produce/absorb heat by tile type #6
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@ -8,3 +8,4 @@ Name = "Developed"
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BuildLabel = "[D]eveloped"
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BuildLabel = "[D]eveloped"
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Key = 68
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Key = 68
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Color = Color( 0.372549, 0.372549, 0.372549, 1 )
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Color = Color( 0.372549, 0.372549, 0.372549, 1 )
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HeatGeneration = 0.1
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@ -8,3 +8,4 @@ Name = "Wild"
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BuildLabel = "[W]ild"
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BuildLabel = "[W]ild"
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Key = 87
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Key = 87
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Color = Color( 0, 0.545098, 0.0196078, 1 )
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Color = Color( 0, 0.545098, 0.0196078, 1 )
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HeatGeneration = -0.025
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@ -40,7 +40,7 @@ public class WorldGrid : Node2D
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{
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{
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var tile = _tiles[x, y];
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var tile = _tiles[x, y];
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var material = tile.material;
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var material = tile.material;
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material.SetShaderParam("t", tile.value);
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material.SetShaderParam("t", tile.temperature);
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}
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}
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}
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}
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}
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}
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@ -100,7 +100,7 @@ public class WorldGrid : Node2D
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{
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{
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var tile = new Tile();
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var tile = new Tile();
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tile.isHighlighted = false;
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tile.isHighlighted = false;
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tile.value = 0.0f;
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tile.temperature = 0.0f;
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tile.type = _startTileType;
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tile.type = _startTileType;
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var node = TileScene.Instance<Node2D>();
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var node = TileScene.Instance<Node2D>();
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@ -122,6 +122,7 @@ public class WorldGrid : Node2D
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public void _on_Clock_OnTick(int ticks)
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public void _on_Clock_OnTick(int ticks)
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{
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{
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GenerateHeat();
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Diffuse();
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Diffuse();
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}
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}
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@ -135,13 +136,27 @@ public class WorldGrid : Node2D
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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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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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{
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// default value
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// default value
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var t = _tiles[x, y].value;
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var t = _tiles[x, y].temperature;
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nx = x > 0 ? _tiles[x - 1, y].value : t;
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nx = x > 0 ? _tiles[x - 1, y].temperature : t;
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px = x < Size - 1 ? _tiles[x + 1, y].value : t;
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px = x < Size - 1 ? _tiles[x + 1, y].temperature : t;
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ny = y > 0 ? _tiles[x, y - 1].value : t;
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ny = y > 0 ? _tiles[x, y - 1].temperature : t;
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py = y < Size - 1 ? _tiles[x, y + 1].value : t;
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py = y < 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 x = 0; x < Size; x++)
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{
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for (int y = 0; y < Size; y++)
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{
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var tile = _tiles[x, y];
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var type = tile.type;
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tile.temperature += type.HeatGeneration;
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_tiles[x, y] = tile;
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}
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}
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}
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}
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private void Diffuse()
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private void Diffuse()
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@ -150,7 +165,7 @@ public class WorldGrid : Node2D
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{
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{
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for (int y = 0; y < Size; y++)
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for (int y = 0; y < Size; y++)
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{
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{
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float t = _tiles[x, y].value;
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float t = _tiles[x, y].temperature;
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var D = DiffusionCoefficient;
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var D = DiffusionCoefficient;
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GetNeighbourTemperatures(
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GetNeighbourTemperatures(
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@ -161,7 +176,10 @@ public class WorldGrid : Node2D
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out var py);
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out var py);
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// current value
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// current value
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_nextValues[x, y] = TransferHeat(t, D, nx, ny, px, 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[x, y] = temperature;
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}
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}
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}
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}
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@ -169,7 +187,7 @@ public class WorldGrid : Node2D
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{
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{
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for (int y = 0; y < Size; y++)
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for (int y = 0; y < Size; y++)
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{
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{
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_tiles[x, y].value = _nextValues[x, y];
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_tiles[x, y].temperature = _nextValues[x, y];
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}
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}
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}
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}
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}
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}
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@ -3,7 +3,7 @@ using Godot;
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public struct Tile
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public struct Tile
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{
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{
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public bool isHighlighted;
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public bool isHighlighted;
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public float value;
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public float temperature;
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public ShaderMaterial material;
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public ShaderMaterial material;
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public TileType type;
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public TileType type;
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}
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}
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@ -14,6 +14,9 @@ public class TileType : Resource
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[Export]
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[Export]
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public Color Color { get; private set; }
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public Color Color { get; private set; }
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[Export]
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public float HeatGeneration { get; private set; }
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public override string ToString()
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public override string ToString()
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{
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{
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return Name;
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return Name;
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