using System; using System.Collections.Generic; using System.Linq; using System.Threading; using System.Threading.Tasks; using DataStructures.ViliWonka.Heap; using MIConvexHull; using JM.LinqFaster; using UniRx; using Unity.Mathematics; using static Unity.Mathematics.math; using Random = Unity.Mathematics.Random; public class Sector { public Dictionary HomeZones = new Dictionary(); public Dictionary BossZones = new Dictionary(); public HashSet DiscoveredZones = new HashSet(); public SectorBackgroundSettings Background { get; } public NameGeneratorSettings NameGeneratorSettings { get; } public Faction[] Factions { get; } public SectorZone[] Zones { get; } public SectorZone Entrance { get; } public SectorZone Exit { get; } private HashSet _containedFactions; private SectorZone[] _exitPath; private Dictionary _nameGenerators = new Dictionary(); public SectorZone[] ExitPath { get { if(Entrance!=null && Exit != null) return _exitPath ??= FindPath(Entrance, Exit); return null; } } public Sector(CultCache cultCache, SavedGame savedGame) { Background = savedGame.Background; Factions = savedGame.Factions.Select(cultCache.Get).ToArray(); Zones = savedGame.Zones.Select(zone => { return new SectorZone { Name = zone.Name, Position = zone.Position, PackedContents = zone.Contents }; }).ToArray(); foreach (var i in savedGame.DiscoveredZones) DiscoveredZones.Add(Zones[i]); for (var i = 0; i < Zones.Length; i++) { Zones[i].AdjacentZones = savedGame.Zones[i].AdjacentZones.Select(azi => Zones[azi]).ToList(); Zones[i].Factions = savedGame.Zones[i].Factions.Select(mi => Factions[mi]).ToArray(); Zones[i].Owner = savedGame.Zones[i].Owner < 0 ? null : Factions[savedGame.Zones[i].Owner]; } HomeZones = savedGame.HomeZones.ToDictionary( x => Factions[x.Key], x => Zones[x.Value]); BossZones = savedGame.BossZones.ToDictionary( x => Factions[x.Key], x => Zones[x.Value]); Entrance = Zones[savedGame.Entrance]; if(savedGame.Exit != -1) Exit = Zones[savedGame.Exit]; CalculateDistanceMatrix(); } public Sector( SectorGenerationSettings settings, SectorBackgroundSettings background, NameGeneratorSettings nameGeneratorSettings, CultCache cache, Action progressCallback = null, uint seed = 0) { Background = background; var factions = cache.GetAll(); var random = new Random(seed == 0 ? (uint) (DateTime.Now.Ticks % uint.MaxValue) : seed); Factions = factions.OrderBy(x => random.NextFloat()).Take(settings.MegaCount).ToArray(); Zones = GenerateZones(settings.ZoneCount, ref random, progressCallback); GenerateLinks(settings.LinkDensity, progressCallback); CalculateDistanceMatrix(progressCallback); // Exit is the most isolated zone (highest total distance to all other zones) Exit = Zones.MaxBy(z => z.Isolation); // Entrance is the zone furthest from the exit Entrance = Zones.MaxBy(z => Exit.Distance[z]); DiscoveredZones.Add(Entrance); foreach(var z in Entrance.AdjacentZones) DiscoveredZones.Add(z); PlaceFactionsMain(settings.BossCount, progressCallback); CalculateFactionInfluence(progressCallback); GenerateNames(cache, nameGeneratorSettings, ref random, progressCallback); progressCallback?.Invoke("Done!"); if(progressCallback!=null) Thread.Sleep(500); // Inserting Delay to make it seem like it's doing more work lmao } public Sector( TutorialGenerationSettings settings, SectorBackgroundSettings background, NameGeneratorSettings nameGeneratorSettings, CultCache cache, Action progressCallback = null, uint seed = 0) { Faction ResolveFaction(string name) => cache.GetAll().FirstOrDefault(f => f.Name.StartsWith(name, StringComparison.InvariantCultureIgnoreCase)); Background = background; var random = new Random(seed == 0 ? (uint) (DateTime.Now.Ticks % uint.MaxValue) : seed); var factions = new List(); var protagonistFaction = ResolveFaction(settings.ProtagonistFaction); factions.Add(protagonistFaction); var antagonistFaction = ResolveFaction(settings.AntagonistFaction); factions.Add(antagonistFaction); var bufferFaction = ResolveFaction(settings.BufferFaction); factions.Add(bufferFaction); var questFaction = ResolveFaction(settings.QuestFaction); factions.Add(questFaction); var neutralFactions = settings.NeutralFactions .Select(ResolveFaction) .ToArray(); factions.AddRange(neutralFactions); Factions = factions.ToArray(); foreach (var faction in Factions) faction.InfluenceDistance = (faction.InfluenceDistance + 1) / 2; Zones = GenerateZones(settings.ZoneCount, ref random, progressCallback); GenerateLinks(settings.LinkDensity, progressCallback); CalculateDistanceMatrix(progressCallback); HomeZones[protagonistFaction] = Zones .MaxBy(z => ConnectedRegion(z, protagonistFaction.InfluenceDistance).Count); HomeZones[antagonistFaction] = Zones .MaxBy(z => ConnectedRegion(z, antagonistFaction.InfluenceDistance).Count * z.Distance[HomeZones[protagonistFaction]]); HomeZones[protagonistFaction] = Zones .MaxBy(z => ConnectedRegion(z, protagonistFaction.InfluenceDistance).Count * sqrt(z.Distance[HomeZones[antagonistFaction]])); // var antagonistRegion = ConnectedRegion(HomeZones[antagonistFaction], antagonistFaction.InfluenceDistance); // var protagonistRegion = ConnectedRegion(HomeZones[protagonistFaction], protagonistFaction.InfluenceDistance); // Place the buffer faction in a zone where it has equal distance to the pro/antagonist HQs and where it can control the most territory var bufferDistance = Zones.Min(z => abs(z.Distance[HomeZones[antagonistFaction]] - z.Distance[HomeZones[protagonistFaction]])); var potentialBufferZones = Zones .Where(z => abs(z.Distance[HomeZones[antagonistFaction]] - z.Distance[HomeZones[protagonistFaction]]) == bufferDistance); HomeZones[bufferFaction] = potentialBufferZones.MaxBy(z => ConnectedRegion(z, bufferFaction.InfluenceDistance).Count); // Place neutral headquarters away from existing factions while also maximizing territory foreach (var faction in neutralFactions) { HomeZones[faction] = Zones.MaxBy(z => ConnectedRegion(z, faction.InfluenceDistance).Count * HomeZones.Values.Aggregate(1f, (i, os) => i * sqrt(os.Distance[z]))); } CalculateFactionInfluence(progressCallback); var potentialQuestZones = Zones .Where(z => z.Factions.Contains(antagonistFaction) && z.Factions.Contains(bufferFaction)); HomeZones[questFaction] = potentialQuestZones .MaxBy(z=>z.Distance[HomeZones[antagonistFaction]] * ConnectedRegion(z, questFaction.InfluenceDistance).Count); CalculateFactionInfluence(progressCallback); Entrance = Zones.Where(z => z.Owner == null).MinBy(z => z.Distance[HomeZones[protagonistFaction]]); DiscoveredZones.Add(Entrance); foreach(var z in Entrance.AdjacentZones) DiscoveredZones.Add(z); CalculateFactionInfluence(progressCallback); GenerateNames(cache, nameGeneratorSettings, ref random, progressCallback); progressCallback?.Invoke("Done!"); if(progressCallback!=null) Thread.Sleep(500); // Inserting Delay to make it seem like it's doing more work lmao } private SectorZone[] GenerateZones(int zoneCount, ref Random random, Action progressCallback = null) { var outputSamples = WeightedSampleElimination.GeneratePoints(zoneCount, ref random, Background.CloudDensity, v => (.2f - lengthsq(v - float2(.5f))) * 4, progressCallback); return outputSamples.Select(v => new SectorZone {Position = v}).ToArray(); } private void PlaceFactionsMain(int bossCount, Action progressCallback = null) { progressCallback?.Invoke("Finding Chokepoints"); if(progressCallback!=null) Thread.Sleep(500); // Inserting Delay to make it seem like it's doing more work lmao // 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 = ExitPath .Where(z => z.AdjacentZones.Count > 2 && !ConnectedRegion(Entrance, z).Contains(Exit)); progressCallback?.Invoke("Placing Factions"); if (progressCallback != null) Thread.Sleep(500); // Inserting Delay to make it seem like it's doing more work lmao // Choose some megas to have bosses placed based on whether a boss hull is assigned var bossMegas = Factions .Where(m => m.BossHull != Guid.Empty) .Take(bossCount) .ToArray(); // Place boss zones along the critical path as far apart from each other as possible foreach (var mega in bossMegas) { BossZones[mega] = chokePoints.MaxBy(z => Exit.Distance[z] * Entrance.Distance[z] * BossZones.Values.Aggregate(1, (i, os) => i * os.Distance[z])); } // 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) { HomeZones[mega] = ConnectedRegion(BossZones[mega], mega.InfluenceDistance) .MaxBy(z => ConnectedRegion(z, mega.InfluenceDistance).Count * 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 Factions.Where(m => !bossMegas.Contains(m))) { HomeZones[mega] = Zones.MaxBy(z => pow(ConnectedRegion(z, mega.InfluenceDistance).Count, HomeZones.Count) * Exit.Distance[z] * Entrance.Distance[z] * HomeZones.Values.Aggregate(1f, (i, os) => i * sqrt(os.Distance[z])) * BossZones.Values.Aggregate(1f, (i, os) => i * sqrt(os.Distance[z]))); } } private void CalculateFactionInfluence(Action progressCallback = null) { progressCallback?.Invoke("Calculating Faction Influence"); if (progressCallback != null) Thread.Sleep(500); // Inserting Delay to make it seem like it's doing more work lmao // Assign faction presence foreach (var zone in Zones) { // Factions are present in all zones within their sphere of influence zone.Factions = Factions .Where(f => HomeZones.ContainsKey(f)) .Where(f => zone.Distance[HomeZones[f]] <= f.InfluenceDistance) .ToArray(); // Owner of a zone is the faction with the nearest headquarters var nearestFaction = Factions .Where(f => HomeZones.ContainsKey(f)) .MinBy(f => (float)zone.Distance[HomeZones[f]]); if (zone.Distance[HomeZones[nearestFaction]] <= nearestFaction.InfluenceDistance) zone.Owner = nearestFaction; } } private void GenerateNames(CultCache cache, NameGeneratorSettings nameGeneratorSettings, ref Random random, Action progressCallback = null) { for (var i = 0; i < Factions.Length; i++) { progressCallback?.Invoke($"Feeding Markov Chains: {i + 1} / {Factions.Length}"); //if(progressCallback!=null) Thread.Sleep(250); // Inserting Delay to make it seem like it's doing more work lmao var faction = Factions[i]; _nameGenerators[faction] = new MarkovNameGenerator(ref random, cache.Get(faction.GeonameFile).Names, nameGeneratorSettings); } // Generate zone name using the owner's name generator, otherwise assign catalogue ID foreach (var zone in Zones) { if (zone.Owner != null) { zone.Name = _nameGenerators[zone.Owner].NextName.Trim(); } else { zone.Name = $"EAC-{random.NextInt(9999).ToString()}"; } } } private void GenerateLinks(float linkDensity, Action progressCallback = null) { progressCallback?.Invoke("Triangulating Zone Positions"); if (progressCallback != null) Thread.Sleep(500); // Inserting Delay to make it seem like it's doing more work lmao // Create a delaunay triangulation to connect adjacent sectors var triangulation = DelaunayTriangulation, Cell2> .Create(Zones.Select(z => new Vertex2(z.Position, z)).ToList(), 1e-7f); var links = new HashSet<(SectorZone, SectorZone)>(); foreach (var cell in triangulation.Cells) { if (!links.Contains((cell.Vertices[0].StoredObject, cell.Vertices[1].StoredObject)) && !links.Contains((cell.Vertices[1].StoredObject, cell.Vertices[0].StoredObject))) links.Add((cell.Vertices[0].StoredObject, cell.Vertices[1].StoredObject)); if (!links.Contains((cell.Vertices[1].StoredObject, cell.Vertices[2].StoredObject)) && !links.Contains((cell.Vertices[2].StoredObject, cell.Vertices[1].StoredObject))) links.Add((cell.Vertices[1].StoredObject, cell.Vertices[2].StoredObject)); if (!links.Contains((cell.Vertices[0].StoredObject, cell.Vertices[2].StoredObject)) && !links.Contains((cell.Vertices[2].StoredObject, cell.Vertices[0].StoredObject))) links.Add((cell.Vertices[0].StoredObject, cell.Vertices[2].StoredObject)); } progressCallback?.Invoke("Eliminating Zone Links"); if (progressCallback != null) Thread.Sleep(500); // Inserting Delay to make it seem like it's doing more work lmao // foreach (var link in links.ToArray()) // { // foreach (var zone in Zones) // { // if(zone != link.Item1 && zone != link.Item2) // if (AetheriaMath.FindDistanceToSegment(zone.Position, link.Item1.Position, link.Item2.Position, out _) < minLineSeparation) // links.Remove(link); // } // } foreach (var link in links) { link.Item1.AdjacentZones.Add(link.Item2); link.Item2.AdjacentZones.Add(link.Item1); } float LinkWeight((SectorZone, SectorZone) link) { return 1 / saturate(Background.CloudDensity((link.Item1.Position + link.Item2.Position) / 2)) * lengthsq(link.Item1.Position - link.Item2.Position) * (link.Item1.AdjacentZones.Count - 1) * (link.Item2.AdjacentZones.Count - 1); } var heap = new MaxHeap<(SectorZone, SectorZone)>(links.Count); foreach (var link in links) heap.PushObj(link, LinkWeight(link)); while (heap.Count > linkDensity * links.Count) { var link = heap.PopObj(); if (ConnectedRegion(link.Item1, link.Item1, link.Item2).Contains(link.Item2)) { link.Item1.AdjacentZones.Remove(link.Item2); link.Item2.AdjacentZones.Remove(link.Item1); foreach (var secondary in link.Item1.AdjacentZones) { heap.SetValue((link.Item1, secondary), LinkWeight((link.Item1, secondary))); heap.SetValue((secondary, link.Item1), LinkWeight((secondary, link.Item1))); } foreach (var secondary in link.Item2.AdjacentZones) { heap.SetValue((link.Item2, secondary), LinkWeight((link.Item2, secondary))); heap.SetValue((secondary, link.Item2), LinkWeight((secondary, link.Item2))); } } } } // Cache distance matrix and calculate isolation for every zone (used extensively for placing stuff) private void CalculateDistanceMatrix(Action progressCallback = null) { progressCallback?.Invoke("Calculating Distance Matrix"); if(progressCallback!=null) Thread.Sleep(500); // Inserting Delay to make it seem like it's doing more work lmao foreach (var zone in Zones) { zone.Distance = ConnectedRegionDistance(zone); zone.Isolation = zone.Distance.Sum(x => x.Value); } } public bool ContainsFaction(Guid factionID) { _containedFactions ??= new HashSet(Factions.Select(f => f.ID)); return _containedFactions.Contains(factionID); } class DijkstraVertex { public float Cost; public DijkstraVertex Parent; public SectorZone Zone; } public Dictionary ConnectedRegionDistance(SectorZone v) { var members = new Dictionary {{v, 0}}; int cost = 1; while (true) { var lastCount = members.Count; // For each member, add all vertices that are connected to it but are not already a member // Also, if there is a zone being ignored, do not traverse across it foreach (var member in members.Keys.ToArray()) foreach (var adjacentZone in member.AdjacentZones) { if(!members.ContainsKey(adjacentZone)) members.Add(adjacentZone, cost); } // If we have stopped finding neighbors, stop traversing if (members.Count == lastCount) return members; cost++; } } public HashSet ConnectedRegion( SectorZone v, SectorZone ignoreLinkSource, SectorZone ignoreLinkTarget, int maxDistance = int.MaxValue) { return ConnectedRegion(v, x => x.Item1 != ignoreLinkSource || x.Item2 != ignoreLinkTarget, maxDistance); } public HashSet ConnectedRegion( SectorZone v, SectorZone ignoreZone, int maxDistance = int.MaxValue) { return ConnectedRegion(v, x => x.Item2 != ignoreZone, maxDistance); } public HashSet ConnectedRegion( SectorZone v, int maxDistance = int.MaxValue) { return ConnectedRegion(v, x => true, maxDistance); } public HashSet ConnectedRegion( SectorZone v, Predicate<(SectorZone source, SectorZone target)> linkFilter, int maxDistance = int.MaxValue) { var visited = new HashSet {v}; int cost = 1; while (true) { var lastCount = visited.Count; // For each member, add all nodes that are connected to it but have not been visited // Also, if there is a zone being ignored, do not traverse across it foreach (var zone in visited.ToArray()) foreach (var adjacentZone in zone.AdjacentZones) { if(!visited.Contains(adjacentZone) && linkFilter((zone, adjacentZone))) visited.Add(adjacentZone); } // If we have stopped finding neighbors, stop traversing if (visited.Count == lastCount || cost == maxDistance) return visited; cost++; } } public SectorZone[] FindPath(SectorZone source, SectorZone target, bool bestFirst = false) { MinHeap unsearchedNodes = new MinHeap(); unsearchedNodes.PushObj(new DijkstraVertex{Zone = source}, 0); //SortedList members = new SortedList{{0, new DijkstraVertex{Zone = source}}}; var searched = new HashSet(); while (true) { if(unsearchedNodes.Count == 0) return null; // No nodes left unsearched var s = unsearchedNodes.PopObj(); // Lowest cost unsearched node if (s.Zone == target) // We found the path { Stack path = new Stack(); // Since we start at the end, use a LIFO collection path.Push(s); while(path.Peek().Parent!=null) // Keep pushing until we reach the start, which has no parent path.Push(path.Peek().Parent); return path.Select(dv => dv.Zone).ToArray(); } // For each adjacent star (filter already visited stars unless heuristic is in use) IEnumerable zonesToSearch = s.Zone.AdjacentZones; if (!bestFirst) zonesToSearch = zonesToSearch.Where(z => !searched.Contains(z)); foreach (var dijkstraStar in zonesToSearch // Cost is parent cost plus distance squared .Select(zone => new DijkstraVertex {Parent = s, Zone = zone, Cost = s.Cost + lengthsq(s.Zone.Position - zone.Position)})) // Add new member to list, sorted by cost plus optional heuristic unsearchedNodes.PushObj(dijkstraStar, bestFirst ? dijkstraStar.Cost + lengthsq(dijkstraStar.Zone.Position - target.Position) : dijkstraStar.Cost); searched.Add(s.Zone); } } } public class SectorZone { public string Name; public float2 Position; public List AdjacentZones = new List(); public int Isolation; public Dictionary Distance; public Faction[] Factions; public Faction Owner; public Zone Contents; public ZonePack PackedContents; }