tile-types #15
							
								
								
									
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								gdd.md
									
									
									
									
									
								
							
							
						
						
									
										54
									
								
								gdd.md
									
									
									
									
									
								
							@ -8,26 +8,10 @@
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* Education
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* Supply chains
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## Interaction Modes
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Interaction modes can be changed via keyboard shortcut.
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### Selection Mode
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This is the default interaction mode.
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It can be accessed at any time by pressing the `esc` key.
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### Build Mode
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Build mode can be entered by pressing the `b` key.
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## Critical Path
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### Grid
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## Grid
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Add a 10x10 grid.
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Tiles are highlighted a different colour when the player hovers over them with the cursor.
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Tiles can be interacted with, which turns them another colour.
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### Diffusion
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@ -62,7 +46,19 @@ 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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### Tile Types
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## Build Mode
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Build mode can be entered by pressing the `b` key.
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Build the cursor will start flashing when entering build mode.
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Once in build mode, a tile type must be selected to build anything.
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Tiles cab be selected with the buttons along the bottom of the screen or by keyboard shortcuts.
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The keyboard shortcut to select a tile type is indicated on the button.
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To deselect a tile type, press `esc`.
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Press `esc` again to exit build mode.
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## Tile Types
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Tiles start as wild tiles.
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The player can use a UI element or a keyboard shortcut to enable build mode.
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@ -71,14 +67,14 @@ In build mode, the player can click on a wile tile to turn it into a developed t
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* Wild tiles are green
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* Developed tiles are grey
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### Heat
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## Heat
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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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It is possible to cycle the view using a UI element.
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### Tile Health
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## Tile Health
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Add another value to wild tiles: health.
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A wild tile can accept a certain amount of heat each tick from surrounding tiles.
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@ -96,13 +92,13 @@ Its effectiveness at absorbing heat scales with its remaining health.
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Diffusion still occurs to move heat away from depleted wild tiles.
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### Rewilding
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## Rewilding
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Add a rewilding mode option to the UI.
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In rewilding mode, the player can click on a developed tile to turn in into a wild tile.
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The wild tile starts with 0 health.
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### Wild Recovery
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## Wild Recovery
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Depleted wile tiles can recover health each tick.
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The recovery rate is based on the difference between the damage threshold and the actual amount they received.
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@ -111,7 +107,7 @@ The recovery rate is increased if the tile has wild neighbours.
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    neighbour multiplier = lerp(1, max, number of neighbours / 4)
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    health restored = max((damage threshold - heat received), 0) * neighbour multiplier.
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### Developed tile types
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## Developed tile types
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Split developed tiles into 3 types:
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@ -124,19 +120,19 @@ These types generate different amounts of heat:
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    industrial > commercial > residential
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### Journeys
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## Journeys
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Developed tiles have a chance to generate journeys between them.
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A journey instances a vehicle which traverses the map at a constant speed from its origin to its destination tile.
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A vehicle adds a constant amount of heat to every tile it traverses.
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### Moving In
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## Moving In
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Residential tiles have two new integer resources, current residents and maximum residents.
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Every tick there is a chance for residents to move in to a residential tile if the current number is less than the maximum number of residents.
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The initial number of maximm residents per residential tile is 4.
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### Jobs
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## Jobs
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Industrial and commercial tiles have two new integer resources, available jobs and occupied jobs.
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The chance for residents to move in depends on there being being fewer occupied than available jobs.
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@ -145,12 +141,12 @@ Their chance of generating a journey is proportional to
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    occupied jobs / available jobs .
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### Commutes
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## Commutes
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A resident moves in to a residential tile and gets a job at an industrial or commercial 'job' tile.
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The residential tile regularly generates journeys to the job tile, and the job tile regularly generates journeys in the other direction.
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### Comfortable Living Temperatures
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## Comfortable Living Temperatures
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If a residential tile is too hot, people will not want to live there.
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Residential tiles have a critical temperature at which the chance of someone moving into a tile becomes negative, becoming a chance that someone moves out.
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@ -161,7 +157,7 @@ When someone moves out, one of the jobs associated with that residential tile is
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# Not critical
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### Wealth
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## Wealth
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Journeys generate a new integer tile resource, wealth.
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When a journey is completed, the destination tile accrues 1 wealth.
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