Adjusted sector generation to improve sample elimination performance and better preserve density map Added unit tests for item shape rotation and fit functions + fixed those (required for correct loadout generation)! Fixed faction hostility by marking player ship Added faction to entity serialization Generating starting loadout for player ship
389 lines
No EOL
17 KiB
C#
389 lines
No EOL
17 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.Threading;
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using System.Threading.Tasks;
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using DataStructures.ViliWonka.Heap;
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using MIConvexHull;
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using JM.LinqFaster;
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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 class Sector
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{
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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 SectorGenerationSettings Settings { get; }
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public MegaCorporation[] Factions { get; }
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public SectorZone[] Zones { get; }
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public SectorZone Entrance { get; }
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public SectorZone Exit { get; }
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private HashSet<Guid> _containedFactions;
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private SectorZone[] _exitPath;
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private Dictionary<MegaCorporation, MarkovNameGenerator> _nameGenerators = new Dictionary<MegaCorporation, MarkovNameGenerator>();
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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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public Sector(DatabaseCache database, SavedGame savedGame)
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{
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Settings = savedGame.Settings;
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Factions = savedGame.Factions.Select(database.Get<MegaCorporation>).ToArray();
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Zones = savedGame.Zones.Select(zone =>
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{
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return new SectorZone
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{
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Name = zone.Name,
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Position = zone.Position,
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PackedContents = zone.Contents
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};
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}).ToArray();
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for (var i = 0; i < Zones.Length; i++)
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{
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Zones[i].AdjacentZones = savedGame.Zones[i].AdjacentZones.Select(azi => Zones[azi]).ToList();
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Zones[i].Factions = savedGame.Zones[i].Factions.Select(mi => Factions[mi]).ToArray();
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Zones[i].Owner = savedGame.Zones[i].Owner < 0 ? null : Factions[savedGame.Zones[i].Owner];
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}
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HomeZones = savedGame.HomeZones.ToDictionary(
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x => Factions[x.Key],
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x => Zones[x.Value]);
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BossZones = savedGame.BossZones.ToDictionary(
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x => Factions[x.Key],
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x => Zones[x.Value]);
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Entrance = Zones[savedGame.Entrance];
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Exit = Zones[savedGame.Exit];
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CalculateDistanceMatrix();
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}
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public Sector(SectorGenerationSettings settings, DatabaseCache database, uint seed = 0, Action<string> progressCallback = null, float minLineSeparation = .01f)
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{
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Settings = settings;
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var megas = database.GetAll<MegaCorporation>();
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var random = new Random(seed == 0 ? (uint) (DateTime.Now.Ticks % uint.MaxValue) : seed);
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Factions = megas.OrderBy(x => random.NextFloat()).Take(settings.MegaCount).ToArray();
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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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progressCallback);
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Zones = outputSamples.Select(v => new SectorZone {Position = v}).ToArray();
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#region Link Placement
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progressCallback?.Invoke("Triangulating Zone Positions");
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if(progressCallback!=null) Thread.Sleep(500); // Inserting Delay to make it seem like it's doing more work lmao
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// Create a delaunay triangulation to connect adjacent sectors
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var triangulation = DelaunayTriangulation<Vertex2<SectorZone>, Cell2<SectorZone>>
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.Create(Zones.Select(z => new Vertex2<SectorZone>(z.Position, z)).ToList(), 1e-7f);
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var links = new HashSet<(SectorZone, SectorZone)>();
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foreach(var cell in triangulation.Cells)
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{
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if(!links.Contains((cell.Vertices[0].StoredObject, cell.Vertices[1].StoredObject)) &&
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!links.Contains((cell.Vertices[1].StoredObject, cell.Vertices[0].StoredObject)))
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links.Add((cell.Vertices[0].StoredObject, cell.Vertices[1].StoredObject));
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if(!links.Contains((cell.Vertices[1].StoredObject, cell.Vertices[2].StoredObject)) &&
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!links.Contains((cell.Vertices[2].StoredObject, cell.Vertices[1].StoredObject)))
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links.Add((cell.Vertices[1].StoredObject, cell.Vertices[2].StoredObject));
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if(!links.Contains((cell.Vertices[0].StoredObject, cell.Vertices[2].StoredObject)) &&
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!links.Contains((cell.Vertices[2].StoredObject, cell.Vertices[0].StoredObject)))
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links.Add((cell.Vertices[0].StoredObject, cell.Vertices[2].StoredObject));
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}
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progressCallback?.Invoke("Eliminating Zone Links");
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if(progressCallback!=null) Thread.Sleep(500); // Inserting Delay to make it seem like it's doing more work lmao
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// foreach (var link in links.ToArray())
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// {
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// foreach (var zone in Zones)
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// {
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// if(zone != link.Item1 && zone != link.Item2)
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// if (AetheriaMath.FindDistanceToSegment(zone.Position, link.Item1.Position, link.Item2.Position, out _) < minLineSeparation)
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// links.Remove(link);
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// }
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// }
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foreach (var link in links)
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{
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link.Item1.AdjacentZones.Add(link.Item2);
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link.Item2.AdjacentZones.Add(link.Item1);
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}
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float LinkWeight((SectorZone, SectorZone) link)
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{
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return 1 / saturate(settings.CloudDensity((link.Item1.Position + link.Item2.Position) / 2)) *
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lengthsq(link.Item1.Position - link.Item2.Position) *
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(link.Item1.AdjacentZones.Count - 1) * (link.Item2.AdjacentZones.Count - 1);
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}
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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 > settings.LinkDensity * links.Count)
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{
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var link = heap.PopObj();
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if(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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foreach (var secondary in link.Item1.AdjacentZones)
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{
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heap.SetValue((link.Item1, secondary), LinkWeight((link.Item1, secondary)));
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heap.SetValue((secondary, link.Item1), LinkWeight((secondary, link.Item1)));
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}
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foreach (var secondary in link.Item2.AdjacentZones)
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{
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heap.SetValue((link.Item2, secondary), LinkWeight((link.Item2, secondary)));
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heap.SetValue((secondary, link.Item2), LinkWeight((secondary, link.Item2)));
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}
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}
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}
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#endregion
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progressCallback?.Invoke("Calculating Distance Matrix");
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if(progressCallback!=null) Thread.Sleep(500); // Inserting Delay to make it seem like it's doing more work lmao
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CalculateDistanceMatrix();
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progressCallback?.Invoke("Finding Chokepoints");
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if(progressCallback!=null) Thread.Sleep(500); // Inserting Delay to make it seem like it's doing more work lmao
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// Exit is the most isolated zone (highest total distance to all other zones)
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Exit = Zones.MaxBy(z => z.Isolation);
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// Entrance is the zone furthest from the exit
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Entrance = Zones.MaxBy(z => Exit.Distance[z]);
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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 = ExitPath
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.Where(z => z.AdjacentZones.Count > 2 && !ConnectedRegion(Entrance, z).Contains(Exit));
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progressCallback?.Invoke("Placing Factions");
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if(progressCallback!=null) Thread.Sleep(500); // Inserting Delay to make it seem like it's doing more work lmao
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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 = Factions
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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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BossZones[mega] = chokePoints.MaxBy(z =>
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Exit.Distance[z] * Entrance.Distance[z] *
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BossZones.Values.Aggregate(1, (i, os) => i * os.Distance[z]));
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}
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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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HomeZones[mega] = ConnectedRegion(BossZones[mega], mega.InfluenceDistance)
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.MaxBy(z =>
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ConnectedRegion(z, mega.InfluenceDistance).Count *
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HomeZones.Values.Aggregate(1f, (i, os) => i * sqrt(os.Distance[z])));
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}
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// Place remaining headquarters away from existing megas while also maximizing territory
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foreach (var mega in Factions.Where(m=>!bossMegas.Contains(m)))
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{
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HomeZones[mega] = Zones.MaxBy(z =>
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pow(ConnectedRegion(z, mega.InfluenceDistance).Count, HomeZones.Count) *
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Exit.Distance[z] * Entrance.Distance[z] *
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HomeZones.Values.Aggregate(1f, (i, os) => i * sqrt(os.Distance[z])) *
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BossZones.Values.Aggregate(1f, (i, os) => i * sqrt(os.Distance[z])));
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}
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progressCallback?.Invoke("Calculating Faction Influence");
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if(progressCallback!=null) Thread.Sleep(500); // Inserting Delay to make it seem like it's doing more work lmao
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// Assign faction presence
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foreach (var zone in Zones)
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{
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// Factions are present in all zones within their sphere of influence
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zone.Factions = Factions
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.Where(m => zone.Distance[HomeZones[m]] <= m.InfluenceDistance)
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.ToArray();
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// Owner of a zone is the faction with the nearest headquarters
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var nearestFaction = Factions.MinBy(m => zone.Distance[HomeZones[m]]);
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if (zone.Distance[HomeZones[nearestFaction]] <= nearestFaction.InfluenceDistance)
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zone.Owner = nearestFaction;
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}
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for (var i = 0; i < Factions.Length; i++)
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{
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progressCallback?.Invoke($"Feeding Markov Chains: {i+1} / {Factions.Length}");
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//if(progressCallback!=null) Thread.Sleep(250); // Inserting Delay to make it seem like it's doing more work lmao
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var faction = Factions[i];
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_nameGenerators[faction] = new MarkovNameGenerator(ref random, database.Get<NameFile>(faction.GeonameFile).Names, settings);
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}
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// Generate zone name using the owner's name generator, otherwise assign catalogue ID
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foreach (var zone in Zones)
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{
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if (zone.Owner != null)
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{
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zone.Name = _nameGenerators[zone.Owner].NextName.Trim();
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}
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else
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{
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zone.Name = $"EAC-{random.NextInt(9999).ToString()}";
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}
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}
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progressCallback?.Invoke("Done!");
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if(progressCallback!=null) Thread.Sleep(500); // Inserting Delay to make it seem like it's doing more work lmao
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}
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public bool ContainsFaction(Guid factionID)
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{
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_containedFactions ??= new HashSet<Guid>(Factions.Select(f => f.ID));
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return _containedFactions.Contains(factionID);
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}
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// Cache distance matrix and calculate isolation for every zone (used extensively for placing stuff)
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private void CalculateDistanceMatrix()
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{
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foreach (var zone in Zones)
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{
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zone.Distance = ConnectedRegionDistance(zone);
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zone.Isolation = zone.Distance.Sum(x => x.Value);
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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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public DijkstraVertex Parent;
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public SectorZone Zone;
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}
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public Dictionary<SectorZone, int> ConnectedRegionDistance(SectorZone v)
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{
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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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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 member in members.Keys.ToArray())
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foreach (var adjacentZone in member.AdjacentZones)
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{
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if(!members.ContainsKey(adjacentZone))
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members.Add(adjacentZone, cost);
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}
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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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cost++;
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}
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}
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public HashSet<SectorZone> ConnectedRegion(
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SectorZone v,
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SectorZone ignoreLinkSource,
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SectorZone ignoreLinkTarget,
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int maxDistance = int.MaxValue)
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{
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return ConnectedRegion(v, x => x.Item1 != ignoreLinkSource || x.Item2 != ignoreLinkTarget, 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 source, SectorZone target)> 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 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).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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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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.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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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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public class SectorZone
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{
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public string Name;
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public float2 Position;
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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[] Factions;
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public MegaCorporation Owner;
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public Zone Contents;
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public ZonePack PackedContents;
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} |