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# Half-Earth Citybuilder Prototype
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## TODO
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* Zoning demand
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* Journey Pathfinding
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* Resident health
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* Education
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* Supply chains
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## Critical Path
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### Grid
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Add a 10x10 grid.
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Tiles are highlighted a different colour when the player hovers over them with the cursor.
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Tiles can be interacted with, which turns them another colour.
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### Diffusion
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Tiles in the grid contain floating point values.
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These values propogate to neighbouring cells a tick happens.
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Ticks can be applied manually or they can be applied over time.
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Add a tick counter as a UI element.
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* [ ] understand different options for representing the rate of diffusion
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Diffusing should use 'pull' operations; tiles should pull values from surrounding tiles.
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This is an attempt to think forwards to parallelising computation of diffusiong - ideally using the GPU.
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### Tile Types
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Tiles start as wild tiles.
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The player can use a UI element or a keyboard shortcut to enable build mode.
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In build mode, the player can click on a wile tile to turn it into a developed tile.
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* Wild tiles are green
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* Developed tiles are grey
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### Heat
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Developed tiles produce heat while wild tiles absorb it.
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Every tile has a floating-point heat value which diffuses to its neighbours.
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Add a heat map view which can be toggled or cycled to.
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It is possible to cycle the view using a UI element.
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### Tile Health
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Add another value to wild tiles: health.
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A wild tile can accept a certain amount of heat each tick from surrounding tiles.
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If it receives more heat than threshold it takes damage based on the surplus.
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A wild tile should be able to safely absorb heat from 3 surrounding developed cells, but take damage from 4.
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A wild tile's health impacts its ability to absorb heat.
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The amount of heat input required to damage a wild tile is known as its damage threshold.
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damage taken = max((heat received - damage threshold), 0)
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Its effectiveness at absorbing heat scales with its remaining health.
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heat absorbed = health * base absorbtion rate
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Diffusion still occurs to move heat away from depleted wild tiles.
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### Rewilding
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Add a rewilding mode option to the UI.
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In rewilding mode, the player can click on a developed tile to turn in into a wild tile.
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The wild tile starts with 0 health.
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### Wild Recovery
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Depleted wile tiles can recover health each tick.
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The recovery rate is based on the difference between the damage threshold and the actual amount they received.
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The recovery rate is increased if the tile has wild neighbours.
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neighbour multiplier = lerp(1, max, number of neighbours / 4)
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health restored = max((damage threshold - heat received), 0) * neighbour multiplier.
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### Developed tile types
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Split developed tiles into 3 types:
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* Residential
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* Commercial
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* Industrial
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When placing developed tiles, the player can select which type they want to place.
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These types generate different amounts of heat:
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industrial > commercial > residential
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### Journeys
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Developed tiles have a chance to generate journeys between them.
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A journey instances a vehicle which traverses the map at a constant speed from its origin to its destination tile.
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A vehicle adds a constant amount of heat to every tile it traverses.
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### Moving In
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Residential tiles have two new integer resources, current residents and maximum residents.
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Every tick there is a chance for residents to move in to a residential tile if the current number is less than the maximum number of residents.
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The initial number of maximm residents per residential tile is 4.
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### Jobs
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Industrial and commercial tiles have two new integer resources, available jobs and occupied jobs.
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The chance for residents to move in depends on there being being fewer occupied than available jobs.
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Industrial and commercial tiles can only generate journeys if they have at least 1 occupied job.
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Their chance of generating a journey is proportional to
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occupied jobs / available jobs .
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### Commutes
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A resident moves in to a residential tile and gets a job at an industrial or commercial 'job' tile.
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The residential tile regularly generates journeys to the job tile, and the job tile regularly generates journeys in the other direction.
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### Comfortable Living Temperatures
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If a residential tile is too hot, people will not want to live there.
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Residential tiles have a critical temperature at which the chance of someone moving into a tile becomes negative, becoming a chance that someone moves out.
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This should not be implemented as a multiplication of other factors, but should rather contribute to an additive modifier to the move-in chance.
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This is to avoid the situation where an extremely attractive locations becomes extremely unattractive due to a slight over-temperature multiplying a large number.
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When someone moves out, one of the jobs associated with that residential tile is removed.
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# Not critical
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### Wealth
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Journeys generate a new integer tile resource, wealth.
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When a journey is completed, the destination tile accrues 1 wealth.
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Wealth is lost if a tile is rewilded; only developed tiles have wealth.
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