public override void DoEveryStep()
    {
        if (Origin == null || !pathfinder.CanGoTo(X, Y, Prevx, Prevy, data))
        {
            DestroySelf();
        }

        string spot = X + "_" + Y;

        if (!VisitedSpots.Contains(spot))
        {
            VisitedSpots.Add(spot);
        }

        //random movement if walktime > 0
        if (lifeTime > 0)
        {
            lifeTime--;

            if (WalkTime > 0)
            {
                UpdateRandomMovement();
                WalkTime--;
            }
            else if (RestTime > 0)
            {
                Stuck = true;
                RestTime--;
            }
            else
            {
                Stuck    = false;
                WalkTime = walkTimeMax;
                RestTime = restTimeMax;
            }
        }

        //if time is up and there's no path, find one
        else if (Path == null)
        {
            ReturnHome();
        }

        //if a path is supposed to exist
        else if (data.ReturningHome)
        {
            //if the path is still there, follow it
            if (Path.Count > 0)
            {
                UpdatePathedMovement();
            }

            //otherwise kill it
            else
            {
                DestroySelf();
            }
        }
    }
    void UpdateCleanliness()
    {
        string spot = X + "_" + Y;

        if (!world.Map.IsUnblockedRoadAt(X, Y) || VisitedSpots.Contains(spot))
        {
            return;
        }

        VisitedSpots.Add(spot);

        int localCleanliness = world.Map.cleanliness[X, Y];
        int previousAvg      = yield;
        int tiles            = VisitedSpots.Count;

        yield = (int)((tiles - 1) * previousAvg + localCleanliness * Multiplier) / tiles;
        //Debug.Log(spot + VisitedSpots.Contains(spot) + " - " + yield);
    }
Exemple #3
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    public override void VisitBuilding(int a, int b)
    {
        base.VisitBuilding(a, b);

        House h = world.Map.GetBuildingAt(a, b).GetComponent <House>();

        if (h == null)
        {
            return;
        }

        if (VisitedSpots.Contains(h.name))
        {
            return;
        }
        else
        {
            VisitedSpots.Add(h.name);
        }

        SetDemand(h);
        GiveFoodTo(h);
    }
    public override void VisitBuilding(int a, int b)
    {
        base.VisitBuilding(a, b);

        House house = world.Map.GetBuildingAt(a, b).GetComponent <House>();

        if (house == null)
        {
            return;
        }

        //give water regardless of how many times visited
        if (house.WillAcceptWaterVisit(waterQuality))
        {
            house.ReceiveWater(waterQuality, waterQuantity);
        }

        //check if spot visited
        string spot = a + "_" + b;

        if (VisitedSpots.Contains(spot))
        {
            return;
        }
        VisitedSpots.Add(spot);                 //house has been visited


        //give water
        UpdateCleanliness();            //yield is the average filthiness of roads that the wellwalker has walked on

        //give disease
        if (yield != 0)
        {
            TryDisease(house);
        }
    }
    void Update()
    {
        TimeDelta += Time.deltaTime;

        if (WalkTime != 0)
        {
            Move();
        }

        if (TimeDelta > MovementTime)
        {
            TimeDelta = 0;

            if (Origin == null || !CanGoTo(X, Y))
            {
                Kill();
            }

            string spot = X + "_" + Y;
            if (!VisitedSpots.Contains(spot))
            {
                VisitedSpots.Add(spot);
            }

            //random movement if walktime > 0
            if (lifeTime > 0)
            {
                lifeTime--;

                if (WalkTime > 0)
                {
                    UpdateRandomMovement();
                    WalkTime--;
                }
                else if (RestTime > 0)
                {
                    Stuck = true;
                    RestTime--;
                }
                else
                {
                    Stuck    = false;
                    WalkTime = walkTimeMax;
                    RestTime = restTimeMax;
                }
            }

            //if time is up and there's no path, find one
            else if (Path == null)
            {
                ReturnHome();
            }

            //if a path is supposed to exist
            else if (ReturningHome)
            {
                //if the path is still there, follow it
                if (Path.Count > 0)
                {
                    UpdateAStarMovement();
                }

                //otherwise kill it
                else
                {
                    Kill();
                }
            }
        }
    }