338 lines
11 KiB
C#
338 lines
11 KiB
C#
using Assets.Common;
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using Assets.Map;
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using Assets.Voronoi;
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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 System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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namespace Assets.Scripts
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{
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public class PointProximityComparer : IEqualityComparer<Point>
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{
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double _threshold;
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public PointProximityComparer(double threshold = 0.2)
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{
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_threshold = threshold;
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}
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public bool Equals(Point x, Point y)
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{
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return Point.Dist(x, y) < _threshold;
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}
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public int GetHashCode(Point obj)
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{
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return 0;
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}
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}
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public class City
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{
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public Graph<Voronoi.Site> startGraph { get; set; }
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public List<Voronoi.Site> sitesList { get; set; }
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public Graph<Point, double> roads { get; set; } = new Graph<Point, double>();
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public List<(int, int)> boundariesEdges { get; set; }
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public Graph<Point> mainRoad { get; set; } = new Graph<Point>();
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public City(Graph<Site> startGraph)
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{
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this.startGraph = startGraph;
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this.sitesList = new List<Voronoi.Site>();
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this.boundariesEdges = new List<(int, int)>();
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}
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public City(Graph<Site> startGraph, List<Site> sitesList) : this(startGraph)
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{
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this.sitesList = sitesList;
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}
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public void AddSite(Site site)
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{
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sitesList.Add(site);
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FixBoundaryEdges(site);
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}
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private void FixBoundaryEdges(Site site)
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{
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var a = boundariesEdges;
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var b = site.Edges.Select(x => x.Item1 < x.Item2 ? x : (x.Item2, x.Item1));
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boundariesEdges = a.Union(b).Except(a.Intersect(b)).ToList();
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}
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public void CreateRoadGraph(IList<Point> points)
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{
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VoronoiGenerator generator = new VoronoiGenerator(sitesList.SelectMany(site => site.Vertices.Select(i => points[i]).Append(site.Point)).Distinct(new PointProximityComparer(2)).ToList());
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generator.Generate();
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roads = generator.Delaunay.Morph(s => s.Point, e => Point.Dist(generator.Delaunay.Vertices[e.Item1].Point, generator.Delaunay.Vertices[e.Item2].Point));
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}
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}
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[Serializable]
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public class GraphGeneratorDebug
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{
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public bool displayVertices = false;
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public bool displayCrossroads = true;
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public bool displayEdges = false;
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public bool displayCities = true;
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public bool displayCityRoads = true;
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public bool displayCityMainRoads = true;
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public bool displayWorldRoads = false;
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}
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[RequireComponent(typeof(GraphGenerator))]
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public class CityGenerator : MonoBehaviour
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{
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private System.Random _random;
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private Graph<Point> _voronoiGraph;
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private Graph<Location> _locationGraph;
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private Graph<Site> _basicGraph;
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private List<int> verticesForRoads;
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private List<int> verticesForCitites;
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public GraphGeneratorDebug debug;
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public City city;
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public List<City> cities = new List<City>();
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Graph<Site, double> roads = new Graph<Site, double>();
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Graph<Point> mainRoads = new Graph<Point>();
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List<int> CountProbablitityOfCity(List<int> vertices)
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{
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List<int> probabilities = new List<int>();
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vertices.ForEach(v => probabilities.Add((v % 2 == 0 ? _random.Next(0, 50) : _random.Next(50, 100))));
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return probabilities;
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}
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List<int> LocateCities()
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{
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// var verticesForCitites = CountProbablitityOfCity(ChoosePoints(20));
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// verticesForCitites.Sort();
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// return verticesForCitites.GetRange(0, 10);
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return ChoosePoints(20);
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}
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City CreateCity(int vertex, int size)
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{
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City newCity = new City(_basicGraph);
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var site = _basicGraph.Vertices[vertex];
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var sites = new List<Site>() { site };
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var location = site.Location;
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for (int i = 0; i < size - 1; i++)
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{
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location = site.Location;
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var neighbours = _basicGraph.Neighbours(site.Index).Select(j => _basicGraph.Vertices[j]).Where(s => s.Location == location).ToList();
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site = neighbours[_random.Next(neighbours.Count)];
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sites.Add(site);
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}
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foreach (var s in sites.Distinct())
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{
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newCity.AddSite(s);
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}
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newCity.CreateRoadGraph(_voronoiGraph.Vertices);
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newCity.mainRoad = ConnectPointsIntoRoads(newCity.roads);
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return newCity;
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}
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List<int> ChoosePoints(int number)
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{
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var vertices = new List<int>();
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for (int i = 0; i < number; i++)
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{
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var randomLocation = _locationGraph.Vertices[_random.Next(1, _locationGraph.Vertices.Count())];
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var count = randomLocation.Sites.Count();
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Site randomPoint;
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randomPoint = randomLocation.Sites[_random.Next(0, count)];
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vertices.Add(randomPoint.Index);
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}
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return vertices;
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}
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Graph<Point> ConnectPointsIntoRoads(Graph<Point, double> graph)
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{
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//1.Sort all the edges in non - decreasing order of their weight.
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//2.Pick the smallest edge.Check if it forms a cycle with the spanning tree formed so far. If cycle is not formed, include this edge.Else, discard it.
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//3.Repeat step#2 until there are (V-1) edges in the spanning tree.
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graph.Edges = graph.Edges.OrderBy(e => graph.GetEdgeData(e));
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graph._edgeData = graph._edgeData.OrderByDescending(e => e.Value).ToDictionary(e => e.Key, k => k.Value);
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Graph<Point> spanningTree = new Graph<Point>();
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spanningTree.Vertices = graph.Vertices;
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foreach (var edge in graph.Edges)
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{
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spanningTree.AddEdge(edge.Item1, edge.Item2);
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if (Graph<Point>.HasCycle(spanningTree))
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spanningTree.DeleteEdge(edge.Item1, edge.Item2);
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if (spanningTree.Edges.Count() == spanningTree.Vertices.Count() - 1)
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break;
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}
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return spanningTree;
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}
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void CreateWorldRoadGraph()
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{
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roads.Vertices = verticesForCitites.Select(i => _basicGraph.Vertices[i]).ToList();
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VoronoiGenerator generator = new VoronoiGenerator(roads.Vertices.Select(s => s.Point).ToList());
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generator.Generate();
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roads.Edges = generator.Delaunay.Edges;
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}
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void AddLanesToRoads()
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{
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// ergo dodaj randomowe połączenia xd
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}
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// UI Methods
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public void Start()
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{
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Reset();
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}
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public void Reset()
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{
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var graphGenerator = GetComponent<GraphGenerator>();
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_random = new System.Random(graphGenerator.seed);
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cities = new List<City>();
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}
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public void NewCity()
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{
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cities.Add(CreateCity(LocateCities()[_random.Next(0, 10)], _random.Next(0, 10)));
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}
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public void Generate()
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{
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var graphGenerator = GetComponent<GraphGenerator>();
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graphGenerator.Generate();
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_basicGraph = graphGenerator.VoronoiGenerator.Delaunay.Morph(l => l);
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_voronoiGraph = graphGenerator.VoronoiGenerator.Voronoi;
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_locationGraph = graphGenerator.LocationGenerator.Result;
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verticesForCitites = LocateCities();
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foreach (var index in verticesForCitites)
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{
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cities.Add(CreateCity(index, _random.Next(0, 10)));
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}
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CreateWorldRoadGraph();
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mainRoads = roads.Morph(s => s.Point);
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}
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private void DisplayGraphVertices(Graph<Point> graph)
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{
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var vertices = graph.Vertices.Select(p => p.ToVector3());
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var offset = Vector3.right;
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foreach (var (v, i) in vertices.Select((x, i) => (x, i)))
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{
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Gizmos.DrawSphere(v, 1);
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}
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}
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private void DisplayGraphCrossroads(Graph<Point> graph, List<int> vertices)
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{
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foreach (var v in vertices.Select(i => graph.Vertices[i].ToVector3()))
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{
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Gizmos.DrawSphere(v, 1);
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}
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}
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private void DisplayGraphCities(List<City> cities)
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{
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foreach (City city in cities)
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{
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Gizmos.color = Color.magenta;
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foreach (var (a, b) in city.boundariesEdges)
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{
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Gizmos.DrawLine(_voronoiGraph.Vertices[a].ToVector3(), _voronoiGraph.Vertices[b].ToVector3());
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}
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foreach (var a in city.sitesList)
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Gizmos.DrawSphere(a.Point.ToVector3(), 1);
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}
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}
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private void DisplayGraphEdges(Graph<Point> graph)
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{
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var edges = graph.Edges
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.Select(edge => (graph.Vertices[edge.Item1], graph.Vertices[edge.Item2]))
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.Select(edge => (edge.Item1.ToVector3(), edge.Item2.ToVector3()));
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foreach (var (s, e) in edges) Gizmos.DrawLine(s, e);
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}
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private void OnDrawGizmos()
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{
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if (debug.displayVertices)
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{
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Gizmos.color = Color.white;
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DisplayGraphVertices(_basicGraph.Morph(l => l.Point));
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}
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if (debug.displayEdges)
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{
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Gizmos.color = Color.white;
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DisplayGraphEdges(_basicGraph.Morph(l => l.Point));
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}
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if (debug.displayCrossroads)
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{
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Gizmos.color = Color.magenta;
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DisplayGraphCrossroads(_basicGraph.Morph(l => l.Point), verticesForRoads);
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}
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if (debug.displayCities)
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{
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Gizmos.color = Color.magenta;
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DisplayGraphCities(cities);
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}
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if (debug.displayCityRoads)
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{
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Gizmos.color = Color.blue;
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foreach (var city in cities)
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{
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DisplayGraphEdges(city.roads);
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DisplayGraphVertices(city.roads);
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}
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}
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if (debug.displayCityMainRoads)
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{
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//Gizmos.color = new Color(2.54f, 0.127f, 1.56f);
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Gizmos.color = Color.green;
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foreach (var city in cities)
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{
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DisplayGraphEdges(city.mainRoad);
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}
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}
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if (debug.displayWorldRoads)
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{
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// Gizmos.color = new Color(0.254f, 0.127f, 0.156f);
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Gizmos.color = Color.blue;
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DisplayGraphEdges(mainRoads);
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}
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}
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}
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} |