Implemented population center generator
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43
Game/Assets/Scripts/Generator/CityGenerator.cs
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43
Game/Assets/Scripts/Generator/CityGenerator.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using TransportGame.Generator;
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using TransportGame.Model;
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using TransportGame.Utils;
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namespace TransportGame.Generator
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{
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/// <summary>
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/// Complete city generator. Generates everything, from terrain to buildings
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/// </summary>
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public class CityGenerator
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{
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/// <summary>
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/// Generates a city
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/// </summary>
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/// <param name="width">Width</param>
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/// <param name="height">Height</param>
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/// <returns>City</returns>
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public Map Generate(int width, int height)
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{
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Map map;
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// Generate terrain
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TerrainGenerator terrainGen = new TerrainGenerator();
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map = terrainGen.Generate(width, height);
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// Generate population map
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PopulationCentersGenerator populationGen = new PopulationCentersGenerator();
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populationGen.Generate(map);
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// Generate roads
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// TODO: Generate roads
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Logger.DumpMap(map, "withpop.map");
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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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12
Game/Assets/Scripts/Generator/CityGenerator.cs.meta
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12
Game/Assets/Scripts/Generator/CityGenerator.cs.meta
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fileFormatVersion: 2
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guid: 723d5ad7f5932f649971961655fff523
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timeCreated: 1432200350
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licenseType: Free
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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36
Game/Assets/Scripts/Generator/PopulationCentersGenerator.cs
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36
Game/Assets/Scripts/Generator/PopulationCentersGenerator.cs
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using System;
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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.Noise;
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using UnityEngine;
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namespace TransportGame.Generator
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{
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public class PopulationCentersGenerator
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{
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System.Random random = new System.Random();
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public void Generate(Map map)
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{
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// Generate a number of points
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int maxPoints = map.Width * map.Height / (1024 * 512);
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int points = random.Next(maxPoints / 4, maxPoints);
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for (int i = 0; i < points; ++i)
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{
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int px, py;
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do
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{
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px = random.Next(map.Width);
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py = random.Next(map.Height);
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}
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while (map.IsWater(px, py));
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map.PopulationCenters.Add(new Point(px, py));
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}
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}
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}
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}
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@ -0,0 +1,12 @@
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fileFormatVersion: 2
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guid: 186756c7c690a3d4c8e633e3007523e0
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timeCreated: 1432200350
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licenseType: Free
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -50,8 +50,6 @@ namespace TransportGame.Generator
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float waterAmount = random.NextSingle(map.Biome.Moisture.Minimum, map.Biome.Moisture.Maximum);
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map.WaterLevel = Mathf.Pow(waterAmount, ConfigurationManager.TerrGenConfig.WaterNonLinearPower) * map.Biome.Height;
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DumpData(map, "dump.map");
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return map;
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}
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@ -69,16 +67,5 @@ namespace TransportGame.Generator
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for (int y = 0; y < map.Height; ++y)
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map.Heightmap[x, y] = Noise.Generate(x, y, 0, 1);
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}
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private void DumpData(Map map, string filename)
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{
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XmlSerializer serializer = new XmlSerializer(typeof(Map));
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using (StreamWriter writer = new StreamWriter(Path.Combine(Logger.LogsDirectory, filename)))
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{
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serializer.Serialize(writer, map);
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writer.Close();
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}
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}
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}
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}
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