Esempio n. 1
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 public void SetCellEnviornment(Enviroments enviroments)
 {
     isCellActive    = 1;
     cellEnviornment = enviroments;
     // ChooseEnviornemnt();
     ChooseCellColorEnviornemnt();
     SetActiveCell();
 }
Esempio n. 2
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 public void SpawnCell(Enviroments cellColorEnviroments,
                       Enviroments cellBackgroundColorEnviornment,
                       int alive)
 {
     cellEnviornment      = cellColorEnviroments;
     backgroundEnvionment = cellBackgroundColorEnviornment;
     isCellActive         = alive;
     ChooseCellColorEnviornemnt();
     ChooseBackgroundColorEnviornemnt();
 }
Esempio n. 3
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        public bool IsValidEnviroment(params string[] enviroments)
        {
            Check.NotNull(enviroments, nameof(enviroments));

            return(ExecutionType == ExecuteOn.Any && Enviroments.Any(row => Enviroments.Contains(row)) || ExecutionType == ExecuteOn.All && ContainsAll(enviroments, Enviroments));

            bool ContainsAll <T>(IEnumerable <T> source, IEnumerable <T> values)
            {
                return(values.All(source.Contains));
            }
        }
Esempio n. 4
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    private void SetInitalArray()
    {
        int enviornment  = 0;
        int count        = 0;
        int currentLimit = (gridHeight * _gridWidth) / 4;

        Debug.Log(currentLimit);
        _gridWidth      = Mathf.RoundToInt(gridHeight * Camera.main.aspect);
        _cellsArray     = new GameObject[gridHeight, _gridWidth];
        _gridCellsArray = new GridCell[gridHeight, _gridWidth];


        CellSize = (Camera.main.orthographicSize * 2) / gridHeight;//size of a cell

        print("DIMINESIONS: " + _gridWidth + "X" + gridHeight);
        print("CELL SIZE: " + CellSize);
        Enviroments randomEnviornment = (Enviroments)Random.Range(0, 4);

        for (int i = 0; i < gridHeight; i++)
        {
            int timesOfSameRandom = Random.Range(20, 80);
            for (int j = 0; j < _gridWidth; j++)
            {
                if (timesOfSameRandom <= 0)
                {
                    randomEnviornment = (Enviroments)Random.Range(0, 4);
                    timesOfSameRandom = Random.Range(20, 80);
                }
                timesOfSameRandom--;
                _cellsArray[i, j]     = Instantiate(gridCellTemplate);
                _gridCellsArray[i, j] = _cellsArray[i, j].GetComponent <GridCell>();
                count++;
                if (count == currentLimit)
                {
                    enviornment++;
                    count = 0;
                }
                _gridCellsArray[i, j].SetBackgroundEnviornment(randomEnviornment);
            }
        }


        for (int i = 0; i < countDeadZone; i++)
        {
            _gridCellsArray[Random.Range(0, gridHeight), Random.Range(0, _gridWidth)].
            SetBackgroundEnviornment(Enviroments.DeadZone);
        }
    }
Esempio n. 5
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 public void PlayerInEnviroment(Enviroments enviroment)
 {
     enviromentPlayerIn = enviroment;
 }
Esempio n. 6
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 public List <BaitTypes> GetBaitsForTrap(TrapType trapType, Enviroments enviroment)
 {
     return(BaitForEachTrap[new KeyValuePair <TrapType, Enviroments>(trapType, enviroment)]);
 }
Esempio n. 7
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 public void SetBackgroundEnviornment(Enviroments enviroments)
 {
     backgroundEnvionment = enviroments;
     ChooseBackgroundColorEnviornemnt();
 }
Esempio n. 8
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    private void ApplyRules()
    {
        int[,] NextGenGrid                  = new int[gridHeight, _gridWidth];
        Enviroments[,] nextCellColor        = new Enviroments[gridHeight, _gridWidth];
        Enviroments[,] nextEnviornmentColor = new Enviroments[gridHeight, _gridWidth];

        for (int i = 0; i < gridHeight; i++)
        {
            for (int j = 0; j < _gridWidth; j++)
            {
                int livingNeighbours = 0;

                GridCell        currentCell        = _gridCellsArray[i, j];
                Enviroments     auxCellEnviornment = currentCell.cellEnviornment;
                List <GridCell> cells = new List <GridCell>();

                if (currentCell.backgroundEnvionment == Enviroments.DeadZone)
                {
                    continue;
                }

                if (currentCell.isCellDevelopingSlowly)
                {
                    currentCell.SetIfCellDevelopingSlowly(true);
                    continue;
                }

                cells = CountLivingNeighbours(i, j);
                int livingNeighboursRed    = 0;
                int livingNeighboursGrey   = 0;
                int livingNeighboursYellow = 0;
                int livingNeighboursBlue   = 0;

                foreach (GridCell cell in cells)
                {
                    if (cell.isCellActive == 1)
                    {
                        switch (cell.cellEnviornment)
                        {
                        case Enviroments.TargarienRed:
                            livingNeighboursRed++;
                            break;

                        case Enviroments.StarkGrey:
                            livingNeighboursGrey++;
                            break;

                        case Enviroments.LannisterYellow:
                            livingNeighboursYellow++;
                            break;

                        case Enviroments.FreePeopleBlue:
                            livingNeighboursBlue++;
                            break;

                        case Enviroments.None:
                            break;
                        }
                    }
                }

                if (livingNeighboursRed > livingNeighboursGrey &&
                    livingNeighboursRed > livingNeighboursYellow &&
                    livingNeighboursRed > livingNeighboursBlue)
                {
                    livingNeighbours   = livingNeighboursRed;
                    auxCellEnviornment = Enviroments.TargarienRed;
                }
                else if (livingNeighboursGrey > livingNeighboursRed &&
                         livingNeighboursGrey > livingNeighboursYellow &&
                         livingNeighboursGrey > livingNeighboursBlue)
                {
                    livingNeighbours   = livingNeighboursGrey;
                    auxCellEnviornment = Enviroments.StarkGrey;
                }
                else if (livingNeighboursYellow > livingNeighboursRed &&
                         livingNeighboursYellow > livingNeighboursGrey &&
                         livingNeighboursYellow > livingNeighboursBlue)
                {
                    livingNeighbours   = livingNeighboursYellow;
                    auxCellEnviornment = Enviroments.LannisterYellow;
                }
                else if (livingNeighboursBlue > livingNeighboursRed &&
                         livingNeighboursBlue > livingNeighboursGrey &&
                         livingNeighboursBlue > livingNeighboursYellow)
                {
                    livingNeighbours   = livingNeighboursBlue;
                    auxCellEnviornment = Enviroments.FreePeopleBlue;
                }

                if (livingNeighbours == 4)
                {
                    nextEnviornmentColor[i, j] = auxCellEnviornment;
                }
                else
                {
                    nextEnviornmentColor[i, j] = currentCell.backgroundEnvionment;
                }

                if (livingNeighbours == 3)
                {
                    NextGenGrid[i, j]   = 1;
                    nextCellColor[i, j] = auxCellEnviornment;
                }
                else if (livingNeighbours == 2)
                {
                    NextGenGrid[i, j]   = 1;
                    nextCellColor[i, j] = Enviroments.None;
                }
                else if (livingNeighbours == 1)
                {
                    NextGenGrid[i, j]   = 0;
                    nextCellColor[i, j] = Enviroments.None;
                }
                else
                {
                    nextCellColor[i, j] = currentCell.cellEnviornment;
                }
            }
        }

        for (int i = 0; i < gridHeight; i++)
        {
            for (int j = 0; j < _gridWidth; j++)
            {
                GridCell cell = _gridCellsArray[i, j];
                if (cell.backgroundEnvionment == Enviroments.DeadZone)
                {
                    continue;
                }
                if (cell.GetIfCellEnviornmentEqualsWithBack())
                {
                    cell.SetIfCellDevelopingSlowly(false);
                    continue;
                }
                cell.SpawnCell(nextCellColor[i, j],
                               nextEnviornmentColor[i, j], NextGenGrid[i, j]);
            }
        }
    }
Esempio n. 9
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 public void SetUserEnviornment(int numberOfEnviornment)
 {
     _sizeOfStep = Instatiator.CellSize / 2;
     Debug.Log(_sizeOfStep);
     userEnviornment = (Enviroments)numberOfEnviornment;
 }
Esempio n. 10
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 /// <summary>
 /// This will update the build quality for the build 
 /// </summary>
 /// <param name="env">The environment you want the build to be in, 
 /// ex/ Assembly will change build quality "In-Assembly" 
 /// </param>
 /// <returns></returns>
 public bool ChangeBuildQuality(Enviroments env)
 {
     return (ChangeBuildQuality("In-" + env.ToString()));
 }
Esempio n. 11
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        /// <summary>
        /// This will deploy the build package to the given test environment
        /// </summary>
        /// <param name="env"></param>
        /// <returns></returns>
        public bool DeployBuildTo(Enviroments env)
        {
            bool _wasSuccessfullyDeployed = true;

            //reason for this duoble change of buildQuality
            //The Deployer has a set path of how builds can be deploy to and from
            //there4 you cannot deploy from some env to others, but you can redeploy
            //to any env.  This way we can ensure that we get a deployer triggered
            //running a redeploy,
            //which is change the BQ to In-env then change it again to Deploy2-env
            //ex/ if deploying to IRB you would first change the BQ to "In-IRB" then
            //change it to "Deploy2-IRB"

            foreach (string _app in _bqAppend)
            {
                string _bq = _app + env.ToString();

                if (_bq.Equals("In-IRB"))
                {
                    _bq = "In-PrePrd";
                    // IRB is only env that does not have redeploys set up
                }

                _wasSuccessfullyDeployed = ChangeBuildQuality(_bq);
            }

            return (_wasSuccessfullyDeployed);
        }