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- using UnityEngine;
- using System.Collections.Generic;
- using System.Linq;
- public class GeographicFeatureGenerator
- {
- private static readonly string[] forestNames = {
- "Whispering Woods", "Ancient Grove", "Darkwood Forest", "Silverleaf Woods",
- "Thornwick Forest", "Emerald Thicket", "Shadowmere Woods", "Moonlight Grove",
- "Iron Bark Forest", "Mystic Woodland", "Deeproot Forest", "Starfall Woods",
- "Bramblewood", "Goldleaf Grove", "Stormwind Forest", "Twilight Woods"
- };
- private static readonly string[] lakeNames = {
- "Crystal Lake", "Mirror Waters", "Dragon's Rest Lake", "Silver Mirror",
- "Moonbeam Lake", "Clearwater Basin", "Starfall Lake", "Azure Waters",
- "Misty Lake", "Tranquil Waters", "Golden Pond", "Serene Lake",
- "Echo Lake", "Shimmer Waters", "Peaceful Basin", "Reflection Lake"
- };
- private static readonly string[] plainNames = {
- "Golden Plains", "Emerald Fields", "Windswept Meadows", "Sunset Plains",
- "Harmony Fields", "Verdant Expanse", "Rolling Hills", "Peaceful Meadows",
- "Sunlit Plains", "Gentle Fields", "Open Grasslands", "Green Expanse",
- "Fertile Plains", "Wide Meadows", "Bright Fields", "Vast Grasslands"
- };
- private static readonly string[] mountainNames = {
- "Frostpeak Mountains", "Dragon's Spine", "Stormhaven Peaks", "Iron Crags",
- "Skyreach Mountains", "Cloudtop Peaks", "Granite Heights", "Thunder Ridge",
- "Snowcap Mountains", "Windbreak Peaks", "Stone Sentinels", "Frost Crown"
- };
- private static readonly string[] riverNames = {
- "Swift Current", "Silver Stream", "Moonflow River", "Crystal Brook",
- "Whisper Creek", "Golden Waters", "Peaceful Stream", "Starlight River",
- "Gentle Current", "Clear Stream", "Harmony River", "Serene Waters"
- };
- private HashSet<Vector2Int> processedTiles = new HashSet<Vector2Int>();
- public List<GeographicFeature> GenerateFeatures(MapData mapData)
- {
- var features = new List<GeographicFeature>();
- processedTiles.Clear();
- // Generate forest features
- features.AddRange(GenerateForestFeatures(mapData));
- // Generate lake features
- features.AddRange(GenerateLakeFeatures(mapData));
- // Generate plain features (larger areas only)
- features.AddRange(GeneratePlainFeatures(mapData));
- // Generate mountain features
- features.AddRange(GenerateMountainFeatures(mapData));
- // Generate river features
- features.AddRange(GenerateRiverFeatures(mapData));
- return features;
- }
- private List<GeographicFeature> GenerateForestFeatures(MapData mapData)
- {
- var features = new List<GeographicFeature>();
- var forestClusters = FindConnectedAreas(mapData, TerrainType.Forest, 6); // Minimum 6 tiles
- foreach (var cluster in forestClusters)
- {
- if (!IsClusterProcessed(cluster))
- {
- string name = GetRandomName(forestNames);
- var center = GetClusterCenter(cluster);
- var feature = new GeographicFeature(name, GeographicFeatureType.Forest, center);
- foreach (var tile in cluster)
- {
- feature.AddTile(tile);
- processedTiles.Add(tile);
- }
- features.Add(feature);
- }
- }
- return features;
- }
- private List<GeographicFeature> GenerateLakeFeatures(MapData mapData)
- {
- var features = new List<GeographicFeature>();
- var lakeClusters = FindConnectedAreas(mapData, TerrainType.Lake, 4); // Minimum 4 tiles
- foreach (var cluster in lakeClusters)
- {
- if (!IsClusterProcessed(cluster))
- {
- string name = GetRandomName(lakeNames);
- var center = GetClusterCenter(cluster);
- var feature = new GeographicFeature(name, GeographicFeatureType.Lake, center);
- foreach (var tile in cluster)
- {
- feature.AddTile(tile);
- processedTiles.Add(tile);
- }
- features.Add(feature);
- }
- }
- return features;
- }
- private List<GeographicFeature> GeneratePlainFeatures(MapData mapData)
- {
- var features = new List<GeographicFeature>();
- var plainClusters = FindConnectedAreas(mapData, TerrainType.Plains, 25); // Minimum 25 tiles for named plains
- foreach (var cluster in plainClusters)
- {
- if (!IsClusterProcessed(cluster))
- {
- // Check if this plain area is far enough from settlements
- var center = GetClusterCenter(cluster);
- if (IsFarFromSettlements(mapData, center, 8))
- {
- string name = GetRandomName(plainNames);
- var feature = new GeographicFeature(name, GeographicFeatureType.Plain, center);
- foreach (var tile in cluster)
- {
- feature.AddTile(tile);
- processedTiles.Add(tile);
- }
- features.Add(feature);
- }
- }
- }
- return features;
- }
- private List<GeographicFeature> GenerateMountainFeatures(MapData mapData)
- {
- var features = new List<GeographicFeature>();
- var mountainClusters = FindConnectedAreas(mapData, TerrainType.Mountain, 6); // Minimum 6 tiles
- foreach (var cluster in mountainClusters)
- {
- if (!IsClusterProcessed(cluster))
- {
- string name = GetRandomName(mountainNames);
- var center = GetClusterCenter(cluster);
- var feature = new GeographicFeature(name, GeographicFeatureType.Mountain, center);
- foreach (var tile in cluster)
- {
- feature.AddTile(tile);
- processedTiles.Add(tile);
- }
- features.Add(feature);
- }
- }
- return features;
- }
- private List<GeographicFeature> GenerateRiverFeatures(MapData mapData)
- {
- var features = new List<GeographicFeature>();
- var riverClusters = FindConnectedAreas(mapData, TerrainType.River, 8); // Minimum 8 tiles
- foreach (var cluster in riverClusters)
- {
- if (!IsClusterProcessed(cluster))
- {
- string name = GetRandomName(riverNames);
- var center = GetClusterCenter(cluster);
- var feature = new GeographicFeature(name, GeographicFeatureType.River, center);
- foreach (var tile in cluster)
- {
- feature.AddTile(tile);
- processedTiles.Add(tile);
- }
- features.Add(feature);
- }
- }
- return features;
- }
- private List<List<Vector2Int>> FindConnectedAreas(MapData mapData, TerrainType terrainType, int minSize)
- {
- var visited = new HashSet<Vector2Int>();
- var clusters = new List<List<Vector2Int>>();
- for (int x = 0; x < mapData.Width; x++)
- {
- for (int y = 0; y < mapData.Height; y++)
- {
- var pos = new Vector2Int(x, y);
- if (!visited.Contains(pos) && mapData.GetTile(x, y)?.terrainType == terrainType)
- {
- var cluster = FloodFill(mapData, pos, terrainType, visited);
- if (cluster.Count >= minSize)
- {
- clusters.Add(cluster);
- }
- }
- }
- }
- return clusters;
- }
- private List<Vector2Int> FloodFill(MapData mapData, Vector2Int start, TerrainType targetType, HashSet<Vector2Int> visited)
- {
- var cluster = new List<Vector2Int>();
- var stack = new Stack<Vector2Int>();
- stack.Push(start);
- while (stack.Count > 0)
- {
- var current = stack.Pop();
- if (visited.Contains(current) || !mapData.IsValidPosition(current.x, current.y))
- continue;
- var tile = mapData.GetTile(current.x, current.y);
- if (tile?.terrainType != targetType)
- continue;
- visited.Add(current);
- cluster.Add(current);
- // Add neighbors
- for (int dx = -1; dx <= 1; dx++)
- {
- for (int dy = -1; dy <= 1; dy++)
- {
- if (dx == 0 && dy == 0) continue;
- var neighbor = new Vector2Int(current.x + dx, current.y + dy);
- if (!visited.Contains(neighbor))
- stack.Push(neighbor);
- }
- }
- }
- return cluster;
- }
- private Vector2Int GetClusterCenter(List<Vector2Int> cluster)
- {
- if (cluster.Count == 0)
- return Vector2Int.zero;
- Vector2 sum = Vector2.zero;
- foreach (var tile in cluster)
- {
- sum += new Vector2(tile.x, tile.y);
- }
- Vector2 center = sum / cluster.Count;
- return new Vector2Int(Mathf.RoundToInt(center.x), Mathf.RoundToInt(center.y));
- }
- private bool IsClusterProcessed(List<Vector2Int> cluster)
- {
- return cluster.Any(tile => processedTiles.Contains(tile));
- }
- private bool IsFarFromSettlements(MapData mapData, Vector2Int position, float minDistance)
- {
- var settlements = mapData.GetAllSettlements();
- foreach (var settlement in settlements)
- {
- float distance = Vector2.Distance(position, settlement.position);
- if (distance < minDistance)
- return false;
- }
- return true;
- }
- private string GetRandomName(string[] nameArray)
- {
- return nameArray[Random.Range(0, nameArray.Length)];
- }
- }
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