heat #16
							
								
								
									
										32
									
								
								gdd.md
									
									
									
									
									
								
							
							
						
						
									
										32
									
								
								gdd.md
									
									
									
									
									
								
							@ -8,6 +8,11 @@
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* Education
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					* Education
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* Supply chains
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					* Supply chains
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					## Clock
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					Ticks can be applied manually or they can be applied over time.
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					Add a tick counter as a UI element.
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## Grid
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					## Grid
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Add a 10x10 grid.
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					Add a 10x10 grid.
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@ -17,13 +22,6 @@ Tiles are highlighted a different colour when the player hovers over them with t
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Tiles in the grid contain floating point values.
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					Tiles in the grid contain floating point values.
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These values propogate to neighbouring cells a tick happens.
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					These values propogate to neighbouring cells a tick happens.
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Ticks can be applied manually or they can be applied over time.
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					 | 
				
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Add a tick counter as a UI element.
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* [ ] understand different options for representing the rate of diffusion
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					 | 
				
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Diffusing should use 'pull' operations; tiles should pull values from surrounding tiles.
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					 | 
				
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This is an attempt to think forwards to parallelising computation of diffusiong - ideally using the GPU.
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					 | 
				
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#### Diffusion Algorithm
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					#### Diffusion Algorithm
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@ -46,6 +44,20 @@ 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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```
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					```
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					Diffusing uses 'pull' operations; tiles pull values from surrounding tiles.
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					This is an attempt to think forwards to parallelising computation of diffusiong - ideally using the GPU.
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					## Overlays
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					The current overlay can be cycled with a UI button or by pressing `tab`.
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					Overlays display tile information by displaying tiles in different colours.
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					Normally, tile colours are displayed depending on their type and health.
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					This is the 'normal' view with no overlay.
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					Other overlays include:
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					* [Heat overlay](#heat-overlay)
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## Build Mode
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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 mode can be entered by pressing the `b` key.
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@ -71,8 +83,12 @@ In build mode, the player can click on a wile tile to turn it into a developed t
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Developed tiles produce heat while wild tiles absorb it.
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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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					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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					### Heat overlay
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					A heat map view 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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					It is possible to cycle the view using a UI element.
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					Tile colours are displayed as a value along a gradient from cold to hot tiles.
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## Tile Health
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					## Tile Health
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@ -1,4 +1,4 @@
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[gd_scene load_steps=11 format=2]
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					[gd_scene load_steps=13 format=2]
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[ext_resource path="res://nodes/grid.tscn" type="PackedScene" id=1]
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					[ext_resource path="res://nodes/grid.tscn" type="PackedScene" id=1]
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			||||||
[ext_resource path="res://nodes/grid_cursor.tscn" type="PackedScene" id=2]
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					[ext_resource path="res://nodes/grid_cursor.tscn" type="PackedScene" id=2]
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@ -7,8 +7,10 @@
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[ext_resource path="res://nodes/interaction_modes/interaction_mode.tscn" type="PackedScene" id=5]
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					[ext_resource path="res://nodes/interaction_modes/interaction_mode.tscn" type="PackedScene" id=5]
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[ext_resource path="res://nodes/ui/build_mode_ui.tscn" type="PackedScene" id=6]
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					[ext_resource path="res://nodes/ui/build_mode_ui.tscn" type="PackedScene" id=6]
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[ext_resource path="res://nodes/interaction_modes/build_mode.tscn" type="PackedScene" id=7]
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					[ext_resource path="res://nodes/interaction_modes/build_mode.tscn" type="PackedScene" id=7]
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[ext_resource path="res://resources/tile_types/wild.tres" type="Resource" id=8]
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					[ext_resource path="res://nodes/ui/overlays UI.tscn" type="PackedScene" id=8]
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[ext_resource path="res://nodes/ui/mode_selection_ui.tscn" type="PackedScene" id=9]
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					[ext_resource path="res://nodes/ui/mode_selection_ui.tscn" type="PackedScene" id=9]
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					[ext_resource path="res://nodes/overlays.tscn" type="PackedScene" id=10]
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					[ext_resource path="res://resources/overlays/overlays.tres" type="Resource" id=11]
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[sub_resource type="Curve" id=1]
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					[sub_resource type="Curve" id=1]
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_data = [ Vector2( 0, 0 ), 0.0, 5.0, 0, 0, Vector2( 0.5, 1 ), 0.0, 0.0, 0, 0, Vector2( 1, 0 ), -4.0, 0.0, 0, 0 ]
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					_data = [ Vector2( 0, 0 ), 0.0, 5.0, 0, 0, Vector2( 0.5, 1 ), 0.0, 0.0, 0, 0, Vector2( 1, 0 ), -4.0, 0.0, 0, 0 ]
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@ -18,21 +20,24 @@ _data = [ Vector2( 0, 0 ), 0.0, 5.0, 0, 0, Vector2( 0.5, 1 ), 0.0, 0.0, 0, 0, Ve
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[node name="Clock" parent="." instance=ExtResource( 4 )]
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					[node name="Clock" parent="." instance=ExtResource( 4 )]
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_autoTick = true
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					_autoTick = true
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[node name="Grid" parent="." instance=ExtResource( 1 )]
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					[node name="World Grid" parent="." instance=ExtResource( 1 )]
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DiffusionCoefficient = 0.1
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					DiffusionCoefficient = 0.1
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_startTileTypeResource = ExtResource( 8 )
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[node name="Cursor" parent="." instance=ExtResource( 2 )]
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					[node name="Cursor" parent="." instance=ExtResource( 2 )]
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Grid = NodePath("../Grid")
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					Grid = NodePath("../World Grid")
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_pulseShape = SubResource( 1 )
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					_pulseShape = SubResource( 1 )
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[node name="Interaction Modes" parent="." instance=ExtResource( 5 )]
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					[node name="Interaction Modes" parent="." instance=ExtResource( 5 )]
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_buildModePath = NodePath("Build Mode")
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					_buildModePath = NodePath("Build Mode")
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[node name="Build Mode" parent="Interaction Modes" instance=ExtResource( 7 )]
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					[node name="Build Mode" parent="Interaction Modes" instance=ExtResource( 7 )]
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_gridPath = NodePath("../../Grid")
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					_gridPath = NodePath("../../World Grid")
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_cursorPath = NodePath("../../Cursor")
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					_cursorPath = NodePath("../../Cursor")
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					[node name="Overlays" parent="." instance=ExtResource( 10 )]
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					_overlaysResource = ExtResource( 11 )
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					_worldGridPath = NodePath("../World Grid")
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[node name="UI" type="Control" parent="."]
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					[node name="UI" type="Control" parent="."]
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anchor_right = 1.0
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					anchor_right = 1.0
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anchor_bottom = 1.0
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					anchor_bottom = 1.0
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@ -45,15 +50,19 @@ _buildModePath = NodePath("../../Interaction Modes/Build Mode")
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[node name="Mode Selection" parent="UI" instance=ExtResource( 9 )]
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					[node name="Mode Selection" parent="UI" instance=ExtResource( 9 )]
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					[node name="Overlays UI" parent="UI" instance=ExtResource( 8 )]
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					_overlaysPath = NodePath("../../Overlays")
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[connection signal="OnPauseChanged" from="Clock" to="UI/Debug" method="_on_Clock_OnPauseChanged"]
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					[connection signal="OnPauseChanged" from="Clock" to="UI/Debug" method="_on_Clock_OnPauseChanged"]
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[connection signal="OnTick" from="Clock" to="Grid" method="_on_Clock_OnTick"]
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					[connection signal="OnTick" from="Clock" to="World Grid" method="_on_Clock_OnTick"]
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[connection signal="OnTick" from="Clock" to="UI/Debug" method="_on_Clock_OnTick"]
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					[connection signal="OnTick" from="Clock" to="UI/Debug" method="_on_Clock_OnTick"]
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[connection signal="OnInteractionModeChanged" from="Interaction Modes" to="Cursor" method="_on_Interaction_Mode_OnInteractionModeChanged"]
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					[connection signal="OnInteractionModeChanged" from="Interaction Modes" to="Cursor" method="_on_Interaction_Mode_OnInteractionModeChanged"]
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[connection signal="OnInteractionModeChanged" from="Interaction Modes" to="UI/Debug" method="_on_Interaction_Mode_OnInteractionModeChanged"]
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					[connection signal="OnInteractionModeChanged" from="Interaction Modes" to="UI/Debug" method="_on_Interaction_Mode_OnInteractionModeChanged"]
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[connection signal="OnModeEntered" from="Interaction Modes/Build Mode" to="Interaction Modes" method="_on_Build_Mode_OnModeEntered"]
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					[connection signal="OnModeEntered" from="Interaction Modes/Build Mode" to="Interaction Modes" method="_on_Build_Mode_OnModeEntered"]
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[connection signal="OnModeEntered" from="Interaction Modes/Build Mode" to="UI/Mode Selection" method="EnableBuildMode"]
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					[connection signal="OnModeEntered" from="Interaction Modes/Build Mode" to="UI/Mode Selection" method="EnableBuildMode"]
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[connection signal="OnModeExited" from="Interaction Modes/Build Mode" to="Interaction Modes" method="_on_Build_Mode_OnModeExited"]
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					[connection signal="OnModeExited" from="Interaction Modes/Build Mode" to="Interaction Modes" method="_on_Build_Mode_OnModeExited"]
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					[connection signal="OnModeExited" from="Interaction Modes/Build Mode" to="UI/Mode Selection" method="Enable"]
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[connection signal="SelectedTileTypeChanged" from="Interaction Modes/Build Mode" to="UI/Build Mode" method="UpdateButtonToggleState"]
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					[connection signal="SelectedTileTypeChanged" from="Interaction Modes/Build Mode" to="UI/Build Mode" method="UpdateButtonToggleState"]
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					[connection signal="OverlayCycled" from="Overlays" to="UI/Overlays UI" method="UpdateOverlayText"]
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[connection signal="OnExit" from="UI/Build Mode" to="Interaction Modes" method="Reset"]
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					[connection signal="OnExit" from="UI/Build Mode" to="Interaction Modes" method="Reset"]
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[connection signal="OnExit" from="UI/Build Mode" to="UI/Mode Selection" method="Enable"]
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[connection signal="BuildModeEnabled" from="UI/Mode Selection" to="Interaction Modes/Build Mode" method="Enable"]
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					[connection signal="BuildModeEnabled" from="UI/Mode Selection" to="Interaction Modes/Build Mode" method="Enable"]
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@ -1,10 +1,11 @@
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[gd_scene load_steps=3 format=2]
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					[gd_scene load_steps=4 format=2]
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[ext_resource path="res://scripts/WorldGrid.cs" type="Script" id=1]
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					[ext_resource path="res://scripts/WorldGrid.cs" type="Script" id=1]
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[ext_resource path="res://nodes/tile.tscn" type="PackedScene" id=2]
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					[ext_resource path="res://nodes/tile.tscn" type="PackedScene" id=2]
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					[ext_resource path="res://resources/tiles/tiles.tres" type="Resource" id=3]
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[node name="Grid" type="Node2D"]
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					[node name="Grid" type="Node2D"]
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script = ExtResource( 1 )
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					script = ExtResource( 1 )
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TileScene = ExtResource( 2 )
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					TileScene = ExtResource( 2 )
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Size = 10
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CellSize = 64
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					CellSize = 64
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					_tileGridResource = ExtResource( 3 )
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@ -1,7 +1,7 @@
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[gd_scene load_steps=3 format=2]
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					[gd_scene load_steps=3 format=2]
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[ext_resource path="res://scripts/interaction_modes/BuildMode.cs" type="Script" id=1]
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					[ext_resource path="res://scripts/interaction_modes/BuildMode.cs" type="Script" id=1]
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[ext_resource path="res://resources/tile_types/tile_type_collections/buildable_tiles.tres" type="Resource" id=2]
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					[ext_resource path="res://resources/tiles/tile_types/tile_type_collections/buildable_tiles.tres" type="Resource" id=2]
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[node name="Build Mode" type="Node"]
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					[node name="Build Mode" type="Node"]
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script = ExtResource( 1 )
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					script = ExtResource( 1 )
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										12
									
								
								half-earth/nodes/overlays.tscn
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										12
									
								
								half-earth/nodes/overlays.tscn
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,12 @@
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					[gd_scene load_steps=5 format=2]
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					[ext_resource path="res://scripts/overlays/Overlays.cs" type="Script" id=1]
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					[ext_resource path="res://resources/overlays/heat_overlay.tres" type="Resource" id=2]
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					[ext_resource path="res://resources/overlays/no_overlay.tres" type="Resource" id=3]
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					[ext_resource path="res://resources/tiles/tiles.tres" type="Resource" id=4]
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					[node name="Overlays" type="Node"]
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					script = ExtResource( 1 )
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					_cycleOverlayKey = 16777218
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					_overlayResources = [ ExtResource( 3 ), ExtResource( 2 ) ]
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					_tileGridResource = ExtResource( 4 )
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@ -14,6 +14,6 @@ margin_left = 2.0
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margin_top = 562.0
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					margin_top = 562.0
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margin_right = 38.0
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					margin_right = 38.0
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margin_bottom = 598.0
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					margin_bottom = 598.0
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text = "Build Mode"
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					text = "[B] Build Mode"
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[connection signal="pressed" from="Build Mode" to="." method="EnableBuildMode"]
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					[connection signal="pressed" from="Build Mode" to="." method="EnableBuildMode"]
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										18
									
								
								half-earth/nodes/ui/overlays UI.tscn
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										18
									
								
								half-earth/nodes/ui/overlays UI.tscn
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,18 @@
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					[gd_scene load_steps=2 format=2]
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					[ext_resource path="res://scripts/ui/OverlaysUI.cs" type="Script" id=1]
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					[node name="Overlays UI" type="Node"]
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					script = ExtResource( 1 )
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					_cycleOverlayButtonPath = NodePath("Button")
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					[node name="Button" type="Button" parent="."]
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					anchor_top = 1.0
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					anchor_bottom = 1.0
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					margin_top = -90.0
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					margin_right = 42.0
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					margin_bottom = -52.0
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					grow_vertical = 0
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					text = "[Tab] Cycle Overlay"
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					[connection signal="pressed" from="Button" to="." method="CycleOverlay"]
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			||||||
							
								
								
									
										8
									
								
								half-earth/resources/overlays/heat_overlay.tres
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										8
									
								
								half-earth/resources/overlays/heat_overlay.tres
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,8 @@
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			|||||||
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					[gd_resource type="Resource" load_steps=2 format=2]
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			||||||
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			||||||
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					[ext_resource path="res://scripts/overlays/HeatOverlay.cs" type="Script" id=1]
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			||||||
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					[resource]
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					script = ExtResource( 1 )
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			||||||
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					_coldColor = Color( 0, 0, 0, 1 )
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			||||||
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					_hotColor = Color( 1, 0.654902, 0, 1 )
 | 
				
			||||||
							
								
								
									
										6
									
								
								half-earth/resources/overlays/no_overlay.tres
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										6
									
								
								half-earth/resources/overlays/no_overlay.tres
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,6 @@
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			|||||||
 | 
					[gd_resource type="Resource" load_steps=2 format=2]
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			||||||
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			||||||
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					[ext_resource path="res://scripts/overlays/NoOverlay.cs" type="Script" id=1]
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			||||||
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			||||||
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					[resource]
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			||||||
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					script = ExtResource( 1 )
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			||||||
							
								
								
									
										9
									
								
								half-earth/resources/overlays/overlays.tres
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										9
									
								
								half-earth/resources/overlays/overlays.tres
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,9 @@
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			|||||||
 | 
					[gd_resource type="Resource" load_steps=4 format=2]
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			||||||
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			||||||
 | 
					[ext_resource path="res://scripts/overlays/OverlayCollection.cs" type="Script" id=1]
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			||||||
 | 
					[ext_resource path="res://resources/overlays/no_overlay.tres" type="Resource" id=2]
 | 
				
			||||||
 | 
					[ext_resource path="res://resources/overlays/heat_overlay.tres" type="Resource" id=3]
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					[resource]
 | 
				
			||||||
 | 
					script = ExtResource( 1 )
 | 
				
			||||||
 | 
					_resources = [ ExtResource( 2 ), ExtResource( 3 ) ]
 | 
				
			||||||
@ -1,8 +0,0 @@
 | 
				
			|||||||
[gd_resource type="Resource" load_steps=3 format=2]
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
[ext_resource path="res://scripts/TileTypeCollection.cs" type="Script" id=1]
 | 
					 | 
				
			||||||
[ext_resource path="res://resources/tile_types/developed.tres" type="Resource" id=2]
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
[resource]
 | 
					 | 
				
			||||||
script = ExtResource( 1 )
 | 
					 | 
				
			||||||
_tileTypeResources = [ ExtResource( 2 ) ]
 | 
					 | 
				
			||||||
@ -1,10 +1,10 @@
 | 
				
			|||||||
[gd_resource type="Resource" load_steps=2 format=2]
 | 
					[gd_resource type="Resource" load_steps=2 format=2]
 | 
				
			||||||
 | 
					
 | 
				
			||||||
[ext_resource path="res://scripts/TileType.cs" type="Script" id=1]
 | 
					[ext_resource path="res://scripts/tile/TileType.cs" type="Script" id=1]
 | 
				
			||||||
 | 
					
 | 
				
			||||||
[resource]
 | 
					[resource]
 | 
				
			||||||
script = ExtResource( 1 )
 | 
					script = ExtResource( 1 )
 | 
				
			||||||
Name = "Developed"
 | 
					Name = "Developed"
 | 
				
			||||||
BuildLabel = "[D]eveloped"
 | 
					 | 
				
			||||||
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
 | 
				
			||||||
@ -0,0 +1,8 @@
 | 
				
			|||||||
 | 
					[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]
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					[resource]
 | 
				
			||||||
 | 
					script = ExtResource( 1 )
 | 
				
			||||||
 | 
					_resources = [ ExtResource( 2 ) ]
 | 
				
			||||||
@ -1,10 +1,10 @@
 | 
				
			|||||||
[gd_resource type="Resource" load_steps=2 format=2]
 | 
					[gd_resource type="Resource" load_steps=2 format=2]
 | 
				
			||||||
 | 
					
 | 
				
			||||||
[ext_resource path="res://scripts/TileType.cs" type="Script" id=1]
 | 
					[ext_resource path="res://scripts/tile/TileType.cs" type="Script" id=1]
 | 
				
			||||||
 | 
					
 | 
				
			||||||
[resource]
 | 
					[resource]
 | 
				
			||||||
script = ExtResource( 1 )
 | 
					script = ExtResource( 1 )
 | 
				
			||||||
Name = "Wild"
 | 
					Name = "Wild"
 | 
				
			||||||
BuildLabel = "[W]ild"
 | 
					 | 
				
			||||||
Key = 87
 | 
					Key = 87
 | 
				
			||||||
Color = Color( 0, 0.545098, 0.0196078, 1 )
 | 
					Color = Color( 0, 0.545098, 0.0196078, 1 )
 | 
				
			||||||
 | 
					HeatGeneration = -0.2
 | 
				
			||||||
							
								
								
									
										9
									
								
								half-earth/resources/tiles/tiles.tres
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										9
									
								
								half-earth/resources/tiles/tiles.tres
									
									
									
									
									
										Normal file
									
								
							@ -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 )
 | 
				
			||||||
							
								
								
									
										33
									
								
								half-earth/scripts/ReadOnlyResourceList.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										33
									
								
								half-earth/scripts/ReadOnlyResourceList.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,33 @@
 | 
				
			|||||||
 | 
					using Godot;
 | 
				
			||||||
 | 
					using System.Collections;
 | 
				
			||||||
 | 
					using System.Collections.Generic;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					public abstract class ReadOnlyResourceList<T> : Resource, IReadOnlyList<T> where T : Resource
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
					    [Export]
 | 
				
			||||||
 | 
					    private List<Resource> _resources = new List<Resource>();
 | 
				
			||||||
 | 
					    private List<T> Collection
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        get
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            if (_collection != null)
 | 
				
			||||||
 | 
					                return _collection;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					            _collection = new List<T>();
 | 
				
			||||||
 | 
					            foreach (var resource in _resources)
 | 
				
			||||||
 | 
					            {
 | 
				
			||||||
 | 
					                _collection.Add((T)resource);
 | 
				
			||||||
 | 
					            }
 | 
				
			||||||
 | 
					            return _collection;
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					    private List<T> _collection = null;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public T this[int index] => Collection[index];
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public int Count => Collection.Count;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public IEnumerator<T> GetEnumerator() => Collection.GetEnumerator();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    IEnumerator IEnumerable.GetEnumerator() => Collection.GetEnumerator();
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
@ -1,46 +0,0 @@
 | 
				
			|||||||
using Godot;
 | 
					 | 
				
			||||||
using System;
 | 
					 | 
				
			||||||
using System.Collections;
 | 
					 | 
				
			||||||
using System.Collections.Generic;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
public class TileTypeCollection : Resource, IReadOnlyList<TileType>
 | 
					 | 
				
			||||||
{
 | 
					 | 
				
			||||||
    [Export]
 | 
					 | 
				
			||||||
    private List<Resource> _tileTypeResources = new List<Resource>();
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    private List<TileType> TileTypes
 | 
					 | 
				
			||||||
    {
 | 
					 | 
				
			||||||
        get
 | 
					 | 
				
			||||||
        {
 | 
					 | 
				
			||||||
            if (_tileTypes != null)
 | 
					 | 
				
			||||||
                return _tileTypes;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
            _tileTypes = new List<TileType>();
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
            foreach (var resource in _tileTypeResources)
 | 
					 | 
				
			||||||
            {
 | 
					 | 
				
			||||||
                if (!(resource is TileType))
 | 
					 | 
				
			||||||
                    throw new InvalidCastException($"{resource} must be a {typeof(TileType)}");
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
                _tileTypes.Add((TileType)resource);
 | 
					 | 
				
			||||||
            }
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
            return _tileTypes;
 | 
					 | 
				
			||||||
        }
 | 
					 | 
				
			||||||
    }
 | 
					 | 
				
			||||||
    private List<TileType> _tileTypes = null;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    public TileType this[int index] => TileTypes[index];
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    public int Count => TileTypes.Count;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    public IEnumerator<TileType> GetEnumerator()
 | 
					 | 
				
			||||||
    {
 | 
					 | 
				
			||||||
        return TileTypes.GetEnumerator();
 | 
					 | 
				
			||||||
    }
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    IEnumerator IEnumerable.GetEnumerator()
 | 
					 | 
				
			||||||
    {
 | 
					 | 
				
			||||||
        return TileTypes.GetEnumerator();
 | 
					 | 
				
			||||||
    }
 | 
					 | 
				
			||||||
}
 | 
					 | 
				
			||||||
@ -7,11 +7,8 @@ public class WorldGrid : Node2D
 | 
				
			|||||||
    private PackedScene TileScene { get; set; }
 | 
					    private PackedScene TileScene { get; set; }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    [Export]
 | 
					    [Export]
 | 
				
			||||||
    private Resource _startTileTypeResource;
 | 
					    private Resource _tileGridResource;
 | 
				
			||||||
    private TileType _startTileType;
 | 
					    private TileGrid _tileGrid;
 | 
				
			||||||
 | 
					 | 
				
			||||||
    [Export]
 | 
					 | 
				
			||||||
    public int Size { get; set; }
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
    [Export]
 | 
					    [Export]
 | 
				
			||||||
    public int CellSize { get; set; }
 | 
					    public int CellSize { get; set; }
 | 
				
			||||||
@ -19,65 +16,50 @@ public class WorldGrid : Node2D
 | 
				
			|||||||
    [Export]
 | 
					    [Export]
 | 
				
			||||||
    public float DiffusionCoefficient { get; set; } = 0.01f;
 | 
					    public float DiffusionCoefficient { get; set; } = 0.01f;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    private Tile[,] _tiles;
 | 
					    private float[] _nextValues = null;
 | 
				
			||||||
    private float[,] _nextValues = null;
 | 
					
 | 
				
			||||||
 | 
					    public struct TileView
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        public ShaderMaterial material;
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					    private TileView[] _tileViews;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    // 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()
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
        _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++)
 | 
					 | 
				
			||||||
        {
 | 
					 | 
				
			||||||
            for (int y = 0; y < Size; y++)
 | 
					 | 
				
			||||||
            {
 | 
					 | 
				
			||||||
                var tile = _tiles[x, y];
 | 
					 | 
				
			||||||
                var material = tile.material;
 | 
					 | 
				
			||||||
                material.SetShaderParam("t", tile.value);
 | 
					 | 
				
			||||||
            }
 | 
					 | 
				
			||||||
        }
 | 
					 | 
				
			||||||
    }
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    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)
 | 
					    public void GetGridPos(Vector2 position, out int x, out int y)
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
        x = Mathf.FloorToInt(position.x / CellSize);
 | 
					        x = Mathf.FloorToInt(position.x / CellSize);
 | 
				
			||||||
        y = Mathf.FloorToInt(position.y / 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()
 | 
					    private void Clear()
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
        _tiles = null;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
        int children = this.GetChildCount();
 | 
					        int children = this.GetChildCount();
 | 
				
			||||||
        GD.Print(children);
 | 
					        GD.Print(children);
 | 
				
			||||||
        for (int i = 0; i < children; i++)
 | 
					        for (int i = 0; i < children; i++)
 | 
				
			||||||
@ -85,43 +67,46 @@ public class WorldGrid : Node2D
 | 
				
			|||||||
            var child = this.GetChild(i);
 | 
					            var child = this.GetChild(i);
 | 
				
			||||||
            child.QueueFree();
 | 
					            child.QueueFree();
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        _tileViews = null;
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    private void GenerateGrid(int size)
 | 
					    private void GenerateCanvasItems(TileGrid grid)
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
        this.Clear();
 | 
					        this.Clear();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        _tiles = new Tile[size, size];
 | 
					        _tileViews = new TileView[grid.Count];
 | 
				
			||||||
        _nextValues = new float[size, size];
 | 
					        _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++)
 | 
					            _tileGrid.MapIndex(i, out var x, out var y);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					            var node = TileScene.Instance<Node2D>();
 | 
				
			||||||
 | 
					            this.AddChild(node);
 | 
				
			||||||
 | 
					            var position = new Vector2
 | 
				
			||||||
            {
 | 
					            {
 | 
				
			||||||
                var tile = new Tile();
 | 
					                x = (x + .5f) * CellSize,
 | 
				
			||||||
                tile.isHighlighted = false;
 | 
					                y = (y + .5f) * CellSize
 | 
				
			||||||
                tile.value = 0.0f;
 | 
					            };
 | 
				
			||||||
                tile.type = _startTileType;
 | 
					            node.Position = position;
 | 
				
			||||||
 | 
					            var canvasItem = (CanvasItem)node;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
                var node = TileScene.Instance<Node2D>();
 | 
					            var tile = _tileGrid[i];
 | 
				
			||||||
                this.AddChild(node);
 | 
					 | 
				
			||||||
                var position = new Vector2
 | 
					 | 
				
			||||||
                {
 | 
					 | 
				
			||||||
                    x = (x + .5f) * CellSize,
 | 
					 | 
				
			||||||
                    y = (y + .5f) * CellSize
 | 
					 | 
				
			||||||
                };
 | 
					 | 
				
			||||||
                node.Position = position;
 | 
					 | 
				
			||||||
                var canvasItem = (CanvasItem)node;
 | 
					 | 
				
			||||||
                tile.material = (ShaderMaterial)canvasItem.Material;
 | 
					 | 
				
			||||||
                tile.material.SetShaderParam("lowColor", _startTileType.Color);
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
                _tiles[x, y] = tile;
 | 
					            TileView view = default;
 | 
				
			||||||
            }
 | 
					            view.material = (ShaderMaterial)canvasItem.Material;
 | 
				
			||||||
 | 
					            view.material.SetShaderParam("lowColor", _tileGrid.StartTileType.Color);
 | 
				
			||||||
 | 
					            _tileViews[i] = view;
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public ShaderMaterial GetTileMaterial(int idx) => _tileViews[idx].material;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    #region Simulation
 | 
				
			||||||
    public void _on_Clock_OnTick(int ticks)
 | 
					    public void _on_Clock_OnTick(int ticks)
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
 | 
					        GenerateHeat();
 | 
				
			||||||
        Diffuse();
 | 
					        Diffuse();
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@ -135,42 +120,56 @@ public class WorldGrid : Node2D
 | 
				
			|||||||
    private void GetNeighbourTemperatures(int x, int y, out float nx, out float ny, out float px, out float py)
 | 
					    private void GetNeighbourTemperatures(int x, int y, out float nx, out float ny, out float px, out float py)
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
        // default value
 | 
					        // default value
 | 
				
			||||||
        var t = _tiles[x, y].value;
 | 
					        var t = _tileGrid[x, y].temperature;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        nx = x > 0 ? _tiles[x - 1, y].value : t;
 | 
					        nx = x > 0 ? _tileGrid[x - 1, y].temperature : t;
 | 
				
			||||||
        px = x < Size - 1 ? _tiles[x + 1, y].value : t;
 | 
					        px = x < _tileGrid.Size - 1 ? _tileGrid[x + 1, y].temperature : t;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        ny = y > 0 ? _tiles[x, y - 1].value : t;
 | 
					        ny = y > 0 ? _tileGrid[x, y - 1].temperature : t;
 | 
				
			||||||
        py = y < Size - 1 ? _tiles[x, y + 1].value : 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()
 | 
					    private void Diffuse()
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
        for (int x = 0; x < Size; x++)
 | 
					        var D = DiffusionCoefficient;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        for (int i = 0; i < _tileGrid.Count; i++)
 | 
				
			||||||
        {
 | 
					        {
 | 
				
			||||||
            for (int y = 0; y < Size; y++)
 | 
					            float t = _tileGrid[i].temperature;
 | 
				
			||||||
            {
 | 
					 | 
				
			||||||
                float t = _tiles[x, y].value;
 | 
					 | 
				
			||||||
                var D = DiffusionCoefficient;
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
                GetNeighbourTemperatures(
 | 
					            _tileGrid.MapIndex(i, out var x, out var y);
 | 
				
			||||||
                    x, y,
 | 
					 | 
				
			||||||
                    out var nx,
 | 
					 | 
				
			||||||
                    out var ny,
 | 
					 | 
				
			||||||
                    out var px,
 | 
					 | 
				
			||||||
                    out var py);
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
                // current value
 | 
					            GetNeighbourTemperatures(
 | 
				
			||||||
                _nextValues[x, y] = TransferHeat(t, D, nx, ny, px, py);
 | 
					                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 x = 0; x < Size; x++)
 | 
					        for (int i = 0; i < _tileGrid.Count; i++)
 | 
				
			||||||
        {
 | 
					        {
 | 
				
			||||||
            for (int y = 0; y < Size; y++)
 | 
					            var tile = _tileGrid[i];
 | 
				
			||||||
            {
 | 
					            tile.temperature = _nextValues[i];
 | 
				
			||||||
                _tiles[x, y].value = _nextValues[x, y];
 | 
					            _tileGrid[i] = tile;
 | 
				
			||||||
            }
 | 
					 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					    #endregion
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
				
			|||||||
							
								
								
									
										18
									
								
								half-earth/scripts/overlays/HeatOverlay.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										18
									
								
								half-earth/scripts/overlays/HeatOverlay.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,18 @@
 | 
				
			|||||||
 | 
					using Godot;
 | 
				
			||||||
 | 
					using System;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					public class HeatOverlay : Overlay
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
					    [Export]
 | 
				
			||||||
 | 
					    private Color _coldColor;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    [Export]
 | 
				
			||||||
 | 
					    private Color _hotColor;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public override void Apply(Tile tile, ShaderMaterial material)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        material.SetShaderParam("lowColor", _coldColor);
 | 
				
			||||||
 | 
					        material.SetShaderParam("highColor", _hotColor);
 | 
				
			||||||
 | 
					        material.SetShaderParam("t", tile.temperature);
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
							
								
								
									
										12
									
								
								half-earth/scripts/overlays/NoOverlay.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										12
									
								
								half-earth/scripts/overlays/NoOverlay.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,12 @@
 | 
				
			|||||||
 | 
					using Godot;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					public class NoOverlay : Overlay
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
					    // in this view we want to draw tiles with their normal colour
 | 
				
			||||||
 | 
					    public override void Apply(Tile tile, ShaderMaterial material)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        var type = tile.type;
 | 
				
			||||||
 | 
					        material.SetShaderParam("lowColor", type.Color);
 | 
				
			||||||
 | 
					        material.SetShaderParam("t", 0);
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
							
								
								
									
										7
									
								
								half-earth/scripts/overlays/Overlay.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										7
									
								
								half-earth/scripts/overlays/Overlay.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,7 @@
 | 
				
			|||||||
 | 
					using Godot;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					public abstract class Overlay : Resource
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
					    public string Name => GetType().ToString();
 | 
				
			||||||
 | 
					    public abstract void Apply(Tile tile, ShaderMaterial material);
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
							
								
								
									
										3
									
								
								half-earth/scripts/overlays/OverlayCollection.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										3
									
								
								half-earth/scripts/overlays/OverlayCollection.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,3 @@
 | 
				
			|||||||
 | 
					public class OverlayCollection : ReadOnlyResourceList<Overlay>
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
							
								
								
									
										67
									
								
								half-earth/scripts/overlays/Overlays.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										67
									
								
								half-earth/scripts/overlays/Overlays.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,67 @@
 | 
				
			|||||||
 | 
					using Godot;
 | 
				
			||||||
 | 
					using System;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					public class Overlays : Node
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
					    [Signal]
 | 
				
			||||||
 | 
					    delegate void OverlayCycled(Overlay overlay);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    [Export]
 | 
				
			||||||
 | 
					    private KeyList _cycleOverlayKey;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    [Export] private Resource _overlaysResource;
 | 
				
			||||||
 | 
					    public Overlay Current => _overlays[_overlayIdx];
 | 
				
			||||||
 | 
					    private OverlayCollection _overlays;
 | 
				
			||||||
 | 
					    private int _overlayIdx = 0;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    [Export]
 | 
				
			||||||
 | 
					    private Resource _tileGridResource;
 | 
				
			||||||
 | 
					    private TileGrid _tileGrid;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    [Export]
 | 
				
			||||||
 | 
					    private NodePath _worldGridPath;
 | 
				
			||||||
 | 
					    private WorldGrid _worldGrid;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public override void _Ready()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        _overlays = (OverlayCollection)_overlaysResource;
 | 
				
			||||||
 | 
					        _tileGrid = (TileGrid)_tileGridResource;
 | 
				
			||||||
 | 
					        _worldGrid = GetNode<WorldGrid>(_worldGridPath);
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public override void _Input(InputEvent @event)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        base._Input(@event);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        if (!(@event is InputEventKey keyEvent))
 | 
				
			||||||
 | 
					            return;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        if (!(keyEvent.Pressed))
 | 
				
			||||||
 | 
					            return;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        if ((KeyList)keyEvent.Scancode != _cycleOverlayKey)
 | 
				
			||||||
 | 
					            return;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        CycleOverlay();
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public override void _Process(float delta)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        base._Process(delta);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        for (int i = 0; i < _tileGrid.Count; i++)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            var tile = _tileGrid[i];
 | 
				
			||||||
 | 
					            var material = _worldGrid.GetTileMaterial(i);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					            Current.Apply(tile, material);
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public void CycleOverlay()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        _overlayIdx++;
 | 
				
			||||||
 | 
					        _overlayIdx %= _overlays.Count;
 | 
				
			||||||
 | 
					        EmitSignal(nameof(OverlayCycled), Current);
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
@ -3,7 +3,6 @@ using Godot;
 | 
				
			|||||||
public struct Tile
 | 
					public struct Tile
 | 
				
			||||||
{
 | 
					{
 | 
				
			||||||
    public bool isHighlighted;
 | 
					    public bool isHighlighted;
 | 
				
			||||||
    public float value;
 | 
					    public float temperature;
 | 
				
			||||||
    public ShaderMaterial material;
 | 
					 | 
				
			||||||
    public TileType type;
 | 
					    public TileType type;
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
							
								
								
									
										92
									
								
								half-earth/scripts/tile/TileGrid.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										92
									
								
								half-earth/scripts/tile/TileGrid.cs
									
									
									
									
									
										Normal file
									
								
							@ -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;
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@ -5,8 +5,7 @@ public class TileType : Resource
 | 
				
			|||||||
    [Export]
 | 
					    [Export]
 | 
				
			||||||
    public string Name { get; private set; }
 | 
					    public string Name { get; private set; }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    [Export]
 | 
					    public string BuildLabel => $"[{Key}] {Name}";
 | 
				
			||||||
    public string BuildLabel { get; private set; }
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
    [Export]
 | 
					    [Export]
 | 
				
			||||||
    public KeyList Key { get; private set; }
 | 
					    public KeyList Key { get; private set; }
 | 
				
			||||||
@ -14,8 +13,8 @@ public class TileType : Resource
 | 
				
			|||||||
    [Export]
 | 
					    [Export]
 | 
				
			||||||
    public Color Color { get; private set; }
 | 
					    public Color Color { get; private set; }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    public override string ToString()
 | 
					    [Export]
 | 
				
			||||||
    {
 | 
					    public float HeatGeneration { get; private set; }
 | 
				
			||||||
        return Name;
 | 
					
 | 
				
			||||||
    }
 | 
					    public override string ToString() => Name;
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
							
								
								
									
										3
									
								
								half-earth/scripts/tile/TileTypeCollection.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										3
									
								
								half-earth/scripts/tile/TileTypeCollection.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,3 @@
 | 
				
			|||||||
 | 
					public class TileTypeCollection : ReadOnlyResourceList<TileType>
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
							
								
								
									
										36
									
								
								half-earth/scripts/ui/OverlaysUI.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										36
									
								
								half-earth/scripts/ui/OverlaysUI.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,36 @@
 | 
				
			|||||||
 | 
					using Godot;
 | 
				
			||||||
 | 
					using System;
 | 
				
			||||||
 | 
					using System.Collections.Generic;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					public class OverlaysUI : Node
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
					    [Export]
 | 
				
			||||||
 | 
					    private NodePath _cycleOverlayButtonPath;
 | 
				
			||||||
 | 
					    private Button _cycleOverlayButton;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    [Export]
 | 
				
			||||||
 | 
					    private NodePath _overlaysPath;
 | 
				
			||||||
 | 
					    private Overlays _overlays;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    private string _mainText;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public override void _Ready()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        base._Ready();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        _cycleOverlayButton = GetNode<Button>(_cycleOverlayButtonPath);
 | 
				
			||||||
 | 
					        _mainText = _cycleOverlayButton.Text;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        _overlays = GetNode<Overlays>(_overlaysPath);
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public void CycleOverlay()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        _overlays.CycleOverlay();
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public void UpdateOverlayText(Overlay overlay)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        _cycleOverlayButton.Text = $"{_mainText} ({_overlays.Current.Name})";
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
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