示例#1
0
文件: Person.cs 项目: Colthor/LD33
 public void AddChild(Person newChild)
 {
     foreach(Person p in children) p.AddSibling(newChild);
     newChild.parent1 = this;
     newChild.parent2 = spouse;
     children.Add(newChild);
     if(null != spouse)
     {
         spouse.children.Add(newChild);
     }
 }
示例#2
0
        //Returns IDs of dynasties generated
        //TODO: Param for "bonus" family members if we need a larger dynasty (eg. the player)
        public int[] GenerateIntertwinedDynasties(int dynCount)
        {
            float GENERATE_NEW_SPOUSE_CHANCE = 2.0f/( 3f * (float)dynCount);//0.33f;

            dynasty[] createdDyns = new dynasty[dynCount];
            int[] dynastyIDs = new int[dynCount];

            List<Person> unmarried = new List<Person>();
            List<Person> married = new List<Person>(); //people to generate kids for - only need 1 from each couple

            //Generate dynastic heads
            for(int i = 0; i < dynCount; i++)
            {
                dynastyIDs[i] = NextDynasty();
                createdDyns[i] = new dynasty();
                dynastyNames.Add(dynastyIDs[i], GetFamilyName());
                dynastyFlags.Add(dynastyIDs[i], GetFamilyBanner());
                Person head = new Person(dynastyIDs[i], 1, dynastyNames[dynastyIDs[i]]);
                createdDyns[i].Add(head);
                unmarried.Add(head);

                //Generate heads' siblings
                int numSibs = Random.Range(1, 4);
                for(int s = 0; s < numSibs; s++)
                {
                    Person sibling = new Person(dynastyIDs[i], 2, dynastyNames[dynastyIDs[i]]);
                    //head.AddSibling(sibling);
                    createdDyns[i].Add(sibling);
                    unmarried.Add(sibling);
                }
                /*foreach(Person p in createdDyns[i])
                {
                    foreach(Person q in createdDyns[i])
                    {
                        if( p != q) p.AddSibling(q);
                    }
                }*/
                for(int outerPersonInd = 0; outerPersonInd < createdDyns[i].Count; outerPersonInd++)
                {
                    for(int innerPersonInd = outerPersonInd+1; innerPersonInd < createdDyns[i].Count; innerPersonInd++)
                    {
                        createdDyns[i][outerPersonInd].AddSibling(createdDyns[i][innerPersonInd]);
                    }
                }
            }

            //Generate marriages (and new spouses if we like)
            for(int i = 0; i < dynCount; i++)
            {
                List<Person> CreatedSpouses = new List<Person>();
                foreach(Person p in createdDyns[i])
                {
                    if(!p.IsMarried())
                    {
                        if(Random.Range(0.0f, 1.0f) < GENERATE_NEW_SPOUSE_CHANCE)
                        { //New spouse out of nowhere
                            Person newSpouse = new Person(dynastyIDs[i], 3, dynastyNames[dynastyIDs[i]]);
                            p.AddSpouse(newSpouse);
                            CreatedSpouses.Add(newSpouse);
                            unmarried.Remove(p);
                            married.Add(p);
                        }
                        else if(dynCount > 1)
                        {
                            FindSpouse(p, unmarried, married);
                        }
                    }
                }

                //Add newly created spouses to dynasty
                foreach(Person p in CreatedSpouses)
                {
                    createdDyns[i].Add(p);
                }
                CreatedSpouses = null;

            }

            List<Person> addedKids = new List<Person>();
            //Generate Children
            foreach(Person p in married)
            {
                int kidDyn = p.GetDynasty();
                int kidDynIndex = -1;
                for(int i = 0; i < dynCount; i++)
                {
                    if(dynastyIDs[i] == kidDyn)
                    {
                        kidDynIndex = i;
                        break;
                    }
                }
                int numKids = Random.Range(0,5);
                for(int k = 0; k < numKids; k++)
                {
                    Person kid = new Person(kidDyn, 4, dynastyNames[kidDyn]);
                    addedKids.Add(kid);
                    unmarried.Add(kid);
                    p.AddChild(kid);
                    createdDyns[kidDynIndex].Add(kid);
                }
            }

            //TODO: Another round of marrying here? Add a few more connections.
            foreach(Person p in addedKids)
            {
                if(!p.IsMarried()) FindSpouse(p, unmarried, married);
            }

            //Add created dynasties to the list of generated dynasties
            for(int i = 0; i < dynCount; i++)
            {
                dynastiesGenerated.Add(dynastyIDs[i], createdDyns[i]);
            }
            unmarried = null;
            married = null;
            createdDyns = null;
            return dynastyIDs;
        }
示例#3
0
        private void FindSpouse(Person p, List<Person> unmarried, List<Person> married)
        {
            const int SPOUSE_FIND_ATTEMPTS = 2;
            //try to find spouse in unmarried list.
            bool success = false;
            int attempts = 0;
            while (!success && attempts < SPOUSE_FIND_ATTEMPTS && unmarried.Count > 0)
            {
                attempts++;
                Person spouse = unmarried[Random.Range(0, unmarried.Count)];
                if(spouse.GetDynasty() != p.GetDynasty())
                {
                    p.AddSpouse(spouse);
                    unmarried.Remove(spouse);
                    unmarried.Remove(p);
                    if(Random.Range(0,2) == 0)
                    {
                        married.Add(p);
                    }
                    else
                    {
                        married.Add(spouse);
                    }
                    success = true;
                }

            }
        }
示例#4
0
文件: Person.cs 项目: Colthor/LD33
 public void ClearUp()
 {
     spouse = null;
     parent1 = null;
     parent2 = null;
     siblings.Clear();
     siblings = null;
     children.Clear();
     children = null;
     holding = null;
 }
示例#5
0
文件: Person.cs 项目: Colthor/LD33
 public void AddSpouse(Person newSpouse)
 {
     spouse = newSpouse;
     newSpouse.spouse = this;
 }
示例#6
0
文件: Person.cs 项目: Colthor/LD33
 public void AddSibling(Person newSibling)
 {
     siblings.Add(newSibling);
     newSibling.siblings.Add(this);
 }
示例#7
0
文件: Person.cs 项目: Colthor/LD33
 private void DrawTo(Person p, Color col)
 {
     if(null != p && p.IsAlive() && null != p.holding)
     {
         Debug.DrawLine(holding.transform.position, p.holding.transform.position, col);
         holding.DrawConnectionTo(p.holding, col);
     }
 }