148 lines
5.0 KiB
C#
148 lines
5.0 KiB
C#
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.Model.Road;
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using UnityEngine;
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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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