Improved Sector Map
Added Boss Icon Added Home Icon Added Legend Placing bosses at chokepoints Adjusted home zone placement Added per-faction areas of influence
This commit is contained in:
parent
f10804ac11
commit
7f3f198f61
29 changed files with 2936 additions and 308 deletions
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@ -41,27 +41,36 @@ public class MegaCorporation : DatabaseEntry, INamedEntry
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[InspectableField, JsonProperty("name"), Key(1)]
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public string Name;
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[InspectableText, JsonProperty("description"), Key(2)]
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[InspectableField, JsonProperty("shortName"), Key(2)]
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public string ShortName;
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[InspectableText, JsonProperty("description"), Key(3)]
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public string Description;
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[InspectableTexture, JsonProperty("logo"), Key(3)]
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[InspectableTexture, JsonProperty("logo"), Key(4)]
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public string Logo;
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[InspectableDatabaseLink(typeof(PersonalityAttribute)), JsonProperty("personality"), Key(4)]
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[InspectableDatabaseLink(typeof(PersonalityAttribute)), JsonProperty("personality"), Key(5)]
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public Dictionary<Guid, float> Personality = new Dictionary<Guid, float>();
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[InspectableField, JsonProperty("hostile"), Key(5)]
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[InspectableField, JsonProperty("hostile"), Key(6)]
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public bool PlayerHostile;
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[InspectableColor, JsonProperty("primaryColor"), Key(6)]
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[InspectableColor, JsonProperty("primaryColor"), Key(7)]
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public float3 PrimaryColor;
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[InspectableColor, JsonProperty("secondaryColor"), Key(7)]
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[InspectableColor, JsonProperty("secondaryColor"), Key(8)]
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public float3 SecondaryColor;
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[InspectableTextAsset, JsonProperty("geonames"), Key(8)]
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[InspectableTextAsset, JsonProperty("geonames"), Key(9)]
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public string GeonameFile;
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[InspectableDatabaseLink(typeof(HullData)), JsonProperty("bossHull"), Key(10)]
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public Guid BossHull;
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[InspectableField, JsonProperty("influence"), Key(11)]
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public int InfluenceDistance = 4;
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[IgnoreMember] public MarkovNameGenerator NameGenerator { get; set; }
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[IgnoreMember] public string EntryName
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@ -5,6 +5,7 @@
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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 static Unity.Mathematics.math;
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using Random = Unity.Mathematics.Random;
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//Generates random names based on the statistical weight of letter sequences
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@ -18,20 +19,40 @@ public class MarkovNameGenerator
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private int _minLength;
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private int _maxLength;
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private Random _random;
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public MarkovNameGenerator(ref Random random, string nameData, SectorGenerationSettings settings)
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{
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var names = new HashSet<string>();
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var lines = nameData.Split('\n');
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foreach (var line in lines)
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{
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foreach(var word in line.ToUpperInvariant().Split(' ', ',', '.', '"'))
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if (word.Length >= settings.NameGeneratorMinLength && !names.Contains(word))
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names.Add(word);
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}
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_random = random;
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_order = max(1, settings.NameGeneratorOrder);
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_minLength = max(1, settings.NameGeneratorMinLength);
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_maxLength = settings.NameGeneratorMaxLength;
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Initialize(names);
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}
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public MarkovNameGenerator(ref Random random, IEnumerable<string> sampleNames, int order, int minLength, int maxLength)
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{
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_random = random;
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//fix parameter values
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if (order < 1)
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order = 1;
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if (minLength < 1)
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minLength = 1;
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_order = order;
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_minLength = minLength;
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_order = max(1, order);
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_minLength = max(1, minLength);
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_maxLength = maxLength;
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Initialize(sampleNames);
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}
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private void Initialize(IEnumerable<string> sampleNames)
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{
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//split comma delimited lines
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foreach (string line in sampleNames)
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{
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@ -39,7 +60,7 @@ public class MarkovNameGenerator
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foreach (string word in tokens)
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{
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string upper = word.Trim().ToLowerInvariant();
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if (upper.Length < order + 1)
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if (upper.Length < _order + 1)
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continue;
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_samples.Add(upper + '|'); // Add end character
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}
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@ -48,9 +69,9 @@ public class MarkovNameGenerator
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//Build chains
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foreach (string word in _samples)
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{
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for (int letter = 0; letter < word.Length - order; letter++)
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for (int letter = 0; letter < word.Length - _order; letter++)
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{
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string token = word.Substring(letter, order);
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string token = word.Substring(letter, _order);
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List<char> entry = null;
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if (_chains.ContainsKey(token))
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entry = _chains[token];
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@ -59,7 +80,7 @@ public class MarkovNameGenerator
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entry = new List<char>();
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_chains[token] = entry;
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}
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entry.Add(word[letter + order]);
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entry.Add(word[letter + _order]);
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}
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}
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}
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@ -75,7 +96,6 @@ public class MarkovNameGenerator
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{
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int n = _random.NextInt(0,_samples.Count);
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//int nameLength = _samples[n].Length;
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//s = _samples[n].Substring(UnityEngine.Random.Range(0, _samples[n].Length - _order), _order);//get a random token somewhere in middle of sample word
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s = _samples[n].Substring(0, _order);//get a random token at the start of a sample word
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while (true)//(s.Length < nameLength)
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{
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@ -86,11 +106,11 @@ public class MarkovNameGenerator
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else
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break;
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}
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s = s.Substring(0, 1) + s.Substring(1).ToLower();
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s = s.Substring(0, 1).ToUpper() + s.Substring(1);
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}
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while (_used.Contains(s) || s.Length < _minLength || s.Length > _maxLength);
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_used.Add(s);
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return s.First().ToString().ToUpper() + s.Substring(1);
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return s;
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}
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}
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@ -1,5 +1,7 @@
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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 DataStructures.ViliWonka.Heap;
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using Unity.Mathematics;
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using JM.LinqFaster;
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using static Unity.Mathematics.math;
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@ -7,10 +9,21 @@ using static Unity.Mathematics.math;
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public class Sector
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{
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public List<SectorZone> Zones = new List<SectorZone>();
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public Dictionary<MegaCorporation, SectorZone> OccupantSources = new Dictionary<MegaCorporation, SectorZone>();
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public Dictionary<MegaCorporation, SectorZone> HomeZones = new Dictionary<MegaCorporation, SectorZone>();
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public Dictionary<MegaCorporation, SectorZone> BossZones = new Dictionary<MegaCorporation, SectorZone>();
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public SectorZone Entrance;
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public SectorZone Exit;
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private SectorZone[] _exitPath;
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public SectorZone[] ExitPath
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{
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get
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{
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return _exitPath ??= FindPath(Entrance, Exit);
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}
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}
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class DijkstraVertex
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{
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public float Cost;
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@ -18,30 +31,29 @@ public class Sector
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public SectorZone Zone;
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}
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public List<SectorZone> ConnectedRegion(SectorZone v, SectorZone ignoreZone = null)
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{
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List<SectorZone> members = new List<SectorZone>();
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members.Add(v);
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while (true)
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{
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var lastCount = members.Count;
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// For each member, add all vertices that are connected to it but are not already a member
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// Also, if there is a zone being ignored, do not traverse across it
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foreach (SectorZone m in members.ToArray())
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members.AddRange(m.AdjacentZones
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.Where(z => !members.Contains(z) && !(m == v && ignoreZone == z)));
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// If we have stopped finding neighbors, stop traversing
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if (members.Count == lastCount)
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return members;
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}
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}
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// public HashSet<SectorZone> ConnectedRegion(SectorZone v, SectorZone ignoreZone = null)
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// {
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// var members = new HashSet<SectorZone> {v};
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// while (true)
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// {
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// var lastCount = members.Count;
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// // For each member, add all vertices that are connected to it but are not already a member
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// // Also, if there is a zone being ignored, do not traverse across it
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// foreach (var zone in members.ToArray())
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// foreach(var adjacentZone in zone.AdjacentZones)
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// if (!members.Contains(adjacentZone) && !(zone == v && ignoreZone == adjacentZone))
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// members.Add(adjacentZone);
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// // If we have stopped finding neighbors, stop traversing
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// if (members.Count == lastCount)
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// return members;
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// }
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// }
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//public int TotalDistance(SectorZone v) => ConnectedRegionDistance(v).Sum(x => x.distance);
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public Dictionary<SectorZone, int> ConnectedRegionDistance(SectorZone v)
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{
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Dictionary<SectorZone, int> members = new Dictionary<SectorZone, int>();
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members.Add(v,0);
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var members = new Dictionary<SectorZone, int> {{v, 0}};
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int cost = 1;
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while (true)
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{
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@ -60,31 +72,83 @@ public class Sector
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cost++;
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}
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}
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public List<SectorZone> FindPath(SectorZone source, SectorZone target, bool bestFirst = false)
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public HashSet<SectorZone> ConnectedRegion(
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SectorZone v,
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SectorZone ignoreLink1,
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SectorZone ignoreLink2,
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int maxDistance = int.MaxValue)
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{
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SortedList<float,DijkstraVertex> members = new SortedList<float,DijkstraVertex>{{0, new DijkstraVertex{Zone = source}}};
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List<DijkstraVertex> searched = new List<DijkstraVertex>();
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return ConnectedRegion(v, x => x.Item1 != ignoreLink1 || x.Item2 != ignoreLink2, maxDistance);
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}
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public HashSet<SectorZone> ConnectedRegion(
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SectorZone v,
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SectorZone ignoreZone,
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int maxDistance = int.MaxValue)
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{
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return ConnectedRegion(v, x => x.Item2 != ignoreZone, maxDistance);
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}
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public HashSet<SectorZone> ConnectedRegion(
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SectorZone v,
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int maxDistance = int.MaxValue)
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{
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return ConnectedRegion(v, x => true, maxDistance);
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}
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public HashSet<SectorZone> ConnectedRegion(
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SectorZone v,
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Predicate<(SectorZone,SectorZone)> linkFilter,
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int maxDistance = int.MaxValue)
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{
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var visited = new HashSet<SectorZone> {v};
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int cost = 1;
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while (true)
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{
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var s = members.FirstOrDefault(m => !searched.Contains(m.Value)).Value; // Lowest cost unsearched node
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if (s == null) return null; // No vertices left unsearched
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var lastCount = visited.Count;
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// For each member, add all nodes that are connected to it but have not been visited
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// Also, if there is a zone being ignored, do not traverse across it
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foreach (var zone in visited.ToArray())
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foreach (var adjacentZone in zone.AdjacentZones)
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{
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if(!visited.Contains(adjacentZone) && linkFilter((zone, adjacentZone)))
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visited.Add(adjacentZone);
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}
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// If we have stopped finding neighbors, stop traversing
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if (visited.Count == lastCount || cost == maxDistance)
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return visited;
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cost++;
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}
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}
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public SectorZone[] FindPath(SectorZone source, SectorZone target, bool bestFirst = false)
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{
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MinHeap<DijkstraVertex> unsearchedNodes = new MinHeap<DijkstraVertex>();
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unsearchedNodes.PushObj(new DijkstraVertex{Zone = source}, 0);
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//SortedList<float,DijkstraVertex> members = new SortedList<float,DijkstraVertex>{{0, new DijkstraVertex{Zone = source}}};
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var searched = new HashSet<SectorZone>();
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while (true)
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{
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if(unsearchedNodes.Count == 0) return null; // No nodes left unsearched
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var s = unsearchedNodes.PopObj(); // Lowest cost unsearched node
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if (s.Zone == target) // We found the path
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{
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Stack<DijkstraVertex> path = new Stack<DijkstraVertex>(); // Since we start at the end, use a LIFO collection
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path.Push(s);
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while(path.Peek().Parent!=null) // Keep pushing until we reach the start, which has no parent
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path.Push(path.Peek().Parent);
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return path.Select(dv => dv.Zone).ToList();
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return path.Select(dv => dv.Zone).ToArray();
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}
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// For each adjacent star (filter already visited stars unless heuristic is in use)
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foreach (var dijkstraStar in s.Zone.AdjacentZones
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.WhereSelectF(zone => !bestFirst || members.All(m => m.Value.Zone != zone),
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IEnumerable<SectorZone> zonesToSearch = s.Zone.AdjacentZones;
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if (!bestFirst) zonesToSearch = zonesToSearch.Where(z => !searched.Contains(z));
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foreach (var dijkstraStar in zonesToSearch
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// Cost is parent cost plus distance squared
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zone => new DijkstraVertex {Parent = s, Zone = zone, Cost = s.Cost + lengthsq(s.Zone.Position - zone.Position)}))
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.Select(zone => new DijkstraVertex {Parent = s, Zone = zone, Cost = s.Cost + lengthsq(s.Zone.Position - zone.Position)}))
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// Add new member to list, sorted by cost plus optional heuristic
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members.Add(bestFirst ? dijkstraStar.Cost + lengthsq(dijkstraStar.Zone.Position - target.Position) : dijkstraStar.Cost, dijkstraStar);
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searched.Add(s);
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unsearchedNodes.PushObj(dijkstraStar, bestFirst ? dijkstraStar.Cost + lengthsq(dijkstraStar.Zone.Position - target.Position) : dijkstraStar.Cost);
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searched.Add(s.Zone);
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}
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}
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}
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@ -96,5 +160,7 @@ public class SectorZone
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public List<SectorZone> AdjacentZones = new List<SectorZone>();
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public int Isolation;
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public Dictionary<SectorZone, int> Distance;
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public MegaCorporation[] Occupants;
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public MegaCorporation[] Megas;
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//public List<MegaCorporation> Megas;
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public MegaCorporation Owner;
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}
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@ -5,12 +5,13 @@ using DataStructures.ViliWonka.Heap;
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using MIConvexHull;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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using Random = Unity.Mathematics.Random;
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public static class SectorGenerator
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{
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public static Sector GenerateSector(SectorGenerationSettings settings, MegaCorporation[] megas, int zoneCount = 32, float linkDensity = .5f, float minLineSeparation = .01f)
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public static Sector GenerateSector(SectorGenerationSettings settings, MegaCorporation[] megas, ref Random random, float minLineSeparation = .01f)
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{
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var outputSamples = WeightedSampleElimination.GeneratePoints(zoneCount,
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var outputSamples = WeightedSampleElimination.GeneratePoints(settings.ZoneCount,
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settings.CloudDensity,
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v => (.2f - lengthsq(v - float2(.5f))) * 4);
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var sector = new Sector();
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@ -60,10 +61,10 @@ public static class SectorGenerator
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var heap = new MaxHeap<(SectorZone, SectorZone)>(links.Count);
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foreach(var link in links) heap.PushObj(link, LinkWeight(link));
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while (heap.Count > linkDensity * links.Count)
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while (heap.Count > settings.LinkDensity * links.Count)
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{
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var link = heap.PopObj();
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if(sector.ConnectedRegion(link.Item1, link.Item2).Contains(link.Item2))
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if(sector.ConnectedRegion(link.Item1, link.Item1, link.Item2).Contains(link.Item2))
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{
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link.Item1.AdjacentZones.Remove(link.Item2);
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link.Item2.AdjacentZones.Remove(link.Item1);
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@ -83,60 +84,80 @@ public static class SectorGenerator
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#endregion
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// Cache distance set and calculate isolation for every zone (used extensively for placing stuff)
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foreach (var zone in sector.Zones)
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{
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zone.Distance = sector.ConnectedRegionDistance(zone);
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zone.Isolation = zone.Distance.Sum(x => x.Value);
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}
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// Exit is the most isolated zone (highest total distance to all other zones
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sector.Exit = sector.Zones.MaxBy(z => z.Isolation);
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// Entrance is the zone furthest from the exit
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sector.Entrance = sector.Zones.MaxBy(z => sector.Exit.Distance[z]);
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foreach (var mega in megas)
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// Store exit path in hash set for querying
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var exitPathSet = new HashSet<SectorZone>(sector.ExitPath);
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// Find all zones on the exit path where removing that zone would disconnect the entrance from the exit
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// Disregard "corridor" zones with only two adjacent zones
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var chokePoints = sector.ExitPath
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.Where(z => z.AdjacentZones.Count > 2 && !sector.ConnectedRegion(sector.Entrance, z).Contains(sector.Exit));
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// Choose some megas to have bosses placed based on whether a boss hull is assigned
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var bossMegas = megas
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.Where(m => m.BossHull != Guid.Empty)
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.Take(settings.BossCount)
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.ToArray();
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// Place boss zones along the critical path as far apart from each other as possible
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foreach (var mega in bossMegas)
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{
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sector.OccupantSources[mega] = sector.Zones.MaxBy(z =>
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sector.BossZones[mega] = chokePoints.MaxBy(z =>
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sector.Exit.Distance[z] * sector.Entrance.Distance[z] *
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sector.OccupantSources.Values.Aggregate(1, (i, os) => i * os.Distance[z]));
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sector.BossZones.Values.Aggregate(1, (i, os) => i * os.Distance[z]));
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}
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foreach (var zone in sector.Zones)
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// Place boss mega headquarters such that their sphere of influence encompasses their boss zone
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// While occupying as much territory as possible
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foreach (var mega in bossMegas)
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{
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var sourceDistances = new int[megas.Length];
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var minSourceDistance = int.MaxValue;
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var occupants = 0;
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for (var i = 0; i < megas.Length; i++)
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{
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sourceDistances[i] = sector.OccupantSources[megas[i]].Distance[zone];
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if (sourceDistances[i] == minSourceDistance)
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{
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occupants++;
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}
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if (sourceDistances[i] < minSourceDistance)
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{
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minSourceDistance = sourceDistances[i];
|
||||
occupants = 1;
|
||||
}
|
||||
}
|
||||
|
||||
zone.Occupants = new MegaCorporation[occupants];
|
||||
|
||||
var occupantIndex = 0;
|
||||
for (var i = 0; i < megas.Length; i++)
|
||||
{
|
||||
if (sourceDistances[i] == minSourceDistance)
|
||||
{
|
||||
zone.Occupants[occupantIndex++] = megas[i];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
sector.Zones[0].Name = "Hello World!";
|
||||
foreach (var zone in sector.Zones)
|
||||
{
|
||||
zone.Name = zone.Occupants[0].NameGenerator.NextName; // TODO: Merge Naming
|
||||
sector.HomeZones[mega] = sector
|
||||
.ConnectedRegion(sector.BossZones[mega], mega.InfluenceDistance)
|
||||
.MaxBy(z =>
|
||||
sector.ConnectedRegion(z, mega.InfluenceDistance).Count *
|
||||
sector.HomeZones.Values.Aggregate(1f, (i, os) => i * sqrt(os.Distance[z])));
|
||||
}
|
||||
|
||||
// Place remaining headquarters away from existing megas while also maximizing territory
|
||||
foreach (var mega in megas.Where(m=>!bossMegas.Contains(m)))
|
||||
{
|
||||
sector.HomeZones[mega] = sector.Zones.MaxBy(z =>
|
||||
pow(sector.ConnectedRegion(z, mega.InfluenceDistance).Count, sector.HomeZones.Count) *
|
||||
sector.Exit.Distance[z] * sector.Entrance.Distance[z] *
|
||||
sector.HomeZones.Values.Aggregate(1f, (i, os) => i * sqrt(os.Distance[z])) *
|
||||
sector.BossZones.Values.Aggregate(1f, (i, os) => i * sqrt(os.Distance[z])));
|
||||
}
|
||||
|
||||
// Assign faction presence
|
||||
foreach (var zone in sector.Zones)
|
||||
{
|
||||
// All megas for are present in zones within their sphere of influence
|
||||
zone.Megas = megas
|
||||
.Where(m => zone.Distance[sector.HomeZones[m]] <= m.InfluenceDistance)
|
||||
.ToArray();
|
||||
|
||||
// Owner of a zone is the one with the nearest headquarters
|
||||
var nearestMega = megas.MinBy(m => zone.Distance[sector.HomeZones[m]]);
|
||||
if (zone.Distance[sector.HomeZones[nearestMega]] <= nearestMega.InfluenceDistance)
|
||||
zone.Owner = nearestMega;
|
||||
}
|
||||
|
||||
// Generate zone name using the owner's name generator, otherwise assign catalogue ID
|
||||
foreach (var zone in sector.Zones)
|
||||
zone.Name = zone.Owner?.NameGenerator.NextName ?? $"EAC-{random.NextInt(99999).ToString()}";
|
||||
|
||||
return sector;
|
||||
}
|
||||
}
|
||||
|
|
@ -46,6 +46,13 @@ public class GalaxyShapeSettings
|
|||
[Serializable, MessagePackObject(keyAsPropertyName:true), JsonObject]
|
||||
public class SectorGenerationSettings
|
||||
{
|
||||
public float LinkDensity = .5f;
|
||||
public int ZoneCount = 128;
|
||||
public int NameGeneratorMinLength = 5;
|
||||
public int NameGeneratorMaxLength = 10;
|
||||
public int NameGeneratorOrder = 4;
|
||||
public int MegaCount;
|
||||
public int BossCount;
|
||||
public float NoisePosition;
|
||||
public float CloudExponent;
|
||||
public float CloudAmplitude;
|
||||
|
|
|
|||
Loading…
Reference in a new issue