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people:trent_small:city_planner [2014/09/09 07:03] – created tsmall1people:trent_small:city_planner [2014/09/15 19:58] (current) – [Elements] tsmall1
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 * **Element_City_Street** * **Element_City_Street**
 +  * Seed element.
   * Has a **Direction**.   * Has a **Direction**.
   * Reproduces in this direction if no street.   * Reproduces in this direction if no street.
Line 14: Line 15:
   * Has a bitfield, representing roads in the 8 directions, assigned randomly upon creation.   * Has a bitfield, representing roads in the 8 directions, assigned randomly upon creation.
   * Creates roads in these given directions.   * Creates roads in these given directions.
 +  * Waits for a vehicle, then moves it the correct direction.
  
 * **Element_City_Sidewalk** * **Element_City_Sidewalk**
   * Used as a border for buildings.   * Used as a border for buildings.
-  * Once a loop in a sidewalk is created (detected by neighboring sidewalks), creates an City Building in the enclosed empty space. +  * Once enough are created, creates an City Building in the enclosed empty space. 
-  * +  * Three states: 
 +    * **NO_NEIGHBORING_SIDWALKS** 
 +    * **MOORE_NEIGHBORING_SIDEWALKS** 
 +    * **EW_NEIGHBORING_SIDEWALKS** (Can randomly create buildings) 
 +  * Remembers small number (Queue) of City Vehicles which have passed by. This aides heavily in routing. 
 +    * If the same car runs by this sidewalk twice, some penalty is incurred to aide in routing. This avoids loops. 
 + 
 +* **Element_City_Building** 
 +  * Three states: 
 +    * **RESIDENTIAL** 
 +    * **COMMERCIAL** 
 +    * **INDUSTRIAL** 
 +  * Finite size, determined (randomly or fixed) 
 +  * ID number, determined randomly under (randomly or fixed) celing value. 
 +  * If buildings collide and are of different type: 
 +    * INDUSTRIAL + RESIDENTIAL = RESIDENTIAL 
 +    * INDUSTRIAL + COMMERCIAL = COMMERCIAL 
 +    * COMMERCIAL + RESIDENTIAL = COMMERCIAL 
 +  * After established for many AEPS and borders a sidewalk, creates a City Vehicle on the Street with different ID than building. 
 + 
 +* **Element_City_Vehicle** 
 +  * Can be either: 
 +    * CAR (low value / high occurrence, any building to any other building) 
 +    * TRUCK (medium value / medium occurrence, INDUSTRIAL to COMMERCIAL) 
 +    * AMBULANCE (high value / low occurrence, COMMERCIAL to RESIDENTIAL) 
 +  * Target building type. 
 +  * ID number. Tries to find corresponding ID in target building, then is consumed. 
 +  * Unique (16 bits?) ID number for routing help. 
 +  * Events alive (16 bits?) If alive longer without finding building, runs out of gas. Else, is scored. 
 +  * If vehicles collide, one jumps over another. This is complicated enough without wrecks. I believe traffic jams will be rare. 
 +  * Upon reaching an intersection, will stop and have the intersection move it to the correct direction.
  
  
people/trent_small/city_planner.1410246237.txt.gz · Last modified: 2014/09/09 07:03 by tsmall1