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MrTorex committed 2026-03-01 00:29:25 +03:00
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@@ -20,6 +20,11 @@ namespace Code.Lab6
private int _numRows;
private GameObject[] _vertexObj;
private bool[,] _mapVertices;
public bool useWeightedMap = true;
public Texture2D weightMapTexture;
public float minWeight = 0.5f;
public float maxWeight = 5f;
private Dictionary<int, int> _gridIdToVertexIndex;
@@ -32,6 +37,309 @@ namespace Code.Lab6
{
return new Vector2Int(id % _numCols, id / _numCols);
}
private void LoadMapWithWeights(string filename)
{
var path = Application.dataPath + "/" + MapsDir + "/" + filename;
try
{
var strmRdr = new StreamReader(path);
using (strmRdr)
{
strmRdr.ReadLine();
var line = strmRdr.ReadLine();
if (line != null && line.StartsWith("height"))
_numRows = int.Parse(line.Split(' ')[1]);
line = strmRdr.ReadLine();
if (line != null && line.StartsWith("width"))
_numCols = int.Parse(line.Split(' ')[1]);
strmRdr.ReadLine();
Vertices = new List<Vertex>();
Neighbours = new List<List<Vertex>>();
Costs = new List<List<float>>();
_vertexObj = new GameObject[_numRows * _numCols];
_mapVertices = new bool[_numRows, _numCols];
_gridIdToVertexIndex = new Dictionary<int, int>();
Debug.Log($"Loading weighted map {_numRows}x{_numCols}");
for (var row = 0; row < _numRows; row++)
{
line = strmRdr.ReadLine();
if (string.IsNullOrEmpty(line)) continue;
for (var col = 0; col < _numCols && col < line.Length; col++)
{
var cellChar = line[col];
var isGround = cellChar != '#';
_mapVertices[row, col] = isGround;
var position = new Vector3(col * cellSize, 0f, row * cellSize);
var gridId = GridToId(col, row);
GameObject obj;
if (isGround && vertexPrefab != null)
{
obj = Instantiate(vertexPrefab, position, Quaternion.identity);
}
else if (!isGround && obstaclePrefab != null)
{
obj = Instantiate(obstaclePrefab, position, Quaternion.identity);
}
else
{
obj = GameObject.CreatePrimitive(PrimitiveType.Cube);
obj.transform.position = position;
}
if (obj == null) continue;
obj.name = $"{cellChar}_{gridId}";
obj.transform.parent = transform;
var scale = obj.transform.localScale;
scale.x = cellSize;
scale.z = cellSize;
scale.y = isGround ? 0.1f : 1f;
obj.transform.localScale = scale;
_vertexObj[gridId] = obj;
if (!isGround) continue;
var v = obj.GetComponent<Vertex>();
if (v == null)
v = obj.AddComponent<Vertex>();
v.id = gridId;
v.neighbours = new List<Edge>();
v.weight = GetWeightFromChar(cellChar);
var renderer1 = obj.GetComponent<Renderer>();
if (renderer1 != null)
{
renderer1.material.color = cellChar switch
{
'r' => new Color(0.8f, 0.2f, 0.2f),
'm' => new Color(0.6f, 0.4f, 0.2f),
'h' => new Color(0.2f, 0.8f, 0.2f),
_ => new Color(0.8f, 0.8f, 0.8f)
};
}
var vertexIndex = Vertices.Count;
Vertices.Add(v);
Neighbours.Add(new List<Vertex>());
Costs.Add(new List<float>());
_gridIdToVertexIndex[gridId] = vertexIndex;
}
}
foreach (var kvp in _gridIdToVertexIndex)
{
var gridId = kvp.Key;
var vertexIndex = kvp.Value;
var gridPos = IdToGrid(gridId);
SetNeighboursWithWeights(gridPos.x, gridPos.y, vertexIndex);
}
Debug.Log($"Weighted map loaded. {Vertices.Count} walkable vertices");
}
}
catch (Exception e)
{
Debug.LogError($"Failed to load weighted map: {e.Message}");
}
}
private float GetWeightFromChar(char c)
{
return c switch
{
'h' => 0.5f,
'.' => 1f,
'm' => 3f,
'r' => 5f,
'#' => float.MaxValue,
_ => 1f
};
}
private float CalculateVertexWeight(int row, int col, Texture2D weightTexture)
{
if (weightTexture != null)
{
var texX = Mathf.FloorToInt((float)col / _numCols * weightTexture.width);
var texY = Mathf.FloorToInt((float)row / _numRows * weightTexture.height);
var pixel = weightTexture.GetPixel(texX, texY);
var gray = pixel.grayscale;
return Mathf.Lerp(minWeight, maxWeight, gray);
}
var centerX = _numCols / 2f;
var centerY = _numRows / 2f;
var distFromCenter = Vector2.Distance(new Vector2(col, row), new Vector2(centerX, centerY));
var maxDist = Mathf.Max(_numCols, _numRows) / 2f;
var centerWeight = Mathf.Lerp(minWeight, maxWeight, distFromCenter / maxDist);
var noise = Mathf.PerlinNoise(col * 0.1f, row * 0.1f);
var noiseWeight = Mathf.Lerp(minWeight, maxWeight, noise);
var riverX = _numCols * 0.3f + Mathf.Sin(row * 0.3f) * 5f;
var distToRiver = Mathf.Abs(col - riverX);
var riverWeight = distToRiver < 3f ? maxWeight : minWeight;
var finalWeight = (centerWeight * 0.3f + noiseWeight * 0.3f + riverWeight * 0.4f);
return Mathf.Clamp(finalWeight, minWeight, maxWeight);
}
protected void SetNeighboursWithWeights(int x, int y, int vertexIndex)
{
var currentVertex = Vertices[vertexIndex];
Neighbours[vertexIndex].Clear();
Costs[vertexIndex].Clear();
currentVertex.neighbours.Clear();
Vector2Int[] directions;
if (get8Vicinity)
{
directions = new[]
{
new Vector2Int(x, y - 1), new Vector2Int(x + 1, y - 1),
new Vector2Int(x + 1, y), new Vector2Int(x + 1, y + 1),
new Vector2Int(x, y + 1), new Vector2Int(x - 1, y + 1),
new Vector2Int(x - 1, y), new Vector2Int(x - 1, y - 1)
};
}
else
{
directions = new[]
{
new Vector2Int(x, y - 1), new Vector2Int(x + 1, y),
new Vector2Int(x, y + 1), new Vector2Int(x - 1, y)
};
}
const float diagonalMultiplier = 1.4f;
foreach (var dir in directions)
{
if (dir.x < 0 || dir.x >= _numCols || dir.y < 0 || dir.y >= _numRows)
continue;
if (!_mapVertices[dir.y, dir.x])
continue;
var neighbourGridId = GridToId(dir.x, dir.y);
if (!_gridIdToVertexIndex.TryGetValue(neighbourGridId, out var neighbourIndex))
continue;
var neighbourVertex = Vertices[neighbourIndex];
var baseCost = (currentVertex.weight + neighbourVertex.weight) / 2f;
if (dir.x != x && dir.y != y)
{
baseCost *= diagonalMultiplier;
}
Neighbours[vertexIndex].Add(neighbourVertex);
Costs[vertexIndex].Add(baseCost);
currentVertex.neighbours.Add(new Edge(neighbourVertex, baseCost));
}
}
public void GenerateLargeWeightedMap(int width, int height)
{
_numCols = width;
_numRows = height;
Vertices = new List<Vertex>();
Neighbours = new List<List<Vertex>>();
Costs = new List<List<float>>();
_vertexObj = new GameObject[width * height];
_mapVertices = new bool[height, width];
_gridIdToVertexIndex = new Dictionary<int, int>();
for (var y = 0; y < height; y++)
{
for (var x = 0; x < width; x++)
{
_mapVertices[y, x] = true;
var position = new Vector3(x * cellSize, 0f, y * cellSize);
var gridId = GridToId(x, y);
var obj = Instantiate(vertexPrefab, position, Quaternion.identity);
obj.name = $"Vertex_{gridId}";
obj.transform.parent = transform;
var v = obj.GetComponent<Vertex>();
if (v == null)
v = obj.AddComponent<Vertex>();
v.id = gridId;
v.neighbours = new List<Edge>();
v.weight = CalculateVertexWeight(y, x, null);
var renderer1 = obj.GetComponent<Renderer>();
if (renderer1 != null)
{
var t = Mathf.InverseLerp(minWeight, maxWeight, v.weight);
renderer1.material.color = Color.Lerp(Color.white, Color.black, t);
}
var vertexIndex = Vertices.Count;
Vertices.Add(v);
Neighbours.Add(new List<Vertex>());
Costs.Add(new List<float>());
_gridIdToVertexIndex[gridId] = vertexIndex;
}
}
for (var y = 0; y < height; y++)
{
for (var x = 0; x < width; x++)
{
var gridId = GridToId(x, y);
if (_gridIdToVertexIndex.TryGetValue(gridId, out var vertexIndex))
{
SetNeighboursWithWeights(x, y, vertexIndex);
}
}
}
Debug.Log($"Generated large weighted map: {width}x{height} ({Vertices.Count} vertices)");
}
public override void Load()
{
if (useWeightedMap)
{
LoadMapWithWeights(mapName);
}
else
{
LoadMap(mapName);
}
}
private void LoadMap(string filename)
{
@@ -226,11 +534,6 @@ namespace Code.Lab6
}
}
public override void Load()
{
LoadMap(mapName);
}
public override Vertex GetNearestVertex(Vector3 position)
{
var col = Mathf.RoundToInt(position.x / cellSize);