wip healing
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@ -55,13 +55,50 @@ public class EnvironmentSystem
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if (!(tile.type is IDamageable damageable))
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if (!(tile.type is IDamageable damageable))
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return;
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return;
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var surplus = tile.temperature - damageable.Threshold;
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var delta = tile.temperature - damageable.Threshold;
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if (surplus < 0)
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if (delta < 0)
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return;
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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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// TODO: parameterised balancing
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// count neighbours
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tile.currentHealth -= surplus;
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}
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tile.currentHealth = Mathf.Clamp(tile.currentHealth, 0, 1);
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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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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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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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}
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}
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private void Diffuse()
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private void Diffuse()
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