/// <summary>
        /// Set the terrain costs of all the cells that are reachable by the player
        /// </summary>
        public void SetCellCosts()
        {
            if (CellsInRange == null)
            {
                errorHandler.ReportError("Cells in range empty", ErrorState.restart_scene);
                return;
            }
            foreach (Cell cell in CellsInRange[0])
            {
                try
                {
                    //Get Climate From Cell
                    int      provinceIndex    = worldMapGlobe.GetProvinceNearPoint(cell.sphereCenter);
                    Province province         = worldMapGlobe.provinces[provinceIndex];
                    string   climateAttribute = province.attrib["ClimateGroup"];

                    //Loop Through Each Neighbor and Set the Cost from the Neighbor to the Cell
                    if (climateAttribute != "")
                    {
                        bool cellOccupied = false;
                        //Check if cell is occupied by something other than the player
                        if (cell.occupants.Any() && !cell.occupants.Contains(playerCharacter))
                        {
                            cellOccupied = true;
                        }
                        int cost = playerCharacter.ClimateCosts[climateAttribute];
                        if (cost == IMPASSABLE || cellOccupied)
                        {
                            worldMapGlobe.SetCellCanCross(cell.index, false);
                        }
                        else
                        {
                            worldMapGlobe.SetCellCanCross(cell.index, true);
                            foreach (Cell neighbour in worldMapGlobe.GetCellNeighbours(cell.index))
                            {
                                worldMapGlobe.SetCellNeighbourCost(neighbour.index, cell.index, cost, false);
                            }
                        }
                    }
                }
                catch (Exception ex)
                {
                    errorHandler.CatchException(ex, ErrorState.close_window);
                }
            }
        }
Esempio n. 2
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        public List <Province> GetProvicesInCell(Cell cell)
        {
            List <Province> foundProvinces   = new List <Province>();
            List <Province> checkedProvinces = new List <Province>();
            int             provinceIndex;

            try
            {
                //Create a list of points including each vertex of the cell and its center point
                List <Vector3> cellPoints = cell.vertices.ToList();
                cellPoints.Add(cell.sphereCenter);

                foreach (Vector3 cellPoint in cellPoints)
                {
                    provinceIndex = worldMapGlobe.GetProvinceIndex(cellPoint);
                    //Check if cell point is on a province
                    if (provinceIndex == -1)
                    {
                        //Get closest province to point if it is not centered on one
                        provinceIndex = worldMapGlobe.GetProvinceNearPoint(cellPoint);
                    }
                    //Add the province, if it is not already in the province list
                    Province province = worldMapGlobe.provinces[provinceIndex];
                    if (!foundProvinces.Contains(province))
                    {
                        foundProvinces.Add(province);
                    }

                    //Check to see if neighbours of province overlap with cell
                    List <Province> provinceNeighbours = worldMapGlobe.ProvinceNeighbours(provinceIndex);
                    bool            provinceOverlaps;
                    foreach (Province neighbor in provinceNeighbours)
                    {
                        //countryIndex = neighbor.countryIndex;
                        //neighborIndex = worldMapGlobe.GetProvinceIndex(countryIndex, neighbor.name);

                        //Make sure you haven't already checked the province, this saves time
                        if (!checkedProvinces.Contains(neighbor))
                        {
                            checkedProvinces.Add(neighbor);
                            provinceOverlaps = false;

                            foreach (Region region in neighbor.regions)
                            {
                                foreach (Vector3 spherePoint in region.spherePoints)
                                {
                                    if (worldMapGlobe.GetCellIndex(spherePoint) == cell.index)
                                    {
                                        provinceOverlaps = true;
                                        break;
                                    }
                                }
                                if (provinceOverlaps)
                                {
                                    break;
                                }
                            }
                            if (provinceOverlaps && !foundProvinces.Contains(province))
                            {
                                foundProvinces.Add(neighbor);
                            }
                        }
                    }
                }
            }
            catch (System.Exception ex)
            {
                errorHandler.CatchException(ex, ErrorState.close_window);
                return(null);
            }

            return(foundProvinces);
        }