public static int[,,] Make(int waterSize, int woodSize, int windSize)
        {
            int[,,] initialEnvironment            = CreateInitialEnvironment(waterSize, woodSize, windSize);
            int[,,] firstEarthCrystalEnvironment  = (int[, , ])initialEnvironment.Clone();
            int[,,] secondEarthCrystalEnvironment = (int[, , ])initialEnvironment.Clone();
            int[,,] firstWindCrystalEnvironment   = (int[, , ])initialEnvironment.Clone();
            int[,,] secondWindCrystalEnvironment  = (int[, , ])initialEnvironment.Clone();

            Random rand = new Random();

            GrowEarthCrystal(firstEarthCrystalEnvironment, waterSize, woodSize, windSize, rand);
            GrowEarthCrystal(secondEarthCrystalEnvironment, waterSize, woodSize, windSize, rand);
            GrowWindCrystal(firstWindCrystalEnvironment, waterSize, woodSize, windSize, rand);
            GrowWindCrystal(secondWindCrystalEnvironment, waterSize, woodSize, windSize, rand);

            for (int wind = 1; wind < windSize - 1; wind++)
            {
                for (int wood = 1; wood < woodSize - 1; wood++)
                {
                    for (int water = 1; water < waterSize - 1; water++)
                    {
                        initialEnvironment[water, wood, wind] += firstEarthCrystalEnvironment[water, wood, wind];
                        initialEnvironment[water, wood, wind] += secondEarthCrystalEnvironment[water, wood, wind];
                        initialEnvironment[water, wood, wind] += firstWindCrystalEnvironment[water, wood, wind];
                        initialEnvironment[water, wood, wind] += secondWindCrystalEnvironment[water, wood, wind];
                    }
                }
            }

            return(initialEnvironment);
        }
Esempio n. 2
0
    public void Reset()
    {
        visitedCoordinates = new List <Vector3>();
        if (baseCells != null)
        {
            visitedCells = baseCells.Clone() as int[, , ];
            return;
        }
        int cellX = (int)Math.Round(Vector3.Distance(boundsDefiner.point1, new Vector3(boundsDefiner.point2.x, boundsDefiner.point1.y, boundsDefiner.point1.z)));
        int cellY = (int)Math.Round(Vector3.Distance(boundsDefiner.point1, new Vector3(boundsDefiner.point1.x, boundsDefiner.point2.y, boundsDefiner.point1.z)));
        int cellZ = (int)Math.Round(Vector3.Distance(boundsDefiner.point1, new Vector3(boundsDefiner.point1.x, boundsDefiner.point1.y, boundsDefiner.point2.z)));

        cellCount    = new Vector3(cellX, cellY, cellZ);
        visitedCells = new int[cellX, cellY, cellZ];
        baseCells    = new int[cellX, cellY, cellZ];
        Debug.LogError(cellCount);
        for (int x = 0; x < cellCount.x; x++)
        {
            for (int y = 0; y < cellCount.y; y++)
            {
                for (int z = 0; z < cellCount.z; z++)
                {
                    visitedCells[x, y, z] = IsInAnyCollider(meshCol, new Vector3(x, y, z)) ? 0 : 1;
                }
            }
        }
        baseCells = visitedCells.Clone() as int[, , ];
    }
Esempio n. 3
0
 // Clicked on position, so check if it is the same, and (destroy and) build if neccesary
 void ClickedPosition(int posX, int posY)
 {
     // If it's the same, just keep the previous one and do nothing, else (destroy and) build
     if (level [posX, posY, selectedLayer] != selectedTile)
     {
         // Push level on undoStack since it is going to change
         undoStack.Push(level.Clone() as int[, , ]);
         // If the position is not empty, destroy the the current element (using gameObjects array)
         if (level [posX, posY, selectedLayer] != EMPTY)
         {
             DestroyImmediate(gameObjects [posX, posY, selectedLayer].gameObject);
         }
         // Create the new game object
         CreateBlock(selectedTile, posX, posY, selectedLayer);
     }
 }
Esempio n. 4
0
    public TileData(WorldSettings settings)
    {
        Vector2 size = settings.size;

        int layers = 7;

        int xSize = (int)size.x;
        int ySize = (int)size.y;

        tileTypes = new int[xSize, ySize, layers];

        tileTypesToBuild = new int[xSize, ySize, layers];

        //We have to default everything to -1 so that when we load it doesn't mistake empty tiles for the first tile in the list.
        for (int x = 0; x < xSize; x++)
        {
            for (int y = 0; y < ySize; y++)
            {
                for (int l = 0; l < layers; l++)
                {
                    tileTypes[x, y, l] = -1;
                }
            }
        }

        zones = new List <SerializableZone>();

        waterToSimulate = new List <SerializableVector3>();

        tileTypesToBuild = (int[, , ])tileTypes.Clone();

        tileRotation = (int[, , ])tileTypes.Clone();

        tileTypes = (int[, , ])tileTypes.Clone();

        pathfindingCosts  = new float[xSize, ySize];
        pathfindingRatios = new float[xSize, ySize];
        waterLevels       = new float[xSize, ySize];
        wallHealth        = new int[xSize, ySize];

        tasks = new List <SerializableTask>();

        objects = new List <Data>();
    }
Esempio n. 5
0
        public int[,,] meanRGB(int[,,] data)
        {
            int[,,] result = (int[, , ])data.Clone();

            // Step 2: 設定像點資料
            for (int y = 0; y < data.GetLength(1); y++)
            {
                for (int x = 0; x < data.GetLength(2); x++)
                {
                    int gray = (data[0, y, x] + data[1, y, x] + data[2, y, x]) / 3;
                    result[0, y, x] = gray;
                    result[1, y, x] = gray;
                    result[2, y, x] = gray;
                }
            }
            // Step 3: 更新顯示影像
            return(result);
        }
Esempio n. 6
0
        /// <summary>
        /// 最終決定要保留原色還是變成白色
        /// </summary>
        /// <returns>The sobel.</returns>
        /// <param name="data">Data.</param>
        /// <param name="door">Door.</param>
        /// <param name="G">G.</param>
        public int[,,] Sobel(int[,,] data, int door, int[,,] G)
        {
            int[,,] result = (int[, , ])data.Clone();

            for (int ch = 0; ch < data.GetLength(0); ch++)
            {
                for (int i = 1; i < data.GetLength(1) - 1; i++)
                {
                    for (int j = 1; j < data.GetLength(2) - 1; j++)
                    {
                        if (G[ch, i - 1, j - 1] >= door)
                        {
                            result[ch, i, j] = 255;
                        }
                    }
                }
            }

            return(result);
        }
Esempio n. 7
0
        /// <summary>
        /// Combine GX和GY
        /// </summary>
        /// <returns>The sobel.</returns>
        /// <param name="data">Data.</param>
        /// <param name="door">Door.</param>
        /// <param name="GX">Gx.</param>
        /// <param name="GY">Gy.</param>
        public int[,,] Sobel(int[,,] data, int door, int[,,] GX, int[,,] GY)
        {
            int[,,] result = (int[, , ])data.Clone();

            for (int ch = 0; ch < data.GetLength(0); ch++)
            {
                for (int i = 1; i < data.GetLength(1) - 1; i++)
                {
                    for (int j = 1; j < data.GetLength(2) - 1; j++)
                    {
                        double G = Math.Pow(Math.Pow(GX[ch, i - 1, j - 1], 2) + Math.Pow(GY[ch, i - 1, j - 1], 2), 0.5);

                        if (G >= door)
                        {
                            result[ch, i, j] = 255;
                        }
                    }
                }
            }

            return(result);
        }
Esempio n. 8
0
        public void UpdateEnergyHorizontalSeam(int width, int height, int[, ,] pixels, int[] seam)
        {
            Width  = width;
            Height = height;
            Pixels = (int[, , ])pixels.Clone();

            for (var i = 0; i < Width; i++)
            {
                for (var j = Math.Max(0, seam[i] - 3); j < seam[i] + 3 && j < Height; j++)
                {
                    Energy[i, j] = GetPixelEnergy(i, j);
                }
            }

            for (int x = 0; x < Width; x++)
            {
                for (int y = 0; y < Height; y++)
                {
                    AvgEnergy += Energy[x, y];
                }
            }
            AvgEnergy /= Width * Height;
        }
Esempio n. 9
0
    // Used to smooth the randomly generated map by updating the map depending on the walls around
    private void SmoothMap()
    {
        int surroundingWallCount;

        _smoothedMap = (int[, , ])_map.Clone();
        for (int i = 0; i < _width; i++)
        {
            for (int j = 0; j < _height; j++)
            {
                for (int k = 0; k < _depth; k++)
                {
                    surroundingWallCount = GetSurroundingWallCount(i, j, k);
                    if (surroundingWallCount > _smoothLimit)
                    {
                        _smoothedMap[i, j, k] = 1;
                    }
                    else if (surroundingWallCount < _smoothLimit)
                    {
                        _smoothedMap[i, j, k] = 0;
                    }
                }
            }
        }
    }
Esempio n. 10
0
        public void ComputeEnergy(int width, int height, int[, ,] pixels)
        {
            Width  = width;
            Height = height;
            Pixels = (int[, , ])pixels.Clone();

            Energy = new int[width, height];

            Parallel.For(0, width, x =>
            {
                for (int y = 0; y < height; ++y)
                {
                    Energy[x, y] = GetPixelEnergy(x, y);
                }
            });
            for (int x = 0; x < Width; x++)
            {
                for (int y = 0; y < Height; y++)
                {
                    AvgEnergy += Energy[x, y];
                }
            }
            AvgEnergy /= Width * Height;
        }
Esempio n. 11
0
    //Makes a shadow move in a fictive world

    public int[,,] GetNewBoardStateShadow(int[,,] oldBoardState, int player, int pawn, int move)
    {
        int[,,] boardState = oldBoardState.Clone() as int[, , ];
        //find pawn


        for (int x = 0; x < 5; x++)
        {
            for (int y = 0; y < 5; y++)
            {
                if (boardState[x, y, 1] == player && boardState[x, y, 2] == pawn)
                {
                    // LastMoves[player, pawn].XLast = x;
                    // LastMoves[player, pawn].YLast = y;
                    // Slet dens tidligere position
                    boardState[x, y, 1] = 0;
                    boardState[x, y, 2] = 0;
                    //Debug.Log("Player"+player+","+x+","+y);
                    switch (move)
                    {
                    case 0:
                        if (x > 0)
                        {
                            boardState[x - 1, y, 1] = player;
                            boardState[x - 1, y, 2] = pawn;
                            Kill(ref boardState, x - 1, y);
                        }
                        return(boardState);

                    case 1:
                        if (y < 4)
                        {
                            boardState[x, y + 1, 1] = player;
                            boardState[x, y + 1, 2] = pawn;
                            Kill(ref boardState, x, y + 1);
                        }
                        return(boardState);

                    case 2:
                        if (x < 4)
                        {
                            boardState[x + 1, y, 1] = player;
                            boardState[x + 1, y, 2] = pawn;
                            Kill(ref boardState, x + 1, y);
                        }
                        return(boardState);

                    case 3:
                        if (y > 0)
                        {
                            boardState[x, y - 1, 1] = player;
                            boardState[x, y - 1, 2] = pawn;
                            Kill(ref boardState, x, y - 1);
                        }
                        return(boardState);
                    }
                }
            }
        }
        //  Debug.Log("Either illegal move or could not find on board");

        // lægger brik på bræt;
        if (player == 1)
        {
            if (boardState[2, 0, 1] == 2)
            {
                //give point and extra move
            }
            boardState[2, 0, 1] = 1;
            boardState[2, 0, 2] = pawn;
        }
        if (player == 2)
        {
            if (boardState[2, 4, 1] == 1)
            {
                //give point and extra move
            }
            boardState[2, 4, 1] = 2;
            boardState[2, 4, 2] = pawn;
        }
        return(boardState);
    }
Esempio n. 12
0
 private void _MouseDown(object sender, MouseEventArgs e)
 {
     // sel due to state
     _pressdown = true;
     if (_status != 0 && e.Button == MouseButtons.Right)
     {
         _status           = 0;
         button1.Enabled   = true;
         button2.Enabled   = true;
         button3.Enabled   = true;
         button4.Enabled   = true;
         button5.Enabled   = true;
         button6.Enabled   = true;
         button7.Enabled   = true;
         trackBar5.Enabled = true;
         trackBar6.Enabled = true;
         pictureBox2.Image = _imgDes;
         pictureBox2.Update();
         _cosStatus = 0;
     }
     if ((_status == 1 || _status == 2) && _cosStatus == 0)
     {
         _g.FillEllipse(new SolidBrush(Color.Black), e.X - 10, e.Y - 10, 20, 20);
         _centerX   = e.X * _imgOri.Width / pictureBox2.Width;
         _centerY   = e.Y * _imgOri.Height / pictureBox2.Height;
         _cosStatus = 1;
     }
     else if (_status == 1 && _cosStatus == 1)
     {
         rotation();
         _status            = 0;
         _cosStatus         = 0;
         button1.Enabled    = true;
         button2.Enabled    = true;
         button3.Enabled    = true;
         button4.Enabled    = true;
         button5.Enabled    = true;
         button6.Enabled    = true;
         button7.Enabled    = true;
         progressBar1.Value = 100;
         groupBox6.Text     = "Ready";
         groupBox6.Update();
         progressBar1.Update();
     }
     else if (_status == 2 && _cosStatus == 1)
     {
         wave();
         _status            = 0;
         _cosStatus         = 0;
         button1.Enabled    = true;
         button2.Enabled    = true;
         button3.Enabled    = true;
         button4.Enabled    = true;
         button5.Enabled    = true;
         button6.Enabled    = true;
         button7.Enabled    = true;
         progressBar1.Value = 100;
         groupBox6.Text     = "Ready";
         groupBox6.Update();
         progressBar1.Update();
     }
     else if (_status == 3)
     {
         int lx = _imgOri.Width;
         int ax = lx / 2;
         int ly = _imgOri.Height;
         int ay = ly / 2;
         int bx = trackBar6.Value;
         int by = trackBar5.Value;
         if (trackBar5.Enabled)
         {
             trackBar5.Enabled = false;
             trackBar6.Enabled = false;
             _point            = new int[ax / bx + (lx - ax) / bx + 3, ay / by + (ly - ay) / by + 3, 2];
             int xdl = ax - (ax / bx + 1) * bx;
             for (int i = 0; i < ax / bx + (lx - ax) / bx + 3; ++i)
             {
                 int ydl = ay - (ay / by + 1) * by;
                 for (int j = 0; j < ay / by + (ly - ay) / by + 3; ++j)
                 {
                     _point[i, j, 0] = xdl;
                     _point[i, j, 1] = ydl;
                     ydl            += by;
                 }
                 xdl += bx;
             }
             _basepoint = (int[, , ])_point.Clone();
         }
         int ttyx = e.X * _imgOri.Width / pictureBox2.Width;
         int ttyy = e.Y * _imgOri.Height / pictureBox2.Height;
         int min  = Int32.MaxValue;
         for (int i = 0; i < ax / bx + (lx - ax) / bx + 3; ++i)
         {
             for (int j = 0; j < ay / by + (ly - ay) / by + 3; ++j)
             {
                 if ((ttyx - _point[i, j, 0]) * (ttyx - _point[i, j, 0]) +
                     (ttyy - _point[i, j, 1]) * (ttyy - _point[i, j, 1]) < min)
                 {
                     min = (ttyx - _point[i, j, 0]) * (ttyx - _point[i, j, 0]) +
                           (ttyy - _point[i, j, 1]) * (ttyy - _point[i, j, 1]);
                     _selectedX = i;
                     _selectedY = j;
                 }
             }
         }
         _g.FillEllipse(new SolidBrush(Color.Red),
                        _point[_selectedX, _selectedY, 0] * pictureBox2.Width / _imgOri.Width - 5,
                        _point[_selectedX, _selectedY, 1] * pictureBox2.Height / _imgOri.Height - 5, 10, 10);
         Point dl = Cursor.Position;
         Cursor.Position = new Point(
             _point[_selectedX, _selectedY, 0] * pictureBox2.Width / _imgOri.Width - e.X + dl.X,
             _point[_selectedX, _selectedY, 1] * pictureBox2.Height / _imgOri.Height - e.Y + dl.Y
             );
         progressBar1.Value = 100;
         groupBox6.Text     = "Ready";
         groupBox6.Update();
         progressBar1.Update();
         _basepoint = (int[, , ])_point.Clone();
     }
 }
Esempio n. 13
0
 // Push a level to the undo stack thereby saving it's state
 public void PushLevel(int[,,] level)
 {
     _undoStack.Push(level.Clone() as int[, , ]);
 }
Esempio n. 14
0
 public int[,,] cloneGame()
 {
     // Need to find a way to de-alias it
     return((int[, , ])gameMatrix.Clone());
 }
Esempio n. 15
0
 private void menuRestore_Click(object sender, EventArgs e)
 {
     lands = (int[, , ])originalLands.Clone();
     pbLand.Refresh();
 }
Esempio n. 16
0
 public static int[,,] Clone3D(int[,,] a)
 {
     return(a.Clone() as int[, , ]);
 }
Esempio n. 17
0
    public void RecordSudokuLog()
    {
        cellManager.HighlightCells(0);

        Tuple <int[, ], int[, , ]> tuple = new Tuple <int[, ], int[, , ]>((int[, ])sudoku.Clone(), (int[, , ])memoSudoku.Clone());

        lateSudoku.Add(tuple);

        undoIndex++;
    }
Esempio n. 18
0
 public void SetMemoSudoku(int[,,] ms)
 {
     this.memoSudoku = (int[, , ])ms.Clone();
 }
Esempio n. 19
0
    public int[,,] GetNewBoardStateShadow(int[,,] oldBoardState, int player, int pawn, int move, int points, out int newPoints)
    {
        newPoints          = points;
        int[,,] boardState = oldBoardState.Clone() as int[, , ];
        //find pawn
        for (int x = 0; x < 5; x++)
        {
            string s = "| ";
            for (int y = 4; y >= 0; y--)
            {
                s += " " + oldBoardState[x, y, 2];
            }
            //Debug.Log(s);
        }

        for (int x = 0; x < 5; x++)
        {
            for (int y = 0; y < 5; y++)
            {
                if (boardState[x, y, 1] == player && boardState[x, y, 2] == pawn)
                {
                    // LastMoves[player, pawn].XLast = x;
                    // LastMoves[player, pawn].YLast = y;
                    // Slet dens tidligere position
                    boardState[x, y, 1] = 0;
                    boardState[x, y, 2] = 0;
                    //Debug.Log("Player"+player+","+x+","+y);
                    switch (move)
                    {
                    case 0:
                        if (x > 0)
                        {
                            boardState[x - 1, y, 1] = player;
                            boardState[x - 1, y, 2] = pawn;
                            Kill(ref boardState, x - 1, y);
                        }
                        return(boardState);

                    case 1:
                        if (y < 4)
                        {
                            boardState[x, y + 1, 1] = player;
                            boardState[x, y + 1, 2] = pawn;
                            Kill(ref boardState, x, y + 1);
                        }
                        return(boardState);

                    case 2:
                        if (x < 4)
                        {
                            boardState[x + 1, y, 1] = player;
                            boardState[x + 1, y, 2] = pawn;
                            Kill(ref boardState, x + 1, y);
                        }
                        return(boardState);

                    case 3:
                        if (y > 0)
                        {
                            boardState[x, y - 1, 1] = player;
                            boardState[x, y - 1, 2] = pawn;
                            Kill(ref boardState, x, y - 1);
                        }
                        return(boardState);
                    }
                }
            }
        }
        // lægger brik på bræt;
        if (player == 1)
        {
            if (boardState[2, 0, 1] == 2)
            {
                newPoints += 1;
            }
            boardState[2, 0, 1] = 1;
            boardState[2, 0, 2] = pawn;
        }
        if (player == 2)
        {
            if (boardState[2, 4, 1] == 1)
            {
                newPoints += 1;
            }
            boardState[2, 4, 1] = 2;
            boardState[2, 4, 2] = pawn;
        }

        return(boardState);
    }
Esempio n. 20
0
 public void fromMatrix(int[,,] cubein)
 {
     this.cube = (int[, , ])cubein.Clone();
 }