コード例 #1
0
        public void calculate(Region region)
        {
            width = region.getWidth();
            height = region.getHeight();
            values = new int[width,height];
            calc = new double[width,height];
            lights = new List<Light>();
            lightingModel = region.getLightingModel();

            //Blank out the entire region with base light
            for(int x=0; x < width; x++)
            {
                for(int y=0; y < height; y++)
                {
                    if(TerrainManager.hasParameter(region.getTerrain(x, y), TerrainParameter.FIRE))
                    {
                        calc[x,y] = ((MAX_LIGHT / 2) * RandomNumber.RandomDouble()) + (MAX_LIGHT / 2);
                        lights.Add(new Light(x,y,calc[x,y]));
                    }
                    else
                    {
                        calc[x,y] = baseLight();
                    }
                }
            }

            //Add lights for appropriate monsters
            calculateMonsterLights();

            //Add lights for appropriate building features
            calculateBuildingFeatureLight();

            //Add lights for items
            calculateItemLights();

            //Propogate light from point sources
            foreach(Light tempLight in lights)
            {
                spreadLight(tempLight.x, tempLight.y, tempLight.intensity, baseLight());
            }

            //Cover buildings if roofs prevent lighting
            calculateBuildingCoverLight();

            //Converate raw values to graded values
            calcToValue();
        }
コード例 #2
0
        public static void addGraveyard(int width, int height, int stx, int sty, Region region)
        {
            int treesPlaced = 0;

            region.getTerrain(stx, sty).setCode(TerrainCode.ROCK);
            TerrainManager.removeParameters(region.getTerrain(stx, sty));
            region.getTerrain(stx + width, sty).setCode(TerrainCode.ROCK);
            TerrainManager.removeParameters(region.getTerrain(stx + width, sty));
            region.getTerrain(stx, sty + height).setCode(TerrainCode.ROCK);
            TerrainManager.removeParameters(region.getTerrain(stx, sty + height));
            region.getTerrain(stx + width, sty + height).setCode(TerrainCode.ROCK);
            TerrainManager.removeParameters(region.getTerrain(stx + width, sty + height));

            for(int x=stx; x < stx + width; x++)
            {
                for(int y=sty; y < sty + height; y++)
                {
                    if(x >= 0 && x < region.getWidth()
                    && y >= 0 && y < region.getHeight())
                    {
                        if(x % 2 == 0 && y % 3 == 0)
                        {
                            if(RandomNumber.RandomDouble() < 0.75)
                            {
                                if(RandomNumber.RandomDouble() < 0.01)
                                {
                                    region.getTerrain(x, y).getParameters().Add(TerrainParameter.HAS_GRAVE, EnumUtil.EnumName<GraveCode>(GraveCode.SPECIAL));
                                }
                                else
                                {
                                    region.getTerrain(x, y).getParameters().Add(TerrainParameter.HAS_GRAVE, EnumUtil.EnumName<GraveCode>(GraveCode.NORMAL));
                                }
                            }
                            else
                            {
                                if(region.getTerrain(x, y).getCode() == TerrainCode.GRASS)
                                {
                                    if(RandomNumber.RandomDouble() < 0.25 && treesPlaced < 2)
                                    {
                                        region.getTerrain(x, y).getParameters().Add(TerrainParameter.HAS_TREE, EnumUtil.EnumName<TreeCode>(TreeCode.APPLE_TREE));
                                        treesPlaced++;
                                    }

                                }
                                else if(region.getTerrain(x, y).getCode() == TerrainCode.STONE_FLOOR)
                                {
                                    if(RandomNumber.RandomDouble() < 0.25 && treesPlaced < 5)
                                    {
                                        region.getTerrain(x, y).getParameters().Add(TerrainParameter.HAS_MOSS, "");
                                        treesPlaced++;
                                    }
                                }
                            }
                        }
                        else
                        {
                            //do nothing
                        }
                    }
                }
            }
        }
コード例 #3
0
        public static void makePath(Region region, bool nExit, bool eExit, bool sExit, bool wExit)
        {
            int pathX = 0;
            int pathY = 0;

            region.getTerrain((int)(region.getWidth() / 2), (int)(region.getHeight() / 2)).setCode(TerrainCode.PATH);
            region.getTerrain((int)(region.getWidth() / 2)-1, (int)(region.getHeight() / 2)).setCode(TerrainCode.PATH);
            region.getTerrain((int)(region.getWidth() / 2)+1, (int)(region.getHeight() / 2)).setCode(TerrainCode.PATH);
            region.getTerrain((int)(region.getWidth() / 2), (int)(region.getHeight() / 2)-1).setCode(TerrainCode.PATH);
            region.getTerrain((int)(region.getWidth() / 2), (int)(region.getHeight() / 2)+1).setCode(TerrainCode.PATH);

            if(nExit)
            {
                pathX = (int)(region.getWidth() / 2);
                for(pathY = 0; pathY < region.getHeight() / 2; pathY++)
                {
                    region.getTerrain(pathX, pathY).setCode(TerrainCode.PATH);
                    region.getTerrain(pathX-1, pathY).setCode(TerrainCode.PATH);
                    region.getTerrain(pathX+1, pathY).setCode(TerrainCode.PATH);
                }
             }

            if(eExit)
            {
                pathY = (int)(region.getWidth() / 2);
                for(pathX = 0; pathX < region.getWidth() / 2; pathX++)
                {
                    region.getTerrain((region.getWidth()/2) + pathX, pathY).setCode(TerrainCode.PATH);
                    region.getTerrain((region.getWidth()/2) + pathX, pathY-1).setCode(TerrainCode.PATH);
                    region.getTerrain((region.getWidth()/2) + pathX, pathY+1).setCode(TerrainCode.PATH);
                }
            }

            if(sExit)
            {
                pathX = (int)(region.getWidth() / 2);
                for(pathY = 0; pathY < region.getHeight() / 2; pathY++)
                {
                    region.getTerrain(pathX, (region.getHeight()/2) + pathY).setCode(TerrainCode.PATH);
                    region.getTerrain(pathX-1, (region.getHeight()/2) + pathY).setCode(TerrainCode.PATH);
                    region.getTerrain(pathX+1, (region.getHeight()/2) + pathY).setCode(TerrainCode.PATH);
                }
             }

            if(wExit)
            {
                pathY = (int)(region.getWidth() / 2);
                for(pathX = 0; pathX < region.getWidth() / 2; pathX++)
                {
                    region.getTerrain(pathX, pathY).setCode(TerrainCode.PATH);
                    region.getTerrain(pathX, pathY-1).setCode(TerrainCode.PATH);
                    region.getTerrain(pathX, pathY+1).setCode(TerrainCode.PATH);
                }
            }
        }
コード例 #4
0
        public static List<Position> getTerrainPositions(TerrainCode code, Region region, bool allowParameters, bool includeEdges)
        {
            int edgeAdjust=0;
            if(!includeEdges)
            {
                edgeAdjust=1;
            }
            List<Position> positions = new List<Position>();
            for(int x=0+edgeAdjust; x < region.getWidth() - (edgeAdjust * 2); x++)
            {
                for(int y=0+edgeAdjust; y < region.getHeight() - (edgeAdjust * 2); y++)
                {
                    if(region.getTerrain(x, y).getCode() == code
                    && ((!allowParameters && region.getTerrain(x, y).getParameters().Count == 0) || allowParameters))
                    {
                        positions.Add(new Position(x,y));
                    }
                }
            }

            return positions;
        }
コード例 #5
0
        public List<Position> findPath(Region region, int maxSearchDistance, Monster mover, int sx, int sy, int tx, int ty)
        {
            //Initialize
                this.region = region;
                nodes = new PathNode[region.getWidth(),region.getHeight()];
                for (int x=0;x<region.getWidth();x++) {
                        for (int y=0;y<region.getHeight();y++) {
                                nodes[x,y] = new PathNode(x,y);
                        }
                }

                // easy first check, if the destination is blocked, we can't get there
                if(!TerrainManager.allowsMonsterToPass(region.getTerrain(tx, ty), mover))
                {
                    return null;
                }

                // initial state for A*. The closed group is empty. Only the starting
                // tile is in the open list and it's cost is zero, i.e. we're already there
                nodes[sx,sy].cost = 0;
                nodes[sx,sy].depth = 0;
                closed.Clear();
                open.clear();
                open.add(nodes[sx,sy]);

                nodes[tx,ty].parent = null;

                // while we haven't found the goal and haven't exceeded our max search depth
                int maxDepth = 0;
                while ((maxDepth < maxSearchDistance) && (open.size() != 0))
                {
                    // pull out the first node in our open list, this is determined to
                    // be the most likely to be the next step based on our heuristic
                    PathNode current = getFirstInOpen();
                    if (current == nodes[tx,ty])
                    {
                            break;
                    }

                    removeFromOpen(current);
                    addToClosed(current);

                    // search through all the neighbours of the current node evaluating
                    // them as next steps
                    for (int x=-1;x<2;x++)
                    {

                        for (int y=-1;y<2;y++)
                        {
                            // not a neighbour, its the current tile
                            if ((x == 0) && (y == 0))
                            {
                                    continue;
                            }

                            // if we're not allowing diaganol movement then only
                            // one of x or y can be set
                            if ((x != 0) && (y != 0))
                            {
                                    continue;
                            }

                            // determine the location of the neighbour and evaluate it
                            int xp = x + current.x;
                            int yp = y + current.y;

                            if (isValidLocation(mover,sx,sy,xp,yp))
                            {
                                    // the cost to get to this node is cost the current plus the movement
                                    // cost to reach this node. Note that the heursitic value is only used
                                    // in the sorted open list
                                    float nextStepCost = current.cost + getMovementCost(mover, current.x, current.y, xp, yp);
                                    PathNode neighbour = nodes[xp,yp];

                                    // if the new cost we've determined for this node is lower than
                                    // it has been previously makes sure the node hasn't been discarded. We've
                                    // determined that there might have been a better path to get to
                                    // this node so it needs to be re-evaluated
                                    if (nextStepCost < neighbour.cost)
                                    {
                                            if (inOpenList(neighbour))
                                            {
                                                    removeFromOpen(neighbour);
                                            }
                                            if (inClosedList(neighbour))
                                            {
                                                    removeFromClosed(neighbour);
                                            }
                                    }

                                    // if the node hasn't already been processed and discarded then
                                    // reset it's cost to our current cost and add it as a next possible
                                    // step (i.e. to the open list)
                                    if (!inOpenList(neighbour) && !(inClosedList(neighbour)))
                                    {
                                            neighbour.cost = nextStepCost;
                                            neighbour.heuristic = getHeuristicCost(mover, xp, yp, tx, ty);
                                            maxDepth = Math.Max(maxDepth, neighbour.setParent(current));
                                            addToOpen(neighbour);
                                    }
                                }
                            }
                        }
            }

            // since we've got an empty open list or we've run out of search
            // there was no path. Just return null
            if (nodes[tx,ty].parent == null)
            {
                return null;
            }

            // At this point we've definitely found a path so we can uses the parent
            // references of the nodes to find out way from the target location back
            // to the start recording the nodes on the way.
            List<Position> path = new List<Position>();
            PathNode target = nodes[tx,ty];
            while (target != nodes[sx,sy])
            {
                Position pos = new Position(target.x, target.y);
                path.Insert(0, pos);
                target = target.parent;
            }
            Position pos2 = new Position(sx, sy);
            path.Insert(0, pos2);

            // thats it, we have our path
            return path;
        }
コード例 #6
0
        public static void buildByArray(Region region, int startX, int startY, Building building, int[,] plan)
        {
            for (int x = 0; x < BuildingManager.getWidth(building.getBuildingType()); x++)
            {
                for (int y = 0; y < BuildingManager.getHeight(building.getBuildingType()); y++)
                {
                    if (x + startX < region.getWidth() && x + startX > 0
                    && y + startY < region.getHeight() && y + startY > 0)
                    {
                        switch (plan[y,x])
                        {
                            case 0:
                                region.getTerrain(startX + x, startY + y).setCode(TerrainCode.STONE_FLOOR);
                                break;

                            case 1:
                                region.getTerrain(startX + x, startY + y).setCode(TerrainCode.STONE_WALL);
                                break;

                            case 9:
                                region.getTerrain(startX + x, startY + y).setCode(TerrainCode.STONE_FLOOR);
                                region.getTerrain(startX + x, startY + y).getParameters().Add(TerrainParameter.HAS_DOOR, Enum.GetName(typeof(DoorCode), DoorCode.CLOSED));
                                building.setDoor(startX + x, startY + y);
                                break;

                            case 8:
                                region.getTerrain(startX + x, startY + y).setCode(TerrainCode.STONE_WALL);
                                region.getTerrain(startX + x, startY + y).getParameters().Add(TerrainParameter.HAS_SIGN, building.getName());
                                break;

                            case 2:
                                region.getTerrain(startX + x, startY + y).setCode(TerrainCode.STONE_FLOOR);
                                Monster newMon = new Monster();
                                switch (building.getBuildingType())
                                {
                                    case BuildingType.BANK:
                                        newMon.monsterCode = MonsterCode.HUMAN;
                                        newMon.role = MonsterRole.BANKER;
                                        break;

                                    case BuildingType.INN:
                                        newMon.monsterCode = MonsterCode.HUMAN;
                                        newMon.role = MonsterRole.NULL;
                                        break;

                                    case BuildingType.FOOD_STORE:
                                        newMon.monsterCode = MonsterCode.HUMAN;
                                        newMon.role = MonsterRole.CHEF;
                                        break;

                                    case BuildingType.TOOL_STORE:
                                        newMon.monsterCode = MonsterCode.HUMAN;
                                        newMon.role = MonsterRole.HANDYMAN;
                                        break;
                                }
                                MonsterActionManager.initialize(newMon);
                                newMon.setPosition(startX + x, startY + y);
                                region.getMonsters().Add(newMon);
                                break;

                            case 3:
                                //Add a bed
                                region.getTerrain(startX + x, startY + y).setCode(TerrainCode.STONE_FLOOR);
                                region.getTerrain(startX + x, startY + y).getParameters().Add(TerrainParameter.HAS_BED, "");
                                break;
                        }
                    }
                }
            }
        }