コード例 #1
0
 internal void ActivateLinker(TrackingSpaceRoot ram, List <AbstractCompiler> compilers)
 {
     Link(ram, compilers);
     if (Linked != null)
     {
         Linked.Invoke();
     }
 }
コード例 #2
0
 internal void StartCompile(TrackingSpaceRoot ram)
 {
     HardwareRequirements = gameObject.GetComponentInParent <HardwareRequirements>();
     Transitions          = HardwareRequirements.gameObject.GetComponents <PetrinetTransition>().ToList();
     RemoveListeners();
     AddListeners();
     Recompile(ram);
     _compiledPosition = transform.position;
     CheckVisualization();
 }
コード例 #3
0
        internal override void Link(TrackingSpaceRoot ram, List <AbstractCompiler> compilers)
        {
            //delete old game objects first
            DeleteKids();

            //build environment from library objects
            PlacePrimitives(ram, compilers, PlaceStraightWallObjects, WallLibrary, WallOccupiedLibrary, CornerLibrary, FloorLibraryOccupied, FloorLibraryUnoccupied, UnavailableLibrary, UnavailableTilesBorder);

            TokenUpdate(Condition);
        }
コード例 #4
0
        //[HideInInspector]
        //public Vector2[,] MemorySpacePointer;
        //[HideInInspector]
        //public Vector2 MemoryFragmentSpaceTileSize;

        public void Assign(TrackingSpaceRoot ram, AbstractPacker.PackingResult assignment)//, Vector2[,] memorySpacePointer, Vector2 memoryFragmentSpaceTileSize)
        {
            MemoryPointer   = assignment.Pointer;
            Ram             = ram;
            AllocatedMemory = assignment.Allocation;
            Reversed        = assignment.Reverse;
            if (ReAssigned != null)
            {
                ReAssigned.Invoke();
            }
        }
コード例 #5
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 public abstract void Recompile(TrackingSpaceRoot ram);
コード例 #6
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        public override void Recompile(TrackingSpaceRoot ram)
        {
            var memoryPointer   = new Vector2Int();
            var allocatedMemory = HardwareRequirements.AllocatedMemory;
            var reversed        = HardwareRequirements.Reversed;

            if (HardwareRequirements.MemoryPointer != null)
            {
                memoryPointer = HardwareRequirements.MemoryPointer.Value;
            }
            else
            {
                Debug.LogError("pointer should not be zero");
            }
            var tilesAvailable = ram.TileAvailable;
            var dimensions     = ram.GetTileAmountTotal();

            //if (PositionAtPointerElseMeanAllocated)
            //{
            //    var pos = ram.GetSpaceFromPosition(memoryPointer);
            //    position = new Vector3(pos.x, 0f, pos.y);
            //}
            //else
            //{
            var pos = Vector2.zero;

            for (var i = 0; i < allocatedMemory.x; i++)
            {
                for (var j = 0; j < allocatedMemory.y; j++)
                {
                    pos += ram.GetSpaceFromPosition(memoryPointer.x + i, memoryPointer.y + j);
                }
            }
            pos /= allocatedMemory.x * allocatedMemory.y;
            var position = new Vector3(pos.x, 0, pos.y);

            //}
            transform.position = position;

            //check rotation
            //check all walls
            var upperWall = true;
            var rightWall = true;
            var lowerWall = true;
            var leftWall  = true;

            for (var x = memoryPointer.x; x < memoryPointer.x + allocatedMemory.x; x++)
            {
                for (var z = memoryPointer.y; z < memoryPointer.y + allocatedMemory.y; z++)
                {
                    if (x == memoryPointer.x)
                    {
                        leftWall = leftWall && (x == 0 || !tilesAvailable[x - 1, z]);
                    }
                    if (z == memoryPointer.y)
                    {
                        lowerWall = lowerWall && (z == 0 || !tilesAvailable[x, z - 1]);
                    }
                    if (z == memoryPointer.y + allocatedMemory.y - 1)
                    {
                        upperWall = upperWall && (z + 1 == dimensions.y || !tilesAvailable[x, z + 1]);
                    }
                    if (x == memoryPointer.x + allocatedMemory.x - 1)
                    {
                        rightWall = rightWall && (x + 1 == dimensions.x || !tilesAvailable[x + 1, z]);
                    }
                }
            }
            if (upperWall && !reversed)
            {
                transform.localRotation = Quaternion.Euler(0f, 0f, 0f);
            }
            else if (rightWall && reversed)
            {
                transform.localRotation = Quaternion.Euler(0f, 90f, 0f);
            }
            else if (lowerWall && !reversed)
            {
                transform.localRotation = Quaternion.Euler(0f, 180f, 0f);
            }
            else if (leftWall && reversed)
            {
                transform.localRotation = Quaternion.Euler(0f, -90f, 0f);
            }
            else if (upperWall)
            {
                transform.localRotation = Quaternion.Euler(0f, 90f, 0f);
            }
            else if (rightWall)
            {
                transform.localRotation = Quaternion.Euler(0f, 0f, 0f);
            }
            else if (lowerWall)
            {
                transform.localRotation = Quaternion.Euler(0f, 90f, 0f);
            }
            else if (leftWall)
            {
                transform.localRotation = Quaternion.Euler(0f, 0f, 0f);
            }

            SetVars();
        }
コード例 #7
0
        protected void PlacePrimitives(TrackingSpaceRoot ram,
                                       List <AbstractCompiler> compilers,
                                       bool placeStraightWallCorners,
                                       List <GameObject> wall,
                                       List <GameObject> wallOccupied,
                                       List <GameObject> corner,
                                       List <GameObject> floorOccupied,
                                       List <GameObject> floorUnoccupied,
                                       List <GameObject> unavailable,
                                       int unavailableTilesBorder)
        {
            var total         = ram.GetTileAmountTotal();
            var tileAvailable = (bool[, ])ram.TileAvailable.Clone();
            var tileSize      = ram.TileSize;

            var compilerLinkInfos        = compilers.Select(c => c.GetLinkInformation()).ToList();
            var compilerPlacements       = compilers.Select(c => c.HardwareRequirements.GetAssignmentMatrix()).ToList();
            var compilerPlacedLinkedInfo = new AbstractCompiler.LinkInformation[total.x, total.y];

            for (var x = 0; x < total.x; x++)
            {
                for (var z = 0; z < total.y; z++)
                {
                    var first = compilerPlacements.FindIndex(cp => cp[x, z]);
                    var info  = first < 0
                        ? AbstractCompiler.LinkInformation.Default
                        : compilerLinkInfos[first];
                    compilerPlacedLinkedInfo[x, z] = info;
                }
            }

            //iterate through corners
            for (var x = 0 - unavailableTilesBorder; x <= total.x + unavailableTilesBorder; x++)
            {
                for (var z = 0 - unavailableTilesBorder; z <= total.y + unavailableTilesBorder; z++)
                {
                    if ((x < 0 || x >= total.x || z < 0 || z >= total.y) && x < total.x + unavailableTilesBorder && z < total.y + unavailableTilesBorder)
                    {
                        if (unavailable.Any())
                        {
                            CompileLibraryObject(unavailable[Random.Range(0, unavailable.Count)], ram.GetSpaceFromPosition(x, z), 0f, "floor_" + x + "_" + z);
                        }
                    }
                    if (x < 0 || x > total.x || z < 0 || z > total.y)
                    {
                        continue;
                    }

                    //get assigned tiles in quadrants
                    var upLeft     = x - 1 >= 0 && z < total.y && tileAvailable[x - 1, z];
                    var lowerLeft  = x - 1 >= 0 && z - 1 >= 0 && tileAvailable[x - 1, z - 1];
                    var upRight    = x < total.x && z < total.y && tileAvailable[x, z];
                    var lowerRight = x < total.x && z - 1 >= 0 && tileAvailable[x, z - 1];

                    var upLeftOccupied = upLeft && compilerPlacements.Any(cp => cp[x - 1, z]) && compilerPlacedLinkedInfo[x - 1, z] != AbstractCompiler.LinkInformation.ShowAsUnoccupied;
                    //var lowerLeftOccupied = lowerLeft && compilerPlacements.Any(cp => cp[x - 1, z-1]) && compilerPlacedLinkedInfo[x - 1, z - 1] != AbstractCompiler.LinkInformation.ShowAsUnoccupied;
                    var upRightOccupied    = upRight && compilerPlacements.Any(cp => cp[x, z]) && compilerPlacedLinkedInfo[x, z] != AbstractCompiler.LinkInformation.ShowAsUnoccupied;
                    var lowerRightOccupied = lowerRight && compilerPlacements.Any(cp => cp[x, z - 1]) && compilerPlacedLinkedInfo[x, z - 1] != AbstractCompiler.LinkInformation.ShowAsUnoccupied;

                    var upLeftIgnore     = upLeft && compilerPlacedLinkedInfo[x - 1, z] == AbstractCompiler.LinkInformation.ShowNoWalls;
                    var lowerLeftIgnore  = lowerLeft && compilerPlacedLinkedInfo[x - 1, z - 1] == AbstractCompiler.LinkInformation.ShowNoWalls;
                    var upRightIgnore    = upRight && compilerPlacedLinkedInfo[x, z] == AbstractCompiler.LinkInformation.ShowNoWalls;
                    var lowerRightIgnore = lowerRight && compilerPlacedLinkedInfo[x, z - 1] == AbstractCompiler.LinkInformation.ShowNoWalls;

                    //create floor objects
                    if (upRight && !upRightIgnore)
                    {
                        if (upRightOccupied && floorOccupied.Any())
                        {
                            CompileLibraryObject(floorOccupied[Random.Range(0, floorOccupied.Count)], ram.GetSpaceFromPosition(x, z), 0f, "floor_" + x + "_" + z);
                        }
                        else if (!upRightOccupied && floorUnoccupied.Any())
                        {
                            CompileLibraryObject(floorUnoccupied[Random.Range(0, floorUnoccupied.Count)], ram.GetSpaceFromPosition(x, z), 0f, "floor_" + x + "_" + z);
                        }
                    }
                    else if (!upRight && x < total.x && z < total.y)
                    {
                        if (unavailable.Any())
                        {
                            var unav = unavailable[Random.Range(0, unavailable.Count)];
                            if (LeaveOutWallsLeftLowerWallsAndCornersForView && SeeThroughUnavailable != null)
                            {
                                var av = false;
                                for (var xx = x + 1; xx < total.x; xx++)
                                {
                                    for (var zz = z + 1; zz < total.y; zz++)
                                    {
                                        av = tileAvailable[xx, zz];
                                        if (av)
                                        {
                                            break;
                                        }
                                    }
                                    if (av)
                                    {
                                        break;
                                    }
                                }
                                if (av)
                                {
                                    unav = SeeThroughUnavailable;
                                }
                            }
                            CompileLibraryObject(unav, ram.GetSpaceFromPosition(x, z), 0f, "floor_" + x + "_" + z);
                        }
                    }

                    //check for walls
                    var leftWall  = upLeft != lowerLeft && !upLeftIgnore && !lowerLeftIgnore;
                    var lowerWall = lowerRight != lowerLeft && !lowerRightIgnore && !lowerLeftIgnore;
                    var rightWall = lowerRight != upRight && !lowerRightIgnore && !upRightIgnore;
                    var upperWall = upLeft != upRight && !upLeftIgnore && !upRightIgnore;

                    //do not build if iso view is on and upper left or lower right are not available
                    var rightSeeThrough  = false;
                    var upSeeThrough     = false;
                    var cornerSeeThrough = false;
                    if (LeaveOutWallsLeftLowerWallsAndCornersForView)
                    {
                        rightSeeThrough = rightWall && !lowerRight;
                        upSeeThrough    = upperWall && !upLeft;
                        //lowerWall = lowerWall && lowerLeft;
                        //leftWall = leftWall && lowerLeft;
                        //rightSeeThrough = !rightWall && oldRight;
                        //upSeeThrough = !upperWall && oldUpper;
                        cornerSeeThrough = rightSeeThrough || upSeeThrough;
                    }

                    //do not build, if no adjacent edge is a wall
                    if (!upperWall && !lowerWall && !rightWall && !leftWall)
                    {
                        continue;
                    }

                    //create ref point for wall and corner placement
                    Vector2 refPoint;
                    if (x == total.x && z == total.y)
                    {
                        refPoint = ram.GetSpaceFromPosition(x - 1, z - 1) + 0.5f * tileSize;
                    }
                    else if (x == total.x)
                    {
                        refPoint    = ram.GetSpaceFromPosition(x - 1, z);
                        refPoint.x += 0.5f * tileSize.x;
                        refPoint.y -= 0.5f * tileSize.y;
                    }
                    else if (z == total.y)
                    {
                        refPoint    = ram.GetSpaceFromPosition(x, z - 1);
                        refPoint.x -= 0.5f * tileSize.x;
                        refPoint.y += 0.5f * tileSize.y;
                    }
                    else
                    {
                        refPoint = ram.GetSpaceFromPosition(x, z) - 0.5f * tileSize;
                    }

                    //create corner if not straight wall
                    var count = 0;
                    if (leftWall)
                    {
                        count++;
                    }
                    if (rightWall)
                    {
                        count++;
                    }
                    if (lowerWall)
                    {
                        count++;
                    }
                    if (upperWall)
                    {
                        count++;
                    }
                    var obj             = corner[Random.Range(0, corner.Count)];
                    var buildSeeThrough = cornerSeeThrough && SeeThroughCorner != null;
                    if (buildSeeThrough)
                    {
                        obj = SeeThroughCorner;
                    }
                    if (corner.Any() && !(!placeStraightWallCorners && count == 2 && leftWall == rightWall))
                    {
                        CompileLibraryObject(obj, refPoint, 0f, "corner_" + x + "_" + z);
                    }

                    //create walls
                    if (wall != null)
                    {
                        if (upperWall)
                        {
                            var occupied = upLeftOccupied || upRightOccupied;
                            var list     = occupied ? wallOccupied : wall;
                            var objWall  = list[Random.Range(0, list.Count)];
                            if (upSeeThrough && SeeThroughWall != null)
                            {
                                objWall = SeeThroughWall;
                            }
                            CompileLibraryObject(objWall,
                                                 new Vector2(0f, 0.5f * tileSize.y) + refPoint,
                                                 upLeft ? 90f : -90f, "upperWall_" + x + "_" + z);
                        }
                        if (rightWall)
                        {
                            var occupied = lowerRightOccupied || upRightOccupied;
                            occupied = occupied || lowerRight && !lowerRightOccupied;
                            var list    = occupied ? wallOccupied : wall;
                            var objWall = list[Random.Range(0, list.Count)];
                            if (rightSeeThrough && SeeThroughWall != null)
                            {
                                objWall = SeeThroughWall;
                            }
                            CompileLibraryObject(objWall,
                                                 new Vector2(0.5f * tileSize.x, 0f) + refPoint,
                                                 upRight ? 180f : 0f, "rightWall_" + x + "_" + z);
                        }
                    }
                }
            }
        }
コード例 #8
0
 internal abstract void Link(TrackingSpaceRoot ram, List <AbstractCompiler> compilers);