Exemple #1
0
        protected void reevaluationAfterForcesHaveArrivedEventHandler(object sender, EventArgs e)
        {
            clsGroundAtom refGroundAtom = ((clsGroundAtomEventArgs)e).groundAtom;

            refGroundAtom.currentSpeed = refGroundAtom.baselineSpeed;

            // if in social comparison state and not stuck stay in social comparison - things seems to be moving
            if (refGroundAtom.currentState.GetType() == typeof(SOCIAL_COMPARISON_STATE))
            {
                SOCIAL_COMPARISON_STATE sc = (SOCIAL_COMPARISON_STATE)refGroundAtom.currentState;
                bool stuck = refGroundAtom.currentSpeed <= (float)sc.baselineSpeed / 10.0;
                if (stuck)
                {
                    clsActivityMovement barrierMovement = RouteUtils.createActivityAndStart(refGroundAtom, (int)refGroundAtom.currentSpeed, null);
                    refGroundAtom.ChangeState(new GO_TO_POLICE_BARRIER_STATE(barrierMovement));
                }
            }

            if (refGroundAtom.currentState.GetType() != typeof(GO_TO_POLICE_BARRIER_STATE))
            {
                clsActivityMovement barrierMovement = RouteUtils.createActivityAndStart(refGroundAtom, (int)refGroundAtom.currentSpeed, null);
                refGroundAtom.ChangeState(new GO_TO_POLICE_BARRIER_STATE(barrierMovement));
                return;
            }
        }
Exemple #2
0
        protected void reevaluationAfterEarthquakeEndedEventHandler(object sender, EventArgs e)
        {
            clsGroundAtom        refGroundAtom = ((clsGroundAtomEventArgs)e).groundAtom;
            List <clsGroundAtom> atomsNearby   = refGroundAtom.m_GameObject.m_GameManager.QuadTreeGroundAtom.SearchEntities(refGroundAtom.curr_X, refGroundAtom.curr_Y, 20, isPrecise: true);

            // if in social comparison state and not stuck stay in social comparison - things seem to be moving
            if (refGroundAtom.currentState.GetType() == typeof(SOCIAL_COMPARISON_STATE))
            {
                SOCIAL_COMPARISON_STATE sc = (SOCIAL_COMPARISON_STATE)refGroundAtom.currentState;
                bool stuck = refGroundAtom.currentSpeed <= (float)sc.baselineSpeed / 10.0;
                if (!stuck)
                {
                    return;
                }
                else
                {
                    // stuck in social comparison - first return to baseline speed
                    refGroundAtom.currentSpeed = sc.baselineSpeed;
                    getBackToRegularMovement(refGroundAtom);
                }
            }
            else
            {
                refGroundAtom.currentSpeed = refGroundAtom.baselineSpeed;

                // check for casualties nearby
                List <clsGroundAtom> casualtiesNearby = new List <clsGroundAtom>();
                foreach (clsGroundAtom atom in atomsNearby)
                {
                    if (atom.healthStatus.isIncapacitated || atom.healthStatus.isDead)
                    {
                        casualtiesNearby.Add(atom);
                    }
                }

                // check if already handled the specific trigger
                foreach (clsGroundAtom casualty in casualtiesNearby)
                {
                    bool casualtyHandled = false;

                    foreach (Trigger trigger in refGroundAtom.triggers)
                    {
                        if (trigger.type != Trigger.Type.DEAD_OR_INCAPACITATED)
                        {
                            continue;
                        }

                        DeadOrIncapacitatedTrigger doiTrigger = (DeadOrIncapacitatedTrigger)trigger;
                        if (doiTrigger.atomName == casualty.MyName)
                        {
                            casualtyHandled = true;
                            break;
                        }
                    }

                    if (!casualtyHandled)
                    {
                        // decide whether to help casualty or not
                        double helpOrNot = Util.random.NextDouble();

                        if (helpOrNot < 0.2)
                        {
                            // decide individually to help
                            clsActivityMovement helpActivity = RouteUtils.createActivityAndStart(refGroundAtom, (int)refGroundAtom.currentSpeed, null);
                            refGroundAtom.ChangeState(new HELP_OTHER_STATE(helpActivity, casualty));
                            refGroundAtom.triggers.Add(new DeadOrIncapacitatedTrigger(casualty.MyName));
                            return;
                        }
                        else if (helpOrNot >= 0.2 && helpOrNot < 0.3)
                        {
                            // decide individually just to look
                            clsActivityMovement curiosityActivity = RouteUtils.createActivityAndStart(refGroundAtom, (int)refGroundAtom.currentSpeed, null);
                            refGroundAtom.ChangeState(new CURIOSITY_MOVEMENT_STATE(curiosityActivity, casualty));
                            refGroundAtom.triggers.Add(new DeadOrIncapacitatedTrigger(casualty.MyName));
                            return;
                        }
                        else if (helpOrNot >= 0.3 && helpOrNot < 0.5)
                        {
                            // decide by socially comparing behavior
                            if (moveToSocialComparisonStateIfCan(refGroundAtom))
                            {
                                refGroundAtom.triggers.Add(new DeadOrIncapacitatedTrigger(casualty.MyName));
                                return;
                            }
                        }
                        else
                        {
                            refGroundAtom.triggers.Add(new DeadOrIncapacitatedTrigger(casualty.MyName));
                        }
                    }
                }
            }
        }