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2015-03-03 18:47:18 +02:00
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace TransportGame.Utils
{
public static class Algorithmss
{
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace TransportGame.Utils.Algorithms
{
[Flags]
public enum TravelDirections
{
North = 0x1,
NorthEast = 0x2,
East = 0x4,
SouthEast = 0x8,
South = 0x10,
SouthWest = 0x20,
West = 0x40,
NorthWest = 0x80,
NESW = North | East | West | South,
All = North | NorthEast | East | SouthEast | South | SouthWest | West | NorthWest,
}
public abstract class GridTraverseAlgorithm<T>
{
protected class TraverseVisitItem<TItem>
{
public TItem Item { get; private set; }
public int X { get; private set; }
public int Y { get; private set; }
public TraverseVisitItem(TItem item, int x, int y)
{
Item = item;
X = x;
Y = y;
}
}
private static void GenerateDirections(out int[] dx, out int[] dy, TravelDirections dirs)
{
List<int> ddx = new List<int>();
List<int> ddy = new List<int>();
if ((dirs & TravelDirections.North) > 0)
{
ddx.Add(0);
ddy.Add(1);
}
if ((dirs & TravelDirections.NorthEast) > 0)
{
ddx.Add(1);
ddy.Add(1);
}
if ((dirs & TravelDirections.East) > 0)
{
ddx.Add(1);
ddy.Add(0);
}
if ((dirs & TravelDirections.SouthEast) > 0)
{
ddx.Add(1);
ddy.Add(-1);
}
if ((dirs & TravelDirections.South) > 0)
{
ddx.Add(0);
ddy.Add(-1);
}
if ((dirs & TravelDirections.SouthWest) > 0)
{
ddx.Add(-1);
ddy.Add(-1);
}
if ((dirs & TravelDirections.West) > 0)
{
ddx.Add(-1);
ddy.Add(0);
}
if ((dirs & TravelDirections.NorthWest) > 0)
{
ddx.Add(-1);
ddy.Add(1);
}
dx = ddx.ToArray();
dy = ddy.ToArray();
}
/// <summary>
/// Returns element at specified position in the map
/// </summary>
/// <param name="x">X</param>
/// <param name="y">Y</param>
/// <returns>Element</returns>
protected abstract T ElementAt(int x, int y);
/// <summary>
/// Returns true if the specified coordinates are valid (e.g. inside the map)
/// </summary>
/// <param name="x">X</param>
/// <param name="y">Y</param>
/// <returns>True if coordinates are valid</returns>
protected abstract bool CoordinatesValid(int x, int y);
/// <summary>
/// Returns true if specified item on the map can be visited
/// </summary>
/// <param name="toVisit">Item to visit</param>
/// <param name="previous">Previous node</param>
/// <returns>True if can be visited</returns>
protected abstract bool CanVisit(TraverseVisitItem<T> toVisit, TraverseVisitItem<T> previous);
/// <summary>
/// Called when an item enqueued to be visited later
/// </summary>
/// <param name="toVisit">Item to visit</param>
/// <param name="current">Previous node</param>
/// <returns>True if can be visited</returns>
protected virtual void OnEnqueued(TraverseVisitItem<T> toVisit, TraverseVisitItem<T> previous)
{
}
/// <summary>
/// Called when an item is visited
/// </summary>
/// <param name="item">Visited item</param>
protected virtual void OnVisit(TraverseVisitItem<T> item)
{
}
/// <summary>
/// Traverses a grid map
/// </summary>
/// <param name="originX">X coordinate of traversal starting point</param>
/// <param name="originY">Y coordinate of traversal starting point</param>
/// <param name="travelDirections">Possible traversal directions</param>
public virtual void Traverse(IEnumerable<int> originsX, IEnumerable<int> originsY, TravelDirections travelDirections = TravelDirections.NESW)
{
// Get directions
int[] dx, dy;
GenerateDirections(out dx, out dy, travelDirections);
// Queue
var toVisit = new Queue<TraverseVisitItem<T>>();
// Enqueue origins
var itX = originsX.GetEnumerator();
var itY = originsY.GetEnumerator();
while (itX.MoveNext() && itY.MoveNext())
{
if (CoordinatesValid(itX.Current, itY.Current))
{
var origin = new TraverseVisitItem<T>(ElementAt(itX.Current, itY.Current), itX.Current, itY.Current);
toVisit.Enqueue(origin);
}
}
// Visit nodes in queue
while (toVisit.Count > 0)
{
var item = toVisit.Dequeue();
// Visit item
OnVisit(item);
// Enqueue neighbours in each direction
for (int k = 0; k < dx.Length; k++)
{
int newx = item.X + dx[k];
int newy = item.Y + dy[k];
if (CoordinatesValid(newx, newy))
{
var newitem = new TraverseVisitItem<T>(ElementAt(newx, newy), newx, newy);
if (CanVisit(newitem, item))
{
toVisit.Enqueue(newitem);
OnEnqueued(newitem, item);
}
}
}
}
}
///// <summary>
///// Traverses a grid map
///// </summary>
///// <param name="originX">X coordinate of traversal starting point</param>
///// <param name="originY">Y coordinate of traversal starting point</param>
///// <param name="travelDirections">Possible traversal directions</param>
//public virtual void Traverse(int originX, int originY, TravelDirections travelDirections = TravelDirections.NESW)
//{
// Traverse(Enumerable.Repeat(originX, 1), Enumerable.Repeat(originY, 1), travelDirections);
//}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
namespace TransportGame.Utils
{
public static class ColorHelper
{
public static Color FromArgb(int argb)
{
float a = ((argb >> 24) & 0xff) / 255f;
float r = ((argb >> 16) & 0xff) / 255f;
float g = ((argb >> 8) & 0xff) / 255f;
float b = ((argb) & 0xff) / 255f;
return new Color(r, g, b, a);
}
}
}

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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
namespace TransportGame.Utils
{
public static class Logger
{
private static StreamWriter logFile;
public enum Level
{
Info,
Warning,
Error,
Critical
}
public static void Log(Level level, string format, params object[] args)
{
// Open log file if not opened
if (logFile == null)
{
logFile = new StreamWriter(String.Format("Logs\\{0}.log", DateTime.Now.Ticks));
}
// Log to file
logFile.Write("[{0}] ", Enum.GetName(typeof(Level), level));
logFile.Write(DateTime.Now.ToLongTimeString());
logFile.WriteLine(": " + format, args);
// Log to unity
switch (level)
{
case Level.Warning:
UnityEngine.Debug.LogWarning(String.Format(format, args));
break;
case Level.Error:
UnityEngine.Debug.LogError(String.Format(format, args));
break;
case Level.Critical:
UnityEngine.Debug.LogError(String.Format(format, args));
break;
}
}
public static void Info(string format, params object[] args)
{
Log(Level.Info, format, args);
}
public static void Warning(string format, params object[] args)
{
Log(Level.Warning, format, args);
}
public static void Error(string format, params object[] args)
{
Log(Level.Error, format, args);
}
public static void Critical(string format, params object[] args)
{
Log(Level.Critical, format, args);
}
public static void Exception(Exception ex)
{
Log(Level.Critical, "{0}: {1}\nStack trace:{2}", ex.GetType().ToString(), ex.Message, ex.StackTrace);
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace TransportGame.Utils
{
public static class RandomExtensions
{
public static float NextSingle(this Random @this)
{
return Convert.ToSingle(@this.NextDouble());
}
public static float NextSingle(this Random @this, float minValue, float maxValue)
{
return @this.NextSingle() * (maxValue - minValue) + minValue;
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Xml.Serialization;
namespace TransportGame.Utils
{
public class Range
{
[XmlAttribute("min")]
public float Minimum { get; set; }
[XmlAttribute("max")]
public float Maximum { get; set; }
public Range()
{
Minimum = 0;
Maximum = 1;
}
public Range(float min, float max)
{
Minimum = min;
Maximum = max;
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
namespace TransportGame.Utils
{
public static class Texture2DExtensions
{
/// <summary>
/// Draws a line between two vectors
/// </summary>
/// <param name="this">Texture</param>
/// <param name="color">Color</param>
/// <param name="p0">Position 1</param>
/// <param name="p1">Position 2</param>
public static void DrawLine(this Texture2D @this, Color color, Vector2 p0, Vector2 p1)
{
DrawLine(@this, color, Convert.ToInt32(p0.x), Convert.ToInt32(p0.y), Convert.ToInt32(p1.x), Convert.ToInt32(p1.y));
}
/// <summary>
/// Draws a line between 2 points
/// </summary>
/// <param name="this">The texture</param>
/// <param name="x0">X0</param>
/// <param name="y0">Y0</param>
/// <param name="x1">X1</param>
/// <param name="y1">Y1</param>
/// <param name="color">Color</param>
public static void DrawLine(this Texture2D @this, Color color, int x0, int y0, int x1, int y1)
{
int dy = (int)(y1 - y0);
int dx = (int)(x1 - x0);
int stepx, stepy;
if (dy < 0) { dy = -dy; stepy = -1; }
else { stepy = 1; }
if (dx < 0) { dx = -dx; stepx = -1; }
else { stepx = 1; }
dy <<= 1;
dx <<= 1;
float fraction = 0;
@this.SetPixelSafe(x0, y0, color);
if (dx > dy)
{
fraction = dy - (dx >> 1);
while (Mathf.Abs(x0 - x1) > 1)
{
if (fraction >= 0)
{
y0 += stepy;
fraction -= dx;
}
x0 += stepx;
fraction += dy;
@this.SetPixelSafe(x0, y0, color);
}
}
else
{
fraction = dx - (dy >> 1);
while (Mathf.Abs(y0 - y1) > 1)
{
if (fraction >= 0)
{
x0 += stepx;
fraction -= dy;
}
y0 += stepy;
fraction += dx;
@this.SetPixelSafe(x0, y0, color);
}
}
}
/// <summary>
/// Draws a rhombus-like point
/// </summary>
/// <param name="this">Texture</param>
/// <param name="p0">Position</param>
/// <param name="radius">Radius</param>
/// <param name="color">Color</param>
public static void DrawPoint(this Texture2D @this, Color color, Vector2 p0, int radius)
{
DrawPoint(@this, color, Convert.ToInt32(p0.x), Convert.ToInt32(p0.y), radius);
}
/// <summary>
/// Draws a rhombus-like point
/// </summary>
/// <param name="this">Texture</param>
/// <param name="x0">Position</param>
/// <param name="y0">Position</param>
/// <param name="radius">Radius</param>
/// <param name="color">Color</param>
public static void DrawPoint(this Texture2D @this, Color color, int x0, int y0, int radius)
{
for (int y = y0 - radius; y <= y0 + radius; ++y)
{
int pts = radius - Math.Abs(y - y0);
for (int x = x0 - pts; x <= x0 + pts; ++x)
@this.SetPixelSafe(x, y, color);
}
}
/// <summary>
/// Fills a polygon
/// </summary>
/// <param name="this">Texture</param>
/// <param name="color">color</param>
/// <param name="points">Points</param>
public static void FillPolygon(this Texture2D @this, Color color, params Vector2[] points)
{
int minY = Int32.MaxValue, maxY = Int32.MinValue;
// Unused... int[] ptX = points.Select(p => Convert.ToInt32(p.x)).ToArray();
int[] ptY = points.Select(p => Convert.ToInt32(p.y)).ToArray();
// Find min and max row
for (int i = 0; i < points.Length; i++)
{
minY = Math.Min(minY, ptY[i]);
maxY = Math.Max(maxY, ptY[i]);
}
List<int> intersPoints = new List<int>();
// Go through each row
for (int y = minY; y <= maxY; ++y)
{
intersPoints.Clear();
// Find intersection points
int j = points.Length - 1;
for (int i = 0; i < points.Length; ++i)
{
// Treat special case where we have 2 points on the y axis
if (ptY[i] == y && ptY[j] == y)
{
intersPoints.Add(Convert.ToInt32(points[i].x));
intersPoints.Add(Convert.ToInt32(points[j].x));
}
// Intersection
else if ((ptY[i] >= y && ptY[j] <= y) ||
(ptY[i] <= y && ptY[j] >= y))
{
int x = Convert.ToInt32(points[i].x + (y - points[i].y) * (points[j].x - points[i].x) / (points[j].y - points[i].y));
intersPoints.Add(x);
}
j = i;
}
// Order pairs
var intersPointsSorted = intersPoints.OrderBy(x => x).Distinct().ToArray();
// Draw
for (int i = 0; i < intersPointsSorted.Length / 2; i++)
{
for (int x = intersPointsSorted[2 * i]; x <= intersPointsSorted[2 * i + 1]; x++)
@this.SetPixelSafe(x, y, color);
}
}
}
/// <summary>
/// Fills texture with specified color
/// </summary>
/// <param name="this">Texture</param>
/// <param name="color">Color</param>
public static void Fill(this Texture2D @this, Color color)
{
for (int x = 0; x < @this.width; ++x)
for (int y = 0; y < @this.height; ++y)
@this.SetPixelSafe(x, y, color);
}
/// <summary>
/// Sets a pixel after checking if coordinates are inside image
/// </summary>
/// <param name="this">Texture</param>
/// <param name="x">X</param>
/// <param name="y">Y</param>
/// <param name="color">Color</param>
public static void SetPixelSafe(this Texture2D @this, int x, int y, Color color)
{
if (x >= 0 && y >= 0 && x < @this.width && y < @this.height)
@this.SetPixel(x, y, color);
}
}
}

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