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) { cellData = currentCellData; CellularEmpireCellData cecd = (CellularEmpireCellData)currentCellData; cecd.Battle(random, NeighbourCellData(x, y).Cast <CellularEmpireCellData>(), out state, out stateValue); }
protected override void GenerateCellState(Random random, int x, int y, out long state, out float stateValue, out object cellData) { state = this.states[random.Next(this.stateCount)]; CellularEmpireCellData cecd = new CellularEmpireCellData(this, state); cellData = cecd; stateValue = cecd.StateValue; }