Esempio n. 1
0
        /// <summary>
        /// Checks if there is a road connected.
        /// Checks if there are houses reachable via that road that need processedItem and that are in distributionRange.
        /// If so, outputs processedItem to the road.
        /// </summary>
        /// <param name="handle"></param>
        private void tryDistribute(IVoxelHandle handle)
        {
            if (getAvailableResources(handle).Count == 0)
            {
                return;
            }

            var housesInRange = handle.GetRange(distributionRange).Where(e => e.Type is HouseType);

            foreach (var house in housesInRange)
            {
                var roadPiece = Road.IsConnected(handle, house);
                if (roadPiece == null)
                {
                    continue;
                }

                var availableResources = getAvailableResources(handle);
                if (availableResources.Count == 0)
                {
                    return;
                }
                var itemToTransport = availableResources[rnd.Next(availableResources.Count)];
                if (house.CanAcceptItemType(handle, itemToTransport))
                {
                    Road.DeliverItem(roadPiece, handle, house, itemToTransport);
                }
            }
        }
Esempio n. 2
0
        private void trySupplyWorkers(IVoxelHandle handle)
        {
            if (getNbWorkersSupplied(handle) >= maxNbWorkers || !isSupplied(handle))
            {
                return;
            }

            var voxelsInRange = handle.GetRange(workerSupplyRange);

            foreach (var vh in voxelsInRange)
            {
                if (vh.CanAddWorker())
                {
                    vh.Data.WorkerCount++;
                    handle.Data.DataValue++;
                    return;
                }
            }
        }
Esempio n. 3
0
        private void removeSuppliedWorkers(IVoxelHandle handle)
        {
            var nbWorkersSupplied = getNbWorkersSupplied(handle);

            var voxelsInRange = handle.GetRange(workerSupplyRange);

            foreach (var vh in voxelsInRange)
            {
                if (nbWorkersSupplied == 0)
                {
                    return;
                }

                var nbw = vh.Data.WorkerCount;
                if (nbw <= 0)
                {
                    continue;
                }
                if (nbw > nbWorkersSupplied)
                {
                    vh.Data.WorkerCount -= nbWorkersSupplied;
                    nbWorkersSupplied    = 0;
                }
                else
                {
                    vh.Data.WorkerCount = 0;
                    nbWorkersSupplied  -= nbw;
                }
            }

            if (nbWorkersSupplied == 0)
            {
                return;
            }

            throw new Exception("Worker leak!!");
        }
Esempio n. 4
0
 private IEnumerable <IVoxelHandle> getWareHousesInRange(IVoxelHandle handle)
 {
     return(handle.GetRange(collectRange).Where(v => v.Type is WarehouseType));
 }
 private IEnumerable <IVoxelHandle> getHarvestableVoxels(IVoxelHandle handle)
 {
     return(handle.GetRange(harvestRange).Where(e => e.Type is ForestType));
 }