DeathBook/Assets/Scripts/Models/LevelGenerator.cs
RosimInc 1b71e17d99 Merged and fixed the person constructor.
Signed-off-by: RosimInc <rosim_inc@hotmail.com>
2015-08-14 00:31:03 -04:00

168 lines
3.9 KiB
C#

using UnityEngine;
using System.Collections.Generic;
namespace DeathBook.Model
{
public class LevelGenerator
{
private int numPeople;
private int avgConnections;
private float probability;
private float radius;
private const float minConnTime = 3;
private const float maxConnTime = 20;
public Level GenerateLevel(int numPeople, int avgFriends, float probability, float radius)
{
this.numPeople = numPeople;
this.avgConnections = avgFriends;
this.probability = probability;
this.radius = radius;
List<Person> people = CreatePeople();
List<Friendship> friendships = CreateFriendships(people);
return new Level(people, friendships);
}
private List<Person> CreatePeople()
{
List<Person> people = new List<Person>(numPeople);
/* Sphere uniform distribution using the spiral method with the golden angle
* ~2.39996323 rad, the golden angle (the most irrational angle)
* is used here to make sure that the sin and cos functions
* dont end up drawing clusters of points and the spirals are way
* less visible.
*/
float dlong = Mathf.PI * (3 - Mathf.Sqrt(5)); //~2.39996323
float dz = (2f / numPeople) * radius;
float longitude = 0f;
float z = radius - dz / 2;
float r, x, y;
Person p;
for (int i = 0; i < numPeople; i++)
{
r = Mathf.Sqrt(radius * radius - z * z);
x = Mathf.Cos(longitude) * r;
y = Mathf.Sin(longitude) * r;
p = CreatePerson(i, x, y, z);
people.Add(p);
z -= dz;
longitude += dlong;
}
Debug.Log("People: " + people.Count);
return people;
}
private List<Friendship> CreateFriendships(List<Person> people)
{
Debug.Log("Creating friendships" + probability);
List<Friendship> friendships = new List<Friendship>();
Person p1, p2;
int totalCount = people.Count;
int missing;
LinkedList<DistanceNode> list = new LinkedList<DistanceNode>();
for (int i = 0; i < totalCount; i++)
{
p1 = people[i];
missing = avgConnections - p1.numFriends; // TODO Add randomness
if (missing <= 0)
continue;
list.Clear();
for (int j = i+1; j < totalCount; j++)
{
p2 = people[j];
if (p2.numFriends < avgConnections * 1.2)
list.AddLast(new DistanceNode(p1, p2));
}
while (list.Count > 0 && missing > 0)
{
DistanceNode smallest = list.First.Value;
//Lerp between probability and 1, depending on how many are left and how many are missing
float prob = Mathf.Lerp(probability, 1, missing / list.Count);
foreach (DistanceNode node in list)
{
if (node.dist < smallest.dist)
smallest = node;
}
//TODO Code/use a heap instead
if (Random.value < prob)
{
friendships.Add(CreateFriendship(p1, smallest.p));
missing--;
}
list.Remove(smallest);
}
}
Debug.Log(friendships.Count);
return friendships;
}
private Friendship CreateFriendship(Person p1, Person p2)
{
Friendship f = new Friendship(p1, p2, Random.Range(1,100));
p1.AddFriendship(f);
p2.AddFriendship(f);
return f;
}
private Person CreatePerson(int id, float x, float y, float z)
{
Vector3 pos = new Vector3(x, y, z);
//Vector2 times =
//Person p = new Person(id, pos,);
Person p = new Person(id, pos);
p.initialPosition = pos;
return p;
}
}
internal class DistanceNode
{
public Person p;
public float dist;
public DistanceNode(Person p1, Person p2)
{
p = p2;
dist = (p2.initialPosition - p1.initialPosition).sqrMagnitude;
}
}
/*
* 1. Friendship urgency - 0-1
* Number of friends missing
* VS number of nodes left
*
* 2. Friendship possibility
* Closeness
* 0 < distance^2 < root(2)*rSq < 4*rSq
*
*/
}