コード例 #1
0
ファイル: ForestFire.cs プロジェクト: gartoks/GameEngineY
        protected override void GenerateCellState(Random random, int x, int y, out long state, out float stateValue, out object cellData)
        {
            ForestFireCellData ffCellData = new ForestFireCellData(null);

            cellData   = ffCellData;
            state      = STATE_EMPTY;
            stateValue = 0;

            if (random.NextDouble() < INIT_WATER_CHANCE)
            {
                stateValue = 0;
                state      = STATE_WATER;
            }
            else if (random.NextDouble() < INIT_TREE_CHANCE)
            {
                state = STATE_TREE;
                ffCellData.Grow(random);
                stateValue = 0;
            }
        }
コード例 #2
0
ファイル: ForestFire.cs プロジェクト: gartoks/GameEngineY
        protected override void CalculateNewState(int x, int y, long currentState, float currentStateValue, object currentCellData, float deltaTime, Random random, out long state, out float stateValue, out object cellData)
        {
            ForestFireCellData ffCellData = (ForestFireCellData)currentCellData;

            state      = currentState;
            stateValue = currentStateValue;
            cellData   = ffCellData;

            switch (currentState)
            {
            case STATE_EMPTY: {
                int nb_tree = Neighbours(x, y, STATE_TREE);
                if (random.NextDouble() < TREE_SEEDLING_CHANCE * nb_tree || random.NextDouble() < TREE_REGROW_CHANCE)
                {
                    //if (random.NextDouble() < ffCellData.SproutChance(random) * TREE_REGROW_FACTOR) {
                    ffCellData.Grow(random);
                    state      = STATE_TREE;
                    stateValue = 0;
                }
                break;
            }

            case STATE_ASH: {
                int   nb_tree       = Neighbours(x, y, STATE_TREE);
                float decomposition = ASH_DECOMPOSITION_BASE_FACTOR + nb_tree * ASH_DECOMPOSITION_TREE_FACTOR;
                if (currentStateValue <= decomposition)
                {
                    state      = STATE_EMPTY;
                    stateValue = 0;
                }
                else
                {
                    stateValue = Math.Max(0, currentStateValue - decomposition);
                }
                break;
            }

            case STATE_TREE: {
                int   nb_fire  = Neighbours(x, y, STATE_FIRE);
                float nbv_fire = NeighbourStateValue(x, y, STATE_FIRE, (v, a) => v + a);
                int   nb_water = Neighbours(x, y, STATE_WATER);
                if ((nb_fire > nb_water && random.NextDouble() < 1 * nbv_fire) || random.NextDouble() < FIRE_CHANCE)
                {
                    stateValue = currentStateValue;
                    state      = STATE_FIRE;
                    ffCellData.Burn();
                }
                else
                {
                    //foreach (object cD in NeighbourCellData(x, y)) {
                    //    ForestFireCellData ffCD = (ForestFireCellData)cD;

                    //    if (ffCD.TreeData == null)
                    //        continue;

                    //    if (random.NextDouble() >= SAPLING_SPREAD_CHANCE)
                    //        continue;

                    //    SaplingData newSapling = ffCD.TreeData.Mutate(random, SAPLING_MUTATION_CHANCE, SAPLING_MUTATION_STD_DEV);
                    //    ffCellData.Add(newSapling);
                    //}

                    if (currentStateValue < 1)
                    {
                        int   nb_ash = Neighbours(x, y, STATE_ASH);
                        float growth = GROWTH_FACTOR_BASE + nb_ash * ASH_GROWTH_FACTOR;
                        //float growth = ffCellData.TreeData.GrowModifier * GROWTH_FACTOR_BASE + nb_ash * ASH_GROWTH_FACTOR;

                        stateValue = Math.Min(1, currentStateValue + growth);
                    }
                }
            }
            break;

            case STATE_FIRE: {
                int   nb_water    = Neighbours(x, y, STATE_WATER);
                float diminishing = FIRE_DIMINISHING_BASE_FACTOR + nb_water * FIRE_DIMINISHING_WATER_FACTOR;
                if (currentStateValue <= diminishing)
                {
                    state      = STATE_ASH;
                    stateValue = 1;
                }
                else
                {
                    stateValue = Math.Max(0, currentStateValue - diminishing);
                }
                break;
            }
            }
        }