示例#1
0
        /// <summary>
        /// Animals may listen, to detect which direction the loudest sound is
        /// coming from. This method works by examining the SoundLevels in the air
        /// in all immediately-surrounding cells and picking the one that has the greatest
        /// sound level.
        ///
        /// If a number of directions have equal SoundLevels, any one of them may be returned.
        ///
        /// But in the special case when all the SoundLevels are zero, null is returned.
        /// </summary>
        /// <returns> the Direction of the loudest sound, or null if all the SoundLevels are zero. </returns>
        public Direction Listen()
        {
            int       loudestSound          = 0;
            Direction loudestSoundDirection = Direction.NORTH;

            for (int i = 0; i < Direction.NUMBER_POSSIBLE; i++)
            {
                Direction direction    = Direction.GetAdjacentCellDirection(i);
                Cell      adjacentCell = Cell.GetAdjacentCell(direction);

                if (adjacentCell != null)
                {
                    Air adjacentAir        = adjacentCell.Air;
                    int adjacentSoundLevel = adjacentAir.SoundLevel;
                    if (loudestSound < adjacentSoundLevel)
                    {
                        loudestSound          = adjacentSoundLevel;
                        loudestSoundDirection = direction;
                    }
                }
            }
            if (loudestSound == 0)   //0 being default value
            {
                return(null);
            }
            else
            {
                return(loudestSoundDirection);
            }
        }
示例#2
0
        /// <summary>
        /// This method is available to all Things that wish to make a sound in the
        /// pigWorld. Calling this method starts a chain reaction in which this air
        /// object sends a TransmitSound message to all surrounding air objects,
        /// and each of those in turn send a TransmitSound message to their own
        /// surrounding air objects, until the sound dies out or reaches a dead-end.
        ///
        /// Sound does not pass THROUGH walls, but it will propagate AROUND a wall
        /// whenever there is a path from one Cell to another.
        ///
        /// Each time sound is transmitted to surrounding air objects, the
        /// passed-on soundLevel is decreased by one.
        /// </summary>
        /// <param name="soundLevel"> the intensity of sound to transmit to this particular
        /// piece of air. </param>
        public void TransmitSound(int soundLevel)
        {
            if (soundLevel <= this.soundLevel)
            {
                return;
            }

            this.soundLevel = soundLevel;

            cell.AirChanged();

            for (int i = 0; i < Direction.NUMBER_POSSIBLE; i++)
            {
                Direction direction    = Direction.GetAdjacentCellDirection(i);
                Cell      adjacentCell = Cell.GetAdjacentCell(direction);
                if (adjacentCell != null)
                {
                    Air adjacentAir = adjacentCell.Air;
                    adjacentAir.TransmitSound(soundLevel - 1);
                }
            }
        }
示例#3
0
 /// <summary>
 /// Constructs a new Cell.
 /// </summary>
 /// <param name="pigWorld"></param>
 /// <param name="position"></param>
 public Cell(PigWorld pigWorld, Position position)
 {
     this.pigWorld = pigWorld;
     this.position = position;
     air           = new Air(this);
 }