PotatoPlan/Game1/Sources/Crops/Farm.cs

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C#
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
class Farm
{
private Crops[,] crops;
private Random r;
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private CropTypesHolder PresetCrops = new CropTypesHolder();
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private int Update;
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private Astar astar = new Astar();
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private PerlinNoise perlin = new PerlinNoise();
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private Vector2 RainPosition;
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private Vector2 WindSpeed = new Vector2(0,0);
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private System.Drawing.Color[][] RainfallMap;
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private float[][] whiteNoise;
private float[][] perlinNoise;
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private DayNightCycle Time;
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private float updatePerc = 0.25f;
private float updateProgress = 0;
private int nextUpdate = 0;
private int productionUpdate = 0;
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//initializes the crops
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public void init(Vector2 Size, Vector2 housepos)
{
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whiteNoise = PerlinNoise.GenerateWhiteNoise(100, 100);
perlinNoise = PerlinNoise.GeneratePerlinNoise(whiteNoise, 1);
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PresetCrops.init();
r = new Random();
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crops = new Crops[100, 100];
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int dirtCount = 0;
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for (int i = 0; i < 99; i++)
{
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for (int j = 0; j < 99; j++)
{
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int x = 0;
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if (perlinNoise[i][j] > 0 && perlinNoise[i][j] < 0.15f)
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x = 0;
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else if (perlinNoise[i][j] >= 0.15f && perlinNoise[i][j] < 0.8f)
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x = 1;
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else if (perlinNoise[i][j] >= 0.8f)
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x = 2;
crops[i, j] = new Crops();
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crops[i, j].setStatus(x);
crops[i, j].setOriginalStatus();
x = r.Next(0, 12);
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crops[i, j].setCropType(x, PresetCrops.getPresetCropTypes(x));
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crops[i, j].init();
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if (crops[i, j].getStatus() == 2)
{
dirtCount++;
}
}
}
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for (int i = 0; i < 99; i++)
{
for (int j = 0; j < 99; j++)
{
if (crops[i, j].getStatus() == 2)
{
if (!astar.isReachable(crops, new Vector2((int)i, (int)j), housepos))
{
dirtCount--;
}
}
}
}
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if (dirtCount != 0)
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init(Size, housepos);
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RainPosition.X = r.Next(0, 1900);
RainPosition.Y = r.Next(0, 1950);
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//RainfallMap = PerlinNoise.LoadImage("C:\\Users\\Joel\\source\\repos\\Oskars Repo\\Game1\\Content\\Rainfall.png");
RainfallMap = PerlinNoise.LoadImage("C:/Users/Oskar/source/repos/PotatoPlanFinal/Game1/Content/Rainfall.png");
}
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public Rectangle getRainPosition(int TileSize, int x, int y, Vector2 Size)
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{
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float xtrunc = RainPosition.X - (float)Math.Truncate(RainPosition.X);
float ytrunc = RainPosition.Y - (float)Math.Truncate(RainPosition.Y);
if (xtrunc > 0.5)
xtrunc = xtrunc - 1;
if (ytrunc > 0.5)
ytrunc = ytrunc - 1;
xtrunc = -xtrunc;
ytrunc = -ytrunc;
//return new Rectangle((int)(xtrunc * TileSize) + x * TileSize,(int)(ytrunc * TileSize) + y * TileSize, TileSize, TileSize);
return new Rectangle((int)(xtrunc * TileSize) + x * TileSize, (int)(ytrunc * TileSize) + y * TileSize, TileSize, TileSize);
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}
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public Rectangle getDestinationRectangle(int x, int y, Vector2 Size)
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{
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Vector2 temp = new Vector2((int)Math.Round(x + RainPosition.X), y + (int)Math.Round(RainPosition.Y));
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if (temp.X >= 1999 - Size.X - 1)
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temp.X = -(1999 - (int)Math.Round(RainPosition.X));
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if (temp.Y >= 1999 - Size.Y - 1)
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temp.Y = -(1999 - (int)Math.Round(RainPosition.Y));
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return new Rectangle((int)temp.X, (int)temp.Y, 1, 1);
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}
public void drawWeatherInformation(SpriteBatch spriteBatch, SpriteFont Bold, Input input)
{
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spriteBatch.DrawString(Bold, "WindSpeed: " + Math.Round(WindSpeed.X, 4), new Vector2(10, input.getSize().Y * (input.getTileSize() + input.getSpacing()) + 282), Color.Teal);
spriteBatch.DrawString(Bold, " : ", new Vector2(153, input.getSize().Y * (input.getTileSize() + input.getSpacing()) + 282), Color.Teal);
spriteBatch.DrawString(Bold, Math.Round(WindSpeed.Y, 4).ToString(), new Vector2(163, input.getSize().Y * (input.getTileSize() + input.getSpacing()) + 282), Color.Teal);
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}
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public void updateFarm(Vector2 Size)
{
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Update++;
if (Update == 30)
{
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for (int i = 0; i < Size.X; i++)
{
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for (int j = 0; j < Size.Y; j++)
{
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Vector2 temp = new Vector2((int)Math.Round(i + RainPosition.X), j + (int)Math.Round(RainPosition.Y));
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if (temp.X >= 1999 - Size.X - 1)
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temp.X = i + ((1999 - (int)Math.Round(RainPosition.X)));
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if (temp.Y >= 1999 - Size.Y - 1)
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temp.Y = i + ((1999 - (int)Math.Round(RainPosition.Y)));
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crops[i, j].updateCrop(Size, RainfallMap[(int)Math.Round(temp.X)][(int)Math.Round(temp.Y)].GetBrightness(), Time);
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}
}
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Update = 0;
}
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if (productionUpdate == 20)
{
nextUpdate = (int)(nextUpdate + Size.X * updatePerc);
for (int i = (int)(updateProgress * Size.X); i < nextUpdate; i++)
{
for (int j = 0; j < Size.Y; j++)
{
crops[i, j].updateProductionRate();
}
}
updateProgress = updateProgress + updatePerc;
if (updateProgress > 1)
{
updateProgress = 0;
}
updateRainMapPosition(Size);
productionUpdate = 0;
}
productionUpdate++;
}
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public void updateRainFall(Vector2 Size, DayNightCycle nTime)
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{
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Time = nTime;
if (nTime.nDay())
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{
for (int i = 0; i < Size.X; i++)
{
for (int j = 0; j < Size.Y; j++)
{
crops[i, j].setPrevRainfall();
}
}
}
}
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//Changes the properties of the tile when the tractor reaches this tile.
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public void setCropStatus(float xfloat, float yfloat)
{
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int x = (int)xfloat;
int y = (int)yfloat;
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if (crops[x, y].getStatus() >= 3)
{
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crops[x, y].setStatus(2);
}
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else if(crops[x, y].getStatus() == 0)
{
//do nothing
}
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else if (crops[x, y].getStatus() == 2)
{
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crops[x, y].setStatus(3);
crops[x, y].setCropTimer();
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}
}
public Crops getCrop(int x, int y)
{
return crops[x,y];
}
public Crops[,] getCrops()
{
return crops;
}
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private void updateRainMapPosition(Vector2 Size)
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{
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float x, y;
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x = WindSpeed.X + GetRandomNumber(-1f, 1f) / 2000;
y = WindSpeed.Y + GetRandomNumber(-1f, 1f) / 2000;
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if (x <= 0.02f && x >= -0.02f)
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{
WindSpeed.X = x;
}
if (y < 0.02f && y > -0.02f)
{
WindSpeed.Y = y;
}
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if (WindSpeed.X > 0 && RainPosition.X < 2000)
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RainPosition.X = RainPosition.X + WindSpeed.X;
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else if (WindSpeed.X < 0 && RainPosition.X > 0)
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RainPosition.X = RainPosition.X + WindSpeed.X;
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if (WindSpeed.Y > 0 && RainPosition.Y < 2000)
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RainPosition.Y = RainPosition.Y + WindSpeed.Y;
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else if (WindSpeed.Y < 0 && RainPosition.Y > 0)
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RainPosition.Y = RainPosition.Y + WindSpeed.Y;
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if (Math.Round(RainPosition.X) == 1999 && WindSpeed.X > 0)
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RainPosition.X = 0;
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else if (Math.Round(RainPosition.X) == 1 && WindSpeed.X < 0)
RainPosition.X = 1999;
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if (Math.Round(RainPosition.Y) == 1999 && WindSpeed.Y > 0)
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RainPosition.Y = 0;
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else if (Math.Round(RainPosition.Y) == 1 && WindSpeed.Y < 0)
RainPosition.Y = 1999;
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}
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public void setNewHousePos(Vector2 pos, bool newState)
{
crops[(int)pos.X, (int)pos.Y].setHousePos(newState);
}
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public CropTypes getPresetCropTypes(int Index)
{
return PresetCrops.getPresetCropTypes(Index - 1);
}
public void setCropType(int x, int y, int Type)
{
crops[x, y].setCropType(Type, PresetCrops.getPresetCropTypes(Type));
}
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public void UpdatePreferedCrops(Vector2 Size)
{
for (int i = 0; i < Size.X; i++)
{
for (int j = 0; j < Size.X; j++)
{
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if (crops[i, j].getStatus() == 2)
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{
int x = getHighestProductionRate(i, j);
crops[i, j].setCropType(x, PresetCrops.getPresetCropTypes(x));
}
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}
}
}
private int getHighestProductionRate(int x, int y)
{
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int i = 1, holderIndex = 0;
float holder = 0, SampleHolder = 0;
do
{
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holder = getProductionRate(x, y, i);
if (SampleHolder < holder)
{
holderIndex = i;
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SampleHolder = holder;
}
i++;
} while (i < 12);
return holderIndex;
}
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public Color getRainAmount(int x, int y, Color color, Vector2 Size)
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{
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Vector2 temp = new Vector2(x + (int)Math.Round(RainPosition.X), y + (int)Math.Round(RainPosition.Y));
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if (temp.X >= 1999)
temp.X = -(1999 - (int)Math.Round(temp.X));
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if (temp.Y >= 1999)
temp.Y = -(1999 - (int)Math.Round(temp.Y));
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if (temp.X == -1)
temp.X = 1999;
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if (temp.Y == -1)
temp.Y = 1999;
if (RainfallMap[(int)temp.X][(int)temp.Y].GetBrightness() < 0.45f)
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{
return Color.FromNonPremultiplied(color.R, color.G, color.B, (int)(0));
}
else
{
return Color.FromNonPremultiplied(color.R, color.G, color.B, (int)(255 * RainfallMap[(int)temp.X][(int)temp.Y].GetBrightness()));
}
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}
public float getProductionRate(int x, int y, int Type)
{
return crops[x, y].getProductionRate(PresetCrops.getPresetCropTypes(Type));
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}
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public float GetRandomNumber(double minimum, double maximum)
{
return (float)(Math.Round(r.NextDouble() * (maximum - minimum) + minimum, 2));
}
}