mirror of
https://github.com/ConjureETS/DeathBook.git
synced 2026-03-24 04:20:58 +00:00
139 lines
3.0 KiB
C#
139 lines
3.0 KiB
C#
using UnityEngine;
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using System.Collections.Generic;
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namespace DeathBook.Model
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{
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public class LevelGenerator
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{
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private int numPeople;
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private int avgConnections;
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private float radius;
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public Level GenerateLevel(int numPeople, int avgFriends, float radius)
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{
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this.numPeople = numPeople;
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this.avgConnections = avgFriends;
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this.radius = radius;
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List<Person> people = CreatePeople();
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List<Friendship> friendships = CreateFriendships(people);
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return new Level(people, friendships);
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}
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private List<Person> CreatePeople()
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{
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List<Person> people = new List<Person>(numPeople);
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float dlong = Mathf.PI * (3 - Mathf.Sqrt(5)); //~2.39996323
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float dz = (2f / numPeople) * radius;
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float longitude = 0f;
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float z = radius - dz / 2;
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float r, x, y;
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Person p;
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for (int i = 0; i < numPeople; i++)
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{
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r = Mathf.Sqrt(radius * radius - z * z);
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x = Mathf.Cos(longitude) * r;
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y = Mathf.Sin(longitude) * r;
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p = new Person(i, x, y, z);
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people.Add(p);
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z -= dz;
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longitude += dlong;
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}
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Debug.Log("People: " + people.Count);
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return people;
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}
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private List<Friendship> CreateFriendships(List<Person> people)
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{
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Debug.Log("Creating friendships");
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List<Friendship> friendships = new List<Friendship>();
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Person p1, p2;
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int totalCount = people.Count;
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int missing;
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LinkedList<DistanceNode> list = new LinkedList<DistanceNode>();
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for (int i = 0; i < totalCount; i++)
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{
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Debug.Log("Person " + (i+1));
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p1 = people[i];
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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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list.Clear();
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for (int j = i+1; j < totalCount; j++)
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{
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p2 = people[j];
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if (p2.numFriends < avgConnections * 1.2)
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list.AddLast(new DistanceNode(p1, p2));
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}
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while (list.Count > 0 && missing > 0)
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{
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DistanceNode smallest = list.First.Value;
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foreach (DistanceNode node in list)
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{
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if (node.dist < smallest.dist)
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//TODO Add probabilities
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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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list.Remove(smallest);
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}
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}
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Debug.Log(friendships.Count);
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return friendships;
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}
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private Friendship CreateFriendship(Person p1, Person p2)
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{
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Friendship f = new Friendship(p1, p2, Random.Range(1,100));
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p1.AddFriendship(f);
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p2.AddFriendship(f);
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return f;
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}
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}
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internal class DistanceNode
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{
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public Person p;
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public float dist;
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public DistanceNode(Person p1, Person p2)
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{
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p = p2;
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dist = (p2.initialPosition - p1.initialPosition).sqrMagnitude;
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}
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}
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/*
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* 1. Friendship urgency - 0-1
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* Number of friends missing
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* VS number of nodes left
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*
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* 2. Friendship possibility
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* Closeness
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* 0 < distance^2 < root(2)*rSq < 4*rSq
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*
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*/
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}
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