sqrt(dx * dx + dy * dy);
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// Length of segment
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int length = random.Next(minSegmentLength, maxSegmentLength);
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// Calculate coordinates
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yield return new RoadNode()
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{
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X = node.X + length * dx / dlen,
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Y = node.Y + length * dy / dlen
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};
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}
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// Goal #2 - random segments depending on how populated is area - max 25% chance
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if (random.NextDouble() < map.GetPopulation(Convert.ToInt32(node.X), Convert.ToInt32(node.Y)) * 4)
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{
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// Generate direction vector
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float dx = Convert.ToSingle(random.NextDouble()) * 2 - 1;
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float dy = Convert.ToSingle(random.NextDouble()) * 2 - 1;
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int length = random.Next(minSegmentLength, maxSegmentLength);
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// Calculate coordinates
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yield return new RoadNode()
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{
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X = node.X + dx * length,
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Y = node.Y + dy * length
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};
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}
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}
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public bool CheckLocalConstraints(RoadNode first, RoadNode second)
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{
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// Make sure point is inside map
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if (!map.IsInside(Convert.ToInt32(second.X), Convert.ToInt32(second.Y)))
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return false;
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// Cannot build on water
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if (map.IsWater(Convert.ToInt32(second.X), Convert.ToInt32(second.Y)))
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return false;
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// Check steepness
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int mix = Convert.ToInt32(Math.Min(first.X, second.X));
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int max = Convert.ToInt32(Math.Max(first.X, second.X));
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int miy = Convert.ToInt32(Math.Min(first.Y, second.Y));
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int may = Convert.ToInt32(Math.Max(first.Y, second.Y));
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for (int x = mix; x <= max; x++)
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for (int y = miy; y <= may; y++)
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{
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if (map.GetSteepness(x, y) > 1)
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return false;
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}
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return true;
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}
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}
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}
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@ -84,6 +84,16 @@ namespace TransportGame.Model.Road
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}
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}
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/// <summary>
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/// Initializes the road network
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/// </summary>
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public RoadNetwork()
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{
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Nodes = new Dictionary<int, RoadNode>();
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ArticulationSegments = new Dictionary<int,RoadSegment>();
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IntersectionSegments = new Dictionary<int,RoadSegment>();
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}
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/// <summary>
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/// Creates a node and returns it
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/// </summary>
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@ -13,7 +13,8 @@ namespace TransportGame.MapViewer
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None = 0,
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Elevation = 1,
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Population = 2,
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All = Elevation | Population
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RoadArticulations = 3,
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All = Elevation | Population | RoadArticulations
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};
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/// <summary>
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@ -57,9 +58,13 @@ namespace TransportGame.MapViewer
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// Create texture on which to draw
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Bitmap24 bitmap = new Bitmap24(Convert.ToInt32(map.Width * Scale), Convert.ToInt32(map.Height * Scale));
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// First layer - cells
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// Elevation, population
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DrawPixels(bitmap, map, (layers & Layers.Elevation) > 0, (layers & Layers.Population) > 0);
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// Roads
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if ((layers & Layers.RoadArticulations) > 0)
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DrawRoads(bitmap, map);
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// Done
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return bitmap;
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}
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@ -83,6 +88,12 @@ namespace TransportGame.MapViewer
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int mapX = Convert.ToInt32(x / Scale);
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int mapY = Convert.ToInt32(y / Scale);
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if (mapX >= map.Width)
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mapX = map.Width - 1;
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if (mapY >= map.Height)
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mapY = map.Height - 1;
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// Draw water
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if (map.IsWater(mapX, mapY))
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bitmap[x, y] = WaterColor;
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@ -108,5 +119,18 @@ namespace TransportGame.MapViewer
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}
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}
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}
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private void DrawRoads(Bitmap24 bitmap, Map map)
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{
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// Draw road segments
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foreach (var pair in map.RoadNetwork.ArticulationSegments)
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{
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bitmap.DrawLine(Convert.ToInt32(pair.Value.Terminal1.X * Scale),
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Convert.ToInt32(pair.Value.Terminal1.Y * Scale),
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Convert.ToInt32(pair.Value.Terminal2.X * Scale),
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Convert.ToInt32(pair.Value.Terminal2.Y * Scale),
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Colors.Black);
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}
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}
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}
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}
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@ -62,6 +62,7 @@
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<CheckBox IsChecked="{Binding LayersAll}">(All)</CheckBox>
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<CheckBox IsChecked="{Binding LayerElevation}">Elevation</CheckBox>
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<CheckBox IsChecked="{Binding LayerPopulation}">Population</CheckBox>
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<CheckBox IsChecked="{Binding LayerRoadArticulations}">Roads (articulation map)</CheckBox>
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<Button Name="buttonRender" Grid.Column="1" Content="Render" Click="buttonRender_Click" />
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@ -109,10 +109,10 @@ namespace TransportGame.MapViewer
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{
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get
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{
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if (LayerElevation && LayerPopulation)
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if (LayerElevation && LayerPopulation && LayerRoadArticulations)
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return true;
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if (!LayerElevation && !LayerPopulation)
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if (!LayerElevation && !LayerPopulation && !LayerRoadArticulations)
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return false;
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return null;
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@ -171,6 +171,28 @@ namespace TransportGame.MapViewer
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}
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}
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/// <summary>
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/// Gets or sets the population layer flag
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/// </summary>
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public bool LayerRoadArticulations
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{
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get
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{
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return _layers.HasFlag(MapRenderer.Layers.RoadArticulations);
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}
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set
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{
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if (value) _layers |= MapRenderer.Layers.RoadArticulations;
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else _layers &= ~MapRenderer.Layers.RoadArticulations;
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if (PropertyChanged != null)
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{
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PropertyChanged(this, new PropertyChangedEventArgs("LayerRoadArticulations"));
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PropertyChanged(this, new PropertyChangedEventArgs("LayersAll"));
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}
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}
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}
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#endregion
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/// <summary>
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@ -68,5 +68,35 @@ namespace TransportGame.MapViewer.Model
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return 3 * (x + y * Width);
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}
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public void DrawLine(int x0, int y0, int x1, int y1, Color color)
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{
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int dx = Math.Abs(x1 - x0);
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int sx = x0 < x1 ? 1 : -1;
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int dy = Math.Abs(y1 - y0);
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int sy = y0 < y1 ? 1 : -1;
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int err = (dx > dy ? dx : -dy) / 2, e2;
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for (; ; )
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{
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this[x0, y0] = color;
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if (x0 == x1 && y0 == y1)
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break;
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e2 = err;
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if (e2 > -dx)
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{
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err -= dy;
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x0 += sx;
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}
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if (e2 < dy)
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{
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err += dx;
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y0 += sy;
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}
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}
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}
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}
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}
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{
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public static Map Read(string file)
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{
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return SerializationHelper.DeserializeXml<Map>(file);
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Map map = SerializationHelper.DeserializeXml<Map>(file);
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// Fix road network issue
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foreach (var pair in map.RoadNetwork.ArticulationSegments)
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pair.Value.ParentNetwork = map.RoadNetwork;
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foreach (var pair in map.RoadNetwork.IntersectionSegments)
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pair.Value.ParentNetwork = map.RoadNetwork;
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foreach (var pair in map.RoadNetwork.Nodes)
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pair.Value.ParentNetwork = map.RoadNetwork;
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// Done
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return map;
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}
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}
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}
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