Files
EcoSim/Assets/GameAssets/Scripts/NutrientController.cs
T
Alex 6632f02d1c Updated plant behavior
V1- Don't like how the variables are interacting. Will be rewriting plant behavior.
2025-08-09 20:31:25 -07:00

262 lines
8.7 KiB
C#

using System;
using UnityEditor.TextCore.Text;
using UnityEngine;
using static UnityEngine.GraphicsBuffer;
using static UnityEngine.UIElements.UxmlAttributeDescription;
public class NutrientController : MonoBehaviour
{
private float[,] nutrientMap;
[SerializeField, Range(10, 256)] int sizeX;
[SerializeField, Range(10, 256)] int sizeY;
[SerializeField] MeshRenderer meshRenderer;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
nutrientMap = new float[sizeX, sizeY];
for(int r = 0; r < sizeX; r ++)
{
for(int c = 0; c < sizeY; c++)
{
nutrientMap[r, c] = 1;
}
}
}
// Update is called once per frame
void Update()
{
}
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);
int flooredRadius = Mathf.FloorToInt(radius);
float totalNutrients = nutrientMap[locX, locY];
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 (currentLocX < 0 || currentLocX >= nutrientMap.GetLength(0) || currentLocY < 0 || currentLocY >= nutrientMap.GetLength(1))
{
nutrientsAvailable[flooredRadius, flooredRadius] = 0;
}
else
{
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)
{
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;
}
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] / totalNutrients) * nutrientsNeeded;
}
}
}
return 0;
}
public float GetAvailNutrients(float x, float y, float radius)
{
int locX = Mathf.FloorToInt(x * sizeX);
int locY = Mathf.FloorToInt(y * sizeY);
int flooredRadius = Mathf.FloorToInt(radius);
float totalNutrients = nutrientMap[locX, locY];
// 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 (currentLocX < 0 || currentLocX >= nutrientMap.GetLength(0) || currentLocY < 0 || currentLocY >= nutrientMap.GetLength(1))
{
}
else
{
if (r == 0 && c == 0)
{
}
else
{
totalNutrients += nutrientMap[currentLocX, currentLocY] / ((Mathf.Abs(r) + Mathf.Abs(c)) * 2);
}
}
}
}
return totalNutrients;
}
public void UseNutrients(float x, float y, float radius, float used)
{
int locX = Mathf.FloorToInt(x * sizeX);
int locY = Mathf.FloorToInt(y * sizeY);
nutrientMap[locX, locY] -= used;
}
public void AddNutrients(float x, float y, float added, float radius)
{
int locX = Mathf.FloorToInt(x * sizeX);
int locY = Mathf.FloorToInt(y * sizeY);
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()
{
Texture2D texture = new Texture2D(sizeX, sizeY);
for (int r = 0; r < sizeX; r++)
{
for (int c = 0; c < sizeY; c++)
{
float colorValue = nutrientMap[r, c];
texture.SetPixel(r, c, new Color(colorValue, colorValue, colorValue, 0.5f));
}
}
texture.Apply();
meshRenderer.material.mainTexture = texture;
meshRenderer.gameObject.SetActive(true);
}
#if UNITY_EDITOR
[UnityEditor.CustomEditor(typeof(NutrientController))]
public class NutrientControllerEditor: UnityEditor.Editor
{
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
if (GUILayout.Button("Sample Button"))
{
(target as NutrientController).Render();
}
}
}
#endif
}