extract logical tile grid to resource #6

This commit is contained in:
Cat Flynn 2022-12-10 15:47:44 +00:00 committed by ktyl
parent c44ab10712
commit cf03021c2a
9 changed files with 198 additions and 104 deletions

View File

@ -7,7 +7,7 @@
[ext_resource path="res://nodes/interaction_modes/interaction_mode.tscn" type="PackedScene" id=5]
[ext_resource path="res://nodes/ui/build_mode_ui.tscn" type="PackedScene" id=6]
[ext_resource path="res://nodes/interaction_modes/build_mode.tscn" type="PackedScene" id=7]
[ext_resource path="res://resources/tile_types/wild.tres" type="Resource" id=8]
[ext_resource path="res://resources/tiles/tiles.tres" type="Resource" id=8]
[ext_resource path="res://nodes/ui/mode_selection_ui.tscn" type="PackedScene" id=9]
[sub_resource type="Curve" id=1]
@ -20,7 +20,7 @@ _autoTick = true
[node name="Grid" parent="." instance=ExtResource( 1 )]
DiffusionCoefficient = 0.1
_startTileTypeResource = ExtResource( 8 )
_tileGridResource = ExtResource( 8 )
[node name="Cursor" parent="." instance=ExtResource( 2 )]
Grid = NodePath("../Grid")

View File

@ -1,7 +1,7 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://scripts/interaction_modes/BuildMode.cs" type="Script" id=1]
[ext_resource path="res://resources/tile_types/tile_type_collections/buildable_tiles.tres" type="Resource" id=2]
[ext_resource path="res://resources/tiles/tile_types/tile_type_collections/buildable_tiles.tres" type="Resource" id=2]
[node name="Build Mode" type="Node"]
script = ExtResource( 1 )

View File

@ -8,4 +8,4 @@ Name = "Developed"
BuildLabel = "[D]eveloped"
Key = 68
Color = Color( 0.372549, 0.372549, 0.372549, 1 )
HeatGeneration = 0.1
HeatGeneration = 0.5

View File

@ -1,7 +1,7 @@
[gd_resource type="Resource" load_steps=3 format=2]
[ext_resource path="res://scripts/tile/TileTypeCollection.cs" type="Script" id=1]
[ext_resource path="res://resources/tile_types/developed.tres" type="Resource" id=2]
[ext_resource path="res://resources/tiles/tile_types/developed.tres" type="Resource" id=2]
[resource]
script = ExtResource( 1 )

View File

@ -0,0 +1,9 @@
[gd_resource type="Resource" load_steps=3 format=2]
[ext_resource path="res://scripts/tile/TileGrid.cs" type="Script" id=1]
[ext_resource path="res://resources/tiles/tile_types/wild.tres" type="Resource" id=2]
[resource]
script = ExtResource( 1 )
Size = 10
_startTileTypeResource = ExtResource( 2 )

View File

@ -7,11 +7,8 @@ public class WorldGrid : Node2D
private PackedScene TileScene { get; set; }
[Export]
private Resource _startTileTypeResource;
private TileType _startTileType;
[Export]
public int Size { get; set; }
private Resource _tileGridResource;
private TileGrid _tileGrid;
[Export]
public int CellSize { get; set; }
@ -19,65 +16,65 @@ public class WorldGrid : Node2D
[Export]
public float DiffusionCoefficient { get; set; } = 0.01f;
private Tile[,] _tiles;
private float[,] _nextValues = null;
private float[] _nextValues = null;
private struct TileView
{
public ShaderMaterial material;
}
private TileView[] _tileViews;
// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
_startTileType = (TileType)_startTileTypeResource;
_tileGrid = (TileGrid)_tileGridResource;
GenerateGrid(Size);
GenerateCanvasItems(_tileGrid);
}
public override void _Process(float delta)
{
base._Process(delta);
for (int x = 0; x < Size; x++)
// TODO: this is a rendering concern that should be performed
// by the heat overlay
for (int i = 0; i < _tileGrid.Count; i++)
{
for (int y = 0; y < Size; y++)
{
var tile = _tiles[x, y];
var material = tile.material;
material.SetShaderParam("t", tile.temperature);
}
var tile = _tileGrid[i];
var view = _tileViews[i];
view.material.SetShaderParam("t", tile.temperature);
}
}
public bool IsInBounds(int x, int y)
{
return x >= 0 && x < Size && y >= 0 && y < Size;
}
public void ToggleTileHighlight(int x, int y)
{
if (!IsInBounds(x, y))
return;
_tiles[x, y].isHighlighted ^= true;
}
public void SetTileType(int x, int y, TileType tileType)
{
if (!IsInBounds(x, y))
return;
GD.Print($"set ({x}, {y}) to {tileType}");
_tiles[x, y].type = tileType;
_tiles[x, y].material.SetShaderParam("lowColor", tileType.Color);
}
#region Positioning
public void GetGridPos(Vector2 position, out int x, out int y)
{
x = Mathf.FloorToInt(position.x / CellSize);
y = Mathf.FloorToInt(position.y / CellSize);
}
public bool IsInBounds(int x, int y) => _tileGrid.IsInBounds(x, y);
#endregion
#region Interaction
public void SetTileType(int x, int y, TileType tileType)
{
if (!_tileGrid.IsInBounds(x, y))
return;
_tileGrid.MapPosition(x, y, out var idx);
var tile = _tileGrid[idx];
tile.type = tileType;
_tileGrid[x, y] = tile;
_tileViews[idx].material.SetShaderParam("lowColor", tileType.Color);
}
#endregion
private void Clear()
{
_tiles = null;
int children = this.GetChildCount();
GD.Print(children);
for (int i = 0; i < children; i++)
@ -85,38 +82,37 @@ public class WorldGrid : Node2D
var child = this.GetChild(i);
child.QueueFree();
}
_tileViews = null;
}
private void GenerateGrid(int size)
private void GenerateCanvasItems(TileGrid grid)
{
this.Clear();
_tiles = new Tile[size, size];
_nextValues = new float[size, size];
_tileViews = new TileView[grid.Count];
_nextValues = new float[grid.Count];
for (int x = 0; x < size; x++)
for (int i = 0; i < grid.Count; i++)
{
for (int y = 0; y < size; y++)
_tileGrid.MapIndex(i, out var x, out var y);
var node = TileScene.Instance<Node2D>();
this.AddChild(node);
var position = new Vector2
{
var tile = new Tile();
tile.isHighlighted = false;
tile.temperature = 0.0f;
tile.type = _startTileType;
x = (x + .5f) * CellSize,
y = (y + .5f) * CellSize
};
node.Position = position;
var canvasItem = (CanvasItem)node;
var node = TileScene.Instance<Node2D>();
this.AddChild(node);
var position = new Vector2
{
x = (x + .5f) * CellSize,
y = (y + .5f) * CellSize
};
node.Position = position;
var canvasItem = (CanvasItem)node;
tile.material = (ShaderMaterial)canvasItem.Material;
tile.material.SetShaderParam("lowColor", _startTileType.Color);
var tile = _tileGrid[i];
_tiles[x, y] = tile;
}
TileView view = default;
view.material = (ShaderMaterial)canvasItem.Material;
view.material.SetShaderParam("lowColor", _tileGrid.StartTileType.Color);
_tileViews[i] = view;
}
}
@ -126,6 +122,7 @@ public class WorldGrid : Node2D
Diffuse();
}
#region Simulation
private float TransferHeat(float t0, float alpha, float nx, float ny, float px, float py)
{
float d2tdx2 = nx - 2 * t0 + px;
@ -136,59 +133,56 @@ public class WorldGrid : Node2D
private void GetNeighbourTemperatures(int x, int y, out float nx, out float ny, out float px, out float py)
{
// default value
var t = _tiles[x, y].temperature;
var t = _tileGrid[x, y].temperature;
nx = x > 0 ? _tiles[x - 1, y].temperature : t;
px = x < Size - 1 ? _tiles[x + 1, y].temperature : t;
nx = x > 0 ? _tileGrid[x - 1, y].temperature : t;
px = x < _tileGrid.Size - 1 ? _tileGrid[x + 1, y].temperature : t;
ny = y > 0 ? _tiles[x, y - 1].temperature : t;
py = y < Size - 1 ? _tiles[x, y + 1].temperature : t;
ny = y > 0 ? _tileGrid[x, y - 1].temperature : t;
py = y < _tileGrid.Size - 1 ? _tileGrid[x, y + 1].temperature : t;
}
private void GenerateHeat()
{
for (int x = 0; x < Size; x++)
for (int i = 0; i < _tileGrid.Count; i++)
{
for (int y = 0; y < Size; y++)
{
var tile = _tiles[x, y];
var type = tile.type;
tile.temperature += type.HeatGeneration;
_tiles[x, y] = tile;
}
var tile = _tileGrid[i];
var type = tile.type;
tile.temperature += type.HeatGeneration;
_tileGrid[i] = tile;
}
}
private void Diffuse()
{
for (int x = 0; x < Size; x++)
var D = DiffusionCoefficient;
for (int i = 0; i < _tileGrid.Count; i++)
{
for (int y = 0; y < Size; y++)
{
float t = _tiles[x, y].temperature;
var D = DiffusionCoefficient;
float t = _tileGrid[i].temperature;
GetNeighbourTemperatures(
x, y,
out var nx,
out var ny,
out var px,
out var py);
_tileGrid.MapIndex(i, out var x, out var y);
// current value
var temperature = TransferHeat(t, D, nx, ny, px, py);
// TODO: what if it's really really cold out?
temperature = Mathf.Max(0, temperature);
_nextValues[x, y] = temperature;
}
GetNeighbourTemperatures(
x, y,
out var nx,
out var ny,
out var px,
out var py);
var temperature = TransferHeat(t, D, nx, ny, px, py);
// TODO: what if it's really really cold out?
temperature = Mathf.Max(0, temperature);
_nextValues[i] = temperature;
}
for (int x = 0; x < Size; x++)
for (int i = 0; i < _tileGrid.Count; i++)
{
for (int y = 0; y < Size; y++)
{
_tiles[x, y].temperature = _nextValues[x, y];
}
var tile = _tileGrid[i];
tile.temperature = _nextValues[i];
_tileGrid[i] = tile;
}
}
#endregion
}

View File

@ -4,6 +4,5 @@ public struct Tile
{
public bool isHighlighted;
public float temperature;
public ShaderMaterial material;
public TileType type;
}

View File

@ -0,0 +1,92 @@
using Godot;
using System;
using System.Collections;
using System.Collections.Generic;
public class TileGrid : Resource, IReadOnlyList<Tile>
{
[Export]
public int Size { get; private set; } = 10;
[Export]
private Resource _startTileTypeResource;
public TileType StartTileType => (TileType)_startTileTypeResource;
public int Count => Size * Size;
public Tile this[int index]
{
get => Tiles[index];
set => Tiles[index] = value;
}
public Tile this[int x, int y]
{
get
{
MapPosition(x, y, out int idx);
return Tiles[idx];
}
set
{
MapPosition(x, y, out int idx);
Tiles[idx] = value;
}
}
private List<Tile> Tiles
{
get
{
if (_tiles == null)
{
_tiles = new List<Tile>();
Generate(_tiles);
}
return _tiles;
}
}
private List<Tile> _tiles = null;
private void Generate(List<Tile> tiles)
{
tiles.Clear();
for (int i = 0; i < Count; i++)
{
var tile = new Tile();
tile.isHighlighted = false;
tile.temperature = 0.0f;
tile.type = StartTileType;
tiles.Add(tile);
}
}
public IEnumerator<Tile> GetEnumerator()
{
return Tiles.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return Tiles.GetEnumerator();
}
public void MapIndex(int idx, out int x, out int y)
{
y = idx / Size;
x = idx % Size;
}
public void MapPosition(int x, int y, out int idx)
{
idx = y * Size + x;
}
public bool IsInBounds(int x, int y)
{
return x >= 0 && x < Size && y >= 0 && y < Size;
}
}