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- using UnityEngine;
- using System.Collections.Generic;
- public class RiverGenerator
- {
- public void GenerateRivers(MapData mapData)
- {
- // Find water bodies to connect
- var waterBodies = FindWaterBodies(mapData);
- // Only show debug info if a MapMaker2 with debugMode enabled exists
- var mapMaker = Object.FindFirstObjectByType<MapMaker2>();
- bool debugMode = mapMaker != null && mapMaker.debugMode;
- if (debugMode) Debug.Log($"Found {waterBodies.Count} water body tiles for river generation");
- // Generate fewer, thinner rivers between some water bodies
- int riverCount = Mathf.Min(3, waterBodies.Count - 1); // Maximum 3 rivers
- riverCount = Mathf.Max(1, riverCount); // Force at least 1 river if possible
- if (debugMode) Debug.Log($"Attempting to generate {riverCount} rivers");
- for (int i = 0; i < riverCount && i < waterBodies.Count - 1; i++)
- {
- CreateRiver(mapData, waterBodies[i], waterBodies[i + 1]);
- if (debugMode) Debug.Log($"Created river {i + 1} from {waterBodies[i]} to {waterBodies[i + 1]}");
- }
- }
- private List<Vector2Int> FindWaterBodies(MapData mapData)
- {
- List<Vector2Int> waterBodyCenters = new List<Vector2Int>();
- bool[,] visited = new bool[mapData.Width, mapData.Height];
- // Find distinct water bodies (groups of connected water tiles)
- for (int x = 0; x < mapData.Width; x++)
- {
- for (int y = 0; y < mapData.Height; y++)
- {
- MapTile tile = mapData.GetTile(x, y);
- if (!visited[x, y] && (tile.terrainType == TerrainType.Ocean || tile.terrainType == TerrainType.Lake))
- {
- // Found a new water body, find its center
- var waterTiles = FloodFillWaterBody(mapData, visited, x, y);
- if (waterTiles.Count > 5) // Only consider substantial water bodies
- {
- Vector2Int center = CalculateCenter(waterTiles);
- waterBodyCenters.Add(center);
- var mapMaker = Object.FindFirstObjectByType<MapMaker2>();
- bool debugMode = mapMaker != null && mapMaker.debugMode;
- if (debugMode) Debug.Log($"Found water body center at {center} with {waterTiles.Count} tiles");
- }
- }
- }
- }
- return waterBodyCenters;
- }
- private List<Vector2Int> FloodFillWaterBody(MapData mapData, bool[,] visited, int startX, int startY)
- {
- List<Vector2Int> waterTiles = new List<Vector2Int>();
- Queue<Vector2Int> queue = new Queue<Vector2Int>();
- queue.Enqueue(new Vector2Int(startX, startY));
- while (queue.Count > 0)
- {
- Vector2Int current = queue.Dequeue();
- if (visited[current.x, current.y]) continue;
- visited[current.x, current.y] = true;
- waterTiles.Add(current);
- // Check neighbors
- for (int dx = -1; dx <= 1; dx++)
- {
- for (int dy = -1; dy <= 1; dy++)
- {
- if (dx == 0 && dy == 0) continue;
- int newX = current.x + dx;
- int newY = current.y + dy;
- if (mapData.IsValidPosition(newX, newY) && !visited[newX, newY])
- {
- MapTile tile = mapData.GetTile(newX, newY);
- if (tile.terrainType == TerrainType.Ocean || tile.terrainType == TerrainType.Lake)
- {
- queue.Enqueue(new Vector2Int(newX, newY));
- }
- }
- }
- }
- }
- return waterTiles;
- }
- private Vector2Int CalculateCenter(List<Vector2Int> tiles)
- {
- if (tiles.Count == 0) return Vector2Int.zero;
- float avgX = 0f;
- float avgY = 0f;
- foreach (var tile in tiles)
- {
- avgX += tile.x;
- avgY += tile.y;
- }
- return new Vector2Int(Mathf.RoundToInt(avgX / tiles.Count), Mathf.RoundToInt(avgY / tiles.Count));
- }
- private void CreateRiver(MapData mapData, Vector2Int start, Vector2Int end)
- {
- var riverPath = FindRiverPath(mapData, start, end);
- foreach (var point in riverPath)
- {
- if (mapData.IsValidPosition(point.x, point.y))
- {
- MapTile tile = mapData.GetTile(point.x, point.y);
- if (tile.terrainType == TerrainType.Plains || tile.terrainType == TerrainType.Shore)
- {
- tile.terrainType = TerrainType.River;
- tile.isWalkable = false;
- }
- }
- }
- // Smart diagonal blocking - only fill specific diagonal gaps
- BlockDiagonalCrossings(mapData, riverPath);
- }
- private void BlockDiagonalCrossings(MapData mapData, List<Vector2Int> riverPath)
- {
- foreach (var riverPoint in riverPath)
- {
- // Check for diagonal gaps that would allow diagonal crossing
- for (int dx = -1; dx <= 1; dx += 2) // -1 and 1
- {
- for (int dy = -1; dy <= 1; dy += 2) // -1 and 1
- {
- Vector2Int diagonal = new Vector2Int(riverPoint.x + dx, riverPoint.y + dy);
- Vector2Int horizontal = new Vector2Int(riverPoint.x + dx, riverPoint.y);
- Vector2Int vertical = new Vector2Int(riverPoint.x, riverPoint.y + dy);
- if (mapData.IsValidPosition(diagonal.x, diagonal.y) &&
- mapData.IsValidPosition(horizontal.x, horizontal.y) &&
- mapData.IsValidPosition(vertical.x, vertical.y))
- {
- // If diagonal tile is river and both adjacent tiles are not river,
- // there's a crossable diagonal gap
- if (mapData.GetTile(diagonal.x, diagonal.y).terrainType == TerrainType.River &&
- mapData.GetTile(horizontal.x, horizontal.y).terrainType != TerrainType.River &&
- mapData.GetTile(vertical.x, vertical.y).terrainType != TerrainType.River)
- {
- // Fill one of the adjacent tiles to block diagonal crossing
- MapTile fillTile = mapData.GetTile(horizontal.x, horizontal.y);
- if (fillTile.terrainType == TerrainType.Plains || fillTile.terrainType == TerrainType.Shore)
- {
- fillTile.terrainType = TerrainType.River;
- fillTile.isWalkable = false;
- }
- }
- }
- }
- }
- }
- }
- private List<Vector2Int> FindRiverPath(MapData mapData, Vector2Int start, Vector2Int end)
- {
- List<Vector2Int> path = new List<Vector2Int>();
- Vector2Int current = start;
- while (Vector2Int.Distance(current, end) > 1)
- {
- path.Add(current);
- // Move towards end with some meandering
- Vector2Int direction = new Vector2Int(
- end.x > current.x ? 1 : (end.x < current.x ? -1 : 0),
- end.y > current.y ? 1 : (end.y < current.y ? -1 : 0)
- );
- // Add meandering
- if (Random.value < 0.4f)
- {
- direction.x += Random.Range(-1, 2);
- direction.y += Random.Range(-1, 2);
- direction.x = Mathf.Clamp(direction.x, -1, 1);
- direction.y = Mathf.Clamp(direction.y, -1, 1);
- }
- Vector2Int next = current + direction;
- if (mapData.IsValidPosition(next.x, next.y))
- {
- current = next;
- }
- else
- {
- break;
- }
- }
- return path;
- }
- private void FillRiverDiagonals(MapData mapData, int x, int y)
- {
- // Check and fill diagonal gaps to prevent crossing without a bridge
- for (int dx = -1; dx <= 1; dx++)
- {
- for (int dy = -1; dy <= 1; dy++)
- {
- if (dx == 0 || dy == 0) continue; // Skip cardinal directions
- int checkX = x + dx;
- int checkY = y + dy;
- if (mapData.IsValidPosition(checkX, checkY))
- {
- MapTile neighbor = mapData.GetTile(checkX, checkY);
- if (neighbor.terrainType == TerrainType.River)
- {
- // Fill the gap
- int fillX = x + (dx > 0 ? 1 : 0);
- int fillY = y + (dy > 0 ? 1 : 0);
- if (mapData.IsValidPosition(fillX, fillY))
- {
- MapTile fillTile = mapData.GetTile(fillX, fillY);
- if (fillTile.terrainType == TerrainType.Plains)
- {
- fillTile.terrainType = TerrainType.River;
- fillTile.isWalkable = false;
- }
- }
- }
- }
- }
- }
- }
- }
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