/* * Planet.cs * Authors: Bradley R. Blankenship * Copyright (c) 2007-2008 Cornell University This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ using System; using System.Collections.Generic; using System.Text; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework; namespace ColonySim.Structures { /// /// Represents a planet in the game. Planets are the population centers /// of the game. /// class Planet : Structure { #region Constants // Constant for the weight the GOP has for population growth const float GOP_WEIGHT = 0.90f; // Constant for the weight the Room has for population growth const float ROOM_WEIGHT = 0.10f; // Constant for rarity of a resource based on distance const float RARITY_DISTANCE = 5.0f; #endregion #region Fields // The current population int mCurrentPopulation = 0; // The maxiumum population int mMaximumPopulation = 100; // The current GOP factor for the planet float mGOP = 1.0f; // The current room factor for the planet float mRoom = 1.0f; // The current maximum amount the population can grow by (0 minimum) int mMaxGrowthPossible = 50; // The current maximum amount the population can decline by (0 minimum) int mMaxDeclinePossible = 0; // List of resources and their values Dictionary mResourceValues = new Dictionary(); #endregion #region Properties /// /// Allow the viewing of the current population of the planet. /// public int CurrentPopulation { get { return mCurrentPopulation; } set { mCurrentPopulation = value; } } /// /// Allow the viewing of the maximum population of the planet. /// public int MaximumPopulation { get { return mMaximumPopulation; } set { mMaximumPopulation = value; } } /// /// Allow the viewing and setting of the GOP for the planet. /// public float GOP { get { return mGOP; } set { mGOP = value; } } #endregion #region Constructs /// /// Create the given structure. /// /// The content manager /// The name of our model /// The name of our texture public Planet(ContentManager pContent, string pModelName, string pTextureName) : base(pContent,pModelName,pTextureName) { // Add each of the current resources possible with a value of 0 foreach (ResourceCode code in Enum.GetValues(typeof(ResourceCode))) { // Add the code mResourceValues.Add(code, 0); } } #endregion #region Behavior /// /// Update the population because we just ticked on a turn. /// public override void Tick() { // Grow the population GrowPopulation(); } /// /// Grow the population based on the rules for altering the population, /// using the GOP. /// protected void GrowPopulation() { // Combined the GOP and Room factors into a single factor float combinedFactor = mGOP * GOP_WEIGHT / 100 + mRoom * ROOM_WEIGHT; // Now adjust the current population if (combinedFactor >= 0) { // Increment the population mCurrentPopulation += (int)(combinedFactor * mMaxGrowthPossible); } else { // Decline the population mCurrentPopulation += (int)(combinedFactor * mMaxDeclinePossible); } // Now adjust based on the current population level if (mCurrentPopulation > mMaximumPopulation) { // Set the max population mCurrentPopulation = mMaximumPopulation; } else if (mCurrentPopulation < 0) { // Set the zero population mCurrentPopulation = 0; } // Now reset the room factor mRoom = (float)(mMaximumPopulation - mCurrentPopulation); mRoom /= (mMaximumPopulation * 5); // Calculate the new maximum growth potential mMaxGrowthPossible = (int)(mRoom * mMaximumPopulation); // Calculate the new maximum decline potential mMaxDeclinePossible = (int)(((float)mCurrentPopulation / mMaximumPopulation) / 5 * mCurrentPopulation); // Add to the reference grids new population GridReference.StatusInfo.Population += mCurrentPopulation; } /// /// Receive the carrier and make it halt. /// /// the carrier to receive. /// The carrier. public override bool ReceiveCarrier(Carrier pCarrier) { // Print the value of the carrier received, its resource, and the modifier Console.Write(pCarrier.Value + ", " + pCarrier.Resource.ResourceCode + ", " + mResourceValues[pCarrier.Resource.ResourceCode] + ", "); // Modify the value of each of the resource amounts pCarrier.Resource.CreditsPerUnit = (int) Math.Round(((mResourceValues[pCarrier.Resource.ResourceCode] * pCarrier.Resource.CreditsPerUnit))); // Add to the income for the colony GridReference.StatusInfo.Money += pCarrier.Value; // Calculate the GOP mGOP = pCarrier.Value / mCurrentPopulation; // Dispose of the Carrier pCarrier.Dispose(); // Return the base call return base.ReceiveCarrier(pCarrier); } /// /// Generates the value for a resource based on its absolute path and /// its inherent value. /// public void GenerateResourceValues() { // If we have a grid reference and a position if (GridReference != null && GridPosition != null) { // Get the list of resources to search for Array types = Enum.GetValues(typeof(ResourceCode)); // The list of mining plants List plants = GridReference.GetSpecificStructures(typeof(MiningPlant)); // Go through each foreach (ResourceCode code in types) { // Go through each of the plants foreach (MiningPlant plant in plants) { // If the plant has the code if (plant.OutputResource.ResourceCode == code) { // Then get the absolute distance float value = (float)Math.Sqrt(Math.Pow(plant.GridPosition.X - GridPosition.X, 2) + Math.Pow(plant.GridPosition.Y - GridPosition.Y, 2)); // Now round the distance to a value value = (float)Math.Round(value) / RARITY_DISTANCE; // If the value is less if (value < mResourceValues[code] || mResourceValues[code] == 0) { // Set the value for the code mResourceValues[code] = value; } } } } } } #endregion #region Utility /// /// Returns a clone of this structure. /// /// The cloned structure. public override Structure Clone() { // Create the return value Planet retVal = new Planet(this.Content, this.ModelPath, this.TexturePath); // Set the values to ours retVal.Name = this.Name; retVal.FootPrintSize = this.FootPrintSize; retVal.Cost = this.Cost; retVal.MaximumPopulation = this.MaximumPopulation; retVal.DrawOrder = this.DrawOrder; retVal.TechniqueName = this.TechniqueName; // Return the retval return retVal; } #endregion } }