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8 Commits

Author SHA1 Message Date
Cat Flynn d431848791 wild tiles can heal 2022-12-22 01:10:30 +00:00
Cat Flynn 78e4c6ee9e update docs 2022-12-21 22:51:51 +00:00
ktyl f13fe16317 wip healing 2022-12-21 22:12:01 +00:00
ktyl ece699b68e rename script 2022-12-17 23:27:52 +00:00
ktyl 1bbb11b042 apply spawn effect 2022-12-17 23:27:21 +00:00
ktyl 8c55e2131f spawn buttons for buildable tiles 2022-12-17 23:25:43 +00:00
ktyl c22827967f extract heat system to class #7 2022-12-13 00:56:55 +00:00
ktyl 6793335983 wild tiles take heat damage from developed tiles #7 2022-12-13 00:56:55 +00:00
10 changed files with 118 additions and 24 deletions

9
gdd.md
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@ -11,15 +11,14 @@
## Clock
Ticks can be applied manually or they can be applied over time.
Add a tick counter as a UI element.
There is a tick counter UI debug element.
## Grid
## Diffusion
### Grid
Add a 10x10 grid.
Tiles are highlighted a different colour when the player hovers over them with the cursor.
### Diffusion
Tiles in the grid contain floating point values.
These values propogate to neighbouring cells a tick happens.

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@ -1,8 +1,9 @@
[gd_resource type="Resource" load_steps=3 format=2]
[gd_resource type="Resource" load_steps=4 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]
[ext_resource path="res://resources/tiles/tile_types/wild.tres" type="Resource" id=3]
[resource]
script = ExtResource( 1 )
_resources = [ ExtResource( 2 ) ]
_resources = [ ExtResource( 2 ), ExtResource( 3 ) ]

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@ -8,4 +8,5 @@ Name = "Wild"
Key = 87
Color = Color( 0.14902, 1, 0, 0 )
HeatGeneration = -0.02
HealRate = 0.01
Threshold = 0.6

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@ -1,13 +1,13 @@
using Godot;
public class HeatSystem
public class EnvironmentSystem
{
private readonly TileGrid _tiles;
private readonly float _diffusionCoefficient;
private float[] _nextTemperatures = null;
public HeatSystem(TileGrid tiles, float diffusionCoefficient)
public EnvironmentSystem(TileGrid tiles, float diffusionCoefficient)
{
_tiles = tiles;
_diffusionCoefficient = diffusionCoefficient;
@ -20,7 +20,6 @@ public class HeatSystem
Diffuse();
}
private float TransferHeat(float t0, float alpha, float nx, float ny, float px, float py)
{
float d2tdx2 = nx - 2 * t0 + px;
@ -46,23 +45,42 @@ public class HeatSystem
var tile = _tiles[i];
var type = tile.type;
tile.temperature += type.HeatGeneration;
ApplyHeatDamage(ref tile);
_tiles[i] = tile;
}
for (int i = 0; i < _tiles.Count; i++)
{
ApplyHeatDamage(i);
}
}
private void ApplyHeatDamage(ref Tile tile)
private void ApplyHeatDamage(int i)
{
_tiles.MapIndex(i, out var x, out var y);
var tile = _tiles[x, y];
if (!(tile.type is IDamageable damageable))
return;
var surplus = tile.temperature - damageable.Threshold;
if (surplus < 0)
return;
var delta = tile.temperature - damageable.Threshold;
if (delta < 0)
{
// we want to heal based on how many wild tiles surround us
float wild = _tiles.GetNeighbourProportion<Wild>(x, y);
float heal = damageable.HealRate * wild;
tile.currentHealth += heal;
}
else
{
// TODO: parameterised balancing
// take damage
tile.currentHealth -= delta;
}
// TODO: parameterised balancing
tile.currentHealth -= surplus;
tile.currentHealth = Mathf.Clamp(tile.currentHealth, 0, 1);
_tiles[x, y] = tile;
}
private void Diffuse()
@ -96,5 +114,4 @@ public class HeatSystem
_tiles[i] = tile;
}
}
}

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@ -21,7 +21,7 @@ public class WorldGrid : Node2D
public ShaderMaterial material;
}
private TileView[] _tileViews;
private HeatSystem _heat;
private EnvironmentSystem _environment;
// Called when the node enters the scene tree for the first time.
public override void _Ready()
@ -30,7 +30,7 @@ public class WorldGrid : Node2D
GenerateCanvasItems(_tileGrid);
_heat = new HeatSystem(_tileGrid, DiffusionCoefficient);
_environment = new EnvironmentSystem(_tileGrid, DiffusionCoefficient);
}
#region Positioning
@ -53,6 +53,7 @@ public class WorldGrid : Node2D
var tile = _tileGrid[idx];
tile.type = tileType;
tile = tileType.ApplySpawneffect(tile);
_tileGrid[x, y] = tile;
}
#endregion
@ -100,5 +101,5 @@ public class WorldGrid : Node2D
public ShaderMaterial GetTileMaterial(int idx) => _tileViews[idx].material;
public void _on_Clock_OnTick(int ticks) => _heat.Process();
public void _on_Clock_OnTick(int ticks) => _environment.Process();
}

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@ -1,4 +1,5 @@
public interface IDamageable
{
float HealRate { get; }
float Threshold { get; }
}

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@ -89,5 +89,64 @@ public class TileGrid : Resource, IReadOnlyList<Tile>
{
return x >= 0 && x < Size && y >= 0 && y < Size;
}
private readonly int[] _neighbours = new int[]
{
-1, 0,
0, 1,
1, 0,
0, -1
};
private void GetCoordinate(int dir, out int x, out int y)
{
dir %= 4;
int idx = dir * 2;
x = _neighbours[idx];
y = _neighbours[idx + 1];
}
public float GetNeighbourProportion<T>(int x, int y)
{
int typed = GetNeighbourCount<T>(x, y);
int all = GetNeighbourCount(x, y);
return (float)typed / (float)all;
}
public int GetNeighbourCount<T>(int x, int y)
{
int count = 0;
for (int i = 0; i < 4; i++)
{
GetCoordinate(i, out var nx, out var ny);
if (!IsInBounds(x + nx, y + ny))
continue;
if (!(this[x + nx, y + ny].type is T))
continue;
count++;
}
return count;
}
public int GetNeighbourCount(int x, int y)
{
int count = 0;
for (int i = 0; i < 4; i++)
{
GetCoordinate(i, out var nx, out var ny);
if (!IsInBounds(x + nx, y + ny))
continue;
count++;
}
return count;
}
}

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@ -17,4 +17,6 @@ public class TileType : Resource
public float HeatGeneration { get; private set; }
public override string ToString() => Name;
public virtual Tile ApplySpawneffect(Tile tile) => tile;
}

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@ -2,6 +2,15 @@ using Godot;
public class Wild : TileType, IDamageable
{
[Export]
public float HealRate { get; private set; } = 0.01f;
[Export]
public float Threshold { get; private set; }
public override Tile ApplySpawneffect(Tile tile)
{
tile.currentHealth = 0;
return tile;
}
}

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@ -20,10 +20,14 @@ public class BuildModeUI : Control
_buildMode = GetNode<BuildMode>(_buildModePath);
var buttonHeight = 40;
var tileType = _buildMode.BuildableTiles[0];
int x = 50;
SpawnButton(tileType, buttonHeight, ref x);
int x = 50;
int margin = 5;
foreach (var tt in _buildMode.BuildableTiles)
{
SpawnButton(tt, buttonHeight, ref x);
x += margin;
}
}
private void UpdateButtonToggleState(TileType tileType)