Сложный проект "Генератор карт для Valve Hammer Editor"
16.07.2013, 12:24. Показов 1570. Ответов 2
Не по теме:
ну... сложный для меня :)
хотел сразу c++ использовать , но мне повезло и проект C++ не захотел создаваться Создание проекта C++ :D
Готово:
1. Создание куба(кажется правильнее будет "Прямоугольный параллелепипед", геометрию забыл уже)
2. Создание куба из кубов(небо)
Не получилось:
1. Создание объектов которые не должны пересекать другие объекты.
Все данные для этого есть, массив данных о объектах.
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| private struct S_ObjList
{
public Int32 X;
public Int32 Y;
public Int32 Z;
public Int32 SizeX;
public Int32 SizeY;
public Int32 SizeZ;
}
static List<S_ObjList> ObjList = new List<S_ObjList>(); |
|
Помогите написать boolean функцию X , Y , Z , SizeX , SizeY , SizeZ , которая проверит список объектов ObjList и вернет true если для "входящего" объекта "хватает места"(не пересекается ни с каким объектом)  (или false если есть хоть одно пересечение)
если интересно вот весь код : (если хорошо знаете английский лучше не смотрите, а то я там переводчиком пользовался  )
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| using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.IO;
namespace VHE.map_generator
{
class Program
{
static void WriteColor(ConsoleColor Colour, String Text)
{
Console.ForegroundColor = Colour;
Console.WriteLine(Text.PadRight(Console.WindowWidth - 1));
}
static void WriteVheHeader()
{
string[] header = { "{", "\"classname\" \"worldspawn\"", "\"MaxRange\" \"4096\"", "\"mapversion\" \"220\"", "\"wad\" \"cstrike\\cs_assault.wad;cstrike\\cs_dust.wad;cstrike\\cstrike.wad;valve\\halflife.wad\"" };
using (StreamWriter file = new StreamWriter("outmap.map", true))
{
foreach (string line in header)
{
file.WriteLine(line);
}
}
}
static void JustWriteEnd()
{
using (StreamWriter file = new StreamWriter("outmap.map", true))
{
file.WriteLine("}");
}
}
static void JustCreateCube(Int32 X_, Int32 Y_, Int32 Z_, Int32 SizeX, Int32 SizeY, Int32 SizeZ)
{
Int32[] X = new Int32[7];
Int32[] Y = new Int32[7];
Int32[] Z = new Int32[7];
Int32[] X2 = new Int32[7];
Int32[] Y2 = new Int32[7];
Int32[] Z2 = new Int32[7];
Int32[] X3 = new Int32[7];
Int32[] Y3 = new Int32[7];
Int32[] Z3 = new Int32[7];
X[1] = X_;
Y[1] = Y_;
Z[1] = SizeZ + Z_;
X2[1] = X_;
Y2[1] = SizeY + Y_;
Z2[1] = SizeZ + Z_;
X3[1] = SizeX + X_;
Y3[1] = SizeY + Y_;
Z3[1] = SizeZ + Z_;
X[2] = X_;
Y[2] = SizeY + Y_;
Z[2] = Z_;
X2[2] = X_;
Y2[2] = Y_;
Z2[2] = Z_;
X3[2] = SizeX + X_;
Y3[2] = Y_;
Z3[2] = Z_;
X[3] = X_;
Y[3] = Y_;
Z[3] = Z_;
X2[3] = X_;
Y2[3] = SizeY + Y_;
Z2[3] = Z_;
X3[3] = X_;
Y3[3] = SizeY + Y_;
Z3[3] = SizeZ + Z_;
X[4] = SizeX + X_;
Y[4] = SizeY + Y_;
Z[4] = Z_;
X2[4] = SizeX + X_;
Y2[4] = Y_;
Z2[4] = Z_;
X3[4] = SizeX + X_;
Y3[4] = Y_;
Z3[4] = SizeZ + Z_;
X[5] = X_;
Y[5] = SizeY + Y_;
Z[5] = Z_;
X2[5] = SizeX + X_;
Y2[5] = SizeY + Y_;
Z2[5] = Z_;
X3[5] = SizeX + X_;
Y3[5] = SizeY + Y_;
Z3[5] = SizeZ + Z_;
X[6] = SizeX + X_;
Y[6] = Y_;
Z[6] = Z_;
X2[6] = X_;
Y2[6] = Y_;
Z2[6] = Z_;
X3[6] = X_;
Y3[6] = Y_;
Z3[6] = SizeZ + Z_;
using (StreamWriter file = new StreamWriter("outmap.map", true))
{
file.WriteLine("{");
file.WriteLine("( " + X[1] + " " + Y[1] + " " + Z[1] + " ) ( " + X2[1] + " " + Y2[1] + " " + Z2[1] + " ) ( " + X3[1] + " " + Y3[1] + " " + Z3[1] + " ) " + Texture + " [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 ");
file.WriteLine("( " + X[2] + " " + Y[2] + " " + Z[2] + " ) ( " + X2[2] + " " + Y2[2] + " " + Z2[2] + " ) ( " + X3[2] + " " + Y3[2] + " " + Z3[2] + " ) " + Texture + " [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 ");
file.WriteLine("( " + X[3] + " " + Y[3] + " " + Z[3] + " ) ( " + X2[3] + " " + Y2[3] + " " + Z2[3] + " ) ( " + X3[3] + " " + Y3[3] + " " + Z3[3] + " ) " + Texture + " [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1 ");
file.WriteLine("( " + X[4] + " " + Y[4] + " " + Z[4] + " ) ( " + X2[4] + " " + Y2[4] + " " + Z2[4] + " ) ( " + X3[4] + " " + Y3[4] + " " + Z3[4] + " ) " + Texture + " [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1 ");
file.WriteLine("( " + X[5] + " " + Y[5] + " " + Z[5] + " ) ( " + X2[5] + " " + Y2[5] + " " + Z2[5] + " ) ( " + X3[5] + " " + Y3[5] + " " + Z3[5] + " ) " + Texture + " [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 ");
file.WriteLine("( " + X[6] + " " + Y[6] + " " + Z[6] + " ) ( " + X2[6] + " " + Y2[6] + " " + Z2[6] + " ) ( " + X3[6] + " " + Y3[6] + " " + Z3[6] + " ) " + Texture + " [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 ");
file.WriteLine("}");
}
}
static void JustCreateCube(Int32 X_, Int32 Y_, Int32 Z_, Int32 SizeX, Int32 SizeY, Int32 SizeZ, String Texture)
{
S_ObjList tmpobject = new S_ObjList();
tmpobject.X = X_;
tmpobject.Y = Y_;
tmpobject.Z = Z_;
tmpobject.SizeX = SizeX;
tmpobject.SizeY = SizeY;
tmpobject.SizeZ = SizeZ;
ObjList.Add(tmpobject);
Int32[] X = new Int32[7];
Int32[] Y = new Int32[7];
Int32[] Z = new Int32[7];
Int32[] X2 = new Int32[7];
Int32[] Y2 = new Int32[7];
Int32[] Z2 = new Int32[7];
Int32[] X3 = new Int32[7];
Int32[] Y3 = new Int32[7];
Int32[] Z3 = new Int32[7];
X[1] = X_;
Y[1] = Y_;
Z[1] = SizeZ + Z_;
X2[1] = X_;
Y2[1] = SizeY + Y_;
Z2[1] = SizeZ + Z_;
X3[1] = SizeX + X_;
Y3[1] = SizeY + Y_;
Z3[1] = SizeZ + Z_;
X[2] = X_;
Y[2] = SizeY + Y_;
Z[2] = Z_;
X2[2] = X_;
Y2[2] = Y_;
Z2[2] = Z_;
X3[2] = SizeX + X_;
Y3[2] = Y_;
Z3[2] = Z_;
X[3] = X_;
Y[3] = Y_;
Z[3] = Z_;
X2[3] = X_;
Y2[3] = SizeY + Y_;
Z2[3] = Z_;
X3[3] = X_;
Y3[3] = SizeY + Y_;
Z3[3] = SizeZ + Z_;
X[4] = SizeX + X_;
Y[4] = SizeY + Y_;
Z[4] = Z_;
X2[4] = SizeX + X_;
Y2[4] = Y_;
Z2[4] = Z_;
X3[4] = SizeX + X_;
Y3[4] = Y_;
Z3[4] = SizeZ + Z_;
X[5] = X_;
Y[5] = SizeY + Y_;
Z[5] = Z_;
X2[5] = SizeX + X_;
Y2[5] = SizeY + Y_;
Z2[5] = Z_;
X3[5] = SizeX + X_;
Y3[5] = SizeY + Y_;
Z3[5] = SizeZ + Z_;
X[6] = SizeX + X_;
Y[6] = Y_;
Z[6] = Z_;
X2[6] = X_;
Y2[6] = Y_;
Z2[6] = Z_;
X3[6] = X_;
Y3[6] = Y_;
Z3[6] = SizeZ + Z_;
using (StreamWriter file = new StreamWriter("outmap.map", true))
{
file.WriteLine("{");
file.WriteLine("( " + X[1] + " " + Y[1] + " " + Z[1] + " ) ( " + X2[1] + " " + Y2[1] + " " + Z2[1] + " ) ( " + X3[1] + " " + Y3[1] + " " + Z3[1] + " ) " + Texture + " [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 ");
file.WriteLine("( " + X[2] + " " + Y[2] + " " + Z[2] + " ) ( " + X2[2] + " " + Y2[2] + " " + Z2[2] + " ) ( " + X3[2] + " " + Y3[2] + " " + Z3[2] + " ) " + Texture + " [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 ");
file.WriteLine("( " + X[3] + " " + Y[3] + " " + Z[3] + " ) ( " + X2[3] + " " + Y2[3] + " " + Z2[3] + " ) ( " + X3[3] + " " + Y3[3] + " " + Z3[3] + " ) " + Texture + " [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1 ");
file.WriteLine("( " + X[4] + " " + Y[4] + " " + Z[4] + " ) ( " + X2[4] + " " + Y2[4] + " " + Z2[4] + " ) ( " + X3[4] + " " + Y3[4] + " " + Z3[4] + " ) " + Texture + " [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1 ");
file.WriteLine("( " + X[5] + " " + Y[5] + " " + Z[5] + " ) ( " + X2[5] + " " + Y2[5] + " " + Z2[5] + " ) ( " + X3[5] + " " + Y3[5] + " " + Z3[5] + " ) " + Texture + " [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 ");
file.WriteLine("( " + X[6] + " " + Y[6] + " " + Z[6] + " ) ( " + X2[6] + " " + Y2[6] + " " + Z2[6] + " ) ( " + X3[6] + " " + Y3[6] + " " + Z3[6] + " ) " + Texture + " [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 ");
file.WriteLine("}");
}
}
/* Cube from cubes / Создаем "куб" из "кубов" */
static void CreateSky(Int32 X__, Int32 Y__, Int32 Z__, Int32 SizeX_, Int32 SizeY_, Int32 SizeZ_)
{
S_ObjList tmpobject = new S_ObjList();
tmpobject.X = X__;
tmpobject.Y = Y__;
tmpobject.Z = Z__;
tmpobject.SizeX = SizeX_;
tmpobject.SizeY = SizeY_;
tmpobject.SizeZ = SizeZ_;
ObjList.Add(tmpobject);
JustCreateCube(X__, Y__, Z__, 32, SizeY_, SizeZ_, "SKY");
JustCreateCube(X__, Y__, Z__ + SizeZ_, SizeX_, SizeY_, 32, "SKY");
JustCreateCube(X__, Y__ + SizeY_, Z__, SizeX_ + 32, 32, SizeZ_ + 32, "SKY");
JustCreateCube(X__ + SizeX_, Y__, Z__, 32, SizeY_, SizeZ_ + 32, "SKY");
JustCreateCube(X__ + 32, Y__, Z__, SizeX_ - 32, 32, SizeZ_, "SKY");
JustCreateCube(X__ + 32, Y__ + 32, Z__, SizeX_ - 32, SizeY_ - 32, 32, "SKY");
}
/* Objects list / Список объектов */
private struct S_ObjList
{
public Int32 X;
public Int32 Y;
public Int32 Z;
public Int32 SizeX;
public Int32 SizeY;
public Int32 SizeZ;
}
static List<S_ObjList> ObjList = new List<S_ObjList>();
static void Main(string[] args)
{
if (File.Exists("outmap.map"))
{
File.Delete("outmap.bak.map");
File.Move("outmap.map", "outmap.bak.map");
}
else
File.Create("outmap.map");
/* TEST */
WriteVheHeader();
CreateSky(-100, 200, 100, 500, 600, 550);
/* args 1:SKY_X+32+1 2:SKY_Y+32+1 3:SKY_Z+32+1 4:SIZE_X < SKY_SIZE_X - SKY_X && SIZE_X > SKY_X
5: SIZE_Y < SKY_SIZE_Y - SKY_Y && SIZE_Y > SKY_Y 6: SIZE_Z < SKY_SIZE_Z - SKY_Z && SIZE_Z > SKY_Z */
JustCreateCube(-67, 233, 133, 100, 150, 125);
JustWriteEnd();
/* END TEST */
Int32 Size = -1, Objects = -1;
ConsoleKey CKey;
Console.Title = "VHE .map generator by Absol";
WriteColor(ConsoleColor.Red, "Console C# OpenSource valve random .map generator");
WriteColor(ConsoleColor.Green, "Select the necessary map settings:\n\n\n");
WriteColor(ConsoleColor.Blue, "\nMap size:\n 1 - Big \n 2 - Medium \n 3 - Small\n");
Retry1:
CKey = Console.ReadKey(true).Key;
if (CKey == ConsoleKey.D1 || CKey == ConsoleKey.D2 || CKey == ConsoleKey.D3)
Size = (Int32)CKey - 48;
else
goto Retry1;
WriteColor(ConsoleColor.Cyan, "\nNumber of objects:\n 1 - Many \n 2 - Less \n 3 - Little\n");
Retry2:
CKey = Console.ReadKey(true).Key;
if (CKey == ConsoleKey.D1 || CKey == ConsoleKey.D2 || CKey == ConsoleKey.D3)
Objects = (Int32)CKey - 48;
else
goto Retry2;
Console.Write("\n\n\n\n");
Console.Read();
}
}
} |
|
пример X = 0, Y = 0, Z = 0 , SIZE_X = 100 , SIZE_Y = 150, SIZE_Z = 120
получается объект: высотой oт Z до Z+SIZE_Z , X : от X до SIZE_X + X , а Y: от Y до SIZE_Y+ Y
Добавлено через 10 минут
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| static bool CheckCollision(Int32 X, Int32 Y, Int32 Z, Int32 SizeX, Int32 SizeY, Int32 SizeZ)
{
bool ret = true;
for (int i = 0; i < ObjList.Count; ++i )
{
if ((X + SizeX < ObjList[i].X || X > ObjList[i].X + ObjList[i].SizeX) && (Y + SizeY < ObjList[i].Y || Y > ObjList[i].Y + ObjList[i].SizeY) && (Z + SizeZ < ObjList[i].Z || Z > ObjList[i].Z + ObjList[i].SizeZ))
;
else
ret = false;
}
return ret;
} |
|
кажется написал, но она всегда False возвращает
Добавлено через 29 минут
объект может быть рядом с другим, но должен быть левее/правее выше/ниже впереди... других объектов
т.е если x или y или z больше или меньше чем размер других объектов то только тогда возвращать false.
(но у меня постоянно false возвращает)
Добавлено через 14 минут
Кажется теперь нормально:
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| static bool CheckCollision(Int32 X, Int32 Y, Int32 Z, Int32 SizeX, Int32 SizeY, Int32 SizeZ)
{
bool ret = false;
for (int i = 0; i < ObjList.Count; i++ )
{
if (((X + SizeX + 1 < ObjList[i].X) || (X - 1 > ObjList[i].X + ObjList[i].SizeX)) || ((Y + SizeY + 1 < ObjList[i].Y) || (Y - 1 > ObjList[i].Y + ObjList[i].SizeY)) || ((Z + SizeZ + 1 < ObjList[i].Z) || (Z - 1 > ObjList[i].Z + ObjList[i].SizeZ)))
;
else
ret = true;
}
Console.Write("\n" + ret+"\n");
return ret;
} |
|
Добавлено через 7 минут
рано я радовался  вот что получилось: (все объекты выше/ниже левее правее и т.п чем другие объекты  )
Добавлено через 1 час 24 минуты
| C++ | 1
| // вот этот код должен по идее работать, но зацикливается на for (int i = 0; i < 5; ) |
|
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| using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.IO;
namespace VHE.map_generator
{
class Program
{
static void WriteColor(ConsoleColor Colour, String Text)
{
Console.ForegroundColor = Colour;
Console.WriteLine(Text.PadRight(Console.WindowWidth - 1));
}
static void WriteVheHeader()
{
string[] header = { "{", "\"classname\" \"worldspawn\"", "\"MaxRange\" \"4096\"", "\"mapversion\" \"220\"", "\"wad\" \"cstrike\\cs_assault.wad;cstrike\\cs_dust.wad;cstrike\\cstrike.wad;valve\\halflife.wad\"" };
using (StreamWriter file = new StreamWriter("outmap.map", true))
{
foreach (string line in header)
{
file.WriteLine(line);
}
}
}
static void JustWriteEnd()
{
using (StreamWriter file = new StreamWriter("outmap.map", true))
{
file.WriteLine("}");
}
}
static void JustCreateCube(Int32 X_, Int32 Y_, Int32 Z_, Int32 SizeX, Int32 SizeY, Int32 SizeZ)
{
string Texture = "AAATRIGGER";
S_ObjList tmpobject = new S_ObjList();
tmpobject.X = X_;
tmpobject.Y = Y_;
tmpobject.Z = Z_;
tmpobject.SizeX = SizeX;
tmpobject.SizeY = SizeY;
tmpobject.SizeZ = SizeZ;
ObjList.Add(tmpobject);
Int32[] X = new Int32[7];
Int32[] Y = new Int32[7];
Int32[] Z = new Int32[7];
Int32[] X2 = new Int32[7];
Int32[] Y2 = new Int32[7];
Int32[] Z2 = new Int32[7];
Int32[] X3 = new Int32[7];
Int32[] Y3 = new Int32[7];
Int32[] Z3 = new Int32[7];
X[1] = X_;
Y[1] = Y_;
Z[1] = SizeZ + Z_;
X2[1] = X_;
Y2[1] = SizeY + Y_;
Z2[1] = SizeZ + Z_;
X3[1] = SizeX + X_;
Y3[1] = SizeY + Y_;
Z3[1] = SizeZ + Z_;
X[2] = X_;
Y[2] = SizeY + Y_;
Z[2] = Z_;
X2[2] = X_;
Y2[2] = Y_;
Z2[2] = Z_;
X3[2] = SizeX + X_;
Y3[2] = Y_;
Z3[2] = Z_;
X[3] = X_;
Y[3] = Y_;
Z[3] = Z_;
X2[3] = X_;
Y2[3] = SizeY + Y_;
Z2[3] = Z_;
X3[3] = X_;
Y3[3] = SizeY + Y_;
Z3[3] = SizeZ + Z_;
X[4] = SizeX + X_;
Y[4] = SizeY + Y_;
Z[4] = Z_;
X2[4] = SizeX + X_;
Y2[4] = Y_;
Z2[4] = Z_;
X3[4] = SizeX + X_;
Y3[4] = Y_;
Z3[4] = SizeZ + Z_;
X[5] = X_;
Y[5] = SizeY + Y_;
Z[5] = Z_;
X2[5] = SizeX + X_;
Y2[5] = SizeY + Y_;
Z2[5] = Z_;
X3[5] = SizeX + X_;
Y3[5] = SizeY + Y_;
Z3[5] = SizeZ + Z_;
X[6] = SizeX + X_;
Y[6] = Y_;
Z[6] = Z_;
X2[6] = X_;
Y2[6] = Y_;
Z2[6] = Z_;
X3[6] = X_;
Y3[6] = Y_;
Z3[6] = SizeZ + Z_;
using (StreamWriter file = new StreamWriter("outmap.map", true))
{
file.WriteLine("{");
file.WriteLine("( " + X[1] + " " + Y[1] + " " + Z[1] + " ) ( " + X2[1] + " " + Y2[1] + " " + Z2[1] + " ) ( " + X3[1] + " " + Y3[1] + " " + Z3[1] + " ) " + Texture + " [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 ");
file.WriteLine("( " + X[2] + " " + Y[2] + " " + Z[2] + " ) ( " + X2[2] + " " + Y2[2] + " " + Z2[2] + " ) ( " + X3[2] + " " + Y3[2] + " " + Z3[2] + " ) " + Texture + " [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 ");
file.WriteLine("( " + X[3] + " " + Y[3] + " " + Z[3] + " ) ( " + X2[3] + " " + Y2[3] + " " + Z2[3] + " ) ( " + X3[3] + " " + Y3[3] + " " + Z3[3] + " ) " + Texture + " [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1 ");
file.WriteLine("( " + X[4] + " " + Y[4] + " " + Z[4] + " ) ( " + X2[4] + " " + Y2[4] + " " + Z2[4] + " ) ( " + X3[4] + " " + Y3[4] + " " + Z3[4] + " ) " + Texture + " [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1 ");
file.WriteLine("( " + X[5] + " " + Y[5] + " " + Z[5] + " ) ( " + X2[5] + " " + Y2[5] + " " + Z2[5] + " ) ( " + X3[5] + " " + Y3[5] + " " + Z3[5] + " ) " + Texture + " [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 ");
file.WriteLine("( " + X[6] + " " + Y[6] + " " + Z[6] + " ) ( " + X2[6] + " " + Y2[6] + " " + Z2[6] + " ) ( " + X3[6] + " " + Y3[6] + " " + Z3[6] + " ) " + Texture + " [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 ");
file.WriteLine("}");
}
}
static bool CheckCollision(Int32 X, Int32 Y, Int32 Z, Int32 SizeX, Int32 SizeY, Int32 SizeZ)
{
bool ret = false;
for (int i = 0; i < ObjList.Count; i++ )
{
if (X + SizeX < ObjList[i].X)
{
if (Y > ObjList[i].Y + ObjList[i].SizeY || Y + SizeY < ObjList[i].Y || Z > ObjList[i].Z + ObjList[i].SizeZ || Z + SizeZ < ObjList[i].Z)
ret = false;
else
{
ret = true;
break;
}
}
else if (X > ObjList[i].X + ObjList[i].SizeX)
{
if (Y > ObjList[i].Y + ObjList[i].SizeY || Y + SizeY < ObjList[i].Y || Z > ObjList[i].Z + ObjList[i].SizeZ || Z + SizeZ < ObjList[i].Z)
ret = false;
else
{
ret = true;
break;
}
}
else if (Y > ObjList[i].Y + ObjList[i].SizeY)
{
if (X > ObjList[i].X + ObjList[i].SizeX || X + SizeX < ObjList[i].X || Z > ObjList[i].Z + ObjList[i].SizeZ || Z + SizeZ < ObjList[i].Z)
ret = false;
else
{
ret = true;
break;
}
}
else if (Y + SizeY < ObjList[i].Y)
{
if (X > ObjList[i].X + ObjList[i].SizeX || X + SizeX < ObjList[i].X || Z > ObjList[i].Z + ObjList[i].SizeZ || Z + SizeZ < ObjList[i].Z)
ret = false;
else
{
ret = true;
break;
}
}
else if (Z > ObjList[i].Z + ObjList[i].SizeZ)
{
if (X > ObjList[i].X + ObjList[i].SizeX || X + SizeX < ObjList[i].X || Y > ObjList[i].Y + ObjList[i].SizeY || Y + SizeY < ObjList[i].Y)
ret = false;
else
{
ret = true;
break;
}
}
else if (Z + SizeZ < ObjList[i].Z)
{
if (X > ObjList[i].X + ObjList[i].SizeX || X + SizeX < ObjList[i].X || Y > ObjList[i].Y + ObjList[i].SizeY || Y + SizeY < ObjList[i].Y)
ret = false;
else
{
ret = true;
break;
}
}
else
{
ret = true;
break;
}
/*if (((X + SizeX + 1 < ObjList[i].X) || (X - 1 > ObjList[i].X + ObjList[i].SizeX)) || ((Y + SizeY + 1 < ObjList[i].Y) || (Y - 1 > ObjList[i].Y + ObjList[i].SizeY)) || ((Z + SizeZ + 1 < ObjList[i].Z) || (Z - 1 > ObjList[i].Z + ObjList[i].SizeZ)))
{
ret = false;
if ((!((X + SizeX + 1 < ObjList[i].X) || (X - 1 > ObjList[i].X + ObjList[i].SizeX)) || !((Y + SizeY + 1 < ObjList[i].Y) || (Y - 1 > ObjList[i].Y + ObjList[i].SizeY))) && !((Z + SizeZ + 1 < ObjList[i].Z) || (Z - 1 > ObjList[i].Z + ObjList[i].SizeZ)))
{
ret = true;
break;
}
}
else
{
ret = true;
break;
}
*/
}
// Console.Write("\n" + ret+"\n");
return ret;
}
static void JustCreateCube(Int32 X_, Int32 Y_, Int32 Z_, Int32 SizeX, Int32 SizeY, Int32 SizeZ, String Texture)
{
S_ObjList tmpobject = new S_ObjList();
tmpobject.X = X_;
tmpobject.Y = Y_;
tmpobject.Z = Z_;
tmpobject.SizeX = SizeX;
tmpobject.SizeY = SizeY;
tmpobject.SizeZ = SizeZ;
ObjList.Add(tmpobject);
Int32[] X = new Int32[7];
Int32[] Y = new Int32[7];
Int32[] Z = new Int32[7];
Int32[] X2 = new Int32[7];
Int32[] Y2 = new Int32[7];
Int32[] Z2 = new Int32[7];
Int32[] X3 = new Int32[7];
Int32[] Y3 = new Int32[7];
Int32[] Z3 = new Int32[7];
X[1] = X_;
Y[1] = Y_;
Z[1] = SizeZ + Z_;
X2[1] = X_;
Y2[1] = SizeY + Y_;
Z2[1] = SizeZ + Z_;
X3[1] = SizeX + X_;
Y3[1] = SizeY + Y_;
Z3[1] = SizeZ + Z_;
X[2] = X_;
Y[2] = SizeY + Y_;
Z[2] = Z_;
X2[2] = X_;
Y2[2] = Y_;
Z2[2] = Z_;
X3[2] = SizeX + X_;
Y3[2] = Y_;
Z3[2] = Z_;
X[3] = X_;
Y[3] = Y_;
Z[3] = Z_;
X2[3] = X_;
Y2[3] = SizeY + Y_;
Z2[3] = Z_;
X3[3] = X_;
Y3[3] = SizeY + Y_;
Z3[3] = SizeZ + Z_;
X[4] = SizeX + X_;
Y[4] = SizeY + Y_;
Z[4] = Z_;
X2[4] = SizeX + X_;
Y2[4] = Y_;
Z2[4] = Z_;
X3[4] = SizeX + X_;
Y3[4] = Y_;
Z3[4] = SizeZ + Z_;
X[5] = X_;
Y[5] = SizeY + Y_;
Z[5] = Z_;
X2[5] = SizeX + X_;
Y2[5] = SizeY + Y_;
Z2[5] = Z_;
X3[5] = SizeX + X_;
Y3[5] = SizeY + Y_;
Z3[5] = SizeZ + Z_;
X[6] = SizeX + X_;
Y[6] = Y_;
Z[6] = Z_;
X2[6] = X_;
Y2[6] = Y_;
Z2[6] = Z_;
X3[6] = X_;
Y3[6] = Y_;
Z3[6] = SizeZ + Z_;
using (StreamWriter file = new StreamWriter("outmap.map", true))
{
file.WriteLine("{");
file.WriteLine("( " + X[1] + " " + Y[1] + " " + Z[1] + " ) ( " + X2[1] + " " + Y2[1] + " " + Z2[1] + " ) ( " + X3[1] + " " + Y3[1] + " " + Z3[1] + " ) " + Texture + " [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 ");
file.WriteLine("( " + X[2] + " " + Y[2] + " " + Z[2] + " ) ( " + X2[2] + " " + Y2[2] + " " + Z2[2] + " ) ( " + X3[2] + " " + Y3[2] + " " + Z3[2] + " ) " + Texture + " [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 ");
file.WriteLine("( " + X[3] + " " + Y[3] + " " + Z[3] + " ) ( " + X2[3] + " " + Y2[3] + " " + Z2[3] + " ) ( " + X3[3] + " " + Y3[3] + " " + Z3[3] + " ) " + Texture + " [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1 ");
file.WriteLine("( " + X[4] + " " + Y[4] + " " + Z[4] + " ) ( " + X2[4] + " " + Y2[4] + " " + Z2[4] + " ) ( " + X3[4] + " " + Y3[4] + " " + Z3[4] + " ) " + Texture + " [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1 ");
file.WriteLine("( " + X[5] + " " + Y[5] + " " + Z[5] + " ) ( " + X2[5] + " " + Y2[5] + " " + Z2[5] + " ) ( " + X3[5] + " " + Y3[5] + " " + Z3[5] + " ) " + Texture + " [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 ");
file.WriteLine("( " + X[6] + " " + Y[6] + " " + Z[6] + " ) ( " + X2[6] + " " + Y2[6] + " " + Z2[6] + " ) ( " + X3[6] + " " + Y3[6] + " " + Z3[6] + " ) " + Texture + " [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 ");
file.WriteLine("}");
}
}
/* Cube from cubes / Создаем "куб" из "кубов" */
static void CreateSky(Int32 X__, Int32 Y__, Int32 Z__, Int32 SizeX_, Int32 SizeY_, Int32 SizeZ_)
{
S_ObjList tmpobject = new S_ObjList();
tmpobject.X = X__;
tmpobject.Y = Y__;
tmpobject.Z = Z__;
tmpobject.SizeX = SizeX_;
tmpobject.SizeY = SizeY_;
tmpobject.SizeZ = SizeZ_;
ObjList.Add(tmpobject);
JustCreateCube(X__, Y__, Z__, 32, SizeY_, SizeZ_, "SKY");
JustCreateCube(X__, Y__, Z__ + SizeZ_, SizeX_, SizeY_, 32, "SKY");
JustCreateCube(X__, Y__ + SizeY_, Z__, SizeX_ + 32, 32, SizeZ_ + 32, "SKY");
JustCreateCube(X__ + SizeX_, Y__, Z__, 32, SizeY_, SizeZ_ + 32, "SKY");
JustCreateCube(X__ + 32, Y__, Z__, SizeX_ - 32, 32, SizeZ_, "SKY");
JustCreateCube(X__ + 32, Y__ + 32, Z__, SizeX_ - 32, SizeY_ - 32, 32, "SKY");
}
/* Objects list / Список объектов */
private struct S_ObjList
{
public Int32 X;
public Int32 Y;
public Int32 Z;
public Int32 SizeX;
public Int32 SizeY;
public Int32 SizeZ;
}
static List<S_ObjList> ObjList = new List<S_ObjList>();
static void Main(string[] args)
{
if (File.Exists("outmap.map"))
{
File.Delete("outmap.bak.map");
File.Move("outmap.map", "outmap.bak.map");
}
else
File.Create("outmap.map");
/* TEST */
WriteVheHeader();
CreateSky(-500, 1000, 500, 2000, 3000, 2500);
/* args 1:SKY_X+32+1 2:SKY_Y+32+1 3:SKY_Z+32+1 4:SIZE_X < SKY_SIZE_X - SKY_X && SIZE_X > SKY_X
5: SIZE_Y < SKY_SIZE_Y - SKY_Y && SIZE_Y > SKY_Y 6: SIZE_Z < SKY_SIZE_Z - SKY_Z && SIZE_Z > SKY_Z */
Random rnd = new Random();
// Тут застывает :(
for (int i = 0; i < 5; )
{
int _x = rnd.Next(-467, 1467);
int _y = rnd.Next(1033, 3967);
int _z = rnd.Next(533, 4967);
int _sx = rnd.Next(10, 200);
int _sy = rnd.Next(10, 200);
int _sz = rnd.Next(5, 500);
if (!CheckCollision(_x, _y, _z, _sx, _sy, _sz))
{
JustCreateCube(_x, _y, _z, _sx, _sy, _sz);
i++;
}
}
/* CheckCollision(0, 0, 0, 10, 20, 30);
JustCreateCube(0, 0, 0, 10, 20, 30);
CheckCollision(0, 0, 0, 10, 20, 30);
CheckCollision(10, 0, 0, 10, 20, 30);*/
JustWriteEnd();
/* END TEST */
Int32 Size = -1, Objects = -1;
ConsoleKey CKey;
Console.Title = "VHE .map generator by Absol";
WriteColor(ConsoleColor.Red, "Console C# OpenSource valve random .map generator");
WriteColor(ConsoleColor.Green, "Select the necessary map settings:\n\n\n");
WriteColor(ConsoleColor.Blue, "\nMap size:\n 1 - Big \n 2 - Medium \n 3 - Small\n");
Retry1:
CKey = Console.ReadKey(true).Key;
if (CKey == ConsoleKey.D1 || CKey == ConsoleKey.D2 || CKey == ConsoleKey.D3)
Size = (Int32)CKey - 48;
else
goto Retry1;
WriteColor(ConsoleColor.Cyan, "\nNumber of objects:\n 1 - Many \n 2 - Less \n 3 - Little\n");
Retry2:
CKey = Console.ReadKey(true).Key;
if (CKey == ConsoleKey.D1 || CKey == ConsoleKey.D2 || CKey == ConsoleKey.D3)
Objects = (Int32)CKey - 48;
else
goto Retry2;
Console.Write("\n\n\n\n");
Console.Read();
}
}
} |
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0
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