wild tiles take heat damage from developed tiles #7

This commit is contained in:
ktyl 2022-12-13 00:26:58 +00:00
parent 58c2d9a451
commit 6793335983
9 changed files with 52 additions and 6 deletions

View File

@ -4,3 +4,5 @@
[resource] [resource]
script = ExtResource( 1 ) script = ExtResource( 1 )
_healthy = Color( 0.0431373, 0.541176, 0.0235294, 1 )
_depleted = Color( 0.670588, 0.572549, 0.27451, 1 )

View File

@ -7,4 +7,4 @@ script = ExtResource( 1 )
Name = "Developed" Name = "Developed"
Key = 68 Key = 68
Color = Color( 0.372549, 0.372549, 0.372549, 1 ) Color = Color( 0.372549, 0.372549, 0.372549, 1 )
HeatGeneration = 0.4 HeatGeneration = 0.15

View File

@ -1,10 +1,11 @@
[gd_resource type="Resource" load_steps=2 format=2] [gd_resource type="Resource" load_steps=2 format=2]
[ext_resource path="res://scripts/tile/TileType.cs" type="Script" id=1] [ext_resource path="res://scripts/tile/Wild.cs" type="Script" id=1]
[resource] [resource]
script = ExtResource( 1 ) script = ExtResource( 1 )
Name = "Wild" Name = "Wild"
Key = 87 Key = 87
Color = Color( 0, 0.545098, 0.0196078, 1 ) Color = Color( 0.14902, 1, 0, 0 )
HeatGeneration = -0.2 HeatGeneration = -0.02
Threshold = 0.6

View File

@ -96,7 +96,7 @@ public class WorldGrid : Node2D
TileView view = default; TileView view = default;
view.material = (ShaderMaterial)canvasItem.Material; view.material = (ShaderMaterial)canvasItem.Material;
view.material.SetShaderParam("lowColor", _tileGrid.StartTileType.Color); //view.material.SetShaderParam("lowColor", _tileGrid.StartTileType.Color);
_tileViews[i] = view; _tileViews[i] = view;
} }
} }
@ -129,6 +129,20 @@ public class WorldGrid : Node2D
py = y < _tileGrid.Size - 1 ? _tileGrid[x, y + 1].temperature : t; py = y < _tileGrid.Size - 1 ? _tileGrid[x, y + 1].temperature : t;
} }
private void ApplyHeatDamage(ref Tile tile)
{
if (!(tile.type is IDamageable damageable))
return;
var surplus = tile.temperature - damageable.Threshold;
if (surplus < 0)
return;
// TODO: parameterised balancing
tile.currentHealth -= surplus;
tile.currentHealth = Mathf.Clamp(tile.currentHealth, 0, 1);
}
private void GenerateHeat() private void GenerateHeat()
{ {
for (int i = 0; i < _tileGrid.Count; i++) for (int i = 0; i < _tileGrid.Count; i++)
@ -136,6 +150,7 @@ public class WorldGrid : Node2D
var tile = _tileGrid[i]; var tile = _tileGrid[i];
var type = tile.type; var type = tile.type;
tile.temperature += type.HeatGeneration; tile.temperature += type.HeatGeneration;
ApplyHeatDamage(ref tile);
_tileGrid[i] = tile; _tileGrid[i] = tile;
} }
} }

View File

@ -2,10 +2,25 @@ using Godot;
public class NoOverlay : Overlay public class NoOverlay : Overlay
{ {
[Export]
private Color _healthy;
[Export]
private Color _depleted;
// in this view we want to draw tiles with their normal colour // in this view we want to draw tiles with their normal colour
public override void Apply(Tile tile, ShaderMaterial material) public override void Apply(Tile tile, ShaderMaterial material)
{ {
var type = tile.type; var type = tile.type;
if (type is Wild wild)
{
material.SetShaderParam("lowColor", _depleted);
material.SetShaderParam("highColor", _healthy);
material.SetShaderParam("t", tile.currentHealth);
return;
}
material.SetShaderParam("lowColor", type.Color); material.SetShaderParam("lowColor", type.Color);
material.SetShaderParam("t", 0); material.SetShaderParam("t", 0);
} }

View File

@ -0,0 +1,4 @@
public interface IDamageable
{
float Threshold { get; }
}

View File

@ -5,4 +5,5 @@ public struct Tile
public bool isHighlighted; public bool isHighlighted;
public float temperature; public float temperature;
public TileType type; public TileType type;
public float currentHealth;
} }

View File

@ -10,7 +10,7 @@ public class TileGrid : Resource, IReadOnlyList<Tile>
[Export] [Export]
private Resource _startTileTypeResource; private Resource _startTileTypeResource;
public TileType StartTileType => (TileType)_startTileTypeResource; private TileType StartTileType => (TileType)_startTileTypeResource;
public int Count => Size * Size; public int Count => Size * Size;
@ -58,6 +58,7 @@ public class TileGrid : Resource, IReadOnlyList<Tile>
tile.isHighlighted = false; tile.isHighlighted = false;
tile.temperature = 0.0f; tile.temperature = 0.0f;
tile.type = StartTileType; tile.type = StartTileType;
tile.currentHealth = 1.0f;
tiles.Add(tile); tiles.Add(tile);
} }

View File

@ -0,0 +1,7 @@
using Godot;
public class Wild : TileType, IDamageable
{
[Export]
public float Threshold { get; private set; }
}