317 lines
14 KiB
C#
317 lines
14 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.Business;
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using TransportGame.Model;
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using TransportGame.Model.Road;
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using TransportGame.Utils;
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using Vector2 = TransportGame.Model.Vector2;
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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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class RoadGeneratorSegment
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{
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public RoadNode Terminal1;
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public Vector2 Terminal2Pos;
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public RoadNode Terminal2;
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public bool Highway;
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public int Time;
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public RoadGeneratorSegment(RoadNode term1, Vector2 term2pos, bool highway, int time = 0)
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{
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Terminal1 = term1;
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Terminal2Pos = term2pos;
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Highway = highway;
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Time = time;
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}
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public override string ToString()
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{
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string str = String.Format("(gensegment, {0}->", Terminal1);
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if (Terminal2 == null)
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str += Terminal2Pos.ToString();
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else str += Terminal2.ToString();
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str += ", ";
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if (Highway)
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str += "highway, ";
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str += String.Format("time={0})", Time);
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return str;
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}
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}
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QuadTree<RoadNode> qtree;
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List<RoadGeneratorSegment> queue;
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System.Random random = new System.Random();
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CityMap map;
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private float HighwaySegmentLength { get { return ConfigManager.Roadgen.HighwaySegmentLength; } }
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private float DefaultBranchPopulationTreshold { get { return ConfigManager.Roadgen.DefaultBranchPopulationTreshold; } }
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private float DefaultBranchProbability { get { return ConfigManager.Roadgen.DefaultBranchProbability; } }
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private float DefaultSegmentLength { get { return ConfigManager.Roadgen.DefaultSegmentLength; } }
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private float SteepnessLimit { get { return ConfigManager.Roadgen.SteepnessLimit; } }
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private float SlopeLimit { get { return ConfigManager.Roadgen.SlopeLimit; } }
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private float RoadSegmentAngleLimit { get { return ConfigManager.Roadgen.RoadSegmentAngleLimit; } }
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private float RoadSnapDistance { get { return ConfigManager.Roadgen.RoadSnapDistance; } }
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private float MinNodeDistance { get { return ConfigManager.Roadgen.MinNodeDistance; } }
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private int MaximumRandomStraightAngle { get { return ConfigManager.Roadgen.MaximumRandomStraightAngle; } }
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private int MaximumBranchAngleVariation { get { return ConfigManager.Roadgen.MaximumBranchAngleVariation; } }
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private float HighwayBranchPopulationTreshold { get { return ConfigManager.Roadgen.HighwayBranchPopulationTreshold; } }
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private float HighwayBranchProbability { get { return ConfigManager.Roadgen.HighwayBranchProbability; } }
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private int HighwayBranchDelay { get { return ConfigManager.Roadgen.HighwayBranchDelay; } }
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private int MaximumIntersectingRoads { get { return ConfigManager.Roadgen.MaximumIntersectingRoads; } }
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public RoadGenerator()
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{
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}
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public void Initialize(CityMap map)
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{
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this.map = map;
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map.RoadNetwork = new RoadNetwork();
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qtree = new QuadTree<RoadNode>(0, 0, map.Width, map.Height);
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queue = new List<RoadGeneratorSegment>();
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// Generate positions
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Vector2 center = new Vector2(map.Width / 2, map.Height / 2);
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int maxDistanceFromCenter = map.Width / 3;
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Vector2 p0, p1, p2; // p2 goes in opposite direction
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do
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{
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// Generate point close to center of the map
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float gen_x = random.Next(-maxDistanceFromCenter, maxDistanceFromCenter) + random.NextSingle();
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float gen_y = random.Next(-maxDistanceFromCenter, maxDistanceFromCenter) + random.NextSingle();
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p0 = center + new Vector2(gen_x, gen_y);
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// Generate a random direction
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Vector2 dir = Vector2.FromDegrees(random.Next(360)) * (HighwaySegmentLength / 2);
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p1 = p0 + dir;
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p2 = p0 - dir;
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} while (IsObstacle(p0) || IsObstacle(p1) || IsObstacle(p2));
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// Create root node
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var node0 = map.RoadNetwork.CreateNode(p0);
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qtree.Add(node0);
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// Create & enqueue segments
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queue.Add(new RoadGeneratorSegment(node0, p1, true));
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queue.Add(new RoadGeneratorSegment(node0, p2, true));
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}
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public void Step()
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{
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var segment = queue.OrderBy(x => x.Time).First();
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queue.Remove(segment);
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// Check local constraints
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if (CheckLocalConstraints(segment))
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{
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RoadSegment createdSegment;
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// Finish to create segment
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if (segment.Terminal2 != null)
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createdSegment = map.RoadNetwork.CreateArticulationSegment(segment.Terminal1, segment.Terminal2);
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else
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createdSegment = map.RoadNetwork.CreateArticulationSegment(segment.Terminal1, segment.Terminal2Pos);
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qtree.Add(createdSegment.Terminal2);
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createdSegment.LanesTo1 = createdSegment.LanesTo2 = (segment.Highway) ? 3 : 1;
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// Use global goals to get new segments
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foreach (var newSegment in GlobalGoals(createdSegment))
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{
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newSegment.Time += segment.Time + 1;
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queue.Add(newSegment);
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}
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}
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}
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private bool IsObstacle(Vector2 p)
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{
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return !map.IsInside(p.X, p.Y) || map.IsWater(p.X, p.Y) || map.GetSteepness(p.X, p.Y) > SteepnessLimit;
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}
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public void Generate(CityMap map)
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{
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Initialize(map);
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int iterationCount = (map.Width * map.Height) / 512;
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for (int i = 0; i < iterationCount && queue.Count > 0; i++)
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Step();
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}
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private IEnumerable<RoadGeneratorSegment> GlobalGoals(RoadSegment segment)
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{
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Vector2 prevPos = segment.Terminal2.Position;
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Vector2 dir = segment.Direction;
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bool highway = (segment.LanesTo1 >= 3);
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bool highwayBranched = false;
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// Going straight
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Vector2 straight = prevPos + dir * ((highway) ? HighwaySegmentLength : DefaultSegmentLength);
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float straightPopulation = map.GetPopulation(straight);
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// Highways...
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if (highway)
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{
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Vector2 randomStraight = prevPos + HighwaySegmentLength * dir.RotateDeg(random.Next(-MaximumRandomStraightAngle, MaximumRandomStraightAngle));
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float randomPopulation = map.GetPopulation(randomStraight);
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if (randomPopulation > straightPopulation)
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yield return new RoadGeneratorSegment(segment.Terminal2, randomStraight, highway);
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else
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yield return new RoadGeneratorSegment(segment.Terminal2, straight, highway);
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// Branch highway
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if (Math.Max(straightPopulation, randomPopulation) > HighwayBranchPopulationTreshold)
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{
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if (random.NextSingle() < HighwayBranchProbability)
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{
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Vector2 leftBranch = prevPos + HighwaySegmentLength * dir.RotateDeg(-90 + random.Next(-MaximumBranchAngleVariation, MaximumBranchAngleVariation));
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yield return new RoadGeneratorSegment(segment.Terminal2, leftBranch, highway, HighwayBranchDelay);
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highwayBranched = true;
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}
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if (random.NextSingle() < HighwayBranchProbability)
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{
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Vector2 rightBranch = prevPos + HighwaySegmentLength * dir.RotateDeg(90 + random.Next(-MaximumBranchAngleVariation, MaximumBranchAngleVariation));
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yield return new RoadGeneratorSegment(segment.Terminal2, rightBranch, highway, HighwayBranchDelay);
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highwayBranched = true;
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}
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}
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// Don't allow more branches
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if (highwayBranched)
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yield break;
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}
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else if (random.NextSingle() < straightPopulation)
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yield return new RoadGeneratorSegment(segment.Terminal2, straight, false);
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// Branch normal road
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if (straightPopulation > DefaultBranchPopulationTreshold)
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{
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if (random.NextSingle() < DefaultBranchProbability * straightPopulation)
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{
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Vector2 leftBranch = prevPos + HighwaySegmentLength * dir.RotateDeg(-90 + random.Next(-MaximumBranchAngleVariation, MaximumBranchAngleVariation));
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yield return new RoadGeneratorSegment(segment.Terminal2, leftBranch, false, (highway) ? HighwayBranchDelay : 0);
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}
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if (random.NextSingle() < DefaultBranchProbability * straightPopulation)
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{
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Vector2 rightBranch = prevPos + HighwaySegmentLength * dir.RotateDeg(90 + random.Next(-MaximumBranchAngleVariation, MaximumBranchAngleVariation));
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yield return new RoadGeneratorSegment(segment.Terminal2, rightBranch, false, (highway) ? HighwayBranchDelay : 0);
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}
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}
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}
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private bool CheckLocalConstraints(RoadGeneratorSegment segment)
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{
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// Constraint #1: check for obstacles
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if (IsObstacle(segment.Terminal2Pos))
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return false;
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// Constraint #2: slope
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float segmentLength = (segment.Highway) ? HighwaySegmentLength : DefaultSegmentLength;
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float levelDiff = map.GetHeight((int)segment.Terminal1.X, (int)segment.Terminal1.Y) -
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map.GetHeight((int)segment.Terminal2Pos.X, (int)segment.Terminal2Pos.Y);
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float sinSlope = Math.Abs(levelDiff) / segmentLength;
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if (Math.Asin(sinSlope) > SlopeLimit)
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return false;
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// Constraint #3: Number of intersecting roads
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if (segment.Terminal1.ArticulationSegmentIds.Count > MaximumIntersectingRoads)
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return false;
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// Constraint #4: intersections & snapping
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Rectangle queryArea = new Rectangle(
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Math.Min(segment.Terminal1.X, segment.Terminal2Pos.X) - 3 * HighwaySegmentLength,
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Math.Min(segment.Terminal1.Y, segment.Terminal2Pos.Y) - 3 * HighwaySegmentLength,
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Math.Max(segment.Terminal1.X, segment.Terminal2Pos.X) + 3 * HighwaySegmentLength,
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Math.Max(segment.Terminal1.Y, segment.Terminal2Pos.Y) + 3 * HighwaySegmentLength);
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IEnumerable<int> segmentIds = Enumerable.Empty<int>();
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// Look for nearby segments
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foreach (var node in qtree.Query(queryArea))
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{
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if (node == segment.Terminal1)
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continue;
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// Too close to another node in the area
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if ((node.Position - segment.Terminal2Pos).LengthSq < MinNodeDistance * MinNodeDistance)
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return false;
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segmentIds = segmentIds.Concat(node.ArticulationSegmentIds);
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}
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// Filter & sort the segments by distance
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segmentIds = segmentIds.Distinct().OrderBy(id =>
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LineSegment.Distance(map.RoadNetwork.ArticulationSegments[id].AsLineSegment(), segment.Terminal2Pos));
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foreach (var segmentId in segmentIds)
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{
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var other = map.RoadNetwork.ArticulationSegments[segmentId];
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var line1 = new LineSegment(segment.Terminal1.Position, segment.Terminal2Pos);
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var line2 = other.AsLineSegment();
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Vector2? inters = LineSegment.Intersect(line1, line2);
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// Case #1: there is an intersection with another segment. We cut the rest of the segment
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if (inters.HasValue && inters.Value != segment.Terminal1.Position)
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{
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// Check angle between segments
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float cos = Vector2.Dot((line1.P1 - line1.P0).Normalized, (line2.P1 - line2.P0).Normalized);
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if (Math.Abs(Math.Acos(cos)) < RoadSegmentAngleLimit)
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return false;
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// Split segment
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var newNode = map.RoadNetwork.SplitArticulationSegment(other, inters.Value);
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segment.Terminal2Pos = inters.Value;
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segment.Terminal2 = newNode;
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return true;
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}
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// Case #2: no intersection, but the point is close enough to an existing intersection
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if ((segment.Terminal2Pos - other.Terminal2.Position).LengthSq <= RoadSnapDistance * RoadSnapDistance)
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{
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// Check angle between intersecting segments
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foreach (var intersSeg in other.Terminal2.ArticulationSegments)
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{
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float cos = Vector2.Dot(line1.Direction, intersSeg.Direction);
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if (Math.Abs(Math.Acos(cos)) < RoadSegmentAngleLimit)
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return false;
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}
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segment.Terminal2Pos = other.Terminal2.Position;
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segment.Terminal2 = other.Terminal2;
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return true;
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}
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//// TODO: Case #3: the point is close enough to an existing road segment
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//float dist = LineSegment.Distance(line2, segment.Terminal2Pos);
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//if (dist < RoadSnapDistance)
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//{
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// float proj0 = (float)Math.Sqrt((line2.P0 - segment.Terminal2Pos).LengthSq - dist * dist);
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// float percent = proj0 /
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//}
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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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