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	| Author | SHA1 | Date | |
|---|---|---|---|
| 27a62499dc | |||
| 86b8739982 | |||
| 95e201888a | |||
| cf03021c2a | |||
| c44ab10712 | |||
| 484ed3bc01 | |||
| 47c2c189b8 | 
							
								
								
									
										41
									
								
								gdd.md
									
									
									
									
									
								
							
							
						
						
									
										41
									
								
								gdd.md
									
									
									
									
									
								
							@ -8,13 +8,10 @@
 | 
			
		||||
* Education
 | 
			
		||||
* Supply chains
 | 
			
		||||
 | 
			
		||||
## Critical Path
 | 
			
		||||
 | 
			
		||||
### Grid
 | 
			
		||||
## Grid
 | 
			
		||||
 | 
			
		||||
Add a 10x10 grid.
 | 
			
		||||
Tiles are highlighted a different colour when the player hovers over them with the cursor.
 | 
			
		||||
Tiles can be interacted with, which turns them another colour.
 | 
			
		||||
 | 
			
		||||
### Diffusion
 | 
			
		||||
 | 
			
		||||
@ -49,7 +46,19 @@ private float TransferHeat(float t0, float alpha, float nx, float ny, float px,
 | 
			
		||||
}
 | 
			
		||||
```
 | 
			
		||||
 | 
			
		||||
### Tile Types
 | 
			
		||||
## Build Mode
 | 
			
		||||
 | 
			
		||||
Build mode can be entered by pressing the `b` key.
 | 
			
		||||
Build the cursor will start flashing when entering build mode.
 | 
			
		||||
 | 
			
		||||
Once in build mode, a tile type must be selected to build anything.
 | 
			
		||||
Tiles cab be selected with the buttons along the bottom of the screen or by keyboard shortcuts.
 | 
			
		||||
The keyboard shortcut to select a tile type is indicated on the button.
 | 
			
		||||
 | 
			
		||||
To deselect a tile type, press `esc`.
 | 
			
		||||
Press `esc` again to exit build mode.
 | 
			
		||||
 | 
			
		||||
## Tile Types
 | 
			
		||||
 | 
			
		||||
Tiles start as wild tiles.
 | 
			
		||||
The player can use a UI element or a keyboard shortcut to enable build mode.
 | 
			
		||||
@ -58,14 +67,14 @@ In build mode, the player can click on a wile tile to turn it into a developed t
 | 
			
		||||
* Wild tiles are green
 | 
			
		||||
* Developed tiles are grey
 | 
			
		||||
 | 
			
		||||
### Heat
 | 
			
		||||
## Heat
 | 
			
		||||
 | 
			
		||||
Developed tiles produce heat while wild tiles absorb it.
 | 
			
		||||
Every tile has a floating-point heat value which diffuses to its neighbours.
 | 
			
		||||
Add a heat map view which can be toggled or cycled to.
 | 
			
		||||
It is possible to cycle the view using a UI element.
 | 
			
		||||
 | 
			
		||||
### Tile Health
 | 
			
		||||
## Tile Health
 | 
			
		||||
 | 
			
		||||
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.
 | 
			
		||||
@ -83,13 +92,13 @@ Its effectiveness at absorbing heat scales with its remaining health.
 | 
			
		||||
 | 
			
		||||
Diffusion still occurs to move heat away from depleted wild tiles.
 | 
			
		||||
 | 
			
		||||
### Rewilding
 | 
			
		||||
## Rewilding
 | 
			
		||||
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		||||
Add a rewilding mode option to the UI.
 | 
			
		||||
In rewilding mode, the player can click on a developed tile to turn in into a wild tile.
 | 
			
		||||
The wild tile starts with 0 health.
 | 
			
		||||
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		||||
### Wild Recovery
 | 
			
		||||
## Wild Recovery
 | 
			
		||||
 | 
			
		||||
Depleted wile tiles can recover health each tick.
 | 
			
		||||
The recovery rate is based on the difference between the damage threshold and the actual amount they received.
 | 
			
		||||
@ -98,7 +107,7 @@ 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.
 | 
			
		||||
 | 
			
		||||
### Developed tile types
 | 
			
		||||
## Developed tile types
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		||||
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		||||
Split developed tiles into 3 types:
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		||||
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		||||
@ -111,19 +120,19 @@ These types generate different amounts of heat:
 | 
			
		||||
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		||||
    industrial > commercial > residential
 | 
			
		||||
 | 
			
		||||
### Journeys
 | 
			
		||||
## Journeys
 | 
			
		||||
 | 
			
		||||
Developed tiles have a chance to generate journeys between them.
 | 
			
		||||
A journey instances a vehicle which traverses the map at a constant speed from its origin to its destination tile.
 | 
			
		||||
A vehicle adds a constant amount of heat to every tile it traverses.
 | 
			
		||||
 | 
			
		||||
### Moving In
 | 
			
		||||
## Moving In
 | 
			
		||||
 | 
			
		||||
Residential tiles have two new integer resources, current residents and maximum residents.
 | 
			
		||||
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.
 | 
			
		||||
The initial number of maximm residents per residential tile is 4.
 | 
			
		||||
 | 
			
		||||
### Jobs
 | 
			
		||||
## Jobs
 | 
			
		||||
 | 
			
		||||
Industrial and commercial tiles have two new integer resources, available jobs and occupied jobs.
 | 
			
		||||
The chance for residents to move in depends on there being being fewer occupied than available jobs.
 | 
			
		||||
@ -132,12 +141,12 @@ Their chance of generating a journey is proportional to
 | 
			
		||||
 | 
			
		||||
    occupied jobs / available jobs .
 | 
			
		||||
 | 
			
		||||
### Commutes
 | 
			
		||||
## Commutes
 | 
			
		||||
 | 
			
		||||
A resident moves in to a residential tile and gets a job at an industrial or commercial 'job' tile.
 | 
			
		||||
The residential tile regularly generates journeys to the job tile, and the job tile regularly generates journeys in the other direction.
 | 
			
		||||
 | 
			
		||||
### Comfortable Living Temperatures
 | 
			
		||||
## Comfortable Living Temperatures
 | 
			
		||||
 | 
			
		||||
If a residential tile is too hot, people will not want to live there.
 | 
			
		||||
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.
 | 
			
		||||
@ -148,7 +157,7 @@ When someone moves out, one of the jobs associated with that residential tile is
 | 
			
		||||
 | 
			
		||||
# Not critical
 | 
			
		||||
 | 
			
		||||
### Wealth
 | 
			
		||||
## Wealth
 | 
			
		||||
 | 
			
		||||
Journeys generate a new integer tile resource, wealth.
 | 
			
		||||
When a journey is completed, the destination tile accrues 1 wealth.
 | 
			
		||||
 | 
			
		||||
@ -4,6 +4,6 @@
 | 
			
		||||
 | 
			
		||||
[resource]
 | 
			
		||||
shader = ExtResource( 1 )
 | 
			
		||||
shader_param/lowColor = Color( 1, 0.960784, 0, 1 )
 | 
			
		||||
shader_param/highColor = Color( 0.921569, 0, 1, 1 )
 | 
			
		||||
shader_param/lowColor = Color( 0, 0, 0, 0 )
 | 
			
		||||
shader_param/highColor = Color( 0, 0.976471, 1, 1 )
 | 
			
		||||
shader_param/t = null
 | 
			
		||||
 | 
			
		||||
@ -1,36 +0,0 @@
 | 
			
		||||
[gd_scene load_steps=2 format=2]
 | 
			
		||||
 | 
			
		||||
[ext_resource path="res://scripts/DebugUI.cs" type="Script" id=1]
 | 
			
		||||
 | 
			
		||||
[node name="Debug UI" type="Control"]
 | 
			
		||||
anchor_right = 1.0
 | 
			
		||||
anchor_bottom = 1.0
 | 
			
		||||
script = ExtResource( 1 )
 | 
			
		||||
TicksLabelPath = NodePath("Ticks")
 | 
			
		||||
PauseLabelPath = NodePath("Paused")
 | 
			
		||||
 | 
			
		||||
[node name="Ticks" type="Label" parent="."]
 | 
			
		||||
anchor_left = 1.0
 | 
			
		||||
anchor_top = 1.0
 | 
			
		||||
anchor_right = 1.0
 | 
			
		||||
anchor_bottom = 1.0
 | 
			
		||||
margin_right = -10.0
 | 
			
		||||
margin_bottom = -30.0
 | 
			
		||||
grow_horizontal = 0
 | 
			
		||||
grow_vertical = 0
 | 
			
		||||
text = "ticks: 0"
 | 
			
		||||
align = 2
 | 
			
		||||
valign = 2
 | 
			
		||||
 | 
			
		||||
[node name="Paused" type="Label" parent="."]
 | 
			
		||||
anchor_left = 1.0
 | 
			
		||||
anchor_top = 1.0
 | 
			
		||||
anchor_right = 1.0
 | 
			
		||||
anchor_bottom = 1.0
 | 
			
		||||
margin_right = -10.0
 | 
			
		||||
margin_bottom = -10.0
 | 
			
		||||
grow_horizontal = 0
 | 
			
		||||
grow_vertical = 0
 | 
			
		||||
text = "pause: false"
 | 
			
		||||
align = 2
 | 
			
		||||
valign = 2
 | 
			
		||||
@ -1,23 +1,68 @@
 | 
			
		||||
[gd_scene load_steps=5 format=2]
 | 
			
		||||
[gd_scene load_steps=13 format=2]
 | 
			
		||||
 | 
			
		||||
[ext_resource path="res://nodes/grid.tscn" type="PackedScene" id=1]
 | 
			
		||||
[ext_resource path="res://nodes/grid_cursor.tscn" type="PackedScene" id=2]
 | 
			
		||||
[ext_resource path="res://nodes/debug_ui.tscn" type="PackedScene" id=3]
 | 
			
		||||
[ext_resource path="res://nodes/ui/debug_ui.tscn" type="PackedScene" id=3]
 | 
			
		||||
[ext_resource path="res://nodes/clock.tscn" type="PackedScene" id=4]
 | 
			
		||||
[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://nodes/ui/overlays UI.tscn" type="PackedScene" id=8]
 | 
			
		||||
[ext_resource path="res://nodes/ui/mode_selection_ui.tscn" type="PackedScene" id=9]
 | 
			
		||||
[ext_resource path="res://nodes/overlays.tscn" type="PackedScene" id=10]
 | 
			
		||||
[ext_resource path="res://resources/overlays/overlays.tres" type="Resource" id=11]
 | 
			
		||||
 | 
			
		||||
[sub_resource type="Curve" id=1]
 | 
			
		||||
_data = [ Vector2( 0, 0 ), 0.0, 5.0, 0, 0, Vector2( 0.5, 1 ), 0.0, 0.0, 0, 0, Vector2( 1, 0 ), -4.0, 0.0, 0, 0 ]
 | 
			
		||||
 | 
			
		||||
[node name="Root" type="Node"]
 | 
			
		||||
 | 
			
		||||
[node name="Grid" parent="." instance=ExtResource( 1 )]
 | 
			
		||||
DiffusionCoefficient = 0.1
 | 
			
		||||
 | 
			
		||||
[node name="Cursor" parent="." instance=ExtResource( 2 )]
 | 
			
		||||
Grid = NodePath("../Grid")
 | 
			
		||||
 | 
			
		||||
[node name="Debug UI" parent="." instance=ExtResource( 3 )]
 | 
			
		||||
 | 
			
		||||
[node name="Clock" parent="." instance=ExtResource( 4 )]
 | 
			
		||||
_autoTick = true
 | 
			
		||||
 | 
			
		||||
[connection signal="OnPauseChanged" from="Clock" to="Debug UI" method="_on_Clock_OnPauseChanged"]
 | 
			
		||||
[connection signal="OnTick" from="Clock" to="Grid" method="_on_Clock_OnTick"]
 | 
			
		||||
[connection signal="OnTick" from="Clock" to="Debug UI" method="_on_Clock_OnTick"]
 | 
			
		||||
[node name="World Grid" parent="." instance=ExtResource( 1 )]
 | 
			
		||||
DiffusionCoefficient = 0.1
 | 
			
		||||
 | 
			
		||||
[node name="Cursor" parent="." instance=ExtResource( 2 )]
 | 
			
		||||
Grid = NodePath("../World Grid")
 | 
			
		||||
_pulseShape = SubResource( 1 )
 | 
			
		||||
 | 
			
		||||
[node name="Interaction Modes" parent="." instance=ExtResource( 5 )]
 | 
			
		||||
_buildModePath = NodePath("Build Mode")
 | 
			
		||||
 | 
			
		||||
[node name="Build Mode" parent="Interaction Modes" instance=ExtResource( 7 )]
 | 
			
		||||
_gridPath = NodePath("../../World Grid")
 | 
			
		||||
_cursorPath = NodePath("../../Cursor")
 | 
			
		||||
 | 
			
		||||
[node name="Overlays" parent="." instance=ExtResource( 10 )]
 | 
			
		||||
_overlaysResource = ExtResource( 11 )
 | 
			
		||||
_worldGridPath = NodePath("../World Grid")
 | 
			
		||||
 | 
			
		||||
[node name="UI" type="Control" parent="."]
 | 
			
		||||
anchor_right = 1.0
 | 
			
		||||
anchor_bottom = 1.0
 | 
			
		||||
mouse_filter = 2
 | 
			
		||||
 | 
			
		||||
[node name="Debug" parent="UI" instance=ExtResource( 3 )]
 | 
			
		||||
 | 
			
		||||
[node name="Build Mode" parent="UI" instance=ExtResource( 6 )]
 | 
			
		||||
_buildModePath = NodePath("../../Interaction Modes/Build Mode")
 | 
			
		||||
 | 
			
		||||
[node name="Mode Selection" parent="UI" instance=ExtResource( 9 )]
 | 
			
		||||
 | 
			
		||||
[node name="Overlays UI" parent="UI" instance=ExtResource( 8 )]
 | 
			
		||||
_overlaysPath = NodePath("../../Overlays")
 | 
			
		||||
 | 
			
		||||
[connection signal="OnPauseChanged" from="Clock" to="UI/Debug" method="_on_Clock_OnPauseChanged"]
 | 
			
		||||
[connection signal="OnTick" from="Clock" to="World Grid" method="_on_Clock_OnTick"]
 | 
			
		||||
[connection signal="OnTick" from="Clock" to="UI/Debug" method="_on_Clock_OnTick"]
 | 
			
		||||
[connection signal="OnInteractionModeChanged" from="Interaction Modes" to="Cursor" method="_on_Interaction_Mode_OnInteractionModeChanged"]
 | 
			
		||||
[connection signal="OnInteractionModeChanged" from="Interaction Modes" to="UI/Debug" method="_on_Interaction_Mode_OnInteractionModeChanged"]
 | 
			
		||||
[connection signal="OnModeEntered" from="Interaction Modes/Build Mode" to="Interaction Modes" method="_on_Build_Mode_OnModeEntered"]
 | 
			
		||||
[connection signal="OnModeEntered" from="Interaction Modes/Build Mode" to="UI/Mode Selection" method="EnableBuildMode"]
 | 
			
		||||
[connection signal="OnModeExited" from="Interaction Modes/Build Mode" to="Interaction Modes" method="_on_Build_Mode_OnModeExited"]
 | 
			
		||||
[connection signal="OnModeExited" from="Interaction Modes/Build Mode" to="UI/Mode Selection" method="Enable"]
 | 
			
		||||
[connection signal="SelectedTileTypeChanged" from="Interaction Modes/Build Mode" to="UI/Build Mode" method="UpdateButtonToggleState"]
 | 
			
		||||
[connection signal="OverlayCycled" from="Overlays" to="UI/Overlays UI" method="UpdateOverlayText"]
 | 
			
		||||
[connection signal="OnExit" from="UI/Build Mode" to="Interaction Modes" method="Reset"]
 | 
			
		||||
[connection signal="BuildModeEnabled" from="UI/Mode Selection" to="Interaction Modes/Build Mode" method="Enable"]
 | 
			
		||||
 | 
			
		||||
@ -1,10 +1,11 @@
 | 
			
		||||
[gd_scene load_steps=3 format=2]
 | 
			
		||||
[gd_scene load_steps=4 format=2]
 | 
			
		||||
 | 
			
		||||
[ext_resource path="res://scripts/WorldGrid.cs" type="Script" id=1]
 | 
			
		||||
[ext_resource path="res://nodes/tile.tscn" type="PackedScene" id=2]
 | 
			
		||||
[ext_resource path="res://resources/tiles/tiles.tres" type="Resource" id=3]
 | 
			
		||||
 | 
			
		||||
[node name="Grid" type="Node2D"]
 | 
			
		||||
script = ExtResource( 1 )
 | 
			
		||||
TileScene = ExtResource( 2 )
 | 
			
		||||
Size = 10
 | 
			
		||||
CellSize = 64
 | 
			
		||||
_tileGridResource = ExtResource( 3 )
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										9
									
								
								half-earth/nodes/interaction_modes/build_mode.tscn
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										9
									
								
								half-earth/nodes/interaction_modes/build_mode.tscn
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,9 @@
 | 
			
		||||
[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/tiles/tile_types/tile_type_collections/buildable_tiles.tres" type="Resource" id=2]
 | 
			
		||||
 | 
			
		||||
[node name="Build Mode" type="Node"]
 | 
			
		||||
script = ExtResource( 1 )
 | 
			
		||||
_key = 66
 | 
			
		||||
_buildableTilesResource = ExtResource( 2 )
 | 
			
		||||
							
								
								
									
										6
									
								
								half-earth/nodes/interaction_modes/interaction_mode.tscn
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										6
									
								
								half-earth/nodes/interaction_modes/interaction_mode.tscn
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,6 @@
 | 
			
		||||
[gd_scene load_steps=2 format=2]
 | 
			
		||||
 | 
			
		||||
[ext_resource path="res://scripts/interaction_modes/InteractionModes.cs" type="Script" id=1]
 | 
			
		||||
 | 
			
		||||
[node name="Interaction Mode" type="Node"]
 | 
			
		||||
script = ExtResource( 1 )
 | 
			
		||||
							
								
								
									
										3
									
								
								half-earth/nodes/interaction_modes/selection_mode.tscn
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										3
									
								
								half-earth/nodes/interaction_modes/selection_mode.tscn
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,3 @@
 | 
			
		||||
[gd_scene format=2]
 | 
			
		||||
 | 
			
		||||
[node name="Selection Mode" type="Node"]
 | 
			
		||||
							
								
								
									
										12
									
								
								half-earth/nodes/overlays.tscn
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										12
									
								
								half-earth/nodes/overlays.tscn
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,12 @@
 | 
			
		||||
[gd_scene load_steps=5 format=2]
 | 
			
		||||
 | 
			
		||||
[ext_resource path="res://scripts/overlays/Overlays.cs" type="Script" id=1]
 | 
			
		||||
[ext_resource path="res://resources/overlays/heat_overlay.tres" type="Resource" id=2]
 | 
			
		||||
[ext_resource path="res://resources/overlays/no_overlay.tres" type="Resource" id=3]
 | 
			
		||||
[ext_resource path="res://resources/tiles/tiles.tres" type="Resource" id=4]
 | 
			
		||||
 | 
			
		||||
[node name="Overlays" type="Node"]
 | 
			
		||||
script = ExtResource( 1 )
 | 
			
		||||
_cycleOverlayKey = 16777218
 | 
			
		||||
_overlayResources = [ ExtResource( 3 ), ExtResource( 2 ) ]
 | 
			
		||||
_tileGridResource = ExtResource( 4 )
 | 
			
		||||
							
								
								
									
										18
									
								
								half-earth/nodes/ui/build_mode_ui.tscn
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										18
									
								
								half-earth/nodes/ui/build_mode_ui.tscn
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,18 @@
 | 
			
		||||
[gd_scene load_steps=2 format=2]
 | 
			
		||||
 | 
			
		||||
[ext_resource path="res://scripts/ui/BuildModeUI.cs" type="Script" id=1]
 | 
			
		||||
 | 
			
		||||
[node name="Build Mode" type="Control"]
 | 
			
		||||
anchor_right = 1.0
 | 
			
		||||
anchor_bottom = 1.0
 | 
			
		||||
script = ExtResource( 1 )
 | 
			
		||||
 | 
			
		||||
[node name="Exit" type="Button" parent="."]
 | 
			
		||||
anchor_top = 1.0
 | 
			
		||||
anchor_bottom = 1.0
 | 
			
		||||
margin_top = -40.0
 | 
			
		||||
margin_right = 40.0
 | 
			
		||||
grow_vertical = 0
 | 
			
		||||
text = "Exit"
 | 
			
		||||
 | 
			
		||||
[connection signal="pressed" from="Exit" to="." method="Exit"]
 | 
			
		||||
							
								
								
									
										48
									
								
								half-earth/nodes/ui/debug_ui.tscn
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										48
									
								
								half-earth/nodes/ui/debug_ui.tscn
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,48 @@
 | 
			
		||||
[gd_scene load_steps=2 format=2]
 | 
			
		||||
 | 
			
		||||
[ext_resource path="res://scripts/ui/DebugUI.cs" type="Script" id=1]
 | 
			
		||||
 | 
			
		||||
[node name="Debug UI" type="Control"]
 | 
			
		||||
anchor_left = 1.0
 | 
			
		||||
anchor_right = 1.0
 | 
			
		||||
mouse_filter = 2
 | 
			
		||||
script = ExtResource( 1 )
 | 
			
		||||
TicksLabelPath = NodePath("Ticks")
 | 
			
		||||
PauseLabelPath = NodePath("Paused")
 | 
			
		||||
InteractionModeLabelPath = NodePath("Interaction Mode")
 | 
			
		||||
 | 
			
		||||
[node name="Interaction Mode" type="Label" parent="."]
 | 
			
		||||
anchor_left = 1.0
 | 
			
		||||
anchor_right = 1.0
 | 
			
		||||
margin_left = -102.0
 | 
			
		||||
margin_top = 15.0
 | 
			
		||||
margin_right = -14.0
 | 
			
		||||
margin_bottom = 29.0
 | 
			
		||||
grow_horizontal = 0
 | 
			
		||||
grow_vertical = 0
 | 
			
		||||
text = "mode: Selection"
 | 
			
		||||
align = 2
 | 
			
		||||
 | 
			
		||||
[node name="Ticks" type="Label" parent="."]
 | 
			
		||||
anchor_left = 1.0
 | 
			
		||||
anchor_right = 1.0
 | 
			
		||||
margin_left = -60.0
 | 
			
		||||
margin_top = 35.0
 | 
			
		||||
margin_right = -14.0
 | 
			
		||||
margin_bottom = 49.0
 | 
			
		||||
grow_horizontal = 0
 | 
			
		||||
grow_vertical = 0
 | 
			
		||||
text = "ticks: 0"
 | 
			
		||||
align = 2
 | 
			
		||||
 | 
			
		||||
[node name="Paused" type="Label" parent="."]
 | 
			
		||||
anchor_left = 1.0
 | 
			
		||||
anchor_right = 1.0
 | 
			
		||||
margin_left = -90.0
 | 
			
		||||
margin_top = 55.0
 | 
			
		||||
margin_right = -14.0
 | 
			
		||||
margin_bottom = 69.0
 | 
			
		||||
grow_horizontal = 0
 | 
			
		||||
grow_vertical = 0
 | 
			
		||||
text = "pause: false"
 | 
			
		||||
align = 2
 | 
			
		||||
							
								
								
									
										19
									
								
								half-earth/nodes/ui/mode_selection_ui.tscn
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										19
									
								
								half-earth/nodes/ui/mode_selection_ui.tscn
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,19 @@
 | 
			
		||||
[gd_scene load_steps=2 format=2]
 | 
			
		||||
 | 
			
		||||
[ext_resource path="res://scripts/ui/ModeSelectionUI.cs" type="Script" id=1]
 | 
			
		||||
 | 
			
		||||
[node name="Mode Selection UI" type="Control"]
 | 
			
		||||
anchor_top = 1.0
 | 
			
		||||
anchor_bottom = 1.0
 | 
			
		||||
margin_top = -600.0
 | 
			
		||||
margin_bottom = -600.0
 | 
			
		||||
script = ExtResource( 1 )
 | 
			
		||||
 | 
			
		||||
[node name="Build Mode" type="Button" parent="."]
 | 
			
		||||
margin_left = 2.0
 | 
			
		||||
margin_top = 562.0
 | 
			
		||||
margin_right = 38.0
 | 
			
		||||
margin_bottom = 598.0
 | 
			
		||||
text = "[B] Build Mode"
 | 
			
		||||
 | 
			
		||||
[connection signal="pressed" from="Build Mode" to="." method="EnableBuildMode"]
 | 
			
		||||
							
								
								
									
										18
									
								
								half-earth/nodes/ui/overlays UI.tscn
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										18
									
								
								half-earth/nodes/ui/overlays UI.tscn
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,18 @@
 | 
			
		||||
[gd_scene load_steps=2 format=2]
 | 
			
		||||
 | 
			
		||||
[ext_resource path="res://scripts/ui/OverlaysUI.cs" type="Script" id=1]
 | 
			
		||||
 | 
			
		||||
[node name="Overlays UI" type="Node"]
 | 
			
		||||
script = ExtResource( 1 )
 | 
			
		||||
_cycleOverlayButtonPath = NodePath("Button")
 | 
			
		||||
 | 
			
		||||
[node name="Button" type="Button" parent="."]
 | 
			
		||||
anchor_top = 1.0
 | 
			
		||||
anchor_bottom = 1.0
 | 
			
		||||
margin_top = -90.0
 | 
			
		||||
margin_right = 42.0
 | 
			
		||||
margin_bottom = -52.0
 | 
			
		||||
grow_vertical = 0
 | 
			
		||||
text = "[Tab] Cycle Overlay"
 | 
			
		||||
 | 
			
		||||
[connection signal="pressed" from="Button" to="." method="CycleOverlay"]
 | 
			
		||||
							
								
								
									
										8
									
								
								half-earth/resources/overlays/heat_overlay.tres
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										8
									
								
								half-earth/resources/overlays/heat_overlay.tres
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,8 @@
 | 
			
		||||
[gd_resource type="Resource" load_steps=2 format=2]
 | 
			
		||||
 | 
			
		||||
[ext_resource path="res://scripts/overlays/HeatOverlay.cs" type="Script" id=1]
 | 
			
		||||
 | 
			
		||||
[resource]
 | 
			
		||||
script = ExtResource( 1 )
 | 
			
		||||
_coldColor = Color( 0, 0, 0, 1 )
 | 
			
		||||
_hotColor = Color( 1, 0.654902, 0, 1 )
 | 
			
		||||
							
								
								
									
										6
									
								
								half-earth/resources/overlays/no_overlay.tres
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										6
									
								
								half-earth/resources/overlays/no_overlay.tres
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,6 @@
 | 
			
		||||
[gd_resource type="Resource" load_steps=2 format=2]
 | 
			
		||||
 | 
			
		||||
[ext_resource path="res://scripts/overlays/NoOverlay.cs" type="Script" id=1]
 | 
			
		||||
 | 
			
		||||
[resource]
 | 
			
		||||
script = ExtResource( 1 )
 | 
			
		||||
							
								
								
									
										9
									
								
								half-earth/resources/overlays/overlays.tres
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										9
									
								
								half-earth/resources/overlays/overlays.tres
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,9 @@
 | 
			
		||||
[gd_resource type="Resource" load_steps=4 format=2]
 | 
			
		||||
 | 
			
		||||
[ext_resource path="res://scripts/overlays/OverlayCollection.cs" type="Script" id=1]
 | 
			
		||||
[ext_resource path="res://resources/overlays/no_overlay.tres" type="Resource" id=2]
 | 
			
		||||
[ext_resource path="res://resources/overlays/heat_overlay.tres" type="Resource" id=3]
 | 
			
		||||
 | 
			
		||||
[resource]
 | 
			
		||||
script = ExtResource( 1 )
 | 
			
		||||
_resources = [ ExtResource( 2 ), ExtResource( 3 ) ]
 | 
			
		||||
							
								
								
									
										10
									
								
								half-earth/resources/tiles/tile_types/developed.tres
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										10
									
								
								half-earth/resources/tiles/tile_types/developed.tres
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,10 @@
 | 
			
		||||
[gd_resource type="Resource" load_steps=2 format=2]
 | 
			
		||||
 | 
			
		||||
[ext_resource path="res://scripts/tile/TileType.cs" type="Script" id=1]
 | 
			
		||||
 | 
			
		||||
[resource]
 | 
			
		||||
script = ExtResource( 1 )
 | 
			
		||||
Name = "Developed"
 | 
			
		||||
Key = 68
 | 
			
		||||
Color = Color( 0.372549, 0.372549, 0.372549, 1 )
 | 
			
		||||
HeatGeneration = 0.4
 | 
			
		||||
@ -0,0 +1,8 @@
 | 
			
		||||
[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/tiles/tile_types/developed.tres" type="Resource" id=2]
 | 
			
		||||
 | 
			
		||||
[resource]
 | 
			
		||||
script = ExtResource( 1 )
 | 
			
		||||
_resources = [ ExtResource( 2 ) ]
 | 
			
		||||
							
								
								
									
										10
									
								
								half-earth/resources/tiles/tile_types/wild.tres
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										10
									
								
								half-earth/resources/tiles/tile_types/wild.tres
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,10 @@
 | 
			
		||||
[gd_resource type="Resource" load_steps=2 format=2]
 | 
			
		||||
 | 
			
		||||
[ext_resource path="res://scripts/tile/TileType.cs" type="Script" id=1]
 | 
			
		||||
 | 
			
		||||
[resource]
 | 
			
		||||
script = ExtResource( 1 )
 | 
			
		||||
Name = "Wild"
 | 
			
		||||
Key = 87
 | 
			
		||||
Color = Color( 0, 0.545098, 0.0196078, 1 )
 | 
			
		||||
HeatGeneration = -0.2
 | 
			
		||||
							
								
								
									
										9
									
								
								half-earth/resources/tiles/tiles.tres
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										9
									
								
								half-earth/resources/tiles/tiles.tres
									
									
									
									
									
										Normal 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 )
 | 
			
		||||
@ -1,37 +0,0 @@
 | 
			
		||||
using Godot;
 | 
			
		||||
using System;
 | 
			
		||||
 | 
			
		||||
public class DebugUI : Control
 | 
			
		||||
{
 | 
			
		||||
    [Export]
 | 
			
		||||
    public NodePath TicksLabelPath { private get; set; }
 | 
			
		||||
    private Label _ticksLabel;
 | 
			
		||||
 | 
			
		||||
    [Export]
 | 
			
		||||
    public NodePath PauseLabelPath { private get; set; }
 | 
			
		||||
    private Label _pauseLabel;
 | 
			
		||||
 | 
			
		||||
    public override void _Ready()
 | 
			
		||||
    {
 | 
			
		||||
        _ticksLabel = GetNode<Label>(TicksLabelPath);
 | 
			
		||||
        _pauseLabel = GetNode<Label>(PauseLabelPath);
 | 
			
		||||
 | 
			
		||||
        SetTicksText(0);
 | 
			
		||||
        SetPauseText(false);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    #region Signals
 | 
			
		||||
    public void _on_Clock_OnPauseChanged(bool paused) => SetPauseText(paused);
 | 
			
		||||
    public void _on_Clock_OnTick(int ticks) => SetTicksText(ticks);
 | 
			
		||||
    #endregion
 | 
			
		||||
 | 
			
		||||
    private void SetTicksText(int ticks)
 | 
			
		||||
    {
 | 
			
		||||
        _ticksLabel.Text = $"ticks: {ticks}";
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void SetPauseText(bool paused)
 | 
			
		||||
    {
 | 
			
		||||
        _pauseLabel.Text = $"pause: {paused}";
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@ -8,8 +8,22 @@ public class GridCursor : Sprite
 | 
			
		||||
    private WorldGrid _grid;
 | 
			
		||||
    private ShaderMaterial _material;
 | 
			
		||||
 | 
			
		||||
    #region Animation
 | 
			
		||||
    [Export]
 | 
			
		||||
    private Curve _pulseShape;
 | 
			
		||||
    [Export]
 | 
			
		||||
    private float _pulseRate = 1.0f;
 | 
			
		||||
    private float PulsePeriod => 1.0f / _pulseRate;
 | 
			
		||||
    #endregion
 | 
			
		||||
 | 
			
		||||
    private float _elapsed = 0.0f;
 | 
			
		||||
    private bool _pulsing = false;
 | 
			
		||||
 | 
			
		||||
    private const string T = "t";
 | 
			
		||||
 | 
			
		||||
    public int X { get; private set; }
 | 
			
		||||
    public int Y { get; private set; }
 | 
			
		||||
 | 
			
		||||
    public override void _Ready()
 | 
			
		||||
    {
 | 
			
		||||
        _grid = GetNode<WorldGrid>(Grid);
 | 
			
		||||
@ -24,28 +38,32 @@ public class GridCursor : Sprite
 | 
			
		||||
        {
 | 
			
		||||
            var pos = mouseMoveEvent.Position;
 | 
			
		||||
            _grid.GetGridPos(pos, out var x, out var y);
 | 
			
		||||
            this.Visible = _grid.IsInBounds(x, y);
 | 
			
		||||
            var position = new Vector2(x + .5f, y + .5f) * _grid.CellSize;
 | 
			
		||||
            X = x;
 | 
			
		||||
            Y = y;
 | 
			
		||||
 | 
			
		||||
            this.Visible = _grid.IsInBounds(X, Y);
 | 
			
		||||
            var position = new Vector2(X + .5f, Y + .5f) * _grid.CellSize;
 | 
			
		||||
            this.Position = position;
 | 
			
		||||
        }
 | 
			
		||||
        else if (@event is InputEventMouseButton mouseButtonEvent)
 | 
			
		||||
        {
 | 
			
		||||
            switch ((ButtonList)mouseButtonEvent.ButtonIndex)
 | 
			
		||||
            {
 | 
			
		||||
                case ButtonList.Left:
 | 
			
		||||
                    if (mouseButtonEvent.Pressed)
 | 
			
		||||
                    {
 | 
			
		||||
                        var pos = mouseButtonEvent.Position;
 | 
			
		||||
                        _grid.GetGridPos(pos, out var x, out var y);
 | 
			
		||||
                        _grid.SetTileValue(x, y, 1.0f);
 | 
			
		||||
                        _material.SetShaderParam(T, 1f);
 | 
			
		||||
                    }
 | 
			
		||||
                    else
 | 
			
		||||
                    {
 | 
			
		||||
                        _material.SetShaderParam(T, 0f);
 | 
			
		||||
                    }
 | 
			
		||||
                    break;
 | 
			
		||||
            }
 | 
			
		||||
            return;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public override void _Process(float delta)
 | 
			
		||||
    {
 | 
			
		||||
        _elapsed += delta * _pulseRate;
 | 
			
		||||
 | 
			
		||||
        if (!_pulsing)
 | 
			
		||||
        {
 | 
			
		||||
            _material.SetShaderParam(T, 1f);
 | 
			
		||||
            return;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        var a = _pulseShape.Interpolate(_elapsed % 1.0f);
 | 
			
		||||
        _material.SetShaderParam(T, a);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void _on_Interaction_Mode_OnInteractionModeChanged(Mode oldMode, Mode newMode)
 | 
			
		||||
    {
 | 
			
		||||
        _pulsing = newMode is BuildMode;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										33
									
								
								half-earth/scripts/ReadOnlyResourceList.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										33
									
								
								half-earth/scripts/ReadOnlyResourceList.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,33 @@
 | 
			
		||||
using Godot;
 | 
			
		||||
using System.Collections;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
 | 
			
		||||
public class ReadOnlyResourceList<T> : Resource, IReadOnlyList<T> where T : Resource
 | 
			
		||||
{
 | 
			
		||||
    [Export]
 | 
			
		||||
    private List<Resource> _resources = new List<Resource>();
 | 
			
		||||
    private List<T> Collection
 | 
			
		||||
    {
 | 
			
		||||
        get
 | 
			
		||||
        {
 | 
			
		||||
            if (_collection != null)
 | 
			
		||||
                return _collection;
 | 
			
		||||
 | 
			
		||||
            _collection = new List<T>();
 | 
			
		||||
            foreach (var resource in _resources)
 | 
			
		||||
            {
 | 
			
		||||
                _collection.Add((T)resource);
 | 
			
		||||
            }
 | 
			
		||||
            return _collection;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
    private List<T> _collection = null;
 | 
			
		||||
 | 
			
		||||
    public T this[int index] => Collection[index];
 | 
			
		||||
 | 
			
		||||
    public int Count => Collection.Count;
 | 
			
		||||
 | 
			
		||||
    public IEnumerator<T> GetEnumerator() => Collection.GetEnumerator();
 | 
			
		||||
 | 
			
		||||
    IEnumerator IEnumerable.GetEnumerator() => Collection.GetEnumerator();
 | 
			
		||||
}
 | 
			
		||||
@ -7,7 +7,8 @@ public class WorldGrid : Node2D
 | 
			
		||||
    private PackedScene TileScene { get; set; }
 | 
			
		||||
 | 
			
		||||
    [Export]
 | 
			
		||||
    public int Size { get; set; }
 | 
			
		||||
    private Resource _tileGridResource;
 | 
			
		||||
    private TileGrid _tileGrid;
 | 
			
		||||
 | 
			
		||||
    [Export]
 | 
			
		||||
    public int CellSize { get; set; }
 | 
			
		||||
@ -15,58 +16,50 @@ public class WorldGrid : Node2D
 | 
			
		||||
    [Export]
 | 
			
		||||
    public float DiffusionCoefficient { get; set; } = 0.01f;
 | 
			
		||||
 | 
			
		||||
    private Tile[,] _tiles;
 | 
			
		||||
    private float[,] _nextValues = null;
 | 
			
		||||
    private float[] _nextValues = null;
 | 
			
		||||
 | 
			
		||||
    public struct TileView
 | 
			
		||||
    {
 | 
			
		||||
        public ShaderMaterial material;
 | 
			
		||||
    }
 | 
			
		||||
    private TileView[] _tileViews;
 | 
			
		||||
 | 
			
		||||
    // Called when the node enters the scene tree for the first time.
 | 
			
		||||
    public override void _Ready()
 | 
			
		||||
    {
 | 
			
		||||
        GenerateGrid(Size);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public override void _Process(float delta)
 | 
			
		||||
    {
 | 
			
		||||
        base._Process(delta);
 | 
			
		||||
 | 
			
		||||
        for (int x = 0; x < Size; x++)
 | 
			
		||||
        {
 | 
			
		||||
            for (int y = 0; y < Size; y++)
 | 
			
		||||
            {
 | 
			
		||||
                var tile = _tiles[x, y];
 | 
			
		||||
                var material = tile.material;
 | 
			
		||||
                material.SetShaderParam("t", tile.value);
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    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 SetTileValue(int x, int y, float value)
 | 
			
		||||
    {
 | 
			
		||||
        _tiles[x, y].value = value;
 | 
			
		||||
        _tileGrid = (TileGrid)_tileGridResource;
 | 
			
		||||
 | 
			
		||||
        GenerateCanvasItems(_tileGrid);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    #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++)
 | 
			
		||||
@ -74,41 +67,46 @@ 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.value = 0.0f;
 | 
			
		||||
                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;
 | 
			
		||||
            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;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public ShaderMaterial GetTileMaterial(int idx) => _tileViews[idx].material;
 | 
			
		||||
 | 
			
		||||
    #region Simulation
 | 
			
		||||
    public void _on_Clock_OnTick(int ticks)
 | 
			
		||||
    {
 | 
			
		||||
        GenerateHeat();
 | 
			
		||||
        Diffuse();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
@ -122,42 +120,56 @@ 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].value;
 | 
			
		||||
        var t = _tileGrid[x, y].temperature;
 | 
			
		||||
 | 
			
		||||
        nx = x > 0 ? _tiles[x - 1, y].value : t;
 | 
			
		||||
        px = x < Size - 1 ? _tiles[x + 1, y].value : 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].value : t;
 | 
			
		||||
        py = y < Size - 1 ? _tiles[x, y + 1].value : 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 i = 0; i < _tileGrid.Count; i++)
 | 
			
		||||
        {
 | 
			
		||||
            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].value;
 | 
			
		||||
                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
 | 
			
		||||
                _nextValues[x, y] = TransferHeat(t, D, nx, ny, px, py);
 | 
			
		||||
            }
 | 
			
		||||
            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].value = _nextValues[x, y];
 | 
			
		||||
            }
 | 
			
		||||
            var tile = _tileGrid[i];
 | 
			
		||||
            tile.temperature = _nextValues[i];
 | 
			
		||||
            _tileGrid[i] = tile;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
    #endregion
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										132
									
								
								half-earth/scripts/interaction_modes/BuildMode.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										132
									
								
								half-earth/scripts/interaction_modes/BuildMode.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,132 @@
 | 
			
		||||
using Godot;
 | 
			
		||||
using System;
 | 
			
		||||
 | 
			
		||||
public class BuildMode : Mode
 | 
			
		||||
{
 | 
			
		||||
    [Signal]
 | 
			
		||||
    delegate void SelectedTileTypeChanged();
 | 
			
		||||
 | 
			
		||||
    [Export]
 | 
			
		||||
    private NodePath _gridPath;
 | 
			
		||||
    private WorldGrid _grid;
 | 
			
		||||
 | 
			
		||||
    [Export]
 | 
			
		||||
    private NodePath _cursorPath;
 | 
			
		||||
    private GridCursor _cursor;
 | 
			
		||||
 | 
			
		||||
    [Export]
 | 
			
		||||
    private Resource _buildableTilesResource;
 | 
			
		||||
    public TileTypeCollection BuildableTiles { get; private set; }
 | 
			
		||||
 | 
			
		||||
    public TileType SelectedTileType
 | 
			
		||||
    {
 | 
			
		||||
        get => _selectedTileType;
 | 
			
		||||
        set
 | 
			
		||||
        {
 | 
			
		||||
            if (_selectedTileType == value)
 | 
			
		||||
                return;
 | 
			
		||||
 | 
			
		||||
            if (value != null)
 | 
			
		||||
            {
 | 
			
		||||
                GD.Print($"{GetType()}: selected {value} tile type");
 | 
			
		||||
            }
 | 
			
		||||
            else if (_selectedTileType != null)
 | 
			
		||||
            {
 | 
			
		||||
                GD.Print($"{GetType()}: cleared tile selection");
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            _selectedTileType = value;
 | 
			
		||||
            EmitSignal(nameof(SelectedTileTypeChanged), _selectedTileType);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
    private TileType _selectedTileType = null;
 | 
			
		||||
 | 
			
		||||
    public override void _Ready()
 | 
			
		||||
    {
 | 
			
		||||
        base._Ready();
 | 
			
		||||
 | 
			
		||||
        BuildableTiles = (TileTypeCollection)_buildableTilesResource;
 | 
			
		||||
 | 
			
		||||
        foreach (var tt in BuildableTiles)
 | 
			
		||||
        {
 | 
			
		||||
            GD.Print(tt.Name);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        _grid = GetNode<WorldGrid>(_gridPath);
 | 
			
		||||
        _cursor = GetNode<GridCursor>(_cursorPath);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void HandleKeyInput(InputEventKey keyEvent)
 | 
			
		||||
    {
 | 
			
		||||
        if (!(keyEvent.Pressed))
 | 
			
		||||
            return;
 | 
			
		||||
 | 
			
		||||
        var key = (KeyList)keyEvent.Scancode;
 | 
			
		||||
 | 
			
		||||
        if (key == KeyList.Escape)
 | 
			
		||||
        {
 | 
			
		||||
            if (SelectedTileType != null)
 | 
			
		||||
            {
 | 
			
		||||
                SelectedTileType = null;
 | 
			
		||||
                return;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            Disable();
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        foreach (var tt in BuildableTiles)
 | 
			
		||||
        {
 | 
			
		||||
            if (key != tt.Key)
 | 
			
		||||
                continue;
 | 
			
		||||
 | 
			
		||||
            SelectedTileType = tt;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void HandleMouseInput(InputEventMouse mouseEvent)
 | 
			
		||||
    {
 | 
			
		||||
        if (!(mouseEvent is InputEventMouseButton buttonEvent))
 | 
			
		||||
            return;
 | 
			
		||||
 | 
			
		||||
        if (!buttonEvent.Pressed)
 | 
			
		||||
            return;
 | 
			
		||||
 | 
			
		||||
        var button = (ButtonList)buttonEvent.ButtonIndex;
 | 
			
		||||
        if (button != ButtonList.Left)
 | 
			
		||||
            return;
 | 
			
		||||
 | 
			
		||||
        if (SelectedTileType == null)
 | 
			
		||||
            return;
 | 
			
		||||
 | 
			
		||||
        _grid.SetTileType(_cursor.X, _cursor.Y, SelectedTileType);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public override void _Input(InputEvent @event)
 | 
			
		||||
    {
 | 
			
		||||
        base._Input(@event);
 | 
			
		||||
 | 
			
		||||
        if (!Active)
 | 
			
		||||
            return;
 | 
			
		||||
 | 
			
		||||
        if (@event is InputEventKey keyEvent)
 | 
			
		||||
        {
 | 
			
		||||
            HandleKeyInput(keyEvent);
 | 
			
		||||
            return;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        if (@event is InputEventMouse mouseEvent)
 | 
			
		||||
        {
 | 
			
		||||
            HandleMouseInput(mouseEvent);
 | 
			
		||||
            return;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    protected override void OnEnabled()
 | 
			
		||||
    {
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    protected override void OnDisabled()
 | 
			
		||||
    {
 | 
			
		||||
        SelectedTileType = null;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										57
									
								
								half-earth/scripts/interaction_modes/InteractionModes.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										57
									
								
								half-earth/scripts/interaction_modes/InteractionModes.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,57 @@
 | 
			
		||||
using Godot;
 | 
			
		||||
using System;
 | 
			
		||||
 | 
			
		||||
public class InteractionModes : Node
 | 
			
		||||
{
 | 
			
		||||
    [Export]
 | 
			
		||||
    private NodePath _buildModePath;
 | 
			
		||||
    private BuildMode _buildMode;
 | 
			
		||||
 | 
			
		||||
    [Signal]
 | 
			
		||||
    delegate void OnInteractionModeChanged(Mode oldMode, Mode newMode);
 | 
			
		||||
 | 
			
		||||
    private Mode Mode
 | 
			
		||||
    {
 | 
			
		||||
        get => _current;
 | 
			
		||||
        set
 | 
			
		||||
        {
 | 
			
		||||
            if (_current == value)
 | 
			
		||||
                return;
 | 
			
		||||
 | 
			
		||||
            if (value != null)
 | 
			
		||||
            {
 | 
			
		||||
                GD.Print($"set interaction mode: {value}");
 | 
			
		||||
            }
 | 
			
		||||
            else if (_current != null)
 | 
			
		||||
            {
 | 
			
		||||
                GD.Print($"clear interaction mode");
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            var old = _current;
 | 
			
		||||
            _current = value;
 | 
			
		||||
            EmitSignal(nameof(OnInteractionModeChanged), old, _current);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
    private Mode _current = null;
 | 
			
		||||
 | 
			
		||||
    public override void _Ready()
 | 
			
		||||
    {
 | 
			
		||||
        base._Ready();
 | 
			
		||||
 | 
			
		||||
        _buildMode = GetNode<BuildMode>(_buildModePath);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void _on_Build_Mode_OnModeEntered()
 | 
			
		||||
    {
 | 
			
		||||
        Mode = _buildMode;
 | 
			
		||||
    }
 | 
			
		||||
    public void _on_Build_Mode_OnModeExited()
 | 
			
		||||
    {
 | 
			
		||||
        Mode = null;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void Reset()
 | 
			
		||||
    {
 | 
			
		||||
        _buildMode.Disable();
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										68
									
								
								half-earth/scripts/interaction_modes/Mode.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										68
									
								
								half-earth/scripts/interaction_modes/Mode.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,68 @@
 | 
			
		||||
using Godot;
 | 
			
		||||
using System;
 | 
			
		||||
 | 
			
		||||
public abstract class Mode : Node
 | 
			
		||||
{
 | 
			
		||||
    [Signal]
 | 
			
		||||
    delegate void OnModeEntered();
 | 
			
		||||
    [Signal]
 | 
			
		||||
    delegate void OnModeExited();
 | 
			
		||||
 | 
			
		||||
    [Export]
 | 
			
		||||
    private KeyList _key;
 | 
			
		||||
 | 
			
		||||
    public bool Active
 | 
			
		||||
    {
 | 
			
		||||
        get => _active;
 | 
			
		||||
        private set
 | 
			
		||||
        {
 | 
			
		||||
            if (value == _active)
 | 
			
		||||
                return;
 | 
			
		||||
 | 
			
		||||
            _active = value;
 | 
			
		||||
 | 
			
		||||
            var signal = _active
 | 
			
		||||
                ? nameof(OnModeEntered)
 | 
			
		||||
                : nameof(OnModeExited);
 | 
			
		||||
            EmitSignal(signal);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
    private bool _active;
 | 
			
		||||
 | 
			
		||||
    public override void _Input(InputEvent @event)
 | 
			
		||||
    {
 | 
			
		||||
        base._Input(@event);
 | 
			
		||||
 | 
			
		||||
        if (!(@event is InputEventKey keyEvent))
 | 
			
		||||
            return;
 | 
			
		||||
 | 
			
		||||
        if (!keyEvent.Pressed)
 | 
			
		||||
            return;
 | 
			
		||||
 | 
			
		||||
        var key = (KeyList)keyEvent.Scancode;
 | 
			
		||||
 | 
			
		||||
        if (key == _key)
 | 
			
		||||
        {
 | 
			
		||||
            Active = true;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void Enable()
 | 
			
		||||
    {
 | 
			
		||||
        Active = true;
 | 
			
		||||
        OnEnabled();
 | 
			
		||||
    }
 | 
			
		||||
    protected abstract void OnEnabled();
 | 
			
		||||
 | 
			
		||||
    public void Disable()
 | 
			
		||||
    {
 | 
			
		||||
        Active = false;
 | 
			
		||||
        OnDisabled();
 | 
			
		||||
    }
 | 
			
		||||
    protected abstract void OnDisabled();
 | 
			
		||||
 | 
			
		||||
    public override string ToString()
 | 
			
		||||
    {
 | 
			
		||||
        return GetType().ToString();
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										18
									
								
								half-earth/scripts/overlays/HeatOverlay.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										18
									
								
								half-earth/scripts/overlays/HeatOverlay.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,18 @@
 | 
			
		||||
using Godot;
 | 
			
		||||
using System;
 | 
			
		||||
 | 
			
		||||
public class HeatOverlay : Overlay
 | 
			
		||||
{
 | 
			
		||||
    [Export]
 | 
			
		||||
    private Color _coldColor;
 | 
			
		||||
 | 
			
		||||
    [Export]
 | 
			
		||||
    private Color _hotColor;
 | 
			
		||||
 | 
			
		||||
    public override void Apply(Tile tile, ShaderMaterial material)
 | 
			
		||||
    {
 | 
			
		||||
        material.SetShaderParam("lowColor", _coldColor);
 | 
			
		||||
        material.SetShaderParam("highColor", _hotColor);
 | 
			
		||||
        material.SetShaderParam("t", tile.temperature);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										12
									
								
								half-earth/scripts/overlays/NoOverlay.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										12
									
								
								half-earth/scripts/overlays/NoOverlay.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,12 @@
 | 
			
		||||
using Godot;
 | 
			
		||||
 | 
			
		||||
public class NoOverlay : Overlay
 | 
			
		||||
{
 | 
			
		||||
    // in this view we want to draw tiles with their normal colour
 | 
			
		||||
    public override void Apply(Tile tile, ShaderMaterial material)
 | 
			
		||||
    {
 | 
			
		||||
        var type = tile.type;
 | 
			
		||||
        material.SetShaderParam("lowColor", type.Color);
 | 
			
		||||
        material.SetShaderParam("t", 0);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										7
									
								
								half-earth/scripts/overlays/Overlay.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										7
									
								
								half-earth/scripts/overlays/Overlay.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,7 @@
 | 
			
		||||
using Godot;
 | 
			
		||||
 | 
			
		||||
public abstract class Overlay : Resource
 | 
			
		||||
{
 | 
			
		||||
    public string Name => GetType().ToString();
 | 
			
		||||
    public abstract void Apply(Tile tile, ShaderMaterial material);
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										3
									
								
								half-earth/scripts/overlays/OverlayCollection.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										3
									
								
								half-earth/scripts/overlays/OverlayCollection.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,3 @@
 | 
			
		||||
public class OverlayCollection : ReadOnlyResourceList<Overlay>
 | 
			
		||||
{
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										67
									
								
								half-earth/scripts/overlays/Overlays.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										67
									
								
								half-earth/scripts/overlays/Overlays.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,67 @@
 | 
			
		||||
using Godot;
 | 
			
		||||
using System;
 | 
			
		||||
 | 
			
		||||
public class Overlays : Node
 | 
			
		||||
{
 | 
			
		||||
    [Signal]
 | 
			
		||||
    delegate void OverlayCycled(Overlay overlay);
 | 
			
		||||
 | 
			
		||||
    [Export]
 | 
			
		||||
    private KeyList _cycleOverlayKey;
 | 
			
		||||
 | 
			
		||||
    [Export] private Resource _overlaysResource;
 | 
			
		||||
    public Overlay Current => _overlays[_overlayIdx];
 | 
			
		||||
    private OverlayCollection _overlays;
 | 
			
		||||
    private int _overlayIdx = 0;
 | 
			
		||||
 | 
			
		||||
    [Export]
 | 
			
		||||
    private Resource _tileGridResource;
 | 
			
		||||
    private TileGrid _tileGrid;
 | 
			
		||||
 | 
			
		||||
    [Export]
 | 
			
		||||
    private NodePath _worldGridPath;
 | 
			
		||||
    private WorldGrid _worldGrid;
 | 
			
		||||
 | 
			
		||||
    public override void _Ready()
 | 
			
		||||
    {
 | 
			
		||||
        _overlays = (OverlayCollection)_overlaysResource;
 | 
			
		||||
        _tileGrid = (TileGrid)_tileGridResource;
 | 
			
		||||
        _worldGrid = GetNode<WorldGrid>(_worldGridPath);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public override void _Input(InputEvent @event)
 | 
			
		||||
    {
 | 
			
		||||
        base._Input(@event);
 | 
			
		||||
 | 
			
		||||
        if (!(@event is InputEventKey keyEvent))
 | 
			
		||||
            return;
 | 
			
		||||
 | 
			
		||||
        if (!(keyEvent.Pressed))
 | 
			
		||||
            return;
 | 
			
		||||
 | 
			
		||||
        if ((KeyList)keyEvent.Scancode != _cycleOverlayKey)
 | 
			
		||||
            return;
 | 
			
		||||
 | 
			
		||||
        CycleOverlay();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public override void _Process(float delta)
 | 
			
		||||
    {
 | 
			
		||||
        base._Process(delta);
 | 
			
		||||
 | 
			
		||||
        for (int i = 0; i < _tileGrid.Count; i++)
 | 
			
		||||
        {
 | 
			
		||||
            var tile = _tileGrid[i];
 | 
			
		||||
            var material = _worldGrid.GetTileMaterial(i);
 | 
			
		||||
 | 
			
		||||
            Current.Apply(tile, material);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void CycleOverlay()
 | 
			
		||||
    {
 | 
			
		||||
        _overlayIdx++;
 | 
			
		||||
        _overlayIdx %= _overlays.Count;
 | 
			
		||||
        EmitSignal(nameof(OverlayCycled), Current);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@ -3,6 +3,6 @@ using Godot;
 | 
			
		||||
public struct Tile
 | 
			
		||||
{
 | 
			
		||||
    public bool isHighlighted;
 | 
			
		||||
    public float value;
 | 
			
		||||
    public ShaderMaterial material;
 | 
			
		||||
    public float temperature;
 | 
			
		||||
    public TileType type;
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										92
									
								
								half-earth/scripts/tile/TileGrid.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										92
									
								
								half-earth/scripts/tile/TileGrid.cs
									
									
									
									
									
										Normal 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;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										20
									
								
								half-earth/scripts/tile/TileType.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										20
									
								
								half-earth/scripts/tile/TileType.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,20 @@
 | 
			
		||||
using Godot;
 | 
			
		||||
 | 
			
		||||
public class TileType : Resource
 | 
			
		||||
{
 | 
			
		||||
    [Export]
 | 
			
		||||
    public string Name { get; private set; }
 | 
			
		||||
 | 
			
		||||
    public string BuildLabel => $"[{Key}] {Name}";
 | 
			
		||||
 | 
			
		||||
    [Export]
 | 
			
		||||
    public KeyList Key { get; private set; }
 | 
			
		||||
 | 
			
		||||
    [Export]
 | 
			
		||||
    public Color Color { get; private set; }
 | 
			
		||||
 | 
			
		||||
    [Export]
 | 
			
		||||
    public float HeatGeneration { get; private set; }
 | 
			
		||||
 | 
			
		||||
    public override string ToString() => Name;
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										3
									
								
								half-earth/scripts/tile/TileTypeCollection.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										3
									
								
								half-earth/scripts/tile/TileTypeCollection.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,3 @@
 | 
			
		||||
public class TileTypeCollection : ReadOnlyResourceList<TileType>
 | 
			
		||||
{
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										81
									
								
								half-earth/scripts/ui/BuildModeUI.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										81
									
								
								half-earth/scripts/ui/BuildModeUI.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,81 @@
 | 
			
		||||
using Godot;
 | 
			
		||||
using System;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
 | 
			
		||||
public class BuildModeUI : Control
 | 
			
		||||
{
 | 
			
		||||
    [Signal]
 | 
			
		||||
    delegate void OnExit();
 | 
			
		||||
 | 
			
		||||
    [Export]
 | 
			
		||||
    private NodePath _buildModePath;
 | 
			
		||||
    private BuildMode _buildMode;
 | 
			
		||||
 | 
			
		||||
    private readonly Dictionary<TileType, Button> _typeButtons
 | 
			
		||||
        = new Dictionary<TileType, Button>();
 | 
			
		||||
 | 
			
		||||
    // Called when the node enters the scene tree for the first time.
 | 
			
		||||
    public override void _Ready()
 | 
			
		||||
    {
 | 
			
		||||
        _buildMode = GetNode<BuildMode>(_buildModePath);
 | 
			
		||||
 | 
			
		||||
        var buttonHeight = 40;
 | 
			
		||||
        var tileType = _buildMode.BuildableTiles[0];
 | 
			
		||||
        int x = 50;
 | 
			
		||||
 | 
			
		||||
        SpawnButton(tileType, buttonHeight, ref x);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void UpdateButtonToggleState(TileType tileType)
 | 
			
		||||
    {
 | 
			
		||||
        foreach (var kvp in _typeButtons)
 | 
			
		||||
        {
 | 
			
		||||
            var button = _typeButtons[kvp.Key];
 | 
			
		||||
            button.SetPressedNoSignal(kvp.Key == tileType);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void SpawnButton(TileType tileType, int buttonHeight, ref int x)
 | 
			
		||||
    {
 | 
			
		||||
        const int MARGIN = 5;
 | 
			
		||||
 | 
			
		||||
        var button = new Button();
 | 
			
		||||
        this.AddChild(button);
 | 
			
		||||
 | 
			
		||||
        button.Text = tileType.BuildLabel;
 | 
			
		||||
        var parameters = new Godot.Collections.Array(button, tileType);
 | 
			
		||||
        button.Connect("pressed", this, nameof(SelectTileType), parameters);
 | 
			
		||||
 | 
			
		||||
        button.SetAnchorsPreset(LayoutPreset.BottomLeft);
 | 
			
		||||
        button.MarginBottom = 0;
 | 
			
		||||
 | 
			
		||||
        var size = button.RectSize;
 | 
			
		||||
        button.RectSize = new Vector2(size.x, buttonHeight);
 | 
			
		||||
 | 
			
		||||
        button.ToggleMode = true;
 | 
			
		||||
 | 
			
		||||
        button.SetPosition(new Vector2(x, -buttonHeight));
 | 
			
		||||
        x += Mathf.RoundToInt(size.x) + MARGIN;
 | 
			
		||||
 | 
			
		||||
        _typeButtons[tileType] = button;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void SelectTileType(Button button, TileType tileType)
 | 
			
		||||
    {
 | 
			
		||||
        _buildMode.SelectedTileType = button.Pressed
 | 
			
		||||
            ? tileType
 | 
			
		||||
            : null;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void Exit()
 | 
			
		||||
    {
 | 
			
		||||
        EmitSignal(nameof(OnExit));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public override void _Process(float delta)
 | 
			
		||||
    {
 | 
			
		||||
        base._Process(delta);
 | 
			
		||||
 | 
			
		||||
        Visible = _buildMode.Active;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										41
									
								
								half-earth/scripts/ui/DebugUI.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										41
									
								
								half-earth/scripts/ui/DebugUI.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,41 @@
 | 
			
		||||
using Godot;
 | 
			
		||||
using System;
 | 
			
		||||
 | 
			
		||||
public class DebugUI : Control
 | 
			
		||||
{
 | 
			
		||||
    [Export]
 | 
			
		||||
    public NodePath TicksLabelPath { private get; set; }
 | 
			
		||||
    private Label _ticksLabel;
 | 
			
		||||
 | 
			
		||||
    [Export]
 | 
			
		||||
    public NodePath PauseLabelPath { private get; set; }
 | 
			
		||||
    private Label _pauseLabel;
 | 
			
		||||
 | 
			
		||||
    [Export]
 | 
			
		||||
    public NodePath InteractionModeLabelPath { private get; set; }
 | 
			
		||||
    private Label _interactionModeLabel;
 | 
			
		||||
    public override void _Ready()
 | 
			
		||||
    {
 | 
			
		||||
        _ticksLabel = GetNode<Label>(TicksLabelPath);
 | 
			
		||||
        _pauseLabel = GetNode<Label>(PauseLabelPath);
 | 
			
		||||
        _interactionModeLabel = GetNode<Label>(InteractionModeLabelPath);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    #region Signals
 | 
			
		||||
    public void _on_Clock_OnPauseChanged(bool paused) =>
 | 
			
		||||
        SetLabelText(_pauseLabel, "pause", paused);
 | 
			
		||||
 | 
			
		||||
    public void _on_Clock_OnTick(int ticks) =>
 | 
			
		||||
        SetLabelText(_ticksLabel, "ticks", ticks);
 | 
			
		||||
 | 
			
		||||
    public void _on_Interaction_Mode_OnInteractionModeChanged(Mode oldMode, Mode newMode)
 | 
			
		||||
    {
 | 
			
		||||
        SetLabelText(_interactionModeLabel, "mode", newMode);
 | 
			
		||||
    }
 | 
			
		||||
    #endregion
 | 
			
		||||
 | 
			
		||||
    private void SetLabelText(Label label, string key, object value)
 | 
			
		||||
    {
 | 
			
		||||
        label.Text = $"{key}: {value}";
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										24
									
								
								half-earth/scripts/ui/ModeSelectionUI.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										24
									
								
								half-earth/scripts/ui/ModeSelectionUI.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,24 @@
 | 
			
		||||
using Godot;
 | 
			
		||||
using System;
 | 
			
		||||
 | 
			
		||||
public class ModeSelectionUI : Control
 | 
			
		||||
{
 | 
			
		||||
    [Signal]
 | 
			
		||||
    delegate void BuildModeEnabled();
 | 
			
		||||
 | 
			
		||||
    public override void _Process(float delta)
 | 
			
		||||
    {
 | 
			
		||||
        base._Process(delta);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void EnableBuildMode()
 | 
			
		||||
    {
 | 
			
		||||
        EmitSignal(nameof(BuildModeEnabled));
 | 
			
		||||
        Visible = false;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void Enable()
 | 
			
		||||
    {
 | 
			
		||||
        Visible = true;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										36
									
								
								half-earth/scripts/ui/OverlaysUI.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										36
									
								
								half-earth/scripts/ui/OverlaysUI.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,36 @@
 | 
			
		||||
using Godot;
 | 
			
		||||
using System;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
 | 
			
		||||
public class OverlaysUI : Node
 | 
			
		||||
{
 | 
			
		||||
    [Export]
 | 
			
		||||
    private NodePath _cycleOverlayButtonPath;
 | 
			
		||||
    private Button _cycleOverlayButton;
 | 
			
		||||
 | 
			
		||||
    [Export]
 | 
			
		||||
    private NodePath _overlaysPath;
 | 
			
		||||
    private Overlays _overlays;
 | 
			
		||||
 | 
			
		||||
    private string _mainText;
 | 
			
		||||
 | 
			
		||||
    public override void _Ready()
 | 
			
		||||
    {
 | 
			
		||||
        base._Ready();
 | 
			
		||||
 | 
			
		||||
        _cycleOverlayButton = GetNode<Button>(_cycleOverlayButtonPath);
 | 
			
		||||
        _mainText = _cycleOverlayButton.Text;
 | 
			
		||||
 | 
			
		||||
        _overlays = GetNode<Overlays>(_overlaysPath);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void CycleOverlay()
 | 
			
		||||
    {
 | 
			
		||||
        _overlays.CycleOverlay();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void UpdateOverlayText(Overlay overlay)
 | 
			
		||||
    {
 | 
			
		||||
        _cycleOverlayButton.Text = $"{_mainText} ({_overlays.Current.Name})";
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
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