Updated plant behavior

V1- Don't like how the variables are interacting. Will be rewriting plant behavior.
This commit is contained in:
2025-08-09 20:31:25 -07:00
parent 0c0af9e6a6
commit 6632f02d1c
6 changed files with 282 additions and 72 deletions
+131 -40
View File
@@ -30,7 +30,21 @@ public class NutrientController : MonoBehaviour
}
public bool PlantNutrientUse(float x, float y, float radius, float nutrientsNeeded)
public void Step(float dTime)
{
for (int r = 0; r < sizeX; r++)
{
for (int c = 0; c < sizeY; c++)
{
if (nutrientMap[r,c] < 1)
{
nutrientMap[r, c] += (0.1f * dTime);
}
}
}
}
public float PlantNutrientUse(float x, float y, float radius, float nutrientsNeeded)
{
int locX = Mathf.FloorToInt(x * sizeX);
int locY = Mathf.FloorToInt(y * sizeY);
@@ -38,84 +52,113 @@ public class NutrientController : MonoBehaviour
int flooredRadius = Mathf.FloorToInt(radius);
float totalNutrients = nutrientMap[locX, locY];
float[,] nutrientsAvailable = new float[flooredRadius * 2 + 1, flooredRadius * 2 + 1];
float[,] nutrientsAvailable;
try
{
nutrientsAvailable = new float[flooredRadius * 2 + 1, flooredRadius * 2 + 1];
} catch (Exception e)
{
Debug.Log($"x : {x} y : {y} radius : {radius} nutrients needed : {nutrientsNeeded}");
return 2000000;
}
// Calculate total amount of nutrients available to the plant, at a 1/ (2 * steps from origin) ratio.
for (int r = -flooredRadius; r <= flooredRadius; r++)
{
int currentLocX = locX + r;
for(int c = -flooredRadius; c <= flooredRadius; c++)
{
int currentLocY = locY + c;
if(r == 0 && c == 0)
int currentLocY = locY + c;
if (currentLocX < 0 || currentLocX >= nutrientMap.GetLength(0) || currentLocY < 0 || currentLocY >= nutrientMap.GetLength(1))
{
nutrientsAvailable[flooredRadius, flooredRadius] = nutrientMap[currentLocX, currentLocY];
nutrientsAvailable[flooredRadius, flooredRadius] = 0;
}
else
{
nutrientsAvailable[flooredRadius + r, flooredRadius + c] = nutrientMap[currentLocX, currentLocY] / ((Mathf.Abs(r) + Mathf.Abs(c)) * 2);
totalNutrients += nutrientMap[currentLocX, currentLocY] / ((Mathf.Abs(r) + Mathf.Abs(c)) * 2);
if (r == 0 && c == 0)
{
nutrientsAvailable[flooredRadius, flooredRadius] = nutrientMap[currentLocX, currentLocY];
}
else
{
nutrientsAvailable[flooredRadius + r, flooredRadius + c] = nutrientMap[currentLocX, currentLocY] / ((Mathf.Abs(r) + Mathf.Abs(c)) * 2);
totalNutrients += nutrientMap[currentLocX, currentLocY] / ((Mathf.Abs(r) + Mathf.Abs(c)) * 2);
}
}
}
}
// If not enough nutrients are available to the plant to sustain it, return false.
// Can be changed to returning a float value indicating the deficit in nutrients with the plant taking that much in health damage
if (totalNutrients < nutrientsNeeded)
{
return false;
for (int r = -flooredRadius; r <= flooredRadius; r++)
{
int currentLocX = locX + r;
for (int c = -flooredRadius; c <= flooredRadius; c++)
{
int currentLocY = locY + c;
if (currentLocX >= 0 && currentLocX < nutrientMap.GetLength(0) && currentLocY >= 0 && currentLocY < nutrientMap.GetLength(1))
{
nutrientMap[currentLocX, currentLocY] -= (nutrientsAvailable[flooredRadius + r, flooredRadius + c]);
}
}
}
return nutrientsNeeded - totalNutrients;
}
float[,] amountToUse = new float[flooredRadius * 2 + 1, flooredRadius * 2 + 1];
for(int r = 0; r < nutrientsAvailable.GetLength(0); r++)
for (int r = -flooredRadius; r <= flooredRadius; r++)
{
for (int c = 0; c < nutrientsAvailable.GetLength(1); c++)
int currentLocX = locX + r;
for (int c = -flooredRadius; c <= flooredRadius; c++)
{
amountToUse[r, c] = (nutrientsAvailable[r, c] / totalNutrients) * nutrientsNeeded;
int currentLocY = locY + c;
if (currentLocX >= 0 && currentLocX < nutrientMap.GetLength(0) && currentLocY >= 0 && currentLocY < nutrientMap.GetLength(1))
{
nutrientMap[currentLocX, currentLocY] -= (nutrientsAvailable[flooredRadius + r, flooredRadius + c] / totalNutrients) * nutrientsNeeded;
}
}
}
string output2 = "NUTRIENTS TO USE\n";
for (int r = 0; r < amountToUse.GetLength(0); r++)
{
for (int c = 0; c < amountToUse.GetLength(1); c++)
{
output2 += amountToUse[r, c] + " ";
}
output2 += "\n";
}
Debug.Log(output2);
return true;
return 0;
}
public float GetNutrients(float x, float y, float radius)
public float GetAvailNutrients(float x, float y, float radius)
{
int locX = Mathf.FloorToInt(x * sizeX);
int locY = Mathf.FloorToInt(y * sizeY);
int ceilRad = Mathf.CeilToInt(radius);
float totalNutrients = 0;
int flooredRadius = Mathf.FloorToInt(radius);
float totalNutrients = nutrientMap[locX, locY];
for(int r = -ceilRad; r < ceilRad; r++)
// Calculate total amount of nutrients available to the plant, at a 1/ (2 * steps from origin) ratio.
for (int r = -flooredRadius; r <= flooredRadius; r++)
{
for (int c = -ceilRad; c < ceilRad; c++)
int currentLocX = locX + r;
for (int c = -flooredRadius; c <= flooredRadius; c++)
{
if((locX + ceilRad > 0 && locX + ceilRad < sizeX) && (locY + ceilRad > 0 && locY + ceilRad < sizeY))
int currentLocY = locY + c;
if (currentLocX < 0 || currentLocX >= nutrientMap.GetLength(0) || currentLocY < 0 || currentLocY >= nutrientMap.GetLength(1))
{
int fraction = Mathf.Abs(r) + Mathf.Abs(c);
if(fraction == 0)
}
else
{
if (r == 0 && c == 0)
{
totalNutrients += nutrientMap[locX + ceilRad, locY + ceilRad];
}
else
{
totalNutrients += nutrientMap[locX + ceilRad, locY + ceilRad] / (fraction * 2);
totalNutrients += nutrientMap[currentLocX, currentLocY] / ((Mathf.Abs(r) + Mathf.Abs(c)) * 2);
}
}
}
}
return totalNutrients;
}
@@ -127,12 +170,60 @@ public class NutrientController : MonoBehaviour
nutrientMap[locX, locY] -= used;
}
public void AddNutrients(float x, float y, float added)
public void AddNutrients(float x, float y, float added, float radius)
{
int locX = Mathf.FloorToInt(x * sizeX);
int locY = Mathf.FloorToInt(y * sizeY);
nutrientMap[locX, locY] += added;
int flooredRadius = Mathf.FloorToInt(radius);
float totalDistro = 0;
for (int r = -flooredRadius; r <= flooredRadius; r++)
{
int currentLocX = locX + r;
for (int c = -flooredRadius; c <= flooredRadius; c++)
{
int currentLocY = locY + c;
if (currentLocX >= 0 && currentLocX < nutrientMap.GetLength(0) && currentLocY >= 0 && currentLocY < nutrientMap.GetLength(1))
{
if (r == 0 && c == 0)
{
totalDistro += 1;
}
else
{
totalDistro += 1.0f / ((Mathf.Abs(r) + Mathf.Abs(c)) * 2);
}
}
}
}
for (int r = -flooredRadius; r <= flooredRadius; r++)
{
int currentLocX = locX + r;
for (int c = -flooredRadius; c <= flooredRadius; c++)
{
int currentLocY = locY + c;
if (currentLocX >= 0 && currentLocX < nutrientMap.GetLength(0) && currentLocY >= 0 && currentLocY < nutrientMap.GetLength(1))
{
if(r == 0 && c == 0)
{
nutrientMap[currentLocX, currentLocY] += (added / totalDistro);
}
else
{
nutrientMap[currentLocX, currentLocY] += (added / totalDistro) / ((Mathf.Abs(r) + Mathf.Abs(c)) * 2);
}
if(nutrientMap[currentLocX, currentLocY] > 1)
{
nutrientMap[currentLocX, currentLocY] = 1;
}
}
}
}
}
private void Render()