// Start is called before the first frame update
 void Start()
 {
     layers            = new List <Tuple <int, List <GameObject> > >();
     layerGenerator    = GetComponent <LayerGenerator>();
     runningSimulation = false;
     layerGenerator.FetchLayer(0, LayerGenerated);
     LayerInfoText.text = "Analyzing layer " + 1;
 }
Example #2
0
        public void SquaredArrayTest()
        {
            LayerGenerator layerGenerator = new LayerGenerator(60, 50, 2);

            double[,] squaredArray = layerGenerator.GenerateWorldLayer(40, 80, 3.0, 45, true);
            printArray(squaredArray);
            // Console.WriteLine("Squared 60 x 50 layer generation took: " + stopwatch.Elapsed + "secs.");
            Assert.AreEqual(45.0, squaredArray[0, 0]);
            verifyAllValuesInRange(40.0, 80.0, squaredArray);
        }
Example #3
0
        public void IntArrayTest()
        {
            LayerGenerator layerGenerator = new LayerGenerator(60, 50, 0);

            double[,] array = layerGenerator.GenerateWorldLayer(40, 80, 3.0, 45, false);
            int[,] intArray = layerGenerator.convertDoubleArrayToInt(array);
            printArray(intArray);
            // Console.WriteLine("Normal 60 x 50 layer generation took: " + stopwatch.Elapsed + "secs.");
            Assert.AreEqual(45, intArray[0, 0]);
            verifyAllValuesInRange(40, 80, intArray);
        }
Example #4
0
 public void generateWorld()
 {
     while (!isAcceptableWorld(resourceTotals))
     {
         layerGenerator   = new LayerGenerator(worldX, worldZ, ROUND_TO);
         hexagonalNumbers = generateHexNumbers();
         triangularGrid   = generateWorldGrid();
         Debug.Log(calculateWorldStats());
         Debug.Log(isAcceptableWorld(resourceTotals));
     }
 }
Example #5
0
 // This constructor is intended only for loading extant worlds from File
 private World(WorldFile worldFile, Tile[,] tileArray, List <Herd> herds, List <Tribe> tribes)
 {
     this.x = worldFile.dimensions[0];
     this.z = worldFile.dimensions[1];
     Coordinates.setWorldSize(x, z);
     currentDate          = new WorldDate(1, 1);
     this.herds           = herds;
     this.tribes          = tribes;
     doubleLayerGenerator = new LayerGenerator(x, z, ROUND_TO);
     intLayerGenerator    = new LayerGenerator(x, z, 0);
     randy          = new Random();
     this.tileArray = tileArray;
 }
Example #6
0
 private void buildWorld(int x, int z)
 {
     this.x = x;
     this.z = z;
     Coordinates.setWorldSize(x, z);
     currentDate          = new WorldDate(1, 1);
     herds                = new List <Herd>();
     tribes               = new List <Tribe>();
     doubleLayerGenerator = new LayerGenerator(x, z, ROUND_TO);
     intLayerGenerator    = new LayerGenerator(x, z, 0);
     randy                = new Random();
     maxDiff              = 0.0;
     tileArray            = generateTileArray();
     // Once the basic stats are generated - generate 20 years of weather
     // This finishes the rivers, and gives the data to generate the habitats.
     for (int year = 0; year < YEARS_TO_FULL_HABITAT_REGROWTH; year++)
     {
         generateYearOfWeather(year + 1);
     }
 }
Example #7
0
 public LayerClass(List <AbstractVisualClass> LayerGenerators)
 {
     this.LayerGenerators = LayerGenerators;
     visualObject         = new LayerGenerator(LayerGenerators);
 }