Compare commits
1 Commits
tile-healt
...
main
Author | SHA1 | Date |
---|---|---|
ktyl | 63f7984cd7 |
|
@ -4,3 +4,5 @@
|
||||||
|
|
||||||
[resource]
|
[resource]
|
||||||
script = ExtResource( 1 )
|
script = ExtResource( 1 )
|
||||||
|
_healthy = Color( 0.0431373, 0.541176, 0.0235294, 1 )
|
||||||
|
_depleted = Color( 0.670588, 0.572549, 0.27451, 1 )
|
||||||
|
|
|
@ -7,4 +7,4 @@ script = ExtResource( 1 )
|
||||||
Name = "Developed"
|
Name = "Developed"
|
||||||
Key = 68
|
Key = 68
|
||||||
Color = Color( 0.372549, 0.372549, 0.372549, 1 )
|
Color = Color( 0.372549, 0.372549, 0.372549, 1 )
|
||||||
HeatGeneration = 0.4
|
HeatGeneration = 0.15
|
||||||
|
|
|
@ -1,10 +1,11 @@
|
||||||
[gd_resource type="Resource" load_steps=2 format=2]
|
[gd_resource type="Resource" load_steps=2 format=2]
|
||||||
|
|
||||||
[ext_resource path="res://scripts/tile/TileType.cs" type="Script" id=1]
|
[ext_resource path="res://scripts/tile/Wild.cs" type="Script" id=1]
|
||||||
|
|
||||||
[resource]
|
[resource]
|
||||||
script = ExtResource( 1 )
|
script = ExtResource( 1 )
|
||||||
Name = "Wild"
|
Name = "Wild"
|
||||||
Key = 87
|
Key = 87
|
||||||
Color = Color( 0, 0.545098, 0.0196078, 1 )
|
Color = Color( 0.14902, 1, 0, 0 )
|
||||||
HeatGeneration = -0.2
|
HeatGeneration = -0.02
|
||||||
|
Threshold = 0.6
|
||||||
|
|
|
@ -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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
|
@ -16,13 +16,12 @@ public class WorldGrid : Node2D
|
||||||
[Export]
|
[Export]
|
||||||
public float DiffusionCoefficient { get; set; } = 0.01f;
|
public float DiffusionCoefficient { get; set; } = 0.01f;
|
||||||
|
|
||||||
private float[] _nextValues = null;
|
|
||||||
|
|
||||||
public struct TileView
|
public struct TileView
|
||||||
{
|
{
|
||||||
public ShaderMaterial material;
|
public ShaderMaterial material;
|
||||||
}
|
}
|
||||||
private TileView[] _tileViews;
|
private TileView[] _tileViews;
|
||||||
|
private HeatSystem _heat;
|
||||||
|
|
||||||
// Called when the node enters the scene tree for the first time.
|
// Called when the node enters the scene tree for the first time.
|
||||||
public override void _Ready()
|
public override void _Ready()
|
||||||
|
@ -30,6 +29,8 @@ public class WorldGrid : Node2D
|
||||||
_tileGrid = (TileGrid)_tileGridResource;
|
_tileGrid = (TileGrid)_tileGridResource;
|
||||||
|
|
||||||
GenerateCanvasItems(_tileGrid);
|
GenerateCanvasItems(_tileGrid);
|
||||||
|
|
||||||
|
_heat = new HeatSystem(_tileGrid, DiffusionCoefficient);
|
||||||
}
|
}
|
||||||
|
|
||||||
#region Positioning
|
#region Positioning
|
||||||
|
@ -53,8 +54,6 @@ public class WorldGrid : Node2D
|
||||||
var tile = _tileGrid[idx];
|
var tile = _tileGrid[idx];
|
||||||
tile.type = tileType;
|
tile.type = tileType;
|
||||||
_tileGrid[x, y] = tile;
|
_tileGrid[x, y] = tile;
|
||||||
|
|
||||||
_tileViews[idx].material.SetShaderParam("lowColor", tileType.Color);
|
|
||||||
}
|
}
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
|
@ -76,7 +75,6 @@ public class WorldGrid : Node2D
|
||||||
this.Clear();
|
this.Clear();
|
||||||
|
|
||||||
_tileViews = new TileView[grid.Count];
|
_tileViews = new TileView[grid.Count];
|
||||||
_nextValues = new float[grid.Count];
|
|
||||||
|
|
||||||
for (int i = 0; i < grid.Count; i++)
|
for (int i = 0; i < grid.Count; i++)
|
||||||
{
|
{
|
||||||
|
@ -96,80 +94,11 @@ public class WorldGrid : Node2D
|
||||||
|
|
||||||
TileView view = default;
|
TileView view = default;
|
||||||
view.material = (ShaderMaterial)canvasItem.Material;
|
view.material = (ShaderMaterial)canvasItem.Material;
|
||||||
view.material.SetShaderParam("lowColor", _tileGrid.StartTileType.Color);
|
|
||||||
_tileViews[i] = view;
|
_tileViews[i] = view;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public ShaderMaterial GetTileMaterial(int idx) => _tileViews[idx].material;
|
public ShaderMaterial GetTileMaterial(int idx) => _tileViews[idx].material;
|
||||||
|
|
||||||
#region Simulation
|
public void _on_Clock_OnTick(int ticks) => _heat.Process();
|
||||||
public void _on_Clock_OnTick(int ticks)
|
|
||||||
{
|
|
||||||
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 = _tileGrid[x, y].temperature;
|
|
||||||
|
|
||||||
nx = x > 0 ? _tileGrid[x - 1, y].temperature : t;
|
|
||||||
px = x < _tileGrid.Size - 1 ? _tileGrid[x + 1, y].temperature : t;
|
|
||||||
|
|
||||||
ny = y > 0 ? _tileGrid[x, y - 1].temperature : t;
|
|
||||||
py = y < _tileGrid.Size - 1 ? _tileGrid[x, y + 1].temperature : t;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void GenerateHeat()
|
|
||||||
{
|
|
||||||
for (int i = 0; i < _tileGrid.Count; i++)
|
|
||||||
{
|
|
||||||
var tile = _tileGrid[i];
|
|
||||||
var type = tile.type;
|
|
||||||
tile.temperature += type.HeatGeneration;
|
|
||||||
_tileGrid[i] = tile;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Diffuse()
|
|
||||||
{
|
|
||||||
var D = DiffusionCoefficient;
|
|
||||||
|
|
||||||
for (int i = 0; i < _tileGrid.Count; i++)
|
|
||||||
{
|
|
||||||
float t = _tileGrid[i].temperature;
|
|
||||||
|
|
||||||
_tileGrid.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);
|
|
||||||
_nextValues[i] = temperature;
|
|
||||||
}
|
|
||||||
|
|
||||||
for (int i = 0; i < _tileGrid.Count; i++)
|
|
||||||
{
|
|
||||||
var tile = _tileGrid[i];
|
|
||||||
tile.temperature = _nextValues[i];
|
|
||||||
_tileGrid[i] = tile;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
#endregion
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -2,10 +2,25 @@ using Godot;
|
||||||
|
|
||||||
public class NoOverlay : Overlay
|
public class NoOverlay : Overlay
|
||||||
{
|
{
|
||||||
|
[Export]
|
||||||
|
private Color _healthy;
|
||||||
|
|
||||||
|
[Export]
|
||||||
|
private Color _depleted;
|
||||||
|
|
||||||
// in this view we want to draw tiles with their normal colour
|
// in this view we want to draw tiles with their normal colour
|
||||||
public override void Apply(Tile tile, ShaderMaterial material)
|
public override void Apply(Tile tile, ShaderMaterial material)
|
||||||
{
|
{
|
||||||
var type = tile.type;
|
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("lowColor", type.Color);
|
||||||
material.SetShaderParam("t", 0);
|
material.SetShaderParam("t", 0);
|
||||||
}
|
}
|
||||||
|
|
|
@ -0,0 +1,4 @@
|
||||||
|
public interface IDamageable
|
||||||
|
{
|
||||||
|
float Threshold { get; }
|
||||||
|
}
|
|
@ -5,4 +5,5 @@ public struct Tile
|
||||||
public bool isHighlighted;
|
public bool isHighlighted;
|
||||||
public float temperature;
|
public float temperature;
|
||||||
public TileType type;
|
public TileType type;
|
||||||
|
public float currentHealth;
|
||||||
}
|
}
|
|
@ -10,7 +10,7 @@ public class TileGrid : Resource, IReadOnlyList<Tile>
|
||||||
|
|
||||||
[Export]
|
[Export]
|
||||||
private Resource _startTileTypeResource;
|
private Resource _startTileTypeResource;
|
||||||
public TileType StartTileType => (TileType)_startTileTypeResource;
|
private TileType StartTileType => (TileType)_startTileTypeResource;
|
||||||
|
|
||||||
public int Count => Size * Size;
|
public int Count => Size * Size;
|
||||||
|
|
||||||
|
@ -58,6 +58,7 @@ public class TileGrid : Resource, IReadOnlyList<Tile>
|
||||||
tile.isHighlighted = false;
|
tile.isHighlighted = false;
|
||||||
tile.temperature = 0.0f;
|
tile.temperature = 0.0f;
|
||||||
tile.type = StartTileType;
|
tile.type = StartTileType;
|
||||||
|
tile.currentHealth = 1.0f;
|
||||||
|
|
||||||
tiles.Add(tile);
|
tiles.Add(tile);
|
||||||
}
|
}
|
||||||
|
|
|
@ -0,0 +1,7 @@
|
||||||
|
using Godot;
|
||||||
|
|
||||||
|
public class Wild : TileType, IDamageable
|
||||||
|
{
|
||||||
|
[Export]
|
||||||
|
public float Threshold { get; private set; }
|
||||||
|
}
|
Loading…
Reference in New Issue