Added Boss Icon Added Home Icon Added Legend Placing bosses at chokepoints Adjusted home zone placement Added per-faction areas of influence
163 lines
No EOL
7.6 KiB
C#
163 lines
No EOL
7.6 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
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, ref Random random, float minLineSeparation = .01f)
|
|
{
|
|
var outputSamples = WeightedSampleElimination.GeneratePoints(settings.ZoneCount,
|
|
settings.CloudDensity,
|
|
v => (.2f - lengthsq(v - float2(.5f))) * 4);
|
|
var sector = new Sector();
|
|
foreach (var v in outputSamples) sector.Zones.Add(new SectorZone {Position = v});
|
|
|
|
#region Link Placement
|
|
|
|
// Create a delaunay triangulation to connect adjacent sectors
|
|
var triangulation = DelaunayTriangulation<Vertex2<SectorZone>, Cell2<SectorZone>>
|
|
.Create(sector.Zones.Select(z => new Vertex2<SectorZone>(z.Position, z)).ToList(), 1e-5f);
|
|
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));
|
|
}
|
|
|
|
foreach (var link in links.ToArray())
|
|
{
|
|
foreach (var zone in sector.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(settings.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 > settings.LinkDensity * links.Count)
|
|
{
|
|
var link = heap.PopObj();
|
|
if(sector.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)));
|
|
}
|
|
}
|
|
}
|
|
|
|
#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]);
|
|
|
|
// 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.BossZones[mega] = chokePoints.MaxBy(z =>
|
|
sector.Exit.Distance[z] * sector.Entrance.Distance[z] *
|
|
sector.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)
|
|
{
|
|
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;
|
|
}
|
|
} |