extract heat system to class #7
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using Godot;
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public class HeatSystem
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{
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private readonly TileGrid _tiles;
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private readonly float _diffusionCoefficient;
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private float[] _nextTemperatures = null;
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public HeatSystem(TileGrid tiles, float diffusionCoefficient)
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{
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_tiles = tiles;
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_diffusionCoefficient = diffusionCoefficient;
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_nextTemperatures = new float[tiles.Count];
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}
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public void Process()
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{
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GenerateHeat();
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Diffuse();
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}
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private float TransferHeat(float t0, float alpha, float nx, float ny, float px, float py)
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{
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float d2tdx2 = nx - 2 * t0 + px;
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float d2tdy2 = ny - 2 * t0 + py;
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return t0 + alpha * (d2tdx2 + d2tdy2);
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}
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private void GetNeighbourTemperatures(int x, int y, out float nx, out float ny, out float px, out float py)
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{
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// default value
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var t = _tiles[x, y].temperature;
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nx = x > 0 ? _tiles[x - 1, y].temperature : t;
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px = x < _tiles.Size - 1 ? _tiles[x + 1, y].temperature : t;
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ny = y > 0 ? _tiles[x, y - 1].temperature : t;
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py = y < _tiles.Size - 1 ? _tiles[x, y + 1].temperature : t;
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}
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private void GenerateHeat()
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{
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for (int i = 0; i < _tiles.Count; i++)
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{
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var tile = _tiles[i];
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var type = tile.type;
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tile.temperature += type.HeatGeneration;
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ApplyHeatDamage(ref tile);
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_tiles[i] = tile;
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}
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}
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private void ApplyHeatDamage(ref Tile tile)
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{
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if (!(tile.type is IDamageable damageable))
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return;
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var surplus = tile.temperature - damageable.Threshold;
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if (surplus < 0)
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return;
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// TODO: parameterised balancing
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tile.currentHealth -= surplus;
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tile.currentHealth = Mathf.Clamp(tile.currentHealth, 0, 1);
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}
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private void Diffuse()
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{
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var D = _diffusionCoefficient;
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for (int i = 0; i < _tiles.Count; i++)
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{
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float t = _tiles[i].temperature;
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_tiles.MapIndex(i, out var x, out var y);
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GetNeighbourTemperatures(
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x, y,
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out var nx,
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out var ny,
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out var px,
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out var py);
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var temperature = TransferHeat(t, D, nx, ny, px, py);
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// TODO: what if it's really really cold out?
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temperature = Mathf.Max(0, temperature);
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_nextTemperatures[i] = temperature;
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}
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for (int i = 0; i < _tiles.Count; i++)
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{
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var tile = _tiles[i];
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tile.temperature = _nextTemperatures[i];
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_tiles[i] = tile;
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}
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}
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}
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@ -16,13 +16,12 @@ public class WorldGrid : Node2D
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[Export]
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public float DiffusionCoefficient { get; set; } = 0.01f;
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private float[] _nextValues = null;
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public struct TileView
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{
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public ShaderMaterial material;
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}
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private TileView[] _tileViews;
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private HeatSystem _heat;
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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@ -30,6 +29,8 @@ public class WorldGrid : Node2D
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_tileGrid = (TileGrid)_tileGridResource;
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GenerateCanvasItems(_tileGrid);
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_heat = new HeatSystem(_tileGrid, DiffusionCoefficient);
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}
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#region Positioning
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@ -53,8 +54,6 @@ public class WorldGrid : Node2D
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var tile = _tileGrid[idx];
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tile.type = tileType;
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_tileGrid[x, y] = tile;
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_tileViews[idx].material.SetShaderParam("lowColor", tileType.Color);
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}
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#endregion
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@ -76,7 +75,6 @@ public class WorldGrid : Node2D
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this.Clear();
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_tileViews = new TileView[grid.Count];
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_nextValues = new float[grid.Count];
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for (int i = 0; i < grid.Count; i++)
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{
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@ -96,95 +94,11 @@ public class WorldGrid : Node2D
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TileView view = default;
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view.material = (ShaderMaterial)canvasItem.Material;
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//view.material.SetShaderParam("lowColor", _tileGrid.StartTileType.Color);
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_tileViews[i] = view;
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}
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}
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public ShaderMaterial GetTileMaterial(int idx) => _tileViews[idx].material;
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#region Simulation
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public void _on_Clock_OnTick(int ticks)
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{
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GenerateHeat();
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Diffuse();
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}
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private float TransferHeat(float t0, float alpha, float nx, float ny, float px, float py)
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{
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float d2tdx2 = nx - 2 * t0 + px;
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float d2tdy2 = ny - 2 * t0 + py;
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return t0 + alpha * (d2tdx2 + d2tdy2);
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}
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private void GetNeighbourTemperatures(int x, int y, out float nx, out float ny, out float px, out float py)
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{
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// default value
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var t = _tileGrid[x, y].temperature;
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nx = x > 0 ? _tileGrid[x - 1, y].temperature : t;
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px = x < _tileGrid.Size - 1 ? _tileGrid[x + 1, y].temperature : t;
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ny = y > 0 ? _tileGrid[x, y - 1].temperature : t;
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py = y < _tileGrid.Size - 1 ? _tileGrid[x, y + 1].temperature : t;
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}
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private void ApplyHeatDamage(ref Tile tile)
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{
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if (!(tile.type is IDamageable damageable))
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return;
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var surplus = tile.temperature - damageable.Threshold;
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if (surplus < 0)
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return;
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// TODO: parameterised balancing
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tile.currentHealth -= surplus;
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tile.currentHealth = Mathf.Clamp(tile.currentHealth, 0, 1);
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}
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private void GenerateHeat()
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{
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for (int i = 0; i < _tileGrid.Count; i++)
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{
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var tile = _tileGrid[i];
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var type = tile.type;
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tile.temperature += type.HeatGeneration;
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ApplyHeatDamage(ref tile);
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_tileGrid[i] = tile;
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}
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}
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private void Diffuse()
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{
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var D = DiffusionCoefficient;
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for (int i = 0; i < _tileGrid.Count; i++)
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{
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float t = _tileGrid[i].temperature;
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_tileGrid.MapIndex(i, out var x, out var y);
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GetNeighbourTemperatures(
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x, y,
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out var nx,
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out var ny,
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out var px,
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out var py);
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var temperature = TransferHeat(t, D, nx, ny, px, py);
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// TODO: what if it's really really cold out?
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temperature = Mathf.Max(0, temperature);
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_nextValues[i] = temperature;
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}
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for (int i = 0; i < _tileGrid.Count; i++)
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{
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var tile = _tileGrid[i];
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tile.temperature = _nextValues[i];
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_tileGrid[i] = tile;
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}
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}
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#endregion
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public void _on_Clock_OnTick(int ticks) => _heat.Process();
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}
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