heat #16
|
@ -7,7 +7,7 @@
|
|||
[ext_resource path="res://nodes/interaction_modes/interaction_mode.tscn" type="PackedScene" id=5]
|
||||
[ext_resource path="res://nodes/ui/build_mode_ui.tscn" type="PackedScene" id=6]
|
||||
[ext_resource path="res://nodes/interaction_modes/build_mode.tscn" type="PackedScene" id=7]
|
||||
[ext_resource path="res://resources/tile_types/wild.tres" type="Resource" id=8]
|
||||
[ext_resource path="res://resources/tiles/tiles.tres" type="Resource" id=8]
|
||||
[ext_resource path="res://nodes/ui/mode_selection_ui.tscn" type="PackedScene" id=9]
|
||||
|
||||
[sub_resource type="Curve" id=1]
|
||||
|
@ -20,7 +20,7 @@ _autoTick = true
|
|||
|
||||
[node name="Grid" parent="." instance=ExtResource( 1 )]
|
||||
DiffusionCoefficient = 0.1
|
||||
_startTileTypeResource = ExtResource( 8 )
|
||||
_tileGridResource = ExtResource( 8 )
|
||||
|
||||
[node name="Cursor" parent="." instance=ExtResource( 2 )]
|
||||
Grid = NodePath("../Grid")
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
[gd_scene load_steps=3 format=2]
|
||||
|
||||
[ext_resource path="res://scripts/interaction_modes/BuildMode.cs" type="Script" id=1]
|
||||
[ext_resource path="res://resources/tile_types/tile_type_collections/buildable_tiles.tres" type="Resource" id=2]
|
||||
[ext_resource path="res://resources/tiles/tile_types/tile_type_collections/buildable_tiles.tres" type="Resource" id=2]
|
||||
|
||||
[node name="Build Mode" type="Node"]
|
||||
script = ExtResource( 1 )
|
||||
|
|
|
@ -8,4 +8,4 @@ Name = "Developed"
|
|||
BuildLabel = "[D]eveloped"
|
||||
Key = 68
|
||||
Color = Color( 0.372549, 0.372549, 0.372549, 1 )
|
||||
HeatGeneration = 0.1
|
||||
HeatGeneration = 0.5
|
|
@ -1,7 +1,7 @@
|
|||
[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/tile_types/developed.tres" type="Resource" id=2]
|
||||
[ext_resource path="res://resources/tiles/tile_types/developed.tres" type="Resource" id=2]
|
||||
|
||||
[resource]
|
||||
script = ExtResource( 1 )
|
|
@ -0,0 +1,9 @@
|
|||
[gd_resource type="Resource" load_steps=3 format=2]
|
||||
|
||||
[ext_resource path="res://scripts/tile/TileGrid.cs" type="Script" id=1]
|
||||
[ext_resource path="res://resources/tiles/tile_types/wild.tres" type="Resource" id=2]
|
||||
|
||||
[resource]
|
||||
script = ExtResource( 1 )
|
||||
Size = 10
|
||||
_startTileTypeResource = ExtResource( 2 )
|
|
@ -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 +16,65 @@ public class WorldGrid : Node2D
|
|||
[Export]
|
||||
public float DiffusionCoefficient { get; set; } = 0.01f;
|
||||
|
||||
private Tile[,] _tiles;
|
||||
private float[,] _nextValues = null;
|
||||
private float[] _nextValues = null;
|
||||
|
||||
private struct TileView
|
||||
{
|
||||
public ShaderMaterial material;
|
||||
}
|
||||
private TileView[] _tileViews;
|
||||
|
||||
// Called when the node enters the scene tree for the first time.
|
||||
public override void _Ready()
|
||||
{
|
||||
_startTileType = (TileType)_startTileTypeResource;
|
||||
_tileGrid = (TileGrid)_tileGridResource;
|
||||
|
||||
GenerateGrid(Size);
|
||||
GenerateCanvasItems(_tileGrid);
|
||||
}
|
||||
|
||||
public override void _Process(float delta)
|
||||
{
|
||||
base._Process(delta);
|
||||
|
||||
for (int x = 0; x < Size; x++)
|
||||
// TODO: this is a rendering concern that should be performed
|
||||
// by the heat overlay
|
||||
for (int i = 0; i < _tileGrid.Count; i++)
|
||||
{
|
||||
for (int y = 0; y < Size; y++)
|
||||
{
|
||||
var tile = _tiles[x, y];
|
||||
var material = tile.material;
|
||||
material.SetShaderParam("t", tile.temperature);
|
||||
}
|
||||
var tile = _tileGrid[i];
|
||||
var view = _tileViews[i];
|
||||
|
||||
view.material.SetShaderParam("t", tile.temperature);
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
#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;
|
||||
|
||||
_tileViews[idx].material.SetShaderParam("lowColor", tileType.Color);
|
||||
}
|
||||
#endregion
|
||||
|
||||
private void Clear()
|
||||
{
|
||||
_tiles = null;
|
||||
|
||||
int children = this.GetChildCount();
|
||||
GD.Print(children);
|
||||
for (int i = 0; i < children; i++)
|
||||
|
@ -85,23 +82,20 @@ 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];
|
||||
_nextValues = new float[grid.Count];
|
||||
|
||||
for (int x = 0; x < size; x++)
|
||||
for (int i = 0; i < grid.Count; i++)
|
||||
{
|
||||
for (int y = 0; y < size; y++)
|
||||
{
|
||||
var tile = new Tile();
|
||||
tile.isHighlighted = false;
|
||||
tile.temperature = 0.0f;
|
||||
tile.type = _startTileType;
|
||||
_tileGrid.MapIndex(i, out var x, out var y);
|
||||
|
||||
var node = TileScene.Instance<Node2D>();
|
||||
this.AddChild(node);
|
||||
|
@ -112,11 +106,13 @@ public class WorldGrid : Node2D
|
|||
};
|
||||
node.Position = position;
|
||||
var canvasItem = (CanvasItem)node;
|
||||
tile.material = (ShaderMaterial)canvasItem.Material;
|
||||
tile.material.SetShaderParam("lowColor", _startTileType.Color);
|
||||
|
||||
_tiles[x, y] = tile;
|
||||
}
|
||||
var tile = _tileGrid[i];
|
||||
|
||||
TileView view = default;
|
||||
view.material = (ShaderMaterial)canvasItem.Material;
|
||||
view.material.SetShaderParam("lowColor", _tileGrid.StartTileType.Color);
|
||||
_tileViews[i] = view;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -126,6 +122,7 @@ public class WorldGrid : Node2D
|
|||
Diffuse();
|
||||
}
|
||||
|
||||
#region Simulation
|
||||
private float TransferHeat(float t0, float alpha, float nx, float ny, float px, float py)
|
||||
{
|
||||
float d2tdx2 = nx - 2 * t0 + px;
|
||||
|
@ -136,38 +133,36 @@ public class WorldGrid : Node2D
|
|||
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;
|
||||
var t = _tileGrid[x, y].temperature;
|
||||
|
||||
nx = x > 0 ? _tiles[x - 1, y].temperature : t;
|
||||
px = x < Size - 1 ? _tiles[x + 1, y].temperature : t;
|
||||
nx = x > 0 ? _tileGrid[x - 1, y].temperature : t;
|
||||
px = x < _tileGrid.Size - 1 ? _tileGrid[x + 1, y].temperature : t;
|
||||
|
||||
ny = y > 0 ? _tiles[x, y - 1].temperature : t;
|
||||
py = y < Size - 1 ? _tiles[x, y + 1].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 x = 0; x < Size; x++)
|
||||
for (int i = 0; i < _tileGrid.Count; i++)
|
||||
{
|
||||
for (int y = 0; y < Size; y++)
|
||||
{
|
||||
var tile = _tiles[x, y];
|
||||
var tile = _tileGrid[i];
|
||||
var type = tile.type;
|
||||
tile.temperature += type.HeatGeneration;
|
||||
_tiles[x, y] = tile;
|
||||
}
|
||||
_tileGrid[i] = tile;
|
||||
}
|
||||
}
|
||||
|
||||
private void Diffuse()
|
||||
{
|
||||
for (int x = 0; x < Size; x++)
|
||||
{
|
||||
for (int y = 0; y < Size; y++)
|
||||
{
|
||||
float t = _tiles[x, y].temperature;
|
||||
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,
|
||||
|
@ -175,20 +170,19 @@ public class WorldGrid : Node2D
|
|||
out var px,
|
||||
out var py);
|
||||
|
||||
// current value
|
||||
var temperature = TransferHeat(t, D, nx, ny, px, py);
|
||||
|
||||
// TODO: what if it's really really cold out?
|
||||
temperature = Mathf.Max(0, temperature);
|
||||
_nextValues[x, y] = temperature;
|
||||
}
|
||||
_nextValues[i] = temperature;
|
||||
}
|
||||
|
||||
for (int x = 0; x < Size; x++)
|
||||
for (int i = 0; i < _tileGrid.Count; i++)
|
||||
{
|
||||
for (int y = 0; y < Size; y++)
|
||||
{
|
||||
_tiles[x, y].temperature = _nextValues[x, y];
|
||||
}
|
||||
var tile = _tileGrid[i];
|
||||
tile.temperature = _nextValues[i];
|
||||
_tileGrid[i] = tile;
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
|
|
|
@ -4,6 +4,5 @@ public struct Tile
|
|||
{
|
||||
public bool isHighlighted;
|
||||
public float temperature;
|
||||
public ShaderMaterial material;
|
||||
public TileType type;
|
||||
}
|
|
@ -0,0 +1,92 @@
|
|||
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;
|
||||
public 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;
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue