wild tiles can heal
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78e4c6ee9e
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@ -8,4 +8,5 @@ Name = "Wild"
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Key = 87
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Color = Color( 0.14902, 1, 0, 0 )
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HeatGeneration = -0.02
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HealRate = 0.01
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Threshold = 0.6
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@ -45,13 +45,19 @@ public class EnvironmentSystem
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var tile = _tiles[i];
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var type = tile.type;
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tile.temperature += type.HeatGeneration;
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ApplyHeatDamage(ref tile);
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_tiles[i] = tile;
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}
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for (int i = 0; i < _tiles.Count; i++)
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{
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ApplyHeatDamage(i);
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}
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}
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private void ApplyHeatDamage(ref Tile tile)
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private void ApplyHeatDamage(int i)
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{
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_tiles.MapIndex(i, out var x, out var y);
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var tile = _tiles[x, y];
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if (!(tile.type is IDamageable damageable))
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return;
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@ -59,46 +65,22 @@ public class EnvironmentSystem
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if (delta < 0)
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{
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// we want to heal based on how many wild tiles surround us
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float healRate = 0.01f;
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float wild = _tiles.GetNeighbourProportion<Wild>(x, y);
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float heal = damageable.HealRate * wild;
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// count neighbours
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tile.currentHealth += heal;
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}
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else
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{
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// take damage
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// TODO: parameterised balancing
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// take damage
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tile.currentHealth -= delta;
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tile.currentHealth = Mathf.Clamp(tile.currentHealth, 0, 1);
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}
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}
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tile.currentHealth = Mathf.Clamp(tile.currentHealth, 0, 1);
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public int GetNeighbourCount<T>(int x, int y) where T : TileType
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{
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int count = 0;
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for (int i = -1; i < 1; i += 2)
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{
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for (int j = -1; j < 1; j += 2)
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{
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int xi = x + 1;
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int yj = y + 1;
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// assume tiles out side of bounds are the same type as this one
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if (!_tiles.IsInBounds(xi, yj))
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{
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count += 1;
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continue;
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}
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if (!(_tiles[xi, yj] is T))
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continue;
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count++;
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}
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}
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return count;
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_tiles[x, y] = tile;
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}
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private void Diffuse()
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@ -1,4 +1,5 @@
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public interface IDamageable
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{
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float HealRate { get; }
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float Threshold { get; }
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}
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@ -89,5 +89,64 @@ public class TileGrid : Resource, IReadOnlyList<Tile>
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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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private readonly int[] _neighbours = new int[]
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{
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-1, 0,
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0, 1,
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1, 0,
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0, -1
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};
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private void GetCoordinate(int dir, out int x, out int y)
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{
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dir %= 4;
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int idx = dir * 2;
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x = _neighbours[idx];
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y = _neighbours[idx + 1];
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}
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public float GetNeighbourProportion<T>(int x, int y)
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{
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int typed = GetNeighbourCount<T>(x, y);
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int all = GetNeighbourCount(x, y);
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return (float)typed / (float)all;
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}
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public int GetNeighbourCount<T>(int x, int y)
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{
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int count = 0;
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for (int i = 0; i < 4; i++)
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{
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GetCoordinate(i, out var nx, out var ny);
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if (!IsInBounds(x + nx, y + ny))
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continue;
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if (!(this[x + nx, y + ny].type is T))
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continue;
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count++;
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}
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return count;
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}
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public int GetNeighbourCount(int x, int y)
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{
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int count = 0;
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for (int i = 0; i < 4; i++)
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{
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GetCoordinate(i, out var nx, out var ny);
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if (!IsInBounds(x + nx, y + ny))
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continue;
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count++;
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}
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return count;
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}
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}
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@ -2,6 +2,9 @@ using Godot;
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public class Wild : TileType, IDamageable
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{
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[Export]
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public float HealRate { get; private set; } = 0.01f;
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[Export]
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public float Threshold { get; private set; }
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