mirror of
https://github.com/ConjureETS/DeathBook.git
synced 2026-03-24 04:20:58 +00:00
167 lines
3.9 KiB
C#
167 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);
|
|
|
|
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
|
|
*
|
|
*/
|
|
}
|