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:
Reinier Vens 2021-03-12 05:12:01 +00:00
commit 7f3f198f61
29 changed files with 2936 additions and 308 deletions

View file

@ -5,12 +5,13 @@ using DataStructures.ViliWonka.Heap;
using MIConvexHull;
using Unity.Mathematics;
using static Unity.Mathematics.math;
using Random = Unity.Mathematics.Random;
public static class SectorGenerator
{
public static Sector GenerateSector(SectorGenerationSettings settings, MegaCorporation[] megas, int zoneCount = 32, float linkDensity = .5f, float minLineSeparation = .01f)
public static Sector GenerateSector(SectorGenerationSettings settings, MegaCorporation[] megas, ref Random random, float minLineSeparation = .01f)
{
var outputSamples = WeightedSampleElimination.GeneratePoints(zoneCount,
var outputSamples = WeightedSampleElimination.GeneratePoints(settings.ZoneCount,
settings.CloudDensity,
v => (.2f - lengthsq(v - float2(.5f))) * 4);
var sector = new Sector();
@ -60,10 +61,10 @@ public static class SectorGenerator
var heap = new MaxHeap<(SectorZone, SectorZone)>(links.Count);
foreach(var link in links) heap.PushObj(link, LinkWeight(link));
while (heap.Count > linkDensity * links.Count)
while (heap.Count > settings.LinkDensity * links.Count)
{
var link = heap.PopObj();
if(sector.ConnectedRegion(link.Item1, link.Item2).Contains(link.Item2))
if(sector.ConnectedRegion(link.Item1, link.Item1, link.Item2).Contains(link.Item2))
{
link.Item1.AdjacentZones.Remove(link.Item2);
link.Item2.AdjacentZones.Remove(link.Item1);
@ -83,60 +84,80 @@ public static class SectorGenerator
#endregion
// Cache distance set and calculate isolation for every zone (used extensively for placing stuff)
foreach (var zone in sector.Zones)
{
zone.Distance = sector.ConnectedRegionDistance(zone);
zone.Isolation = zone.Distance.Sum(x => x.Value);
}
// Exit is the most isolated zone (highest total distance to all other zones
sector.Exit = sector.Zones.MaxBy(z => z.Isolation);
// Entrance is the zone furthest from the exit
sector.Entrance = sector.Zones.MaxBy(z => sector.Exit.Distance[z]);
foreach (var mega in megas)
// Store exit path in hash set for querying
var exitPathSet = new HashSet<SectorZone>(sector.ExitPath);
// Find all zones on the exit path where removing that zone would disconnect the entrance from the exit
// Disregard "corridor" zones with only two adjacent zones
var chokePoints = sector.ExitPath
.Where(z => z.AdjacentZones.Count > 2 && !sector.ConnectedRegion(sector.Entrance, z).Contains(sector.Exit));
// Choose some megas to have bosses placed based on whether a boss hull is assigned
var bossMegas = megas
.Where(m => m.BossHull != Guid.Empty)
.Take(settings.BossCount)
.ToArray();
// Place boss zones along the critical path as far apart from each other as possible
foreach (var mega in bossMegas)
{
sector.OccupantSources[mega] = sector.Zones.MaxBy(z =>
sector.BossZones[mega] = chokePoints.MaxBy(z =>
sector.Exit.Distance[z] * sector.Entrance.Distance[z] *
sector.OccupantSources.Values.Aggregate(1, (i, os) => i * os.Distance[z]));
sector.BossZones.Values.Aggregate(1, (i, os) => i * os.Distance[z]));
}
foreach (var zone in sector.Zones)
// Place boss mega headquarters such that their sphere of influence encompasses their boss zone
// While occupying as much territory as possible
foreach (var mega in bossMegas)
{
var sourceDistances = new int[megas.Length];
var minSourceDistance = int.MaxValue;
var occupants = 0;
for (var i = 0; i < megas.Length; i++)
{
sourceDistances[i] = sector.OccupantSources[megas[i]].Distance[zone];
if (sourceDistances[i] == minSourceDistance)
{
occupants++;
}
if (sourceDistances[i] < minSourceDistance)
{
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;
}
}