// Start is called before the first frame update
    public void SetData(LeisureSector ls)
    {
        indexBarInvestment.GetComponent <IndexBarController>().IndexID = ls.Investment.ID;
        indexBarFun.GetComponent <IndexBarController>().IndexID        = ls.Fun.ID;

        discoPanel.GetComponent <LeisureDisplayController>().SetData(ls.LeisureVenues[(int)Leisure.PLACE.DISCO]);
        gymPanel.GetComponent <LeisureDisplayController>().SetData(ls.LeisureVenues[(int)Leisure.PLACE.GYM]);
        parkLanePanel.GetComponent <LeisureDisplayController>().SetData(ls.LeisureVenues[(int)Leisure.PLACE.PARK]);
        cinemaPanel.GetComponent <LeisureDisplayController>().SetData(ls.LeisureVenues[(int)Leisure.PLACE.CINEMA]);
    }
示例#2
0
文件: CityPart.cs 项目: Phireh/VEUS
    public override string ToString()
    {
        string res = "City Part: " + CityPlace;

        res += "\nIndustry Sector: " + IndustrySector.ToString();
        res += "\nTransport Sector: " + TransportSector.ToString();
        res += "\nLeisure Sector: " + LeisureSector.ToString();
        res += "\nNumber of people: " + Citizens.Count + " | Number of free houses: " + nonAllocatedHomes.Count;
        res += "\nFirst 5 citizens:\n=====================================================================\n";
        int cont = 0;

        foreach (Citizen c in Citizens.Values)
        {
            res += c.ToString() + "\n";
            if (++cont > 4)
            {
                break;
            }
        }
        return(res);
    }
示例#3
0
文件: CityPart.cs 项目: Phireh/VEUS
    void InitLeisureSector(FUN fun, SECTOR_INVESTMENT investment)
    {
        float investmentValue = 0f, funValue = 0;

        switch (fun)
        {
        case FUN.BORING: funValue = 0.25f; break;

        case FUN.ENJOYABLE: funValue = 0.5f; break;

        case FUN.ENTERTAINING: funValue = 0.75f; break;
        }
        switch (investment)
        {
        case SECTOR_INVESTMENT.LOW: investmentValue = 0.25f; break;

        case SECTOR_INVESTMENT.MEDIUM: investmentValue = 0.5f; break;

        case SECTOR_INVESTMENT.HIGH: investmentValue = 0.75f; break;
        }
        LeisureSector = new LeisureSector(investmentValue, funValue, CityPlace);
    }
示例#4
0
    public SCHEDULED_ACTIVITY[] ProcessDay() // TODO: Currently if the places where the citizen lives and works are different the time to travel
    {                                        // is calculated without taking into the consideration the TransportSector of the place where he worls
        ResetDailySchedule();                // All hours are set to NONE
        int lastWorkHour = -1;

        if (acceptedJob.JobType == Job.TYPE.NONE) // If the citizen is unenployed
        {
            acceptedJob = city.CityParts[(int)LivingPlace].IndustrySector.GetWorkOffer();
            if (acceptedJob.JobType == Job.TYPE.NONE) // If the citizen cannot find a job in his neightbourhood...
            {                                         // tries a second time. This time can be in any part of the city
                acceptedJob = city.CityParts[(int)LivingPlace].IndustrySector.GetWorkOffer();
            }
        }

        if (acceptedJob.JobType != Job.TYPE.NONE)               // If the citizen has a job
        {
            for (int i = 0; i < acceptedJob.TimeRequiered; i++) // Sets the working hours in the schedule
            {
                int j = acceptedJob.Enter + i;
                if (j > 23)
                {
                    j -= 24;
                }
                dailySchedule[j] = SCHEDULED_ACTIVITY.WORK;
            }

            // This parts calculates how mucha hours the citizen needs to travel to work
            int distanceToJob = 0;
            if (LivingPlace == acceptedJob.CityPlace)
            {
                distanceToJob += Math.Abs(acceptedJob.Coords.X - Home.X) + Math.Abs(acceptedJob.Coords.Y - Home.Y); // Manhatan distance
            }
            else
            {
                distanceToJob += acceptedJob.Coords.X + acceptedJob.Coords.Y + Home.X + Home.Y;
            }
            float enviromentalConmmitmentValue = Global.Values.citizenEnviromentalTransportPreferences[(int)enviromentalCommitment];
            int   transportHoursLimit          = Global.Values.citizenTransportTimePreferences[(int)timeManagement];
            if (transportHoursLimit > 24 - acceptedJob.TimeRequiered)
            {
                transportHoursLimit = 24 - acceptedJob.TimeRequiered;
            }
            float rand = Global.Methods.GetRandomPercentage();
            TransportSector.TransportPlan transportPlan;
            if (rand < enviromentalConmmitmentValue)  // If the citizen is pro-enviroment will probably choose the least polluting option
            {
                transportPlan =
                    city.CityParts[(int)LivingPlace].TransportSector.GetLeastPolluting(distanceToJob, transportHoursLimit);
            }
            else // otherwise will choose between safety and speed
            {
                if (Health.GetIndexState() < Index.STATE.MEDIUM)  // If the citizen's health is low, he will go for the safest option
                {
                    transportPlan =
                        city.CityParts[(int)LivingPlace].TransportSector.GetSafest(distanceToJob, transportHoursLimit);
                }
                else // if that's not the case, he will choose the fastest
                {
                    transportPlan =
                        city.CityParts[(int)LivingPlace].TransportSector.GeFastest(distanceToJob, transportHoursLimit);
                }
            }

            if (transportPlan.Transport == Transport.TYPE.NONE) // If the citizen can't go to work he gets sad, and A PANALTY
            {
                Happiness.ChangeIndexValue(Index.CHANGE.LOW_DROP);
                RemoveMoney(Global.Values.failingToWorkPenalty);
                ResetDailySchedule(); // If there is not transport there is not work either
            }
            else
            {   // Using the transport has a cost in health
                Health.ChangeIndexValue(-(1 - transportPlan.Safety));
                lastWorkHour = acceptedJob.Enter + acceptedJob.TimeRequiered;
            }

            // If the citizens has no transport plan (because there are not viable options) => transportPlan.TimeRequiered = -1
            for (int i = 1; i < transportPlan.TimeRequiered + 1; i++)  // Sets the moving to work hours in the schedule
            {
                int j = acceptedJob.Enter - i;
                if (j < 0)
                {
                    j += 24;
                }
                dailySchedule[j] = SCHEDULED_ACTIVITY.MOVE_TO_WORK;
            }

            acceptedJob.RemainingDays--;
            if (acceptedJob.RemainingDays < 0)  // The day 0 is included
            {
                acceptedJob = city.CityParts[(int)LivingPlace].IndustrySector.FreeWorkOffer(acceptedJob.Coords);
            }
        }

        LeisureSector.LeisurePlan leisurePlan = LeisureSector.GetNullPlan();
        if (Health.GetIndexState() > Index.STATE.LOW) // If the citizen is not sick he will try to have fun
        {
            int firstAvailableHour = lastWorkHour + 1;
            int lastAvailableHour  = acceptedJob.Enter - 1;
            if (lastWorkHour < 0)
            {
                firstAvailableHour = 0;
                lastAvailableHour  = 23;
            }

            float rand = Global.Methods.GetRandomPercentage();
            float moneyExpendingValue = Global.Values.citizenMoneyExpendingPreferences[(int)moneyManagement];
            if (rand < moneyExpendingValue)
            {
                leisurePlan = city.CityParts[(int)LivingPlace].LeisureSector.GetCheapestPlan(Nature, firstAvailableHour, lastAvailableHour);
            }
            else
            {
                leisurePlan = city.CityParts[(int)LivingPlace].LeisureSector.GetMostSatisfyingPlan(Nature, firstAvailableHour, lastAvailableHour);
            }
        }

        if (leisurePlan.Place != Leisure.PLACE.NONE)
        {
            RemoveMoney(leisurePlan.Cost);
            Happiness.ChangeIndexValue(leisurePlan.Satisfaction);

            for (int i = 0; i < leisurePlan.TimeExpended; i++)
            {
                int j = leisurePlan.Enter + i;
                if (j > 23)
                {
                    j -= 24;
                }
                dailySchedule[j] = SCHEDULED_ACTIVITY.HAVE_FUN;
            }
        }

        // If the citizen's schedule contains enough continious hours without activitys this ours become resting hours. Theese ones are healthy
        int continiousNoneActivutyHours = 0;
        int firstActivityHour           = -1;

        for (int i = 0; i < 24; i++)
        {
            SCHEDULED_ACTIVITY s = dailySchedule[i];
            if (s == SCHEDULED_ACTIVITY.NONE)
            {
                continiousNoneActivutyHours++;
            }
            else if (firstActivityHour < 0)
            {
                firstActivityHour = i;
            }
            if (continiousNoneActivutyHours == Global.Values.minContiniousHoursToRest)
            {
                for (int j = i; j > i - continiousNoneActivutyHours; j--)
                {
                    dailySchedule[j] = SCHEDULED_ACTIVITY.REST;
                }
                continiousNoneActivutyHours = 0;
            }
        }
        if (continiousNoneActivutyHours + firstActivityHour + 1 >= Global.Values.minContiniousHoursToRest && firstActivityHour + 1 < Global.Values.minContiniousHoursToRest)
        {
            for (int i = 0; i < continiousNoneActivutyHours + firstActivityHour + 1; i++)
            {
                int j = continiousNoneActivutyHours + i;
                if (j > 23)
                {
                    j -= 24;
                }
                dailySchedule[j] = SCHEDULED_ACTIVITY.REST;
            }
        }

        foreach (SCHEDULED_ACTIVITY s in dailySchedule)
        {
            if (s == SCHEDULED_ACTIVITY.REST)
            {
                Health.ChangeIndexValue(Global.Values.restingHourBonus);
            }
        }

        return(dailySchedule);
    }