330 lines
11 KiB
C#
330 lines
11 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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class Farm
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{
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private Crops[,] crops;
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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;
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private float[][] perlinNoise;
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private DayNightCycle Time;
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private float updatePerc = 0.10f;
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private float updateProgress = 0;
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private float nextUpdate = 0;
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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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{
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whiteNoise = PerlinNoise.GenerateWhiteNoise(100, 100);
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perlinNoise = PerlinNoise.GeneratePerlinNoise(whiteNoise, 1);
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PresetCrops.init();
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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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{
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for (int j = 0; j < 99; j++)
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{
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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;
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crops[i, j] = new Crops();
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crops[i, j].setStatus(x);
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crops[i, j].setOriginalStatus();
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x = r.Next(1, 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)
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{
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dirtCount++;
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}
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}
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}
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for (int i = 0; i < 99; i++)
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{
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for (int j = 0; j < 99; j++)
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{
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if (crops[i, j].getStatus() == 2)
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{
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if (!astar.isReachable(crops, new Vector2((int)i, (int)j), housepos))
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{
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dirtCount--;
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}
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}
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}
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}
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if (dirtCount != 0)
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init(Size, housepos);
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RainPosition.X = r.Next(0, 1900);
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RainPosition.Y = r.Next(0, 1950);
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WindSpeed.X = GetRandomNumber(-1f, 1f) / 500;
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WindSpeed.Y = GetRandomNumber(-1f, 1f) / 500;
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RainfallMap = PerlinNoise.LoadImage("C:\\Users\\Joel\\source\\repos\\Oskars Repo\\Game1\\Content\\Rainfall.png");
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//RainfallMap = PerlinNoise.LoadImage("C:/Users/oel/source/repos/Oscars Repo/Game1/Content/Rainfall.png");
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}
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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);
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float ytrunc = RainPosition.Y - (float)Math.Truncate(RainPosition.Y);
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if (xtrunc > 0.5)
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xtrunc = xtrunc - 1;
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if (ytrunc > 0.5)
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ytrunc = ytrunc - 1;
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xtrunc = -xtrunc;
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ytrunc = -ytrunc;
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//return new Rectangle((int)(xtrunc * TileSize) + x * TileSize,(int)(ytrunc * TileSize) + y * TileSize, TileSize, TileSize);
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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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}
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public void drawWeatherInformation(SpriteBatch spriteBatch, SpriteFont Bold, Input input)
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{
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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);
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spriteBatch.DrawString(Bold, " : ", new Vector2(153, input.getSize().Y * (input.getTileSize() + input.getSpacing()) + 282), Color.Teal);
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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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{
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Update++;
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if (Update == 30)
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{
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for (int i = 0; i < Size.X; i++)
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{
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for (int j = 0; j < Size.Y; j++)
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{
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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, Time);
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crops[i, j].updateRainfall(RainfallMap[(int)Math.Round(temp.X)][(int)Math.Round(temp.Y)].GetBrightness());
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}
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}
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Update = 0;
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}
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updateRainMapPosition(Size);
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if (productionUpdate == 60)
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{
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nextUpdate = updateProgress + updatePerc;
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for (int i = (int)(updateProgress * Size.X); i < nextUpdate * Size.X; i++)
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{
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for (int j = 0; j < Size.Y; j++)
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{
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if (crops[i, j].getStatus() > 1)
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{
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int x = getHighestProductionRate(i, j);
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crops[i, j].setCropType(x, PresetCrops.getPresetCropTypes(x));
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crops[i, j].updateProductionRate();
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}
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}
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}
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updateProgress = updateProgress + updatePerc;
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if (updateProgress >= 1)
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{
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updateProgress = 0;
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}
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productionUpdate = 0;
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nextUpdate = 0;
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}
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productionUpdate++;
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}
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public void updateRainFall(Vector2 Size, DayNightCycle nTime)
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{
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Time = nTime;
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if (nTime.nDay())
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{
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for (int i = 0; i < Size.X; i++)
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{
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for (int j = 0; j < Size.Y; j++)
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{
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crops[i, j].setPrevRainfall();
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}
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}
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}
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}
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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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{
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int x = (int)xfloat;
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int y = (int)yfloat;
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if (crops[x, y].getStatus() >= 3)
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{
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crops[x, y].setStatus(2);
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}
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else if(crops[x, y].getStatus() == 0)
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{
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//do nothing
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}
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else if (crops[x, y].getStatus() == 2)
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{
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crops[x, y].setStatus(3);
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crops[x, y].setCropTimer();
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}
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}
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public Crops getCrop(int x, int y)
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{
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return crops[x,y];
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}
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public Crops[,] getCrops()
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{
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return crops;
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}
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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) / 20000;
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y = WindSpeed.Y + GetRandomNumber(-1f, 1f) / 20000;
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if (x <= 0.02f && x >= -0.02f)
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{
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WindSpeed.X = x;
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}
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if (y < 0.02f && y > -0.02f)
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{
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WindSpeed.Y = y;
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}
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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)
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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)
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RainPosition.Y = 1999;
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}
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public void setNewHousePos(Vector2 pos, bool newState)
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{
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crops[(int)pos.X, (int)pos.Y].setHousePos(newState);
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}
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public CropTypes getPresetCropTypes(int Index)
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{
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return PresetCrops.getPresetCropTypes(Index);
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}
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public void setCropType(int x, int y, int Type)
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{
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crops[x, y].setCropType(Type, PresetCrops.getPresetCropTypes(Type));
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}
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public void UpdatePreferedCrops(Vector2 Size)
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{
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for (int i = 0; i < Size.X; i++)
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{
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for (int j = 0; j < Size.X; j++)
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{
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if (crops[i, j].getStatus() == 2)
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{
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int x = getHighestProductionRate(i, j);
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crops[i, j].setCropType(x, PresetCrops.getPresetCropTypes(x));
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}
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}
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}
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}
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private int getHighestProductionRate(int x, int y)
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{
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int i = 6, holderIndex = 0;
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float holder = 0, SampleHolder = 0;
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do
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{
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holder = getProductionRate(x, y, i);
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if (SampleHolder < holder)
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{
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holderIndex = i;
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SampleHolder = holder;
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}
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i++;
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} while (i < 12);
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return holderIndex;
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}
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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)
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temp.X = -(1999 - (int)Math.Round(temp.X));
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if (temp.Y >= 1999)
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temp.Y = -(1999 - (int)Math.Round(temp.Y));
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if (temp.X == -1)
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temp.X = 1999;
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if (temp.Y == -1)
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temp.Y = 1999;
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if (RainfallMap[(int)temp.X][(int)temp.Y].GetBrightness() < 0.45f)
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{
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return Color.FromNonPremultiplied(color.R, color.G, color.B, (int)(0));
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}
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else
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{
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return Color.FromNonPremultiplied(color.R, color.G, color.B, (int)(255 * RainfallMap[(int)temp.X][(int)temp.Y].GetBrightness()));
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}
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}
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public float getProductionRate(int x, int y, int Type)
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{
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return crops[x, y]. getProductionRate(PresetCrops.getPresetCropTypes(Type));
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}
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public float GetRandomNumber(double minimum, double maximum)
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{
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return (float)(Math.Round(r.NextDouble() * (maximum - minimum) + minimum, 2));
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}
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}
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