people:trent_small:city_planner
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people:trent_small:city_planner [2014/09/09 07:03] – created tsmall1 | people: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 | + | * 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, | ||
people/trent_small/city_planner.1410246237.txt.gz · Last modified: 2014/09/09 07:03 by tsmall1