コード例 #1
0
ファイル: Animal.cs プロジェクト: astrellon/SimpleRPG
        public static Animal averageAnimals(List<Animal> animals)
        {
            Animal average = new Animal();
            float b = 0;
            float d = 0;

            float resp = 1.0f / (float)animals.Count;

            foreach (Animal a in animals)
            {
                average.accumulated_energy += a.accumulated_energy * resp;
                average.age += a.age * resp;
                average.amount_eaten += a.amount_eaten * resp;
                average.attack_cooldown += a.attack_cooldown * resp;
                average.attack_rate += a.attack_rate * resp;
                average.attacked_by_cooldown += a.attacked_by_cooldown * resp;
                average.breeding_age += a.breeding_age * resp;
                average.breeding_count += a.breeding_count * resp;
                average.breeding_rate += a.breeding_rate * resp;
                average.damage_base += a.damage_base * resp;
                average.aggression += a.aggression * resp;
                average.deathtime += a.deathtime * resp;
                average.dexterity += a.dexterity * resp;
                average.diet += a.diet * resp;
                average.energy += a.energy * resp;
                average.entity_mass += a.entity_mass * resp;
                average.entity_size += a.entity_size * resp;
                average.facing += a.facing * resp;
                average.fertility += a.fertility * resp;
                average.health += a.health * resp;
                average.hunger_damage_cooldown += a.hunger_damage_cooldown * resp;
                average.hunger_heal_cooldown += a.hunger_heal_cooldown * resp;
                average.hunger_limits_breed += a.hunger_limits_breed * resp;
                average.hunger_limits_lower += a.hunger_limits_lower * resp;
                average.hunger_limits_upper += a.hunger_limits_upper * resp;
                average.intelligence += a.intelligence * resp;
                average.life_expectancy += a.life_expectancy * resp;
                average.mate_find_cooldown += a.mate_find_cooldown * resp;
                average.maxHealth += a.maxHealth * resp;
                average.mutation_amount += a.mutation_amount * resp;
                average.mutation_rate += a.mutation_rate * resp;
                average.rest_energy_per_day += a.rest_energy_per_day * resp;
                average.running_speed += a.running_speed * resp;
                average.sight_radius += a.sight_radius * resp;
                average.strength += a.strength * resp;
                average.turning_speed += a.turning_speed * resp;
                average.walking_speed += a.walking_speed * resp;
                average.local_population_max += a.local_population_max * resp;
                average.desired_num_children += a.desired_num_children * resp;
                average.numAliveChildren += a.numAliveChildren * resp;

                average.position.x += a.position.x * resp;
                average.position.y += a.position.y * resp;
                average.destination.location.x = a.destination.location.x * resp;
                average.destination.location.y = a.destination.location.y * resp;

                foreach (KeyValuePair<string, int> s in a.deathbys)
                {
                    if (average.deathbys.ContainsKey(s.Key))
                    {
                        average.deathbys[s.Key] += s.Value;
                    }
                    else
                    {
                        average.deathbys[s.Key] = s.Value;
                    }
                }

                b += convertDate(a.birthdate);
                d += convertDate(a.deathdate);
            }

            average.birthdate = convertDate(b);
            average.deathdate = convertDate(d);

            return average;
        }
コード例 #2
0
ファイル: Analyser.cs プロジェクト: astrellon/SimpleRPG
        void worker_DoWork(object sender, DoWorkEventArgs e)
        {
            BackgroundWorker worker = sender as BackgroundWorker;

            if (cc != null && cc.Length > 0)
            {
                bool findState = false;
                string endState = null;
                string state = "none";
                char tile = '\0';
                int mapWidth = -1;
                Dictionary<string, float> values = new Dictionary<string, float>();
                int numAnimals = 0;
                int oldPercent = -1;

                for (int i = 0; i < cc.Length; i++)
                {
                    string line = cc[i];
                    if (line == "--")
                    {
                        findState = true;
                        continue;
                    }

                    int percent = (int)(((float)i / (float)cc.Length) * 100);
                    if (percent != oldPercent)
                    {
                        oldPercent = percent;
                        worker.ReportProgress(percent);
                    }

                    if (findState)
                    {
                        findState = false;
                        endState = line;
                    }

                    if (state == null || state.Equals("none", StringComparison.CurrentCultureIgnoreCase) ||
                        state.Equals("TileData", StringComparison.CurrentCultureIgnoreCase))
                    {

                    }
                    else if (state.Equals("tiles", StringComparison.CurrentCultureIgnoreCase))
                    {
                        if (mCharCount < mColors.Length)
                        {
                            if (tile == '\0')
                            {
                                tile = line[0];
                            }
                            else
                            {
                                int t = int.Parse(line);
                                if (!mColourMap.ContainsKey(tile))
                                {
                                    Console.WriteLine("Adding char {0} with colour {1}", tile, mColors[t].ToKnownColor().ToString());
                                    mColourMap[tile] = mColors[t];
                                    //addColour(mColors[t], tile, true);
                                    mCharCount++;
                                    tile = '\0';
                                }
                            }
                        }
                    }
                    else if (state.Equals("options", StringComparison.CurrentCultureIgnoreCase))
                    {
                        switch (line)
                        {
                            case "current_time":
                                mCurrentTime = float.Parse(cc[++i]);
                                break;
                            case "current_day":
                                mCurrentDay = int.Parse(cc[++i]);
                                break;
                            case "day_length":
                                mDayLength = float.Parse(cc[++i]);
                                break;
                            default:
                                break;
                        }
                    }
                    else if (state.Equals("map", StringComparison.CurrentCultureIgnoreCase))
                    {
                        if (endState != null)
                        {
                            renderImage(ref mMapTotal);
                        }
                        else
                        {
                            if (mMapList.Count == 0)
                            {
                                mapWidth = line.Length;
                            }
                            mMapList.Add(line);
                        }
                    }
                    else if (state.Equals("entities", StringComparison.CurrentCultureIgnoreCase) ||
                                state.Equals("RemovedEntities", StringComparison.CurrentCultureIgnoreCase))
                    {
                        if (line == "Animal")
                        {
                            i++;
                            Animal a = new Animal();
                            a.load(ref cc, ref i);
                            i--;

                            string identifier = a.graphic.ToString() + '_' + a.species;
                            if (!mPopulations.ContainsKey(identifier))
                            {
                                mPopulations[identifier] = new PopulationStat();
                            }

                            if (a.isDead)
                            {
                                mPopulations[identifier].dead++;
                            }
                            else
                            {
                                mPopulations[identifier].alive++;
                            }
                        }
                    }
                    else if (state.Equals("history", StringComparison.CurrentCultureIgnoreCase))
                    {
                        if (line.Equals("DayEvent", StringComparison.CurrentCultureIgnoreCase))
                        {
                            DayEvents day = new DayEvents();
                            day.load(ref cc, ref i);
                            mHistory.Add(day);
                        }
                    }
                    else
                    {
                        Console.WriteLine("Unknown state {0}", state);
                    }

                    if (endState != null)
                    {
                        state = endState;
                        endState = null;
                    }
                }
                mValues = new List<KeyPair>();
                foreach (KeyValuePair<string, float> pair in values)
                {
                    float value = pair.Value / numAnimals;
                    KeyPair p = new KeyPair(pair.Key, value);
                    if (pair.Key.Equals("diet", StringComparison.CurrentCultureIgnoreCase))
                    {
                        p.max = 1.0f;
                    }
                    mValues.Add(p);
                }
            }
        }