Esempio n. 1
0
        public Caravan(int numTraders, CaravanTypeEnum caravanType, List <TileManager.Tile> spawnTiles, TileManager.Tile targetTile)
        {
            this.numTraders  = numTraders;
            this.caravanType = caravanType;
            this.targetTile  = targetTile;

            location = GameManager.caravanM.CreateLocation();

            for (int i = 0; i < numTraders && spawnTiles.Count > 0; i++)
            {
                TileManager.Tile spawnTile = spawnTiles[UnityEngine.Random.Range(0, spawnTiles.Count)];
                SpawnTrader(spawnTile);
                spawnTiles.Remove(spawnTile);
            }

            inventory = new ResourceManager.Inventory(this, int.MaxValue, int.MaxValue);

            resourceGroup = GameManager.resourceM.GetRandomResourceGroup();
            foreach (ResourceManager.Resource resource in resourceGroup.resources.OrderBy(r => UnityEngine.Random.Range(0f, 1f)))                                                                                                                  // Randomize resource group list
            {
                int resourceGroupResourceCount = Mathf.Clamp(resourceGroup.resources.Count, minDistinctResources + 1, int.MaxValue);                                                                                                               // Ensure minimum count of (minimumDistinctResources + 1)
                if (UnityEngine.Random.Range(0f, 1f) < Mathf.Clamp(((resourceGroupResourceCount - inventory.resources.Count) - minDistinctResources) / (float)(resourceGroupResourceCount - minDistinctResources), minDistinctResourceChance, 1f)) // Decrease chance of additional distinct resources on caravan as distinct resources on caravan increase
                {
                    int resourceAvailableAmount = resource.GetAvailableAmount();
                    int caravanAmount           = Mathf.RoundToInt(Mathf.Clamp(UnityEngine.Random.Range(resourceAvailableAmount * minAvailableAmountModifier, resourceAvailableAmount * maxAvailableAmountModifier), UnityEngine.Random.Range(minMinimumCaravanAmount, maxMinimumCaravanAmount), int.MaxValue));           // Ensure a minimum number of the resource on the caravan
                    inventory.ChangeResourceAmount(resource, caravanAmount, false);
                }
            }
        }
Esempio n. 2
0
    public void SpawnCaravan(CaravanTypeEnum caravanType, int maxNumTraders)
    {
        List <TileManager.Tile> validSpawnTiles = null;

        if (caravanType == CaravanTypeEnum.Foot || caravanType == CaravanTypeEnum.Wagon)
        {
            validSpawnTiles = GameManager.colonyM.colony.map.edgeTiles.Where(tile => tile.walkable && !tile.tileType.classes[TileManager.TileType.ClassEnum.LiquidWater]).ToList();
        }
        else if (caravanType == CaravanTypeEnum.Boat)
        {
            validSpawnTiles = new List <TileManager.Tile>();            // TODO Implement boat caravans
        }
        if (validSpawnTiles.Count > 0)
        {
            TileManager.Tile targetSpawnTile = validSpawnTiles[UnityEngine.Random.Range(0, validSpawnTiles.Count)];

            List <TileManager.Tile> edgeTilesConnectedToTargetSpawnTile = new List <TileManager.Tile>();

            List <TileManager.Tile> spawnTilesFrontier = new List <TileManager.Tile>()
            {
                targetSpawnTile
            };
            List <TileManager.Tile> spawnTilesChecked = new List <TileManager.Tile>();
            while (spawnTilesFrontier.Count > 0)
            {
                TileManager.Tile currentTile = spawnTilesFrontier[0];
                spawnTilesFrontier.RemoveAt(0);
                spawnTilesChecked.Add(currentTile);
                edgeTilesConnectedToTargetSpawnTile.Add(currentTile);
                foreach (TileManager.Tile nTile in currentTile.horizontalSurroundingTiles)
                {
                    if (!spawnTilesChecked.Contains(nTile) && validSpawnTiles.Contains(nTile))
                    {
                        spawnTilesFrontier.Add(nTile);
                    }
                }
            }

            if (edgeTilesConnectedToTargetSpawnTile.Count > 0)
            {
                int numTraders = UnityEngine.Random.Range(1, maxNumTraders + 1);
                List <TileManager.Tile> edgeTilesCloseToTargetSpawnTile = edgeTilesConnectedToTargetSpawnTile.Where(tile => Vector2.Distance(tile.obj.transform.position, targetSpawnTile.obj.transform.position) <= numTraders * 2).ToList();
                if (edgeTilesCloseToTargetSpawnTile.Count > 0)
                {
                    if (edgeTilesCloseToTargetSpawnTile.Count < numTraders)
                    {
                        numTraders = edgeTilesCloseToTargetSpawnTile.Count;
                    }

                    List <ResourceManager.ObjectInstance> tradingPosts = new List <ResourceManager.ObjectInstance>();
                    foreach (ResourceManager.ObjectPrefab prefab in GameManager.resourceM.objectInstances.Keys.Where(op => op.subGroupType == ResourceManager.ObjectSubGroupEnum.TradingPosts))
                    {
                        foreach (ResourceManager.ObjectInstance tradingPost in GameManager.resourceM.objectInstances[prefab])
                        {
                            if (tradingPost.zeroPointTile.region == targetSpawnTile.region)
                            {
                                tradingPosts.Add(tradingPost);
                            }
                        }
                    }

                    ResourceManager.ObjectInstance selectedTradingPost = null;
                    if (tradingPosts.Count > 0)
                    {
                        selectedTradingPost = tradingPosts[UnityEngine.Random.Range(0, tradingPosts.Count)];
                    }

                    TileManager.Tile targetTile = null;
                    if (selectedTradingPost != null)
                    {
                        targetTile = selectedTradingPost.zeroPointTile;
                    }
                    else
                    {
                        List <TileManager.Tile> validTargetTiles = targetSpawnTile.region.tiles.Where(tile => tile.walkable && !tile.tileType.classes[TileManager.TileType.ClassEnum.LiquidWater]).ToList();
                        targetTile = validTargetTiles[UnityEngine.Random.Range(0, validTargetTiles.Count)];
                    }

                    AddCaravan(new Caravan(numTraders, CaravanTypeEnum.Foot, edgeTilesCloseToTargetSpawnTile, targetTile));
                }
            }
        }
    }