Esempio n. 1
0
        public static void UpdateNPCAndBankData()
        {
            foreach (NPC npc in mListNPC)
            {
                if (npc.status == NPC.Status.dead)
                {
                    continue;
                }

                // Spend money
                npc.current_money -= npc.consume_rate;
                if (npc.current_money <= 0)
                {
                    npc.status    = NPC.Status.dead;
                    npc.die_round = SimulationManager.SimulationRound;
                    continue;
                }
                // Prepare to look for money
                npc.mDecisionList.Clear();
                int max_money = 0;
                // Find max view area to check if there is money, go to the location that has max money
                for (int m = GF.CheckBoundary(npc.current_loc.X - (int)npc.view_size, GF.Axis.x);
                     m < GF.CheckBoundary(npc.current_loc.X + (int)npc.view_size, GF.Axis.y);
                     m++)
                {
                    for (int n = GF.CheckBoundary(npc.current_loc.Y - (int)npc.view_size, GF.Axis.y);
                         n < GF.CheckBoundary(npc.current_loc.Y + (int)npc.view_size, GF.Axis.y);
                         n++)
                    {
                        if (MapManager.Money_abs_data_arr[m, n] > max_money)
                        {
                            max_money = MapManager.Money_abs_data_arr[m, n];
                            npc.mDecisionList.Add(new NPC.Decision(m, n, max_money));
                        }
                    }
                }
                // if he/she found some money...
                if (max_money > 0)
                {
                    npc.status = NPC.Status.working;
                    //After search for max value, the last value in mDecisionList is the max value
                    int max_x = npc.mDecisionList[npc.mDecisionList.Count() - 1].X;
                    int max_y = npc.mDecisionList[npc.mDecisionList.Count() - 1].Y;
                    // NPC move there
                    npc.current_loc = new NPC.Location(max_x, max_y);
                    // Consume bank
                    MapManager.Money_abs_data_arr[max_x, max_y] -= npc.earn_rate;
                    // If this money stack is empty
                    if (MapManager.Money_abs_data_arr[max_x, max_y] < 0)
                    {
                        MapManager.Money_abs_data_arr[max_x, max_y]   = 0;
                        MapManager.Money_stack_data_arr[max_x, max_y] = 0;
                    }
                    // If after giving money to npc, it has 1 less stack, update stack data
                    else if (MapManager.Money_abs_data_arr[max_x, max_y] / MapManager.MONEY_PER_STACK
                             < MapManager.Money_stack_data_arr[max_x, max_y] - 1)
                    {
                        MapManager.Money_stack_data_arr[max_x, max_y]--;
                    }
                    // NPC get money
                    npc.current_money += npc.earn_rate;
                    // In next round
                    npc.earn_rate    = (int)(npc.earn_rate + npc.skill_improve_rate);
                    npc.consume_rate = (int)(npc.consume_rate + npc.lust_rate);
                }
                // Move to a random location within his/her view field
                else
                {
                    // consume rate drop because of idle
                    npc.consume_rate = (npc.consume_rate - 10 > 0 ? npc.consume_rate - 1 : (10 + npc.lust_rate));
                    npc.status       = NPC.Status.moving;
                    // Randomly go to 1 location
                    Random rand = new Random();
                    int    new_x = (int)npc.current_loc.X, new_y = (int)npc.current_loc.Y;
                    switch (rand.Next(1, 5))
                    {
                    // go to left column
                    case 1:
                        new_x = GF.CheckBoundary(npc.current_loc.X - (int)npc.view_size, GF.Axis.x);
                        new_y = rand.Next(GF.CheckBoundary(npc.current_loc.Y - (int)npc.view_size, GF.Axis.y),
                                          GF.CheckBoundary(npc.current_loc.Y + (int)npc.view_size, GF.Axis.y));
                        break;

                    // go to right column
                    case 2:
                        new_x = GF.CheckBoundary(npc.current_loc.X + (int)npc.view_size, GF.Axis.x);
                        new_y = rand.Next(GF.CheckBoundary(npc.current_loc.Y - (int)npc.view_size, GF.Axis.y),
                                          GF.CheckBoundary(npc.current_loc.Y + (int)npc.view_size, GF.Axis.y));
                        break;

                    // go to top row
                    case 3:
                        new_x = rand.Next(GF.CheckBoundary(npc.current_loc.X - (int)npc.view_size, GF.Axis.x),
                                          GF.CheckBoundary(npc.current_loc.X + (int)npc.view_size, GF.Axis.x));

                        new_y = GF.CheckBoundary(npc.current_loc.Y - (int)npc.view_size, GF.Axis.y);
                        break;

                    // go to bottom row
                    case 4:
                        new_x = rand.Next(GF.CheckBoundary(npc.current_loc.X - (int)npc.view_size, GF.Axis.x),
                                          GF.CheckBoundary(npc.current_loc.X + (int)npc.view_size, GF.Axis.x));

                        new_y = GF.CheckBoundary(npc.current_loc.Y + (int)npc.view_size, GF.Axis.y);
                        break;
                    }
                    npc.current_loc = new NPC.Location(new_x, new_y);
                }
                // Locate 1 npc
                //if (npc.current_loc.X == i && npc.current_loc.Y == j)
                //{

                //}
                //for (int i = 0; i < MapManager.MAP_SIZE.width; i++)
                //{
                //    for (int j = 0; j < MapManager.MAP_SIZE.height; j++)
                //    {


                //    }
                //}
            }
        }