private void Pulse(RadiationPulse Pulse) { StopWatchlog.Restart(); //Radiation distance int radius = (int)Math.Round(Pulse.Strength / (Math.PI * 75)); if (radius > 50) { radius = 50; } //Logger.Log("Radius > " + Radius); //Generates the conference circleBres(Pulse.Location.x, Pulse.Location.y, radius); //Logger.Log("CircleCircumference.Count > " + CircleCircumference.Count); //Logger.Log("Pulse.Strengt> " + Pulse.Strength); //Radiation for each line ( Dont worry it stacks) float InitialRadiation = Pulse.Strength / CircleCircumference.Count; foreach (var ToPoint in CircleCircumference) { DrawRadiationLine(Pulse.Location.x, Pulse.Location.y, ToPoint.x, ToPoint.y, InitialRadiation, Pulse); } //Logger.Log("CircleArea.Count > " + CircleArea.Count); //Set values on tiles foreach (var NodePoint in CircleArea) { NodePoint.AddRadiationPulse(NodePoint.MidCalculationNumbers, DateTime.Now, Pulse.SourceID); //Drops off too quickly NodePoint.MidCalculationNumbers = 0; //Logger.Log("rad onv " + NodePoint.RadiationLevel); } CircleCircumference.Clear(); CircleArea.Clear(); StopWatchlog.Stop(); Logger.Log("StopWatchlog ElapsedMilliseconds time " + StopWatchlog.ElapsedMilliseconds, Category.Radiation); }
//https://rosettacode.org/wiki/Bitmap/Bresenham%27s_line_algorithm#C.23 void DrawRadiationLine(int x0, int y0, int x1, int y1, float RadiationStrength, RadiationPulse Pulse) { int dx = Math.Abs(x1 - x0), sx = x0 < x1 ? 1 : -1; int dy = Math.Abs(y1 - y0), sy = y0 < y1 ? 1 : -1; int err = (dx > dy ? dx : -dy) / 2, e2; float RadiationOnStep = RadiationStrength; for (;;) { var NodePoint = Pulse.Matrix.GetMetaDataNode(new Vector2Int(x0, y0)); var RadiationNode = NodePoint?.RadiationNode; if (RadiationNode != null) { foreach (var Layer in Pulse.Matrix.MetaTileMap.Layers) { if (Layer.Key == LayerType.Underfloor) { continue; } var BasicTile_ = Pulse.Matrix.MetaTileMap.GetTile(new Vector2Int(x0, y0).To3Int(), Layer.Key) as BasicTile; if (BasicTile_ != null) { RadiationOnStep *= BasicTile_.RadiationPassability; } } CircleArea.Add(RadiationNode); RadiationNode.MidCalculationNumbers += RadiationOnStep; } if (x0 == x1 && y0 == y1) { break; } e2 = err; if (e2 > -dx) { err -= dy; x0 += sx; } if (e2 < dy) { err += dx; y0 += sy; } } }
//https://rosettacode.org/wiki/Bitmap/Bresenham%27s_line_algorithm#C.23 void DrawRadiationLine(int x0, int y0, int x1, int y1, float RadiationStrength, RadiationPulse Pulse) { int dx = Math.Abs(x1 - x0), sx = x0 < x1 ? 1 : -1; int dy = Math.Abs(y1 - y0), sy = y0 < y1 ? 1 : -1; int err = (dx > dy ? dx : -dy) / 2, e2; float RadiationOnStep = RadiationStrength; for (;;) { var NodePoint = Pulse.Matrix.GetMetaDataNode(new Vector2Int(x0, y0)); var RadiationNode = NodePoint?.RadiationNode; if (RadiationNode != null) { if (NodePoint.IsOccupied) { RadiationOnStep *= 0.15f; } //RadiationOnStep *= RadiationNode.RadiationPassability; CircleArea.Add(RadiationNode); RadiationNode.MidCalculationNumbers += RadiationOnStep; } if (x0 == x1 && y0 == y1) { break; } e2 = err; if (e2 > -dx) { err -= dy; x0 += sx; } if (e2 < dy) { err += dx; y0 += sy; } } }
//https://rosettacode.org/wiki/Bitmap/Bresenham%27s_line_algorithm#C.23 void DrawRadiationLine(int x0, int y0, int x1, int y1, float RadiationStrength, RadiationPulse Pulse) { int dx = Math.Abs(x1 - x0), sx = x0 < x1 ? 1 : -1; int dy = Math.Abs(y1 - y0), sy = y0 < y1 ? 1 : -1; int err = (dx > dy ? dx : -dy) / 2, e2; float RadiationOnStep = RadiationStrength; for (;;) { var WorldPSos = new Vector3Int(x0, y0, 0); var Matrix = MatrixManager.AtPoint(WorldPSos, CustomNetworkManager.IsServer); var Local = WorldPSos.ToLocal(Matrix.Matrix).RoundToInt(); var NodePoint = Matrix.MetaDataLayer.Get(Local); var RadiationNode = NodePoint?.RadiationNode; if (RadiationNode != null) { foreach (var Layer in Matrix.MetaTileMap.Layers) { if (Layer.Key == LayerType.Underfloor) { continue; } var basicTile = Matrix.MetaTileMap.GetTile(Local, Layer.Key) as BasicTile; if (basicTile != null) { RadiationOnStep *= basicTile.RadiationPassability; } } CircleArea.Add(RadiationNode); RadiationNode.MidCalculationNumbers += RadiationOnStep; } if (x0 == x1 && y0 == y1) { break; } e2 = err; if (e2 > -dx) { err -= dy; x0 += sx; } if (e2 < dy) { err += dx; y0 += sy; } } }