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Question by unity_rLX1qcn8S_vjhA · Dec 10, 2018 at 10:37 PM · tilemaptileprocedural-generationmap-generationhex

How evenely distribute ownership of tiles?

Hi everyone,

Can somebody give a direction where I can find out how evenly distribute generated tile map to several "owners" (players)? I randomly spawn capitals on the map. Knowing the size of the map and number of players we set a limit on number of tiles each player should not exceed. I just don't get how can I randomly assign tiles around capitals so that the total amount would be even for all players, while not making country shape to stretchy or looking too unnatural. using System.Collections; using System.Collections.Generic; using UnityEngine;

 public class GameManagerScript : MonoBehaviour {
 
     //______________________________
     //Instances
     MapGenerator mapGenerator;
     GameObject[] tiles;
 
     //_______________________________
 
     public string[] countryNames = { "France", "Germany", "USA", "Poland", "UK", "Spain", "Russia", "China", "Brazil", "Japan", "Iraq", "Iran" };
     int CountryTileLimit;
     public int numberOfPlayers;
     Vector3[] capitalsCoords;
 
 
     // Use this for initialization
     void Start () {
         tiles = GameObject.FindGameObjectsWithTag("Tile");
         mapGenerator = GameObject.Find("Map").GetComponent<MapGenerator>();
         CountryTileLimit = tiles.Length / numberOfPlayers;
 
       //______________________________________________________________________
         // Spanws capitals
         for(int k=0;k<numberOfPlayers;k++) {
             int x = Mathf.RoundToInt( Random.Range(0, mapGenerator.mapSize.x));
            // print(x);
             int y = Mathf.RoundToInt(Random.Range(0, mapGenerator.mapSize.y));
            // print(y);
 
            Vector3 capital = new Vector3(x, 0, y);
             capitalsCoords[k] = capital;
             for (int tileNumber = 0; tileNumber < tiles.Length; tileNumber++)
             {
                 TileProperties t = tiles[tileNumber].GetComponent<TileProperties>();
                 if (t.coord == capital) {
                     t.owner = countryNames[k];
                     Material m = t.tempMaterial;
                     m.color = Random.ColorHSV();
                     t.setMaterial(m);
                 }
             }
             //______________________________________________________________________
 
 
 
 
         }
 
     }
         
     
     
     // Update is called once per frame
     void Update () {
         
     }
 }
 
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