Description:
Update Cell to follow C# convention while I'm here.
Commit status:
[Not Reviewed]
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r522:07e6179554d0 -

@@ -75,7 +75,7
75 {
75 {
76 foreach (Cell cell in row)
76 foreach (Cell cell in row)
77 {
77 {
78 if (cell.hasTree)
78 if (cell.HasTree)
79 {
79 {
80 yield return cell;
80 yield return cell;
81 }
81 }
@@ -89,7 +89,7
89 {
89 {
90 foreach (Cell cell in row)
90 foreach (Cell cell in row)
91 {
91 {
92 if (cell.hasTree)
92 if (cell.HasTree)
93 {
93 {
94 yield return cell;
94 yield return cell;
95 }
95 }
@@ -155,7 +155,7
155 int count = 0;
155 int count = 0;
156 foreach (Cell neighbor in this.iterate_neighbors(x, y))
156 foreach (Cell neighbor in this.iterate_neighbors(x, y))
157 {
157 {
158 if (neighbor.hasTree) {
158 if (neighbor.HasTree) {
159 count++;
159 count++;
160 }
160 }
161 }
161 }
@@ -193,15 +193,14
193
193
194 public class Cell
194 public class Cell
195 {
195 {
196 // public Boolean _hasTree = false;
196 public CellStatus Status {
197 public CellStatus status {
198 get;
197 get;
199 private set;
198 private set;
200 }
199 }
201
200
202 public String StatusAdjective {
201 public String StatusAdjective {
203 get {
202 get {
204 return this.status.ToString().Replace("Tree", "");
203 return this.Status.ToString().Replace("Tree", "");
205 }
204 }
206 }
205 }
207
206
@@ -216,28 +215,28
216 }
215 }
217 }
216 }
218
217
219 public Boolean hasTree {
218 public Boolean HasTree {
220 get {
219 get {
221 return this.status == CellStatus.LivingTree;
220 return this.Status == CellStatus.LivingTree;
222 }
221 }
223 }
222 }
224
223
225 public DateTime planted;
224 public DateTime Planted;
226
225
227 public void addTree(DateTime datetime, TreeType type) {
226 public void AddTree(DateTime datetime, TreeType type) {
228 this.status = CellStatus.LivingTree;
227 this.Status = CellStatus.LivingTree;
229
228
230 this.planted = datetime;
229 this.Planted = datetime;
231
230
232 this.Type = type;
231 this.Type = type;
233 }
232 }
234
233
235 public void removeTree() {
234 public void RemoveTree() {
236 this.status = CellStatus.Clear;
235 this.Status = CellStatus.Clear;
237 }
236 }
238
237
239 public void markTreeDead() {
238 public void MarkTreeDead() {
240 this.status = CellStatus.DeadTree;
239 this.Status = CellStatus.DeadTree;
241 }
240 }
242 }
241 }
243 }
242 }
@@ -151,7 +151,7
151 var squares = HasComponent<AreaComponent>(entity) ? GetComponent<AreaComponent>(entity).squares : this.all_squares;
151 var squares = HasComponent<AreaComponent>(entity) ? GetComponent<AreaComponent>(entity).squares : this.all_squares;
152 var removed = 0;
152 var removed = 0;
153 var added = 0;
153 var added = 0;
154 var tree_squares = squares.Where((square) => simulation.map.cells[(int)square.X][(int)square.Y].hasTree);
154 var tree_squares = squares.Where((square) => simulation.map.cells[(int)square.X][(int)square.Y].HasTree);
155 var to_remove = Math.Abs(delta.deltaTrees.Value);
155 var to_remove = Math.Abs(delta.deltaTrees.Value);
156
156
157 //calculate the probability in order to get the expected number of removed trees
157 //calculate the probability in order to get the expected number of removed trees
@@ -162,18 +162,18
162 foreach (var square in tree_squares)
162 foreach (var square in tree_squares)
163 {
163 {
164 var cell = simulation.map.cells[(int)square.X][(int)square.Y];
164 var cell = simulation.map.cells[(int)square.X][(int)square.Y];
165 if (cell.hasTree
165 if (cell.HasTree
166 && random_generator.NextDouble() < probability)
166 && random_generator.NextDouble() < probability)
167 {
167 {
168 if (delta.deltaTrees.Value < 0)
168 if (delta.deltaTrees.Value < 0)
169 {
169 {
170 cell.removeTree();
170 cell.RemoveTree();
171 removed++;
171 removed++;
172 }
172 }
173 else if (delta.deltaTrees.Value > 0)
173 else if (delta.deltaTrees.Value > 0)
174 {
174 {
175 var random_type = random_generator.Next(0, 1);
175 var random_type = random_generator.Next(0, 1);
176 cell.addTree(this.simulation.DateTime, (CellMap.TreeType)random_type);
176 cell.AddTree(this.simulation.DateTime, (CellMap.TreeType)random_type);
177 added++;
177 added++;
178 }
178 }
179 }
179 }
@@ -55,7 +55,7
55
55
56 int random_type = random_generator.Next(0, 2);
56 int random_type = random_generator.Next(0, 2);
57
57
58 cell.addTree(random_date, (TreeType)random_type);
58 cell.AddTree(random_date, (TreeType)random_type);
59 }
59 }
60 }
60 }
61 }
61 }
@@ -728,7 +728,7
728 {
728 {
729 for (int j = 0; j < this.simulation.map.MapWidth; j += 1)
729 for (int j = 0; j < this.simulation.map.MapWidth; j += 1)
730 {
730 {
731 if (this.simulation.map.cells[i][j].hasTree)
731 if (this.simulation.map.cells[i][j].HasTree)
732 { //until we actually simulate:
732 { //until we actually simulate:
733 if (this.simulation.map.cells[i][j].Type == TreeType.GenericDeciduous) {
733 if (this.simulation.map.cells[i][j].Type == TreeType.GenericDeciduous) {
734 drawTileAt(i, j, 142, 2);
734 drawTileAt(i, j, 142, 2);
@@ -745,7 +745,7
745 // drawTileAt(i, j, 142, 2);
745 // drawTileAt(i, j, 142, 2);
746 // }
746 // }
747 }
747 }
748 else if (this.simulation.map.cells[i][j].status == CellStatus.DeadTree) {
748 else if (this.simulation.map.cells[i][j].Status == CellStatus.DeadTree) {
749 drawTileAt(i, j, 141, 2);
749 drawTileAt(i, j, 141, 2);
750 // System.Console.WriteLine(String.Format("Drew Dead Tree at {0},{1}", i, j));
750 // System.Console.WriteLine(String.Format("Drew Dead Tree at {0},{1}", i, j));
751 }
751 }
@@ -777,14 +777,14
777 if (MathUtils.BetweenExclusive(this.mouseGrid.X, 0, this.squaresAcross)
777 if (MathUtils.BetweenExclusive(this.mouseGrid.X, 0, this.squaresAcross)
778 && MathUtils.BetweenExclusive(this.mouseGrid.Y, 0, this.squaresAcross))
778 && MathUtils.BetweenExclusive(this.mouseGrid.Y, 0, this.squaresAcross))
779 {
779 {
780 has_tree = this.simulation.map.cells[(int)this.mouseGrid.X][(int)this.mouseGrid.Y].hasTree;
780 has_tree = this.simulation.map.cells[(int)this.mouseGrid.X][(int)this.mouseGrid.Y].HasTree;
781 }
781 }
782
782
783 String status_left = "";
783 String status_left = "";
784 if (MathUtils.BetweenExclusive(this.mouseGrid.X, -1, this.simulation.map.MapWidth)
784 if (MathUtils.BetweenExclusive(this.mouseGrid.X, -1, this.simulation.map.MapWidth)
785 && MathUtils.BetweenExclusive(this.mouseGrid.Y, -1, this.simulation.map.MapHeight))
785 && MathUtils.BetweenExclusive(this.mouseGrid.Y, -1, this.simulation.map.MapHeight))
786 {
786 {
787 var treeStatus = this.simulation.map.cells[(int)this.mouseGrid.X][(int)this.mouseGrid.Y].status;
787 var treeStatus = this.simulation.map.cells[(int)this.mouseGrid.X][(int)this.mouseGrid.Y].Status;
788 var treeStatusAdjective = this.simulation.map.cells[(int)this.mouseGrid.X][(int)this.mouseGrid.Y].StatusAdjective;
788 var treeStatusAdjective = this.simulation.map.cells[(int)this.mouseGrid.X][(int)this.mouseGrid.Y].StatusAdjective;
789 var treeType = this.simulation.map.cells[(int)this.mouseGrid.X][(int)this.mouseGrid.Y].TypeName;
789 var treeType = this.simulation.map.cells[(int)this.mouseGrid.X][(int)this.mouseGrid.Y].TypeName;
790 if (treeStatus != CellStatus.Clear)
790 if (treeStatus != CellStatus.Clear)
@@ -201,7 +201,7
201 public int crowded_trees
201 public int crowded_trees
202 {
202 {
203 get {
203 get {
204 return this.map.iterate_cells_with_neighbors(7).Where(c => c.hasTree).Count();
204 return this.map.iterate_cells_with_neighbors(7).Where(c => c.HasTree).Count();
205
205
206 }
206 }
207 }
207 }
@@ -209,14 +209,14
209 public int dead_trees
209 public int dead_trees
210 {
210 {
211 get {
211 get {
212 return this.map.iterate_cells().Where(c => (c.status == CellStatus.DeadTree)).Count();
212 return this.map.iterate_cells().Where(c => (c.Status == CellStatus.DeadTree)).Count();
213 }
213 }
214 }
214 }
215
215
216 public float healthy_percent
216 public float healthy_percent
217 {
217 {
218 get {
218 get {
219 return (float)(this.map.tree_count - this.map.iterate_cells_with_neighbors(7).Where(c => c.hasTree).Count()) / this.map.tree_count * 100;
219 return (float)(this.map.tree_count - this.map.iterate_cells_with_neighbors(7).Where(c => c.HasTree).Count()) / this.map.tree_count * 100;
220 }
220 }
221 }
221 }
222
222
@@ -224,7 +224,7
224 {
224 {
225 get
225 get
226 {
226 {
227 return this.map.iterate_cells().Where(c => c.hasTree).Select(c => (this.DateTime - c.planted).Days / 365.0).Average();
227 return this.map.iterate_cells().Where(c => c.HasTree).Select(c => (this.DateTime - c.Planted).Days / 365.0).Average();
228 }
228 }
229 }
229 }
230
230
@@ -232,7 +232,7
232 {
232 {
233 get
233 get
234 {
234 {
235 return this.map.iterate_cells().Where(c => c.hasTree).Select(c => (this.DateTime - c.planted).Days / 365.0).Max();
235 return this.map.iterate_cells().Where(c => c.HasTree).Select(c => (this.DateTime - c.Planted).Days / 365.0).Max();
236 }
236 }
237 }
237 }
238
238
@@ -271,7 +271,7
271 if (random.NextDouble() > SPONTANEOUS_NEW_TREE_CHANCE)
271 if (random.NextDouble() > SPONTANEOUS_NEW_TREE_CHANCE)
272 {
272 {
273 var random_type = random.Next(0, 2);
273 var random_type = random.Next(0, 2);
274 cell.addTree(this.DateTime, (TreeType)random_type);
274 cell.AddTree(this.DateTime, (TreeType)random_type);
275 }
275 }
276 }
276 }
277
277
@@ -281,7 +281,7
281 if (random.NextDouble() > NEIGHBOR_NEW_TREE_CHANCE)
281 if (random.NextDouble() > NEIGHBOR_NEW_TREE_CHANCE)
282 {
282 {
283 var random_type = random.Next(0, 2);
283 var random_type = random.Next(0, 2);
284 cell.addTree(this.DateTime, (TreeType)random_type);
284 cell.AddTree(this.DateTime, (TreeType)random_type);
285 new_planted += 1;
285 new_planted += 1;
286 }
286 }
287 }
287 }
@@ -291,7 +291,7
291 {
291 {
292 if (random.NextDouble() > NEIGHBOR_CROWDS_TREE_CHANCE)
292 if (random.NextDouble() > NEIGHBOR_CROWDS_TREE_CHANCE)
293 {
293 {
294 cell.markTreeDead();
294 cell.MarkTreeDead();
295 crowded_out += 1;
295 crowded_out += 1;
296 }
296 }
297 }
297 }
@@ -303,19 +303,19
303 int x = random.Next(0, this.map.MapWidth);
303 int x = random.Next(0, this.map.MapWidth);
304 Cell chosen_cell = this.map.cells[x][y];
304 Cell chosen_cell = this.map.cells[x][y];
305
305
306 if (!chosen_cell.hasTree) {
306 if (!chosen_cell.HasTree) {
307 var random_type = random.Next(0, 2);
307 var random_type = random.Next(0, 2);
308 chosen_cell.addTree(this.DateTime, (TreeType)random_type);
308 chosen_cell.AddTree(this.DateTime, (TreeType)random_type);
309 trees_to_plant -= 1;
309 trees_to_plant -= 1;
310 }
310 }
311 }
311 }
312
312
313 int trees_to_clear = this.tree_clearing;
313 int trees_to_clear = this.tree_clearing;
314 foreach (Cell cell in this.map.iterate_cells_with_neighbors(7).Where(c => c.hasTree))
314 foreach (Cell cell in this.map.iterate_cells_with_neighbors(7).Where(c => c.HasTree))
315 {
315 {
316 if (trees_to_clear > 0) {
316 if (trees_to_clear > 0) {
317 cell.removeTree();
318 trees_to_clear -= 1;
317 trees_to_clear -= 1;
318 cell.RemoveTree();
319 }
319 }
320 }
320 }
321
321
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