Add an experimental procedural map generator for the Red Alert mod, along with supporting code that may assist in the development of map generators for other mods. Map generation may be accessed as a tool in the Map Editor. This change does not presently introduce direct lobby options for generated maps. Features: - Terrain with land, water, beaches, cliffs, roads, debris, and trees. - Placement of mpspawns, neutral buildings, and resources. - Rotational and mirror symmetry options. - Various configurable parameters with presets. - Deterministic with configurable seed. - Performant.
59 lines
1.4 KiB
C#
59 lines
1.4 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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namespace OpenRA
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{
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public readonly struct TerrainTile
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{
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public readonly ushort Type;
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public readonly byte Index;
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public TerrainTile(ushort type, byte index)
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{
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Type = type;
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Index = index;
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}
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public override int GetHashCode() { return Type.GetHashCode() ^ Index.GetHashCode(); }
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public override string ToString() { return Type + "," + Index; }
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public static bool TryParse(string s, out TerrainTile tt)
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{
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var split = s.Split(',');
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if (split.Length == 2 &&
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Exts.TryParseUshortInvariant(split[0], out var type) &&
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Exts.TryParseByteInvariant(split[1], out var index))
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{
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tt = new TerrainTile(type, index);
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return true;
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}
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tt = default;
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return false;
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}
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}
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public readonly struct ResourceTile
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{
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public readonly byte Type;
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public readonly byte Index;
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public ResourceTile(byte type, byte index)
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{
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Type = type;
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Index = index;
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}
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public override int GetHashCode() { return Type.GetHashCode() ^ Index.GetHashCode(); }
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}
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}
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