extract logical tile grid to resource #6
This commit is contained in:
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c44ab10712
commit
cf03021c2a
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@ -7,7 +7,7 @@
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[ext_resource path="res://nodes/interaction_modes/interaction_mode.tscn" type="PackedScene" id=5]
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[ext_resource path="res://nodes/ui/build_mode_ui.tscn" type="PackedScene" id=6]
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[ext_resource path="res://nodes/interaction_modes/build_mode.tscn" type="PackedScene" id=7]
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[ext_resource path="res://resources/tile_types/wild.tres" type="Resource" id=8]
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[ext_resource path="res://resources/tiles/tiles.tres" type="Resource" id=8]
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[ext_resource path="res://nodes/ui/mode_selection_ui.tscn" type="PackedScene" id=9]
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[sub_resource type="Curve" id=1]
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@ -20,7 +20,7 @@ _autoTick = true
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[node name="Grid" parent="." instance=ExtResource( 1 )]
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DiffusionCoefficient = 0.1
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_startTileTypeResource = ExtResource( 8 )
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_tileGridResource = ExtResource( 8 )
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[node name="Cursor" parent="." instance=ExtResource( 2 )]
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Grid = NodePath("../Grid")
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@ -1,7 +1,7 @@
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[gd_scene load_steps=3 format=2]
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[ext_resource path="res://scripts/interaction_modes/BuildMode.cs" type="Script" id=1]
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[ext_resource path="res://resources/tile_types/tile_type_collections/buildable_tiles.tres" type="Resource" id=2]
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[ext_resource path="res://resources/tiles/tile_types/tile_type_collections/buildable_tiles.tres" type="Resource" id=2]
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[node name="Build Mode" type="Node"]
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script = ExtResource( 1 )
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@ -8,4 +8,4 @@ Name = "Developed"
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BuildLabel = "[D]eveloped"
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Key = 68
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Color = Color( 0.372549, 0.372549, 0.372549, 1 )
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HeatGeneration = 0.1
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HeatGeneration = 0.5
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@ -1,7 +1,7 @@
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[gd_resource type="Resource" load_steps=3 format=2]
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[ext_resource path="res://scripts/tile/TileTypeCollection.cs" type="Script" id=1]
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[ext_resource path="res://resources/tile_types/developed.tres" type="Resource" id=2]
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[ext_resource path="res://resources/tiles/tile_types/developed.tres" type="Resource" id=2]
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[resource]
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script = ExtResource( 1 )
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@ -0,0 +1,9 @@
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[gd_resource type="Resource" load_steps=3 format=2]
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[ext_resource path="res://scripts/tile/TileGrid.cs" type="Script" id=1]
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[ext_resource path="res://resources/tiles/tile_types/wild.tres" type="Resource" id=2]
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[resource]
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script = ExtResource( 1 )
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Size = 10
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_startTileTypeResource = ExtResource( 2 )
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@ -7,11 +7,8 @@ public class WorldGrid : Node2D
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private PackedScene TileScene { get; set; }
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[Export]
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private Resource _startTileTypeResource;
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private TileType _startTileType;
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[Export]
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public int Size { get; set; }
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private Resource _tileGridResource;
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private TileGrid _tileGrid;
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[Export]
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public int CellSize { get; set; }
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@ -19,65 +16,65 @@ 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 Tile[,] _tiles;
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private float[,] _nextValues = null;
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private float[] _nextValues = null;
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private 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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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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{
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_startTileType = (TileType)_startTileTypeResource;
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_tileGrid = (TileGrid)_tileGridResource;
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GenerateGrid(Size);
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GenerateCanvasItems(_tileGrid);
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}
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public override void _Process(float delta)
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{
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base._Process(delta);
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for (int x = 0; x < Size; x++)
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// TODO: this is a rendering concern that should be performed
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// by the heat overlay
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for (int i = 0; i < _tileGrid.Count; i++)
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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 material = tile.material;
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material.SetShaderParam("t", tile.temperature);
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}
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var tile = _tileGrid[i];
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var view = _tileViews[i];
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view.material.SetShaderParam("t", tile.temperature);
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}
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}
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public bool IsInBounds(int x, int y)
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{
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return x >= 0 && x < Size && y >= 0 && y < Size;
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}
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public void ToggleTileHighlight(int x, int y)
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{
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if (!IsInBounds(x, y))
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return;
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_tiles[x, y].isHighlighted ^= true;
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}
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public void SetTileType(int x, int y, TileType tileType)
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{
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if (!IsInBounds(x, y))
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return;
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GD.Print($"set ({x}, {y}) to {tileType}");
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_tiles[x, y].type = tileType;
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_tiles[x, y].material.SetShaderParam("lowColor", tileType.Color);
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}
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#region Positioning
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public void GetGridPos(Vector2 position, out int x, out int y)
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{
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x = Mathf.FloorToInt(position.x / CellSize);
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y = Mathf.FloorToInt(position.y / CellSize);
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}
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public bool IsInBounds(int x, int y) => _tileGrid.IsInBounds(x, y);
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#endregion
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#region Interaction
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public void SetTileType(int x, int y, TileType tileType)
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{
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if (!_tileGrid.IsInBounds(x, y))
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return;
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_tileGrid.MapPosition(x, y, out var idx);
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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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private void Clear()
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{
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_tiles = null;
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int children = this.GetChildCount();
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GD.Print(children);
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for (int i = 0; i < children; i++)
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@ -85,38 +82,37 @@ public class WorldGrid : Node2D
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var child = this.GetChild(i);
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child.QueueFree();
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}
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_tileViews = null;
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}
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private void GenerateGrid(int size)
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private void GenerateCanvasItems(TileGrid grid)
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{
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this.Clear();
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_tiles = new Tile[size, size];
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_nextValues = new float[size, size];
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_tileViews = new TileView[grid.Count];
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_nextValues = new float[grid.Count];
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for (int x = 0; x < size; x++)
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for (int i = 0; i < grid.Count; i++)
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{
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for (int y = 0; y < size; y++)
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_tileGrid.MapIndex(i, out var x, out var y);
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var node = TileScene.Instance<Node2D>();
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this.AddChild(node);
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var position = new Vector2
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{
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var tile = new Tile();
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tile.isHighlighted = false;
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tile.temperature = 0.0f;
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tile.type = _startTileType;
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x = (x + .5f) * CellSize,
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y = (y + .5f) * CellSize
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};
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node.Position = position;
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var canvasItem = (CanvasItem)node;
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var node = TileScene.Instance<Node2D>();
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this.AddChild(node);
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var position = new Vector2
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{
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x = (x + .5f) * CellSize,
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y = (y + .5f) * CellSize
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};
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node.Position = position;
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var canvasItem = (CanvasItem)node;
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tile.material = (ShaderMaterial)canvasItem.Material;
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tile.material.SetShaderParam("lowColor", _startTileType.Color);
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var tile = _tileGrid[i];
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_tiles[x, y] = tile;
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}
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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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@ -126,6 +122,7 @@ public class WorldGrid : Node2D
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Diffuse();
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}
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#region Simulation
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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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@ -136,59 +133,56 @@ 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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{
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// default value
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var t = _tiles[x, y].temperature;
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var t = _tileGrid[x, y].temperature;
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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].temperature : t;
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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 ? _tiles[x, y - 1].temperature : t;
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py = y < Size - 1 ? _tiles[x, y + 1].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 GenerateHeat()
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{
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for (int x = 0; x < Size; x++)
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for (int i = 0; i < _tileGrid.Count; i++)
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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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var tile = _tileGrid[i];
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var type = tile.type;
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tile.temperature += type.HeatGeneration;
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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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for (int x = 0; x < Size; x++)
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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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for (int y = 0; y < Size; y++)
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{
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float t = _tiles[x, y].temperature;
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var D = DiffusionCoefficient;
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float t = _tileGrid[i].temperature;
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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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_tileGrid.MapIndex(i, out var x, out var y);
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// current value
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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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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 x = 0; x < Size; x++)
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for (int i = 0; i < _tileGrid.Count; i++)
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{
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for (int y = 0; y < Size; y++)
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{
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_tiles[x, y].temperature = _nextValues[x, y];
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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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}
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@ -4,6 +4,5 @@ public struct Tile
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{
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public bool isHighlighted;
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public float temperature;
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public ShaderMaterial material;
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public TileType type;
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}
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@ -0,0 +1,92 @@
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using Godot;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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public class TileGrid : Resource, IReadOnlyList<Tile>
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{
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[Export]
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public int Size { get; private set; } = 10;
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[Export]
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private Resource _startTileTypeResource;
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public TileType StartTileType => (TileType)_startTileTypeResource;
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public int Count => Size * Size;
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public Tile this[int index]
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{
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get => Tiles[index];
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set => Tiles[index] = value;
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}
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public Tile this[int x, int y]
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{
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get
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{
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MapPosition(x, y, out int idx);
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return Tiles[idx];
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}
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set
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{
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MapPosition(x, y, out int idx);
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Tiles[idx] = value;
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}
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}
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private List<Tile> Tiles
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{
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get
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{
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if (_tiles == null)
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{
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_tiles = new List<Tile>();
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Generate(_tiles);
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}
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return _tiles;
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}
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}
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private List<Tile> _tiles = null;
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private void Generate(List<Tile> tiles)
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{
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tiles.Clear();
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for (int i = 0; i < Count; i++)
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{
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var tile = new Tile();
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tile.isHighlighted = false;
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tile.temperature = 0.0f;
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tile.type = StartTileType;
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tiles.Add(tile);
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}
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}
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public IEnumerator<Tile> GetEnumerator()
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{
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return Tiles.GetEnumerator();
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}
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IEnumerator IEnumerable.GetEnumerator()
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{
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return Tiles.GetEnumerator();
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}
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public void MapIndex(int idx, out int x, out int y)
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{
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y = idx / Size;
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x = idx % Size;
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}
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public void MapPosition(int x, int y, out int idx)
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{
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idx = y * Size + x;
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}
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public bool IsInBounds(int x, int y)
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{
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return x >= 0 && x < Size && y >= 0 && y < Size;
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}
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}
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