Compare commits
1 Commits
Author | SHA1 | Date |
---|---|---|
ktyl | 63f7984cd7 |
9
gdd.md
9
gdd.md
|
@ -11,14 +11,15 @@
|
|||
## Clock
|
||||
|
||||
Ticks can be applied manually or they can be applied over time.
|
||||
There is a tick counter UI debug element.
|
||||
Add a tick counter as a UI element.
|
||||
|
||||
## Diffusion
|
||||
|
||||
### Grid
|
||||
## 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.
|
||||
|
||||
|
|
|
@ -1,9 +1,8 @@
|
|||
[gd_resource type="Resource" load_steps=4 format=2]
|
||||
[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]
|
||||
[ext_resource path="res://resources/tiles/tile_types/wild.tres" type="Resource" id=3]
|
||||
|
||||
[resource]
|
||||
script = ExtResource( 1 )
|
||||
_resources = [ ExtResource( 2 ), ExtResource( 3 ) ]
|
||||
_resources = [ ExtResource( 2 ) ]
|
||||
|
|
|
@ -8,5 +8,4 @@ Name = "Wild"
|
|||
Key = 87
|
||||
Color = Color( 0.14902, 1, 0, 0 )
|
||||
HeatGeneration = -0.02
|
||||
HealRate = 0.01
|
||||
Threshold = 0.6
|
||||
|
|
|
@ -1,13 +1,13 @@
|
|||
using Godot;
|
||||
|
||||
public class EnvironmentSystem
|
||||
public class HeatSystem
|
||||
{
|
||||
private readonly TileGrid _tiles;
|
||||
private readonly float _diffusionCoefficient;
|
||||
|
||||
private float[] _nextTemperatures = null;
|
||||
|
||||
public EnvironmentSystem(TileGrid tiles, float diffusionCoefficient)
|
||||
public HeatSystem(TileGrid tiles, float diffusionCoefficient)
|
||||
{
|
||||
_tiles = tiles;
|
||||
_diffusionCoefficient = diffusionCoefficient;
|
||||
|
@ -20,6 +20,7 @@ public class EnvironmentSystem
|
|||
Diffuse();
|
||||
}
|
||||
|
||||
|
||||
private float TransferHeat(float t0, float alpha, float nx, float ny, float px, float py)
|
||||
{
|
||||
float d2tdx2 = nx - 2 * t0 + px;
|
||||
|
@ -45,42 +46,23 @@ public class EnvironmentSystem
|
|||
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(int i)
|
||||
private void ApplyHeatDamage(ref Tile tile)
|
||||
{
|
||||
_tiles.MapIndex(i, out var x, out var y);
|
||||
var tile = _tiles[x, y];
|
||||
if (!(tile.type is IDamageable damageable))
|
||||
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;
|
||||
}
|
||||
var surplus = tile.temperature - damageable.Threshold;
|
||||
if (surplus < 0)
|
||||
return;
|
||||
|
||||
// TODO: parameterised balancing
|
||||
tile.currentHealth -= surplus;
|
||||
tile.currentHealth = Mathf.Clamp(tile.currentHealth, 0, 1);
|
||||
|
||||
_tiles[x, y] = tile;
|
||||
}
|
||||
|
||||
private void Diffuse()
|
||||
|
@ -114,4 +96,5 @@ public class EnvironmentSystem
|
|||
_tiles[i] = tile;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
|
@ -21,7 +21,7 @@ public class WorldGrid : Node2D
|
|||
public ShaderMaterial material;
|
||||
}
|
||||
private TileView[] _tileViews;
|
||||
private EnvironmentSystem _environment;
|
||||
private HeatSystem _heat;
|
||||
|
||||
// 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);
|
||||
|
||||
_environment = new EnvironmentSystem(_tileGrid, DiffusionCoefficient);
|
||||
_heat = new HeatSystem(_tileGrid, DiffusionCoefficient);
|
||||
}
|
||||
|
||||
#region Positioning
|
||||
|
@ -53,7 +53,6 @@ public class WorldGrid : Node2D
|
|||
|
||||
var tile = _tileGrid[idx];
|
||||
tile.type = tileType;
|
||||
tile = tileType.ApplySpawneffect(tile);
|
||||
_tileGrid[x, y] = tile;
|
||||
}
|
||||
#endregion
|
||||
|
@ -101,5 +100,5 @@ public class WorldGrid : Node2D
|
|||
|
||||
public ShaderMaterial GetTileMaterial(int idx) => _tileViews[idx].material;
|
||||
|
||||
public void _on_Clock_OnTick(int ticks) => _environment.Process();
|
||||
public void _on_Clock_OnTick(int ticks) => _heat.Process();
|
||||
}
|
||||
|
|
|
@ -1,5 +1,4 @@
|
|||
public interface IDamageable
|
||||
{
|
||||
float HealRate { get; }
|
||||
float Threshold { get; }
|
||||
}
|
|
@ -89,64 +89,5 @@ 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;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -17,6 +17,4 @@ public class TileType : Resource
|
|||
public float HeatGeneration { get; private set; }
|
||||
|
||||
public override string ToString() => Name;
|
||||
|
||||
public virtual Tile ApplySpawneffect(Tile tile) => tile;
|
||||
}
|
|
@ -2,15 +2,6 @@ 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;
|
||||
}
|
||||
}
|
|
@ -20,14 +20,10 @@ public class BuildModeUI : Control
|
|||
_buildMode = GetNode<BuildMode>(_buildModePath);
|
||||
|
||||
var buttonHeight = 40;
|
||||
|
||||
var tileType = _buildMode.BuildableTiles[0];
|
||||
int x = 50;
|
||||
int margin = 5;
|
||||
foreach (var tt in _buildMode.BuildableTiles)
|
||||
{
|
||||
SpawnButton(tt, buttonHeight, ref x);
|
||||
x += margin;
|
||||
}
|
||||
|
||||
SpawnButton(tileType, buttonHeight, ref x);
|
||||
}
|
||||
|
||||
private void UpdateButtonToggleState(TileType tileType)
|
||||
|
|
Loading…
Reference in New Issue