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4 Commits

Author SHA1 Message Date
ktyl 63f7984cd7 tile-health (#18)
Reviewed-on: #18
2022-12-21 23:54:12 +01:00
ktyl 58c2d9a451 heat (#16)
Reviewed-on: #16
2022-12-13 01:54:54 +01:00
ktyl 47c2c189b8 tile-types (#15)
Reviewed-on: #15
2022-12-10 18:25:00 +01:00
ktyl 4650a5b7f3 diffusion (#12)
Reviewed-on: #12
2022-12-09 01:36:47 +01:00
45 changed files with 1342 additions and 119 deletions

88
gdd.md
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@ -8,27 +8,69 @@
* Education
* Supply chains
## Critical Path
## Clock
### Grid
Ticks can be applied manually or they can be applied over time.
Add a tick counter as a UI element.
## 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
Tiles in the grid contain floating point values.
These values propogate to neighbouring cells a tick happens.
Ticks can be applied manually or they can be applied over time.
Add a tick counter as a UI element.
* [ ] understand different options for representing the rate of diffusion
#### Diffusion Algorithm
Diffusing should use 'pull' operations; tiles should pull values from surrounding tiles.
Diffusion is modelled as two-dimensional steady-state heat conduction.
This means that the amount of a value does not change between the start and end of the computation of the diffusion step.
The value at one 2D location is calculated based on the values of itself and its neighbours in the previous step.
A diffusion coefficient controls the rate of diffusion.
[Video explanation](https://www.youtube.com/watch?v=RGbV7T_iWT8)
[Derivation](https://www.tec-science.com/thermodynamics/heat/heat-equation-diffusion-equation/)
Implementation:
```cs
private float TransferHeat(float t0, float alpha, float nx, float ny, float px, float py)
{
float d2tdx2 = nx - 2 * t0 + px;
float d2tdy2 = ny - 2 * t0 + py;
return t0 + alpha * (d2tdx2 + d2tdy2);
}
```
Diffusing uses 'pull' operations; tiles pull values from surrounding tiles.
This is an attempt to think forwards to parallelising computation of diffusiong - ideally using the GPU.
### Tile Types
## Overlays
The current overlay can be cycled with a UI button or by pressing `tab`.
Overlays display tile information by displaying tiles in different colours.
Normally, tile colours are displayed depending on their type and health.
This is the 'normal' view with no overlay.
Other overlays include:
* [Heat overlay](#heat-overlay)
## 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.
@ -37,14 +79,18 @@ 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
### Heat overlay
A heat map view can be toggled or cycled to.
It is possible to cycle the view using a UI element.
Tile colours are displayed as a value along a gradient from cold to hot tiles.
## Tile Health
Add another value to wild tiles: health.
A wild tile can accept a certain amount of heat each tick from surrounding tiles.
@ -62,13 +108,13 @@ Its effectiveness at absorbing heat scales with its remaining health.
Diffusion still occurs to move heat away from depleted wild tiles.
### Rewilding
## Rewilding
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.
### 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.
@ -77,7 +123,7 @@ The recovery rate is increased if the tile has wild neighbours.
neighbour multiplier = lerp(1, max, number of neighbours / 4)
health restored = max((damage threshold - heat received), 0) * neighbour multiplier.
### Developed tile types
## Developed tile types
Split developed tiles into 3 types:
@ -90,19 +136,19 @@ These types generate different amounts of heat:
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.
@ -111,12 +157,12 @@ 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.
@ -127,7 +173,7 @@ 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.

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@ -4,6 +4,6 @@
[resource]
shader = ExtResource( 1 )
shader_param/baseColor = Color( 0.992157, 1, 0, 1 )
shader_param/highlightColor = Color( 1, 0, 0.984314, 1 )
shader_param/isHighlighted = 0
shader_param/lowColor = Color( 0, 0, 0, 0 )
shader_param/highColor = Color( 0, 0.976471, 1, 1 )
shader_param/t = null

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@ -5,6 +5,6 @@
[resource]
resource_local_to_scene = true
shader = ExtResource( 1 )
shader_param/baseColor = Color( 0.0823529, 0, 1, 1 )
shader_param/highlightColor = Color( 1, 0, 0, 1 )
shader_param/isHighlighted = null
shader_param/lowColor = Color( 0, 0, 0, 1 )
shader_param/highColor = Color( 1, 0.560784, 0, 1 )
shader_param/t = null

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@ -0,0 +1,7 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://scripts/Clock.cs" type="Script" id=1]
[node name="Clock" type="Node"]
script = ExtResource( 1 )
_tickRate = 10.0

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@ -1,11 +1,68 @@
[gd_scene load_steps=3 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/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]
[node name="Root" type="Node2D"]
[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="Grid" parent="." instance=ExtResource( 1 )]
[node name="Root" type="Node"]
[node name="Clock" parent="." instance=ExtResource( 4 )]
_autoTick = true
[node name="World Grid" parent="." instance=ExtResource( 1 )]
DiffusionCoefficient = 0.1
[node name="Cursor" parent="." instance=ExtResource( 2 )]
Grid = NodePath("../Grid")
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"]

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@ -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 )

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@ -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 )

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@ -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 )

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@ -0,0 +1,3 @@
[gd_scene format=2]
[node name="Selection Mode" type="Node"]

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@ -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 )

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@ -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"]

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@ -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

View 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"]

View 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"]

View 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 )

View File

@ -0,0 +1,8 @@
[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 )
_healthy = Color( 0.0431373, 0.541176, 0.0235294, 1 )
_depleted = Color( 0.670588, 0.572549, 0.27451, 1 )

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@ -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 ) ]

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@ -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 = 0.15

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@ -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 ) ]

View File

@ -0,0 +1,11 @@
[gd_resource type="Resource" load_steps=2 format=2]
[ext_resource path="res://scripts/tile/Wild.cs" type="Script" id=1]
[resource]
script = ExtResource( 1 )
Name = "Wild"
Key = 87
Color = Color( 0.14902, 1, 0, 0 )
HeatGeneration = -0.02
Threshold = 0.6

View File

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

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@ -0,0 +1,67 @@
using Godot;
using System;
public class Clock : Node
{
[Signal]
delegate void OnTick(int ticks);
[Signal]
delegate void OnPauseChanged(bool paused);
[Export(PropertyHint.None, "Number of ticks per second")]
private float _tickRate;
private float TickPeriod => 1.0f / _tickRate;
[Export]
private bool _autoTick;
private int _ticks = 0;
private bool _paused = false;
public override void _Input(InputEvent @event)
{
base._Input(@event);
if (@event is InputEventKey keyEvent && keyEvent.Pressed)
{
switch ((KeyList)keyEvent.Scancode)
{
case KeyList.Space:
if (_autoTick)
{
_paused = !_paused;
EmitSignal(nameof(OnPauseChanged), _paused);
return;
}
Tick();
break;
}
}
}
private float _secondsSinceLastTick;
public override void _Process(float delta)
{
base._Process(delta);
if (!_autoTick)
return;
if (_paused)
return;
_secondsSinceLastTick += delta;
if (_secondsSinceLastTick < TickPeriod)
return;
_secondsSinceLastTick -= TickPeriod;
Tick();
}
private void Tick()
{
_ticks++;
EmitSignal(nameof(OnTick), _ticks);
}
}

View File

@ -8,44 +8,62 @@ public class GridCursor : Sprite
private WorldGrid _grid;
private ShaderMaterial _material;
private const string IS_HIGHLIGHTED = "isHighlighted";
#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);
_material = (ShaderMaterial)Material;
}
public override void _Input(InputEvent @event)
{
base._Input(@event);
if (@event is InputEventMouseMotion mouseMoveEvent)
{
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.ToggleTileHighlight(x, y);
_material.SetShaderParam(IS_HIGHLIGHTED, 1);
}
else
{
_material.SetShaderParam(IS_HIGHLIGHTED, 0);
}
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;
}
}

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@ -0,0 +1,100 @@
using Godot;
public class HeatSystem
{
private readonly TileGrid _tiles;
private readonly float _diffusionCoefficient;
private float[] _nextTemperatures = null;
public HeatSystem(TileGrid tiles, float diffusionCoefficient)
{
_tiles = tiles;
_diffusionCoefficient = diffusionCoefficient;
_nextTemperatures = new float[tiles.Count];
}
public void Process()
{
GenerateHeat();
Diffuse();
}
private float TransferHeat(float t0, float alpha, float nx, float ny, float px, float py)
{
float d2tdx2 = nx - 2 * t0 + px;
float d2tdy2 = ny - 2 * t0 + py;
return t0 + alpha * (d2tdx2 + d2tdy2);
}
private void GetNeighbourTemperatures(int x, int y, out float nx, out float ny, out float px, out float py)
{
// default value
var t = _tiles[x, y].temperature;
nx = x > 0 ? _tiles[x - 1, y].temperature : t;
px = x < _tiles.Size - 1 ? _tiles[x + 1, y].temperature : t;
ny = y > 0 ? _tiles[x, y - 1].temperature : t;
py = y < _tiles.Size - 1 ? _tiles[x, y + 1].temperature : t;
}
private void GenerateHeat()
{
for (int i = 0; i < _tiles.Count; i++)
{
var tile = _tiles[i];
var type = tile.type;
tile.temperature += type.HeatGeneration;
ApplyHeatDamage(ref tile);
_tiles[i] = tile;
}
}
private void ApplyHeatDamage(ref Tile tile)
{
if (!(tile.type is IDamageable damageable))
return;
var surplus = tile.temperature - damageable.Threshold;
if (surplus < 0)
return;
// TODO: parameterised balancing
tile.currentHealth -= surplus;
tile.currentHealth = Mathf.Clamp(tile.currentHealth, 0, 1);
}
private void Diffuse()
{
var D = _diffusionCoefficient;
for (int i = 0; i < _tiles.Count; i++)
{
float t = _tiles[i].temperature;
_tiles.MapIndex(i, out var x, out var y);
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);
_nextTemperatures[i] = temperature;
}
for (int i = 0; i < _tiles.Count; i++)
{
var tile = _tiles[i];
tile.temperature = _nextTemperatures[i];
_tiles[i] = tile;
}
}
}

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@ -0,0 +1,33 @@
using Godot;
using System.Collections;
using System.Collections.Generic;
public abstract 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();
}

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@ -7,62 +7,58 @@ 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; }
private struct Tile
[Export]
public float DiffusionCoefficient { get; set; } = 0.01f;
public struct TileView
{
public bool isHighlighted;
public ShaderMaterial material;
}
private Tile[,] _tiles;
private TileView[] _tileViews;
private HeatSystem _heat;
// 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("isHighlighted", tile.isHighlighted ? 1 : 0);
}
}
}
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;
_tileGrid = (TileGrid)_tileGridResource;
GenerateCanvasItems(_tileGrid);
_heat = new HeatSystem(_tileGrid, DiffusionCoefficient);
}
#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;
}
#endregion
private void Clear()
{
_tiles = null;
int children = this.GetChildCount();
GD.Print(children);
for (int i = 0; i < children; i++)
@ -70,34 +66,39 @@ 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];
for (int x = 0; x < size; x++)
_tileViews = new TileView[grid.Count];
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;
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;
_tiles[x, y] = tile;
}
x = (x + .5f) * CellSize,
y = (y + .5f) * CellSize
};
node.Position = position;
var canvasItem = (CanvasItem)node;
var tile = _tileGrid[i];
TileView view = default;
view.material = (ShaderMaterial)canvasItem.Material;
_tileViews[i] = view;
}
}
public ShaderMaterial GetTileMaterial(int idx) => _tileViews[idx].material;
public void _on_Clock_OnTick(int ticks) => _heat.Process();
}

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@ -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;
}
}

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@ -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();
}
}

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@ -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();
}
}

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@ -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);
}
}

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@ -0,0 +1,27 @@
using Godot;
public class NoOverlay : Overlay
{
[Export]
private Color _healthy;
[Export]
private Color _depleted;
// in this view we want to draw tiles with their normal colour
public override void Apply(Tile tile, ShaderMaterial material)
{
var type = tile.type;
if (type is Wild wild)
{
material.SetShaderParam("lowColor", _depleted);
material.SetShaderParam("highColor", _healthy);
material.SetShaderParam("t", tile.currentHealth);
return;
}
material.SetShaderParam("lowColor", type.Color);
material.SetShaderParam("t", 0);
}
}

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@ -0,0 +1,7 @@
using Godot;
public abstract class Overlay : Resource
{
public string Name => GetType().ToString();
public abstract void Apply(Tile tile, ShaderMaterial material);
}

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@ -0,0 +1,3 @@
public class OverlayCollection : ReadOnlyResourceList<Overlay>
{
}

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@ -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);
}
}

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@ -0,0 +1,4 @@
public interface IDamageable
{
float Threshold { get; }
}

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@ -0,0 +1,9 @@
using Godot;
public struct Tile
{
public bool isHighlighted;
public float temperature;
public TileType type;
public float currentHealth;
}

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@ -0,0 +1,93 @@
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;
private 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;
tile.currentHealth = 1.0f;
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;
}
}

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@ -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;
}

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@ -0,0 +1,3 @@
public class TileTypeCollection : ReadOnlyResourceList<TileType>
{
}

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@ -0,0 +1,7 @@
using Godot;
public class Wild : TileType, IDamageable
{
[Export]
public float Threshold { get; private set; }
}

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@ -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;
}
}

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@ -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}";
}
}

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@ -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;
}
}

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@ -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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@ -1,9 +1,9 @@
shader_type canvas_item;
uniform vec4 baseColor : hint_color;
uniform vec4 highlightColor : hint_color;
uniform int isHighlighted;
uniform vec4 lowColor : hint_color;
uniform vec4 highColor : hint_color;
uniform float t;
void fragment() {
COLOR = mix(baseColor, highlightColor, float(isHighlighted));
COLOR = mix(lowColor, highColor, t);
}