mirror of
https://github.com/ConjureETS/DeathBook.git
synced 2026-03-24 04:20:58 +00:00
Fixed the generation algorithm
Some points were ignored, and probabilities were wrong. Signed-off-by: RosimInc <rosim_inc@hotmail.com>
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@ -197,7 +197,7 @@ MeshRenderer:
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_GameObject: {fileID: 736567784}
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m_Enabled: 1
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m_Enabled: 0
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m_CastShadows: 1
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m_ReceiveShadows: 1
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m_Materials:
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@ -259,9 +259,9 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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LinkObj: {fileID: 11495142, guid: fab430cecad80ad4391987a06b550cb7, type: 2}
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PersonObj: {fileID: 11406500, guid: 646dd6566f9e1374caa3af8ad37c43d3, type: 2}
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NumPeople: 100
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NumPeople: 200
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AvgNumFriends: 10
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FriendshipLikeliness: .300000012
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FriendshipLikeliness: 1
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SphereRadius: 7
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rotationSpeed: .699999988
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torqueForce: .100000001
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@ -311,7 +311,7 @@ Light:
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m_SpotAngle: 30
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m_CookieSize: 10
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m_Shadows:
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m_Type: 2
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m_Type: 0
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m_Resolution: -1
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m_Strength: 1
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m_Bias: .0500000007
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@ -73,7 +73,7 @@ namespace DeathBook.Model
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missing = avgConnections - p1.numFriends; // TODO Add randomness
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if (missing <= 0)
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break;
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continue;
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list.Clear();
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@ -93,13 +93,16 @@ namespace DeathBook.Model
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float prob = Mathf.Lerp(probability, 1, missing / list.Count);
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foreach (DistanceNode node in list)
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{
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if (node.dist < smallest.dist && Random.value < prob)
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if (node.dist < smallest.dist)
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smallest = node;
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}
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//TODO Code/use a heap instead
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friendships.Add(CreateFriendship(p1, smallest.p));
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missing--;
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if (Random.value < prob)
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{
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friendships.Add(CreateFriendship(p1, smallest.p));
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missing--;
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}
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list.Remove(smallest);
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}
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}
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