Class: MiniMapCreator

Inherits:
Object
  • Object
show all
Defined in:
app/models/mini_map_creator.rb

Overview

Factory class of MiniMap.

Class Method Summary (collapse)

Class Method Details

+ (Object) random_cell(mini_map_id)

Create random map cells. Terrain, sp_resouce and capital are set to mini_map_cell.

Parameters:

  • mini_map_id (integer)

    id of mini_map class



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# File 'app/models/mini_map_creator.rb', line 7

def self.random_cell(mini_map_id)
  terrain_plain = Terrain.find_by_symbol(:plain.to_s)
  terrain_woods = Terrain.find_by_symbol(:woods.to_s)
  terrain_mountain = Terrain.find_by_symbol(:mountain.to_s)
  terrain_desert = Terrain.find_by_symbol(:desert.to_s)
  terrain_sea = Terrain.find_by_symbol(:sea.to_s)

  mini_map = MiniMap.find(mini_map_id)
  terrain_symbol_map = Array.new(mini_map.size).map!{Array.new(mini_map.size, 0)}

  MiniMapCell.destroy_all(["mini_map_id = ?", mini_map_id])

  capital_x_roll = rand(mini_map.size)
  capital_y_roll = rand(mini_map.size)

  mini_map.size.times do |y|
    mini_map.size.times do |x|
      mini_map_cell = MiniMapCell.new
      mini_map_cell.mini_map_id = mini_map_id
      mini_map_cell.x = x
      mini_map_cell.y = y

      # 1. Set terrain.
      terrain_sea_freq_rate_zone = terrain_sea.frequency_rate + continuity_mod(terrain_sea, terrain_symbol_map, x, y)
      terrain_desert_freq_rate_zone = terrain_sea_freq_rate_zone + terrain_desert.frequency_rate + continuity_mod(terrain_desert, terrain_symbol_map, x, y)
      terrain_mountain_freq_rate_zone = terrain_desert_freq_rate_zone + terrain_mountain.frequency_rate + continuity_mod(terrain_mountain, terrain_symbol_map, x, y)
      terrain_woods_freq_rate_zone =  terrain_mountain_freq_rate_zone + terrain_woods.frequency_rate + continuity_mod(terrain_woods, terrain_symbol_map, x, y)
      terrain_plain_freq_rate_zone =  Params::PERCENT_DENOMINATOR - terrain_woods_freq_rate_zone

      # p terrain_sea_freq_rate_zone
      # p terrain_desert_freq_rate_zone
      # p terrain_mountain_freq_rate_zone
      # p terrain_woods_freq_rate_zone
      # p terrain_plain_freq_rate_zone

      terrain_roll = rand(Params::PERCENT_DENOMINATOR)
      # p "roll:" + terrain_roll.to_s
      terrain = terrain_plain
      if terrain_roll < terrain_sea_freq_rate_zone
        terrain = terrain_sea
      elsif terrain_roll.between?(terrain_sea_freq_rate_zone, terrain_desert_freq_rate_zone - 1)
        terrain = terrain_desert
      elsif terrain_roll.between?(terrain_desert_freq_rate_zone, terrain_mountain_freq_rate_zone - 1)
        terrain = terrain_mountain
      elsif terrain_roll.between?(terrain_mountain_freq_rate_zone, terrain_woods_freq_rate_zone - 1)
        terrain = terrain_woods
      end

      terrain_symbol_map[x][y] = terrain.symbol.to_sym
      mini_map_cell.terrain_id = terrain.id

      # 2. Set sp resource.
      sp_resource_roll = rand(Params::PERCENT_DENOMINATOR)
      sp_resource_index = 0
      terrain.sp_resources.each do |sp_resource|
        sp_resource_index += sp_resource.frequency_rate
        if sp_resource_roll <= sp_resource_index
          mini_map_cell.sp_resource_id = sp_resource.id
          break
        end
      end

      # 2. Set construction.
      mini_map_cell.construction = nil
      mini_map_cell.built_point = 0
      mini_map_cell.active_flg = false

      # 3. Set capital.
      if mini_map_cell.x == capital_x_roll and mini_map_cell.y == capital_y_roll
        mini_map_cell.capital_flg = true
      else
        mini_map_cell.capital_flg = false
      end

      mini_map_cell.save
    end
  end
end