Compare commits
2 Commits
Author | SHA1 | Date |
---|---|---|
ktyl | 63f7984cd7 | |
ktyl | 58c2d9a451 |
32
gdd.md
32
gdd.md
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@ -8,6 +8,11 @@
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* Education
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* Supply chains
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## Clock
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Ticks can be applied manually or they can be applied over time.
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Add a tick counter as a UI element.
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## Grid
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Add a 10x10 grid.
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@ -17,13 +22,6 @@ Tiles are highlighted a different colour when the player hovers over them with t
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Tiles in the grid contain floating point values.
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These values propogate to neighbouring cells a tick happens.
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Ticks can be applied manually or they can be applied over time.
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Add a tick counter as a UI element.
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* [ ] understand different options for representing the rate of diffusion
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Diffusing should use 'pull' operations; tiles should pull values from surrounding tiles.
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This is an attempt to think forwards to parallelising computation of diffusiong - ideally using the GPU.
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#### Diffusion Algorithm
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@ -46,6 +44,20 @@ private float TransferHeat(float t0, float alpha, float nx, float ny, float px,
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}
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```
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Diffusing uses 'pull' operations; tiles pull values from surrounding tiles.
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This is an attempt to think forwards to parallelising computation of diffusiong - ideally using the GPU.
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## Overlays
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The current overlay can be cycled with a UI button or by pressing `tab`.
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Overlays display tile information by displaying tiles in different colours.
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Normally, tile colours are displayed depending on their type and health.
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This is the 'normal' view with no overlay.
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Other overlays include:
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* [Heat overlay](#heat-overlay)
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## Build Mode
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Build mode can be entered by pressing the `b` key.
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@ -71,8 +83,12 @@ In build mode, the player can click on a wile tile to turn it into a developed t
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Developed tiles produce heat while wild tiles absorb it.
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Every tile has a floating-point heat value which diffuses to its neighbours.
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Add a heat map view which can be toggled or cycled to.
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### Heat overlay
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A heat map view can be toggled or cycled to.
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It is possible to cycle the view using a UI element.
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Tile colours are displayed as a value along a gradient from cold to hot tiles.
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## Tile Health
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@ -1,4 +1,4 @@
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[gd_scene load_steps=11 format=2]
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[gd_scene load_steps=13 format=2]
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[ext_resource path="res://nodes/grid.tscn" type="PackedScene" id=1]
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[ext_resource path="res://nodes/grid_cursor.tscn" type="PackedScene" id=2]
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@ -7,8 +7,10 @@
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[ext_resource path="res://nodes/interaction_modes/interaction_mode.tscn" type="PackedScene" id=5]
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[ext_resource path="res://nodes/ui/build_mode_ui.tscn" type="PackedScene" id=6]
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[ext_resource path="res://nodes/interaction_modes/build_mode.tscn" type="PackedScene" id=7]
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[ext_resource path="res://resources/tile_types/wild.tres" type="Resource" id=8]
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[ext_resource path="res://nodes/ui/overlays UI.tscn" type="PackedScene" id=8]
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[ext_resource path="res://nodes/ui/mode_selection_ui.tscn" type="PackedScene" id=9]
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[ext_resource path="res://nodes/overlays.tscn" type="PackedScene" id=10]
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[ext_resource path="res://resources/overlays/overlays.tres" type="Resource" id=11]
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[sub_resource type="Curve" id=1]
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_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 ]
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@ -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
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[node name="Clock" parent="." instance=ExtResource( 4 )]
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_autoTick = true
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[node name="Grid" parent="." instance=ExtResource( 1 )]
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[node name="World Grid" parent="." instance=ExtResource( 1 )]
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DiffusionCoefficient = 0.1
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_startTileTypeResource = ExtResource( 8 )
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[node name="Cursor" parent="." instance=ExtResource( 2 )]
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Grid = NodePath("../Grid")
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Grid = NodePath("../World Grid")
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_pulseShape = SubResource( 1 )
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[node name="Interaction Modes" parent="." instance=ExtResource( 5 )]
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_buildModePath = NodePath("Build Mode")
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[node name="Build Mode" parent="Interaction Modes" instance=ExtResource( 7 )]
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_gridPath = NodePath("../../Grid")
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_gridPath = NodePath("../../World Grid")
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_cursorPath = NodePath("../../Cursor")
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[node name="Overlays" parent="." instance=ExtResource( 10 )]
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_overlaysResource = ExtResource( 11 )
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_worldGridPath = NodePath("../World Grid")
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[node name="UI" type="Control" parent="."]
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anchor_right = 1.0
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anchor_bottom = 1.0
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@ -45,15 +50,19 @@ _buildModePath = NodePath("../../Interaction Modes/Build Mode")
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[node name="Mode Selection" parent="UI" instance=ExtResource( 9 )]
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[node name="Overlays UI" parent="UI" instance=ExtResource( 8 )]
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_overlaysPath = NodePath("../../Overlays")
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[connection signal="OnPauseChanged" from="Clock" to="UI/Debug" method="_on_Clock_OnPauseChanged"]
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[connection signal="OnTick" from="Clock" to="Grid" method="_on_Clock_OnTick"]
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[connection signal="OnTick" from="Clock" to="World Grid" method="_on_Clock_OnTick"]
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[connection signal="OnTick" from="Clock" to="UI/Debug" method="_on_Clock_OnTick"]
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[connection signal="OnInteractionModeChanged" from="Interaction Modes" to="Cursor" method="_on_Interaction_Mode_OnInteractionModeChanged"]
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[connection signal="OnInteractionModeChanged" from="Interaction Modes" to="UI/Debug" method="_on_Interaction_Mode_OnInteractionModeChanged"]
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[connection signal="OnModeEntered" from="Interaction Modes/Build Mode" to="Interaction Modes" method="_on_Build_Mode_OnModeEntered"]
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[connection signal="OnModeEntered" from="Interaction Modes/Build Mode" to="UI/Mode Selection" method="EnableBuildMode"]
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[connection signal="OnModeExited" from="Interaction Modes/Build Mode" to="Interaction Modes" method="_on_Build_Mode_OnModeExited"]
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[connection signal="OnModeExited" from="Interaction Modes/Build Mode" to="UI/Mode Selection" method="Enable"]
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[connection signal="SelectedTileTypeChanged" from="Interaction Modes/Build Mode" to="UI/Build Mode" method="UpdateButtonToggleState"]
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[connection signal="OverlayCycled" from="Overlays" to="UI/Overlays UI" method="UpdateOverlayText"]
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[connection signal="OnExit" from="UI/Build Mode" to="Interaction Modes" method="Reset"]
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[connection signal="OnExit" from="UI/Build Mode" to="UI/Mode Selection" method="Enable"]
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[connection signal="BuildModeEnabled" from="UI/Mode Selection" to="Interaction Modes/Build Mode" method="Enable"]
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@ -1,10 +1,11 @@
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[gd_scene load_steps=3 format=2]
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[gd_scene load_steps=4 format=2]
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[ext_resource path="res://scripts/WorldGrid.cs" type="Script" id=1]
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[ext_resource path="res://nodes/tile.tscn" type="PackedScene" id=2]
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[ext_resource path="res://resources/tiles/tiles.tres" type="Resource" id=3]
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[node name="Grid" type="Node2D"]
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script = ExtResource( 1 )
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TileScene = ExtResource( 2 )
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Size = 10
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CellSize = 64
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_tileGridResource = ExtResource( 3 )
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@ -1,7 +1,7 @@
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[gd_scene load_steps=3 format=2]
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[ext_resource path="res://scripts/interaction_modes/BuildMode.cs" type="Script" id=1]
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[ext_resource path="res://resources/tile_types/tile_type_collections/buildable_tiles.tres" type="Resource" id=2]
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[ext_resource path="res://resources/tiles/tile_types/tile_type_collections/buildable_tiles.tres" type="Resource" id=2]
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[node name="Build Mode" type="Node"]
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script = ExtResource( 1 )
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@ -0,0 +1,12 @@
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[gd_scene load_steps=5 format=2]
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[ext_resource path="res://scripts/overlays/Overlays.cs" type="Script" id=1]
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[ext_resource path="res://resources/overlays/heat_overlay.tres" type="Resource" id=2]
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[ext_resource path="res://resources/overlays/no_overlay.tres" type="Resource" id=3]
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[ext_resource path="res://resources/tiles/tiles.tres" type="Resource" id=4]
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[node name="Overlays" type="Node"]
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script = ExtResource( 1 )
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_cycleOverlayKey = 16777218
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_overlayResources = [ ExtResource( 3 ), ExtResource( 2 ) ]
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_tileGridResource = ExtResource( 4 )
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@ -14,6 +14,6 @@ margin_left = 2.0
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margin_top = 562.0
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margin_right = 38.0
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margin_bottom = 598.0
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text = "Build Mode"
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text = "[B] Build Mode"
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[connection signal="pressed" from="Build Mode" to="." method="EnableBuildMode"]
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@ -0,0 +1,18 @@
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://scripts/ui/OverlaysUI.cs" type="Script" id=1]
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[node name="Overlays UI" type="Node"]
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script = ExtResource( 1 )
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_cycleOverlayButtonPath = NodePath("Button")
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[node name="Button" type="Button" parent="."]
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anchor_top = 1.0
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anchor_bottom = 1.0
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margin_top = -90.0
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margin_right = 42.0
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margin_bottom = -52.0
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grow_vertical = 0
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text = "[Tab] Cycle Overlay"
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[connection signal="pressed" from="Button" to="." method="CycleOverlay"]
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@ -0,0 +1,8 @@
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[gd_resource type="Resource" load_steps=2 format=2]
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[ext_resource path="res://scripts/overlays/HeatOverlay.cs" type="Script" id=1]
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[resource]
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script = ExtResource( 1 )
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_coldColor = Color( 0, 0, 0, 1 )
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_hotColor = Color( 1, 0.654902, 0, 1 )
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@ -0,0 +1,8 @@
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[gd_resource type="Resource" load_steps=2 format=2]
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[ext_resource path="res://scripts/overlays/NoOverlay.cs" type="Script" id=1]
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[resource]
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script = ExtResource( 1 )
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_healthy = Color( 0.0431373, 0.541176, 0.0235294, 1 )
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_depleted = Color( 0.670588, 0.572549, 0.27451, 1 )
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@ -0,0 +1,9 @@
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[gd_resource type="Resource" load_steps=4 format=2]
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[ext_resource path="res://scripts/overlays/OverlayCollection.cs" type="Script" id=1]
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[ext_resource path="res://resources/overlays/no_overlay.tres" type="Resource" id=2]
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[ext_resource path="res://resources/overlays/heat_overlay.tres" type="Resource" id=3]
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[resource]
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script = ExtResource( 1 )
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_resources = [ ExtResource( 2 ), ExtResource( 3 ) ]
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@ -1,8 +0,0 @@
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[gd_resource type="Resource" load_steps=3 format=2]
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[ext_resource path="res://scripts/TileTypeCollection.cs" type="Script" id=1]
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[ext_resource path="res://resources/tile_types/developed.tres" type="Resource" id=2]
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[resource]
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script = ExtResource( 1 )
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_tileTypeResources = [ ExtResource( 2 ) ]
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@ -1,10 +0,0 @@
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[gd_resource type="Resource" load_steps=2 format=2]
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[ext_resource path="res://scripts/TileType.cs" type="Script" id=1]
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[resource]
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script = ExtResource( 1 )
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Name = "Wild"
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BuildLabel = "[W]ild"
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Key = 87
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Color = Color( 0, 0.545098, 0.0196078, 1 )
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@ -1,10 +1,10 @@
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[gd_resource type="Resource" load_steps=2 format=2]
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[ext_resource path="res://scripts/TileType.cs" type="Script" id=1]
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[ext_resource path="res://scripts/tile/TileType.cs" type="Script" id=1]
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[resource]
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script = ExtResource( 1 )
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Name = "Developed"
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BuildLabel = "[D]eveloped"
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Key = 68
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Color = Color( 0.372549, 0.372549, 0.372549, 1 )
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HeatGeneration = 0.15
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@ -0,0 +1,8 @@
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[gd_resource type="Resource" load_steps=3 format=2]
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[ext_resource path="res://scripts/tile/TileTypeCollection.cs" type="Script" id=1]
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[ext_resource path="res://resources/tiles/tile_types/developed.tres" type="Resource" id=2]
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[resource]
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script = ExtResource( 1 )
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_resources = [ ExtResource( 2 ) ]
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@ -0,0 +1,11 @@
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[gd_resource type="Resource" load_steps=2 format=2]
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[ext_resource path="res://scripts/tile/Wild.cs" type="Script" id=1]
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[resource]
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script = ExtResource( 1 )
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Name = "Wild"
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Key = 87
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Color = Color( 0.14902, 1, 0, 0 )
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HeatGeneration = -0.02
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Threshold = 0.6
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@ -0,0 +1,9 @@
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[gd_resource type="Resource" load_steps=3 format=2]
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[ext_resource path="res://scripts/tile/TileGrid.cs" type="Script" id=1]
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[ext_resource path="res://resources/tiles/tile_types/wild.tres" type="Resource" id=2]
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[resource]
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script = ExtResource( 1 )
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Size = 10
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_startTileTypeResource = ExtResource( 2 )
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@ -0,0 +1,100 @@
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using Godot;
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public class HeatSystem
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{
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private readonly TileGrid _tiles;
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private readonly float _diffusionCoefficient;
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private float[] _nextTemperatures = null;
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public HeatSystem(TileGrid tiles, float diffusionCoefficient)
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{
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_tiles = tiles;
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_diffusionCoefficient = diffusionCoefficient;
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_nextTemperatures = new float[tiles.Count];
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}
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public void Process()
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{
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GenerateHeat();
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Diffuse();
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}
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|
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private float TransferHeat(float t0, float alpha, float nx, float ny, float px, float py)
|
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{
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float d2tdx2 = nx - 2 * t0 + px;
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float d2tdy2 = ny - 2 * t0 + py;
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return t0 + alpha * (d2tdx2 + d2tdy2);
|
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}
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private void GetNeighbourTemperatures(int x, int y, out float nx, out float ny, out float px, out float py)
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{
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// default value
|
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var t = _tiles[x, y].temperature;
|
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|
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nx = x > 0 ? _tiles[x - 1, y].temperature : t;
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px = x < _tiles.Size - 1 ? _tiles[x + 1, y].temperature : t;
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ny = y > 0 ? _tiles[x, y - 1].temperature : t;
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py = y < _tiles.Size - 1 ? _tiles[x, y + 1].temperature : t;
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||||
}
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private void GenerateHeat()
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{
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for (int i = 0; i < _tiles.Count; i++)
|
||||
{
|
||||
var tile = _tiles[i];
|
||||
var type = tile.type;
|
||||
tile.temperature += type.HeatGeneration;
|
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ApplyHeatDamage(ref tile);
|
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_tiles[i] = tile;
|
||||
}
|
||||
}
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||||
|
||||
private void ApplyHeatDamage(ref Tile tile)
|
||||
{
|
||||
if (!(tile.type is IDamageable damageable))
|
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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;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
|
@ -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();
|
||||
}
|
|
@ -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();
|
||||
}
|
||||
}
|
|
@ -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();
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
|
@ -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);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,7 @@
|
|||
using Godot;
|
||||
|
||||
public abstract class Overlay : Resource
|
||||
{
|
||||
public string Name => GetType().ToString();
|
||||
public abstract void Apply(Tile tile, ShaderMaterial material);
|
||||
}
|
|
@ -0,0 +1,3 @@
|
|||
public class OverlayCollection : ReadOnlyResourceList<Overlay>
|
||||
{
|
||||
}
|
|
@ -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);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,4 @@
|
|||
public interface IDamageable
|
||||
{
|
||||
float Threshold { get; }
|
||||
}
|
|
@ -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;
|
||||
}
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
|
@ -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;
|
||||
}
|
|
@ -0,0 +1,3 @@
|
|||
public class TileTypeCollection : ReadOnlyResourceList<TileType>
|
||||
{
|
||||
}
|
|
@ -0,0 +1,7 @@
|
|||
using Godot;
|
||||
|
||||
public class Wild : TileType, IDamageable
|
||||
{
|
||||
[Export]
|
||||
public float Threshold { get; private set; }
|
||||
}
|
|
@ -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})";
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue