// Computes the flooding // Does not generate the floodable tiles, it has already been done at the start of the turn with PredictFlooding public void RecomputeFlooding() { if (_latestFloodCommand != null) { _latestFloodCommand.Undo(); } FloodMapCommand floodMapCommand = new FloodMapCommand(); _latestFloodCommand = floodMapCommand; CommandManager.Instance.ExecuteCommand(floodMapCommand); OnFloodDone?.Invoke(); }
private void PredictFlooding() { _latestFloodCommand = null; RecreateClusters(); // First pass on the flooding, we just compute the possible flooded tiles PrepareFloodedTilesCommand prepareFloodedTilesCommand = new PrepareFloodedTilesCommand(); CommandManager.Instance.ExecuteCommand(prepareFloodedTilesCommand); // Second pass, we compute flooded tiles, counting the structures RecomputeFlooding(); }