Esempio n. 1
0
Vector PerlinGenerator::at( const Vector& pos )
{
  //return sky( pos.x,pos.y,pos.z, SKY_BLUE, CLOUD_WHITE ) ;
  Vector n = pos/worldNormalizer ;

  switch( noiseType )
  {
    case PerlinNoiseType::Sky:
      return sky( n.x, n.y, n.z, SKY_BLUE, CLOUD_WHITE ) ;
      
    case PerlinNoiseType::Wood:
      return wood( n.x, n.y, n.z ) ;
      
    case PerlinNoiseType::Marble:
    default:
      return marble( n.x,n.y,n.z, n.x ) ;

    case PerlinNoiseType::CustomLinear:
      return linearSpline( PerlinNoise3D( n.x,n.y,n.z, persistence, lacunarity, octaves ) ) ;
      
    case PerlinNoiseType::CustomQuadratic:
      return quadraticSpline( PerlinNoise3D( n.x,n.y,n.z, persistence, lacunarity, octaves ) ) ;

    case PerlinNoiseType::CustomCubic:
      return cubicSpline( PerlinNoise3D( n.x,n.y,n.z, persistence, lacunarity, octaves ) ) ;

    case PerlinNoiseType::CustomQuartic:
      return quarticSpline( PerlinNoise3D( n.x,n.y,n.z, persistence, lacunarity, octaves ) ) ;

    case PerlinNoiseType::CustomQuintic:
      return quinticSpline( PerlinNoise3D( n.x,n.y,n.z, persistence, lacunarity, octaves ) ) ;

  }
}
Esempio n. 2
0
	bool GatherState::canGather()
	{
		int canMine = 0;

		if (_amount > 0)
		{
			Item gold("gold", true);

			if (_target->getInventory().contains(gold))
			{
				canMine++;
			}

			Item iron("iron", true);

			if (_target->getInventory().contains(iron))
			{
				canMine++;
			}

			Item coal("coal", true);

			if (_target->getInventory().contains(coal))
			{
				canMine++;
			}

			Item wood("wood", true);

			if (_target->getInventory().contains(wood))
			{
				canMine++;
			}

			Item fish("fish", true);

			if (_target->getInventory().contains(fish))
			{
				canMine++;
			}
		}

		return !!canMine;
	}
Esempio n. 3
0
	void GatherState::tick(float deltaTime)
	{
		string success;
		string start;

		if (canGather())
		{
			if (_actor->getBAC() > .4)
			{
				cout << _actor->getName()
						<< " drunkenly swings the tool, hits himself in the foot, and decides not to do that anymore."
						<< "\n";
				switchState("null");
			}
			else
			{
				bool canPickup = true;
				string typeName = _target->getName();
				Item* removedItem;
				if (typeName.find("gold") != string::npos)
				{
					Item gold("gold", _target->getColor(), true);
					removedItem = _target->getInventory().removeItem(gold);
					start = " lifts his pickaxe, and swings it at the rock.";
					success = " successfully mines some ";
				}
				else if (typeName.find("iron") != string::npos)
				{
					Item iron("iron", _target->getColor(), true);
					removedItem = _target->getInventory().removeItem(iron);
					start = " lifts his pickaxe, and swings it at the rock.";
					success = " successfully mines some ";
				}
				else if (typeName.find("coal") != string::npos)
				{
					Item coal("coal", _target->getColor(), true);
					removedItem = _target->getInventory().removeItem(coal);
					start = " lifts his pickaxe, and swings it at the rock.";
					success = " successfully mines some ";
				}
				else if (typeName.find("redwood") != string::npos
						|| typeName.find("oak") != string::npos
						|| typeName.find("birch") != string::npos
						|| typeName.find("cedar") != string::npos)
				{
					Item wood("wood", _target->getColor(), true);
					removedItem = _target->getInventory().removeItem(wood);
					start =
							" takes out his hatchet, and swings it at the tree.";
					success = " successfully chops some ";
				}
				else if (typeName.find("dock") != string::npos)
				{
					Item fish("fish", _target->getColor(), true);
					removedItem = _target->getInventory().removeItem(fish);
					start = " pulls out his harpoon, and jabs it at the water.";
					success = " successfully catches some ";
				}

				_actor->reduceStamina(1);

				string coloredName = Color::colorText(removedItem->getName(),
						removedItem->getColor());
				canPickup = _actor->getInventory().addItem(removedItem);
				cout << _actor->getName() << start << "\n";
				cout << _actor->getName() << success << coloredName << "\n";

				if (!canPickup)
				{
					delete removedItem;
					cout << _actor->getName()
							<< " has a full inventory, and drops "
							<< coloredName << " on the ground.\n";
					_amount = 0;
					switchState("null");
				}

				_amount--;
			}

		}

		else
		{
			_amount = 0;

			switchState("null");
		}
	}