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heat ... main

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
32 changed files with 587 additions and 217 deletions

32
gdd.md
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@ -8,6 +8,11 @@
* Education
* Supply chains
## Clock
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.
@ -17,13 +22,6 @@ Tiles are highlighted a different colour when the player hovers over them with t
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
Diffusing should use 'pull' operations; tiles should pull values from surrounding tiles.
This is an attempt to think forwards to parallelising computation of diffusiong - ideally using the GPU.
#### Diffusion Algorithm
@ -46,6 +44,20 @@ private float TransferHeat(float t0, float alpha, float nx, float ny, float px,
}
```
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.
## 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.
@ -71,8 +83,12 @@ In build mode, the player can click on a wile tile to turn it into a developed t
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.
### 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

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@ -1,4 +1,4 @@
[gd_scene load_steps=11 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]
@ -7,8 +7,10 @@
[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://resources/tile_types/wild.tres" type="Resource" id=8]
[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 ]
@ -18,21 +20,24 @@ _data = [ Vector2( 0, 0 ), 0.0, 5.0, 0, 0, Vector2( 0.5, 1 ), 0.0, 0.0, 0, 0, Ve
[node name="Clock" parent="." instance=ExtResource( 4 )]
_autoTick = true
[node name="Grid" parent="." instance=ExtResource( 1 )]
[node name="World Grid" parent="." instance=ExtResource( 1 )]
DiffusionCoefficient = 0.1
_startTileTypeResource = ExtResource( 8 )
[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("../../Grid")
_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
@ -45,15 +50,19 @@ _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="Grid" method="_on_Clock_OnTick"]
[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="OnExit" from="UI/Build Mode" to="UI/Mode Selection" method="Enable"]
[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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@ -1,7 +1,7 @@
[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/tile_types/tile_type_collections/buildable_tiles.tres" type="Resource" id=2]
[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 )

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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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@ -14,6 +14,6 @@ margin_left = 2.0
margin_top = 562.0
margin_right = 38.0
margin_bottom = 598.0
text = "Build Mode"
text = "[B] Build Mode"
[connection signal="pressed" from="Build Mode" to="." method="EnableBuildMode"]

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@ -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"]

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@ -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 )

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@ -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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@ -1,8 +0,0 @@
[gd_resource type="Resource" load_steps=3 format=2]
[ext_resource path="res://scripts/TileTypeCollection.cs" type="Script" id=1]
[ext_resource path="res://resources/tile_types/developed.tres" type="Resource" id=2]
[resource]
script = ExtResource( 1 )
_tileTypeResources = [ ExtResource( 2 ) ]

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@ -1,10 +0,0 @@
[gd_resource type="Resource" load_steps=2 format=2]
[ext_resource path="res://scripts/TileType.cs" type="Script" id=1]
[resource]
script = ExtResource( 1 )
Name = "Wild"
BuildLabel = "[W]ild"
Key = 87
Color = Color( 0, 0.545098, 0.0196078, 1 )

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@ -1,10 +1,10 @@
[gd_resource type="Resource" load_steps=2 format=2]
[ext_resource path="res://scripts/TileType.cs" type="Script" id=1]
[ext_resource path="res://scripts/tile/TileType.cs" type="Script" id=1]
[resource]
script = ExtResource( 1 )
Name = "Developed"
BuildLabel = "[D]eveloped"
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 ) ]

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@ -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

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@ -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 +1,100 @@
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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@ -1,46 +0,0 @@
using Godot;
using System;
using System.Collections;
using System.Collections.Generic;
public class TileTypeCollection : Resource, IReadOnlyList<TileType>
{
[Export]
private List<Resource> _tileTypeResources = new List<Resource>();
private List<TileType> TileTypes
{
get
{
if (_tileTypes != null)
return _tileTypes;
_tileTypes = new List<TileType>();
foreach (var resource in _tileTypeResources)
{
if (!(resource is TileType))
throw new InvalidCastException($"{resource} must be a {typeof(TileType)}");
_tileTypes.Add((TileType)resource);
}
return _tileTypes;
}
}
private List<TileType> _tileTypes = null;
public TileType this[int index] => TileTypes[index];
public int Count => TileTypes.Count;
public IEnumerator<TileType> GetEnumerator()
{
return TileTypes.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return TileTypes.GetEnumerator();
}
}

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@ -7,11 +7,8 @@ public class WorldGrid : Node2D
private PackedScene TileScene { get; set; }
[Export]
private Resource _startTileTypeResource;
private TileType _startTileType;
[Export]
public int Size { get; set; }
private Resource _tileGridResource;
private TileGrid _tileGrid;
[Export]
public int CellSize { get; set; }
@ -19,65 +16,49 @@ public class WorldGrid : Node2D
[Export]
public float DiffusionCoefficient { get; set; } = 0.01f;
private Tile[,] _tiles;
private float[,] _nextValues = null;
public struct TileView
{
public ShaderMaterial material;
}
private TileView[] _tileViews;
private HeatSystem _heat;
// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
_startTileType = (TileType)_startTileTypeResource;
_tileGrid = (TileGrid)_tileGridResource;
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 SetTileType(int x, int y, TileType tileType)
{
if (!IsInBounds(x, y))
return;
GD.Print($"set ({x}, {y}) to {tileType}");
_tiles[x, y].type = tileType;
_tiles[x, y].material.SetShaderParam("lowColor", tileType.Color);
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++)
@ -85,92 +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];
_nextValues = new float[size, size];
_tileViews = new TileView[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;
tile.type = _startTileType;
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;
tile.material.SetShaderParam("lowColor", _startTileType.Color);
var tile = _tileGrid[i];
_tiles[x, y] = tile;
}
TileView view = default;
view.material = (ShaderMaterial)canvasItem.Material;
_tileViews[i] = view;
}
}
public void _on_Clock_OnTick(int ticks)
{
Diffuse();
}
public ShaderMaterial GetTileMaterial(int idx) => _tileViews[idx].material;
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].value;
nx = x > 0 ? _tiles[x - 1, y].value : t;
px = x < Size - 1 ? _tiles[x + 1, y].value : t;
ny = y > 0 ? _tiles[x, y - 1].value : t;
py = y < Size - 1 ? _tiles[x, y + 1].value : t;
}
private void Diffuse()
{
for (int x = 0; x < Size; x++)
{
for (int y = 0; y < Size; y++)
{
float t = _tiles[x, y].value;
var D = DiffusionCoefficient;
GetNeighbourTemperatures(
x, y,
out var nx,
out var ny,
out var px,
out var py);
// current value
_nextValues[x, y] = TransferHeat(t, D, nx, ny, px, py);
}
}
for (int x = 0; x < Size; x++)
{
for (int y = 0; y < Size; y++)
{
_tiles[x, y].value = _nextValues[x, y];
}
}
}
public void _on_Clock_OnTick(int ticks) => _heat.Process();
}

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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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@ -3,7 +3,7 @@ using Godot;
public struct Tile
{
public bool isHighlighted;
public float value;
public ShaderMaterial material;
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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@ -5,8 +5,7 @@ public class TileType : Resource
[Export]
public string Name { get; private set; }
[Export]
public string BuildLabel { get; private set; }
public string BuildLabel => $"[{Key}] {Name}";
[Export]
public KeyList Key { get; private set; }
@ -14,8 +13,8 @@ public class TileType : Resource
[Export]
public Color Color { get; private set; }
public override string ToString()
{
return Name;
}
[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 +1,36 @@
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})";
}
}