/
XYMap.go
1384 lines (1263 loc) · 33.9 KB
/
XYMap.go
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package main
import (
"math"
"github.com/adachic/lottery"
"github.com/ojrac/opensimplex-go"
"strconv"
"fmt"
)
type xymap struct {
mapSize GameMapSize
matrix [][]MacroMapType //種別
high [][]int //高さ
areaId [][]int //A*のためのエリアID
areaPath [][]int
areaCenter []GameMapPosition //エリアの中心となる座標
maxAreaId int
zoneMarked bool
}
func (xy *xymap) getMatrix(x int, y int) MacroMapType {
return xy.matrix[y][x]
}
func (xy *xymap) getHigh(x int, y int) int {
return xy.high[y][x]
}
func (xy *xymap) getAreaId(x int, y int) int {
return xy.areaId[y][x]
}
func NewXYMap(mapSize GameMapSize) *xymap {
xy := &xymap{}
return xy.init(mapSize)
}
func (xy *xymap) init(mapSize GameMapSize) *xymap {
xy.mapSize = mapSize
xy.matrix = make([][]MacroMapType, mapSize.MaxY)
for y := 0; y < mapSize.MaxY; y++ {
xy.matrix[y] = make([]MacroMapType, mapSize.MaxX)
}
xy.fillCantEnter()
xy.high = make([][]int, mapSize.MaxY)
for y := 0; y < mapSize.MaxY; y++ {
xy.high[y] = make([]int, mapSize.MaxX)
}
xy.fillHeightZero()
xy.areaId = make([][]int, mapSize.MaxY)
for y := 0; y < mapSize.MaxY; y++ {
xy.areaId[y] = make([]int, mapSize.MaxX)
}
xy.fillArea0()
return xy
}
//areaId=-1で埋める
func (xy *xymap) fillArea0() {
for x := 0; x < xy.mapSize.MaxX; x++ {
for y := 0; y < xy.mapSize.MaxY; y++ {
xy.areaId[y][x] = -1
}
}
}
//高さ0で埋める
func (xy *xymap) fillHeightZero() {
for x := 0; x < xy.mapSize.MaxX; x++ {
for y := 0; y < xy.mapSize.MaxY; y++ {
xy.high[y][x] = 1
}
}
}
//不可侵領域で埋める
func (xy *xymap) fillCantEnter() {
for x := 0; x < xy.mapSize.MaxX; x++ {
for y := 0; y < xy.mapSize.MaxY; y++ {
xy.matrix[y][x] = MacroMapTypeCantEnter
}
}
}
//広場生成
func (xy *xymap) putPlazas(
difficult Difficult,
allyStartPoint GameMapPosition,
enemyStartPoints []GameMapPosition) {
area := xy.mapSize.area()
//余計に広場を追加?
additionalPlazaCount := lottery.GetRandomInt(0, 5)
plazaCount := (1 + len(enemyStartPoints) + additionalPlazaCount)
//出撃ポイントの数に対するマップの大きさ
maxAriaPerPoint := area / plazaCount
plazaSizeRange := Range{3, maxAriaPerPoint}
//味方用広場生成
{
plazaArea := lottery.GetRandomInt(plazaSizeRange.Min, plazaSizeRange.Max)
centerPoint := allyStartPoint
xy.putPlaza(plazaArea, centerPoint)
}
//敵用広場生成
for i := 0; i < len(enemyStartPoints); i++ {
plazaArea := lottery.GetRandomInt(plazaSizeRange.Min, plazaSizeRange.Max)
centerPoint := enemyStartPoints[i]
xy.putPlaza(plazaArea, centerPoint)
}
}
//広場生成
//centerPointを中心として、正方形に道を描画する(面積はplazaArea)
func (xy *xymap) putPlaza(
plazaArea int,
centerPoint GameMapPosition) {
sideLength := int(math.Sqrt(float64(plazaArea)))
if sideLength <= 0 {
sideLength = 1
}
offsStart := -sideLength / 2
offsEnd := sideLength / 2
//広場生成(正方形)
for offsX := offsStart; offsX <= offsEnd; offsX++ {
for offsY := offsStart; offsY <= offsEnd; offsY++ {
x2 := centerPoint.X + offsX
y2 := centerPoint.Y + offsY
if x2 >= xy.mapSize.MaxX {
x2 = xy.mapSize.MaxX - 1
}
if x2 < 0 {
x2 = 0
}
if y2 >= xy.mapSize.MaxY {
y2 = xy.mapSize.MaxY - 1
}
if y2 < 0 {
y2 = 0
}
xy.matrix[y2][x2] = MacroMapTypeRoad
}
}
}
//pointをmacroMapTypeにする
func (xy *xymap) putPoint(point GameMapPosition, macroMapType MacroMapType) {
xy.matrix[point.Y][point.X] = macroMapType
}
//道を引く
func (xy *xymap) putRoads(
difficult Difficult,
allyStartPoint GameMapPosition,
enemyStartPoints []GameMapPosition) {
//最も近いポイントに単純に線を引く方式
mapPositions := make([]GameMapPosition, 0)
{
mapPositions = append(mapPositions, allyStartPoint)
for i := 0; i < len(enemyStartPoints); i++ {
mapPositions = append(mapPositions, enemyStartPoints[i])
}
}
alreadyPutPathPositions := make([]PathPosition, 0)
for i := 0; i < len(mapPositions); i++ {
src := mapPositions[i]
//最も近いポイントを検索
dst, err := src.searchNearPositionWithOutMe(mapPositions, alreadyPutPathPositions)
if (err) {
//近いポイントなかったマン(ありえない)
continue
}
path := PathPosition{src, dst}
/*
if (containsPath(alreadyPutPathPositions, path)){
//すでに道はひかれている
continue
}
*/
//直線道路を引く
xy.putRoadStraight(path)
alreadyPutPathPositions = append(alreadyPutPathPositions, path)
}
}
//道(直線)
type PathPosition struct {
src GameMapPosition
dst GameMapPosition
}
//pathPositionsにtargetを含むならtrue
func containsPath(pathPositions []PathPosition, target PathPosition) bool {
for i := 0; i < len(pathPositions); i++ {
if (pathPositions[i].equalXYTo(target)) {
return true
}
}
return false
}
//同じパスか,逆の組み合わせも判定
func (path PathPosition) equalXYTo(another PathPosition) bool {
if (path.src.equalXYTo(another.src) && path.dst.equalXYTo(another.dst)) {
return true
}
if (path.src.equalXYTo(another.dst) && path.dst.equalXYTo(another.src)) {
//逆の組み合わせ
return true
}
return false
}
//道を引く
func (xy *xymap) putRoadStraight(path PathPosition) {
// y = ax + b
offsY := float64(path.dst.Y) - float64(path.src.Y)
offsX := float64(path.dst.X) - float64(path.src.X)
if (path.dst.X == path.src.X) {
offsX = 0.01
}
if (path.dst.Y == path.src.Y) {
offsY = 0.01
}
a := offsY / offsX
b := float64(path.src.Y) + 0.5 - a * (float64(path.src.X) + 0.5)
minX, maxX, minY, maxY := getMinMaxXY(path)
for y := minY; y <= maxY; y++ {
for x := minX; x <= maxX; x++ {
if (!isHitToSquare(a, b, float64(x), float64(y))) {
continue
}
xy.putPoint(GameMapPosition{x, y, 0}, MacroMapTypeRoad)
}
}
}
//x,yを起点とする1x1の四角形にy=ax+bの直線が重なるならtrue
func isHitToSquare(a float64, b float64, x float64, y float64) bool {
//下の辺
{
yy1 := x * a + b
yy2 := (x + 1.0) * a + b
if (yy1 <= y && yy2 > y) {
return true
}
if (yy1 > y && yy2 <= y) {
return true
}
}
//左の辺
{
xx1 := (y - b) / a
xx2 := (y + 1.0 - b) / a
if (xx1 <= x && xx2 > x) {
return true
}
if (xx1 > x && xx2 <= x) {
return true
}
}
//上の辺
{
yy1 := x * a + b
yy2 := (x + 1.0) * a + b
if (yy1 <= (y + 1.0) && yy2 > (y + 1.0)) {
return true
}
if (yy1 > (y + 1.0) && yy2 <= (y + 1.0)) {
return true
}
}
//右の辺
{
xx1 := (y - b) / a
xx2 := (y + 1.0 - b) / a
if (xx1 <= (x + 1.0) && xx2 > (x + 1.0)) {
return true
}
if (xx1 > (x + 1.0) && xx2 <= (x + 1.0)) {
return true
}
}
return false
}
func getMinMaxXY(path PathPosition) (minX int, maxX int, minY int, maxY int) {
if (path.src.X < path.dst.X) {
minX = path.src.X
maxX = path.dst.X
}else {
minX = path.dst.X
maxX = path.src.X
}
if (path.src.Y < path.dst.Y) {
minY = path.src.Y
maxY = path.dst.Y
}else {
minY = path.dst.Y
maxY = path.src.Y
}
return minX, maxX, minY, maxY
}
func (xy *xymap) printMapForDebug() {
fmt.Printf("\n")
for y := (xy.mapSize.MaxY - 1); y >= 0; y-- {
fmt.Printf("%02d ", y)
for x := 0; x < xy.mapSize.MaxX; x++ {
switch xy.matrix[y][x] {
case MacroMapTypeCantEnter:
fmt.Print("#")
case MacroMapTypeRoad:
fmt.Print(".")
case MacroMapTypeRough:
fmt.Print(";")
case MacroMapTypeWall:
fmt.Print("=")
case MacroMapTypeAllyPoint:
fmt.Print("A")
case MacroMapTypeEnemyPoint:
fmt.Print("E")
case MacroMapTypeSwampWater: //水系
fallthrough
case MacroMapTypeSwampRava:
fallthrough
case MacroMapTypeSwampPoison:
fallthrough
case MacroMapTypeSwampHeal:
fmt.Print("~")
}
}
fmt.Print(" ")
for x := 0; x < xy.mapSize.MaxX; x++ {
fmt.Printf("%3d", xy.high[y][x])
}
fmt.Print("\n")
}
fmt.Printf("\n")
for y := (xy.mapSize.MaxY - 1); y >= 0; y-- {
fmt.Printf("%02d ", y)
for x := 0; x < xy.mapSize.MaxX; x++ {
switch xy.matrix[y][x] {
case MacroMapTypeCantEnter:
fmt.Print("#")
case MacroMapTypeRoad:
fmt.Print(".")
case MacroMapTypeRough:
fmt.Print(";")
case MacroMapTypeWall:
fmt.Print("=")
case MacroMapTypeAllyPoint:
fmt.Print("A")
case MacroMapTypeEnemyPoint:
fmt.Print("E")
case MacroMapTypeSwampWater: //水系
fallthrough
case MacroMapTypeSwampRava:
fallthrough
case MacroMapTypeSwampPoison:
fallthrough
case MacroMapTypeSwampHeal:
fmt.Print("~")
}
}
fmt.Print(" ")
for x := 0; x < xy.mapSize.MaxX; x++ {
fmt.Printf("%3d", xy.areaId[y][x])
}
fmt.Print("\n")
}
}
//水地形(池)を生成
func (xy *xymap) makeSwamp(geo Geographical) {
//ゾーニング
zones := xy.zoningForMakeSwamp()
for _, val := range zones {
DDDlog("ahongoS:%d \n", len(val))
}
actualZones := trimZoneSizeForSwamp(zones, geo)
//どれくらい水を配置するのか?
mounts := mountsForSwamp(actualZones, geo)
DDDlog("amounts:%d \n", mounts)
//どのidxに配置するのか?
alreadyPutsIdx := []int{}
i := 0
for ; i < mounts; {
idx := lottery.GetRandomInt(0, len(actualZones))
if (idx > (len(actualZones) - 1)) {
idx = len(actualZones) - 1
}
contain := false
for _, val := range alreadyPutsIdx {
if idx == val {
contain = true
}
}
if contain {
continue
}
alreadyPutsIdx = append(alreadyPutsIdx, idx)
i++
}
//池を生成
for _, idx := range alreadyPutsIdx {
targetZone := actualZones[idx]
xy.putSwamp(targetZone, geo)
}
}
//池を生成
func (xy *xymap) putSwamp(targetZone []GameMapPosition, geo Geographical) {
var swampType MacroMapType
swampType = MacroMapTypeSwampWater
switch geo {
case GeographicalStep:
case GeographicalCave:
case GeographicalSnow:
case GeographicalPoison:
swampType = MacroMapTypeSwampPoison
case GeographicalFire:
swampType = MacroMapTypeSwampRava
default:
}
for _, pos := range targetZone {
//harfか?
high := xy.high[pos.Y][pos.X]
if (high % 2) == 0 {
//harfじゃない
continue
}
//エッジ部分には水置かない
DDDlog("unko2000")
if (isEdgeInZone(targetZone, pos)) {
continue
}
DDDlog("unko2001")
xy.matrix[pos.Y][pos.X] = swampType
}
}
//posはzoneの中のエッジ部分ならtrue
func isEdgeInZone(zone []GameMapPosition, pos GameMapPosition) bool {
NotEdgeTop := false
NotEdgeBottom := false
NotEdgeRight := false
NotEdgeLeft := false
for _, posInZone := range zone {
if ((posInZone.X == pos.X - 1) && (posInZone.Y == pos.Y)) {
NotEdgeLeft = true
}
if ((posInZone.X == pos.X + 1) && (posInZone.Y == pos.Y)) {
NotEdgeRight = true
}
if ((posInZone.Y == pos.Y + 1) && (posInZone.X == pos.X)) {
NotEdgeTop = true
}
if ((posInZone.Y == pos.Y - 1) && (posInZone.X == pos.X)) {
NotEdgeBottom = true
}
}
NotEdge := NotEdgeTop && NotEdgeBottom && NotEdgeRight && NotEdgeLeft
return !NotEdge
}
//zonesのなかから、池を張ってもいいくらいの大きさの広場を抽出する
func trimZoneSizeForSwamp(zones [][]GameMapPosition, geo Geographical) [][]GameMapPosition {
filtered := [][]GameMapPosition{}
i := 0
for _, zone := range zones {
//エッジを取り除いても大丈夫か?
if (HaveWithOutEdge(zone)) {
filtered = append(filtered, []GameMapPosition{})
filtered[i] = append(filtered[i], zone...)
i++
}
}
return filtered
}
//エッジを取り除いても面積があるか
func HaveWithOutEdge(zone []GameMapPosition) bool {
areaEdge := 0
areaAll := len(zone)
for _, pos := range zone {
if isEdgeInZone(zone, pos) {
areaEdge++
}
}
if (areaAll - areaEdge) > 0 {
return true
}
return false
}
//いくつSwampを作るか?
func mountsForSwamp(zones [][]GameMapPosition, geo Geographical) int {
zoneCounts := len(zones)
mountsPercents := 0
switch geo {
case GeographicalStep:
mountsPercents = lottery.GetRandomInt(0, 30)
case GeographicalCave:
mountsPercents = lottery.GetRandomInt(0, 50)
case GeographicalSnow:
mountsPercents = lottery.GetRandomInt(0, 30)
case GeographicalPoison:
mountsPercents = lottery.GetRandomInt(0, 70)
case GeographicalFire:
mountsPercents = lottery.GetRandomInt(0, 30)
default:
}
mounts := int(float64(zoneCounts * mountsPercents) / 100.0)
return mounts //TODO 数が少ない?
}
//勾配を生成
//ルール: x,yが大きいほど高い
func (xy *xymap) makeGradient(geo Geographical) {
geta := 0
rowestHigh := 0
//険しさ(勾配の範囲)
// steepness := 0
//まず地形でだいたいの高さ
coefficient := 3
switch geo {
case GeographicalStep:
base := lottery.GetRandomInt(2, 4)
rowestHigh = base * coefficient
break
case GeographicalCave:
rowestHigh = 10 * coefficient
break
case GeographicalRemain:
base := lottery.GetRandomInt(2, 6)
rowestHigh = base * coefficient
break
case GeographicalPoison:
base := lottery.GetRandomInt(2, 5)
rowestHigh = base * coefficient
break
case GeographicalFire:
rowestHigh = 4 * coefficient
break
case GeographicalSnow:
base := lottery.GetRandomInt(2, 4)
rowestHigh = base * coefficient
break
case GeographicalJozen:
rowestHigh = 2 * coefficient
break
case GeographicalCastle:
rowestHigh = 2 * coefficient
break
}
high := rowestHigh + geta
//手前から道の高さを調整していく(歩けるように高さ調整していく)
xy.makeGradientRoad(high)
//だんだんと段差になっていく
//パーリンノイズかける
xy.makeGradientRough(high)
//それ以外のところは2個あがったり下がったりさせる
//ラフ
}
//手前から道の高さを調整していく(歩けるように高さ調整していく)
func (xy *xymap) makeGradientRoad(rowestHigh int) {
currentHeight := rowestHigh
for y := 0; y < xy.mapSize.MaxY; y++ {
for x := 0; x < xy.mapSize.MaxX; x++ {
switch xy.matrix[y][x] {
case MacroMapTypeRoad:
fallthrough
case MacroMapTypeAllyPoint:
fallthrough
case MacroMapTypeEnemyPoint:
xy.high[y][x] = currentHeight
}
}
}
}
func (xy *xymap) makeGradientRough(rowestHigh int) {
critHeight := rowestHigh
coefficient := 0.1
for y := 0; y < xy.mapSize.MaxY; y++ {
for x := 0; x < xy.mapSize.MaxX; x++ {
val := opensimplex.NewWithSeed(0).Eval2(float64(x) * coefficient, float64(y) * coefficient)
floatHeight := float64(critHeight) * (val + 1.0) / 2.0
height := int(floatHeight)
if (height < 1) {
height = 1
}
switch xy.matrix[y][x] {
case MacroMapTypeRoad:
fallthrough;
case MacroMapTypeAllyPoint:
fallthrough;
case MacroMapTypeEnemyPoint:
break;
default:
xy.matrix[y][x] = MacroMapTypeRough
xy.high[y][x] = height
}
}
}
}
//x,yを含むつながっている歩行可能領域を返す
//restrictedNumの数で打ち切る,0なら打ち切らない
func (xy *xymap) getNearHeightPanels(x int, y int, opened *[]GameMapPosition, restrictedNum int) *[]GameMapPosition {
return xy.openNearPanel(x, y, opened, restrictedNum)
}
//上下左右のパネルをオープンし、歩行可能なら返す
//x, y, openedはすでにオープンした累積
//restrictedNumの数で打ち切る,0なら打ち切らない
func (xy *xymap) openNearPanel(x int, y int, opened *[]GameMapPosition, restrictedNum int) *[]GameMapPosition {
currentHight := xy.high[y][x]
DDDlog("open0 x:%d, y:%d, z:%d\n", x, y, currentHight);
if (xy.shouldOpen(currentHight, x, y, *opened, restrictedNum)) {
*opened = append(*opened, GameMapPosition{X:x, Y:y, Z:currentHight})
DDDlog("opened1:%d\n", len(*opened));
}
if (xy.shouldOpen(currentHight, x + 1, y, *opened, restrictedNum)) {
opens := xy.openNearPanel(x + 1, y, opened, restrictedNum)
*opened = append(*opened, *opens...)
trim(opened)
DDDlog("opened5:%d\n", len(*opened));
}
if (xy.shouldOpen(currentHight, x, y + 1, *opened, restrictedNum)) {
opens := xy.openNearPanel(x, y + 1, opened, restrictedNum)
*opened = append(*opened, *opens...)
trim(opened)
DDDlog("opened3:%d\n", len(*opened));
}
if (xy.shouldOpen(currentHight, x, y - 1, *opened, restrictedNum)) {
opens := xy.openNearPanel(x, y - 1, opened, restrictedNum)
*opened = append(*opened, *opens...)
DDDlog("opened20:%d\n", len(*opened));
trim(opened)
DDDlog("opened2 :%d\n", len(*opened));
}
if (xy.shouldOpen(currentHight, x - 1, y, *opened, restrictedNum)) {
opens := xy.openNearPanel(x - 1, y, opened, restrictedNum)
*opened = append(*opened, *opens...)
trim(opened)
DDDlog("opened4:%d\n", len(*opened));
}
DDDlog("close x:%d, y:%d, z:%d\n", x, y, currentHight);
// trim(opened);
return opened
}
func trim(opened *[]GameMapPosition) {
newOpenArray := []GameMapPosition{}
newOpened := map[string]GameMapPosition{}
for _, pos := range *opened {
key := pos.X + pos.Y * 100 + pos.Z * 10000
newOpened[strconv.Itoa(key)] = GameMapPosition{}
}
for key, _ := range newOpened {
val, _ := strconv.Atoi(key)
z := val / 10000
y := (val % 10000) / 100
x := val % 100
newOpenArray = append(newOpenArray, GameMapPosition{X:x, Y:y, Z:z})
}
*opened = newOpenArray
return;
}
//openすべきならtrue
func (xy *xymap) shouldOpen(currentHigh int, x int, y int, opened []GameMapPosition, restrictedNum int) bool {
if (x >= xy.mapSize.MaxX || y >= xy.mapSize.MaxY || x < 0 || y < 0) {
//マップ領域外
return false;
}
if (xy.high[y][x] < (currentHigh - 1) || xy.high[y][x] > (currentHigh + 1)) {
//高さ的にアウト
return false;
}
for _, pos := range opened {
if pos.X == x && pos.Y == y {
//すでにオープンしていた
DDDlog("alreadyed x:%d, y:%d\n", x, y);
return false;
}
}
if (restrictedNum != 0 && restrictedNum < len(opened)) {
return false
}
return true;
}
//通れない/ハマり地形を正す
func (xy *xymap) validate() {
retry:
//ゾーニング
zones := xy.zoningForValidate()
for _, val := range zones {
DDDlog("ahongoF:%d \n", len(val))
}
done := true
//隣り合うゾーンとつなげる
for idx, zone := range zones {
for idx2, neighboughZone := range zones {
if (idx == idx2) {
continue
}
isNeighbough, zone1edge, zone2edge := xy.isNeighbough(zone, neighboughZone, false)
if (!isNeighbough) {
continue
}
//階段でつなげる
done1 := xy.addStirsBetweenZones(zone, neighboughZone, zone1edge, zone2edge)
if !done1 {
done = false
}
}
}
if (!done) {
goto retry;
}
DDDlog("unko50000")
}
//zone1,zone2が隣り合っていればtrue,
//zone1の隣り合っている座標を返す
//zone2の隣り合っている座標を返す
//isHighNear高さも考慮するならtrue
func (xy *xymap) isNeighbough(zone1 []GameMapPosition, zone2 []GameMapPosition, isHighNear bool) (bool,
GameMapPosition, GameMapPosition) {
matrix := make([][]int, xy.mapSize.MaxY)
for y := 0; y < xy.mapSize.MaxY; y++ {
matrix[y] = make([]int, xy.mapSize.MaxX)
}
for x := 0; x < xy.mapSize.MaxX; x++ {
for y := 0; y < xy.mapSize.MaxY; y++ {
matrix[y][x] = 0
}
}
for _, pos := range zone1 {
matrix[pos.Y][pos.X] = 1
}
for _, pos := range zone2 {
matrix[pos.Y][pos.X] = 2
}
beforeId := 0
beforePos := GameMapPosition{}
for x := 0; x < xy.mapSize.MaxX; x++ {
beforeId = 0
for y := 0; y < xy.mapSize.MaxY; y++ {
if (isHighNear && !xy.isNearHigh(beforePos, GameMapPosition{X:x, Y:y})) {
beforeId = matrix[y][x]
beforePos = GameMapPosition{X:x, Y:y}
continue
}
if (beforeId == 2 && matrix[y][x] == 1) {
return true, GameMapPosition{X:x, Y:y}, beforePos
}
if (beforeId == 1 && matrix[y][x] == 2) {
return true, beforePos, GameMapPosition{X:x, Y:y}
}
beforeId = matrix[y][x]
beforePos = GameMapPosition{X:x, Y:y}
}
}
beforeId = 0
beforePos = GameMapPosition{}
for y := 0; y < xy.mapSize.MaxY; y++ {
beforeId = 0
for x := 0; x < xy.mapSize.MaxX; x++ {
if (isHighNear && !xy.isNearHigh(beforePos, GameMapPosition{X:x, Y:y})) {
beforeId = matrix[y][x]
beforePos = GameMapPosition{X:x, Y:y}
continue
}
if (beforeId == 2 && matrix[y][x] == 1) {
return true, GameMapPosition{X:x, Y:y}, beforePos
}
if (beforeId == 1 && matrix[y][x] == 2) {
return true, beforePos, GameMapPosition{X:x, Y:y}
}
beforeId = matrix[y][x]
beforePos = GameMapPosition{X:x, Y:y}
}
}
return false, GameMapPosition{}, GameMapPosition{}
}
//2つのposが高さ的に差1以内ならtrue
func (xy *xymap) isNearHigh(pos1 GameMapPosition, pos2 GameMapPosition) bool {
high1 := xy.high[pos1.Y][pos1.X]
high2 := xy.high[pos2.Y][pos2.X]
diff := high1 - high2
if (diff > 1) {
return false
}else if (diff < -1) {
return false
}
return true
}
//zone1,zone2を階段でつなげる
//無事全てをつなぎ終えたらtrue
func (xy *xymap) addStirsBetweenZones(zone1 []GameMapPosition, zone2 []GameMapPosition,
zone1edge GameMapPosition, zone2edge GameMapPosition) bool {
DDDlog("edge1:%+v edge2:%+v", zone1edge, zone2edge)
beginingHeight := 0
//低い土地を盛り上げる
zone1high := xy.high[zone1edge.Y][zone1edge.X]
zone2high := xy.high[zone2edge.Y][zone2edge.X]
replaceForZone := []GameMapPosition{}
replaceForEdge := GameMapPosition{}
if (zone1high > zone2high) {
replaceForZone = zone2
replaceForEdge = zone2edge
beginingHeight = zone1high
}else {
replaceForZone = zone1
replaceForEdge = zone1edge
beginingHeight = zone2high
}
//直線的にいく、その過程でぶつかれば曲げる
//直線の幅は1-3のランダム(zone面積に応じて比例)
pipeWidth := int(len(replaceForZone)) / 20 + 1
if (pipeWidth > 3) {
pipeWidth = 3
}
type Direction int
const (
DirectionLeft = 1 + iota
DirectionRight
DirectionUp
DirectionDown
)
//方向
var toDirection Direction
if (zone1edge.X > zone2edge.X) {
if (zone1high > zone2high) {
toDirection = DirectionLeft
}else {
toDirection = DirectionRight
}
}else if (zone1edge.X < zone2edge.X) {
if (zone1high > zone2high) {
toDirection = DirectionRight
}else {
toDirection = DirectionLeft
}
}else if (zone1edge.Y > zone2edge.Y) {
if (zone1high > zone2high) {
toDirection = DirectionDown
}else {
toDirection = DirectionUp
}
}else if (zone1edge.Y < zone2edge.Y) {
if (zone1high > zone2high) {
toDirection = DirectionUp
}else {
toDirection = DirectionDown
}
}
proceed := 0
doneConnected := false
for {
nextX := 0
nextY := 0
switch toDirection {
case DirectionLeft:
nextX = replaceForEdge.X - proceed
nextY = replaceForEdge.Y
case DirectionRight:
nextX = replaceForEdge.X + proceed
nextY = replaceForEdge.Y
case DirectionUp:
nextX = replaceForEdge.X
nextY = replaceForEdge.Y + proceed
case DirectionDown:
nextX = replaceForEdge.X + proceed
nextY = replaceForEdge.Y
}
replaceToHeight := beginingHeight - proceed - 1
if (!containsInZone(nextX, nextY, replaceForZone)) {
//行き詰った
break;
}
if (xy.high[nextY][nextX] == replaceToHeight) {
//つなぎ終えた
doneConnected = true
break
}
if (replaceToHeight < 1) {
//行き詰った
break;
}
xy.high[nextY][nextX] = replaceToHeight
if (doneConnected) {
break
}
proceed++
}
return doneConnected
}
//zoneにx,yが含まれていればtrue
func containsInZone(x int, y int, zone []GameMapPosition) bool {
for _, pos := range zone {
if pos.X == x && pos.Y == y {
return true
}
}
return false
}
//各タイルを検証していって、ゾーニングする
func (xy *xymap) zoningForValidate() [][]GameMapPosition {
zones := [][]GameMapPosition{}
totalOpened := []GameMapPosition{}
i := 0
for y := 0; y < xy.mapSize.MaxY; y++ {
for x := 0; x < xy.mapSize.MaxX; x++ {
alreadyOpened := false
for _, pos := range totalOpened {
if pos.X == x && pos.Y == y {
//すでにオープンしていた
alreadyOpened = true
}
}
if alreadyOpened {
continue
}
opened := &[]GameMapPosition{}
zone := xy.getNearHeightPanels(x, y, opened, 0)
// fmt.Printf("\nlen%d",len(zone))
if len(*zone) == 0 {
continue
}
totalOpened = append(totalOpened, *opened...)
zones = append(zones, []GameMapPosition{})
zones[i] = append(zones[i], *zone...)
totalOpened = append(totalOpened, *zone...)
i++
DDDlog("ahongo:%d x:%d,y:%d,z%d, opened:%d\n", i, x, y, xy.high[y][x], len(*zone))
}
}
return zones
}
//各タイルを検証していって、ゾーニングする
func (xy *xymap) zoningForMakeSwamp() [][]GameMapPosition {
zones := [][]GameMapPosition{}
totalOpened := []GameMapPosition{}
i := 0