Power Distribution amongst connected nodes

Posted by Perky on Game Development See other posts from Game Development or by Perky
Published on 2012-05-30T01:45:42Z Indexed on 2012/05/30 17:01 UTC
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In my game the map is represented by connected nodes, each node has a number of connected nodes. The nodes represent a system in which players can build structures and move units about. If you're familiar with Sins of a Solar Empire the game map is very similar.

I want each node to be able to produce power and share it with all connected nodes. For example if A, B, C & D are all connected and produce 100 power units, then each system should have 400 power units available. If node B builds a structure that consumes 100 power units then A, B, C & D should then have 300 power units available.

I've been working on this system all day and haven't been able to get it working quite the way I want.

My current implementation is to first recurse through each nodes's connected node adding up the power, I keep a list of closed nodes so it doesn't loop, it's quite similar to A* actually.

Pseudo code: All nodes start with the properties

node.power = 0
node.basePower = 100 // could be different for each node.
node.initialPower = node.basePower

-

function propagatePower( node, initialPower, closedNodes )
  node.power += initialPower
  add( closedNodes, node )
  connectedNodes = connected_nodes_except_from( closedNodes )
  foreach node in connectedNodes do
     propagatePower( node, initialPower, closedNodes )
  end
end

After this I iterate through all power consumers.

foreach consumer in consumers do
   node = consumer.parentNode
   if node.power >= consumer.powerConsumption then
     consumer.powerConsumed += consumer.powerConsumption
     node.producedPower -= consumer.powerConsumption
   end
end

Then I adjust the initial power for the next propagation cycle.

foreach node in nodes do
   node.initialPower = node.basePower - node.producedPower
   node.displayPower = node.power // for rendering the power.
   node.power = 0
end

This seemed to work at first but then I came into a problem.

  • Say two nodes A & B produce 100Pu each, it's shared so both A & B have 200Pu.
  • I then make two structures that consume 80Pu each on A (160Pu).
  • Then the nodes power is adjusted to basePower - producedPower (100-160 = -60).
  • Nodes are propagated, both nodes now have 40Pu (A: -60 + B: 100 = 40).
  • Which is correct because they started with 200Pu - 160Pu = 40Pu.
  • However now node.power >= consumer.powerConsumption is false.
  • Whats worse is it's false for any structure that uses more that 40Pu, so the whole system goes down.

I could deduct from consumer.powerConsumption but what do I do if power is reduced elsewhere? I don't have the correct data to perform the necessary checks.

It's late so I'm probably not thinking straight but I thought to ask on here to see if anyone has any other implementations, better or worse I'd be interested to know.

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