Description:
Add tree states.
Commit status:
[Not Reviewed]
References:
Comments:
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r81:cb11766b9925 -

@@ -184,27 +184,40
184
184
185 }
185 }
186
186
187 public enum CellStatus{
188 Clear,
189 LivingTree,
190 DeadTree
191 }
192
187 public class Cell
193 public class Cell
188 {
194 {
189 public Boolean _hasTree = false;
195 // public Boolean _hasTree = false;
196 public CellStatus status {
197 get;
198 private set;
199 }
190
200
191 public Boolean hasTree {
201 public Boolean hasTree {
192 get {
202 get {
193 return _hasTree;
203 return this.status == CellStatus.LivingTree;
194 }
204 }
195 }
205 }
196
206
197 public DateTime planted;
207 public DateTime planted;
198
208
199 public void addTree(DateTime datetime) {
209 public void addTree(DateTime datetime) {
200 this._hasTree = true;
210 this.status = CellStatus.LivingTree;
201
211
202 this.planted = datetime;
212 this.planted = datetime;
213 }
203
214
204 }
205 public void removeTree() {
215 public void removeTree() {
206 this._hasTree = false;
216 this.status = CellStatus.Clear;
217 }
207
218
219 public void markTreeDead() {
220 this.status = CellStatus.DeadTree;
208 }
221 }
209 }
222 }
210 }
223 }
@@ -707,15 +707,21
707
707
708 if (this.simulation.map.cells[i][j].hasTree)
708 if (this.simulation.map.cells[i][j].hasTree)
709 { //until we actually simulate:
709 { //until we actually simulate:
710 if ((i + j) % 8 == 0)
710 drawTileAt(i, j, 142, 2);
711 {
711 // if ((i + j) % 8 == 0)
712 // {
713 // drawTileAt(i, j, 141, 2);
714 // }
715 // else
716 // {
717 // drawTileAt(i, j, 142, 2);
718 // }
719 }
720 else if (this.simulation.map.cells[i][j].status == CellStatus.DeadTree) {
712 drawTileAt(i, j, 141, 2);
721 drawTileAt(i, j, 141, 2);
713 }
722 // System.Console.WriteLine(String.Format("Drew Dead Tree at {0},{1}", i, j));
714 else
723
715 {
724 }
716 drawTileAt(i, j, 142, 2);
717 }
718 }
719 }
725 }
720 }
726 }
721 #endregion draw_trees
727 #endregion draw_trees
@@ -239,7 +239,7
239 {
239 {
240 if (random.NextDouble() > NEIGHBOR_CROWDS_TREE_CHANCE)
240 if (random.NextDouble() > NEIGHBOR_CROWDS_TREE_CHANCE)
241 {
241 {
242 cell.removeTree();
242 cell.markTreeDead();
243 crowded_out += 1;
243 crowded_out += 1;
244 }
244 }
245 }
245 }
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