rewilding #20

Open
ktyl wants to merge 8 commits from rewilding into main
14 changed files with 244 additions and 90 deletions

9
gdd.md
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@ -11,15 +11,14 @@
## Clock
Ticks can be applied manually or they can be applied over time.
Add a tick counter as a UI element.
There is a tick counter UI debug element.
## Grid
## Diffusion
### Grid
Add a 10x10 grid.
Tiles are highlighted a different colour when the player hovers over them with the cursor.
### Diffusion
Tiles in the grid contain floating point values.
These values propogate to neighbouring cells a tick happens.

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@ -4,3 +4,5 @@
[resource]
script = ExtResource( 1 )
_healthy = Color( 0.0431373, 0.541176, 0.0235294, 1 )
_depleted = Color( 0.670588, 0.572549, 0.27451, 1 )

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@ -7,4 +7,4 @@ script = ExtResource( 1 )
Name = "Developed"
Key = 68
Color = Color( 0.372549, 0.372549, 0.372549, 1 )
HeatGeneration = 0.4
HeatGeneration = 0.15

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@ -1,8 +1,9 @@
[gd_resource type="Resource" load_steps=3 format=2]
[gd_resource type="Resource" load_steps=4 format=2]
[ext_resource path="res://scripts/tile/TileTypeCollection.cs" type="Script" id=1]
[ext_resource path="res://resources/tiles/tile_types/developed.tres" type="Resource" id=2]
[ext_resource path="res://resources/tiles/tile_types/wild.tres" type="Resource" id=3]
[resource]
script = ExtResource( 1 )
_resources = [ ExtResource( 2 ) ]
_resources = [ ExtResource( 2 ), ExtResource( 3 ) ]

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@ -1,10 +1,12 @@
[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]
script = ExtResource( 1 )
Name = "Wild"
Key = 87
Color = Color( 0, 0.545098, 0.0196078, 1 )
HeatGeneration = -0.2
Color = Color( 0.14902, 1, 0, 0 )
HeatGeneration = -0.02
HealRate = 0.01
Threshold = 0.6

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@ -0,0 +1,117 @@
using Godot;
public class EnvironmentSystem
{
private readonly TileGrid _tiles;
private readonly float _diffusionCoefficient;
private float[] _nextTemperatures = null;
public EnvironmentSystem(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;
_tiles[i] = tile;
}
for (int i = 0; i < _tiles.Count; i++)
{
ApplyHeatDamage(i);
}
}
private void ApplyHeatDamage(int i)
{
_tiles.MapIndex(i, out var x, out var y);
var tile = _tiles[x, y];
if (!(tile.type is IDamageable damageable))
return;
var delta = tile.temperature - damageable.Threshold;
if (delta < 0)
{
// we want to heal based on how many wild tiles surround us
float wild = _tiles.GetNeighbourProportion<Wild>(x, y);
float heal = damageable.HealRate * wild;
tile.currentHealth += heal;
}
else
{
// TODO: parameterised balancing
// take damage
tile.currentHealth -= delta;
}
tile.currentHealth = Mathf.Clamp(tile.currentHealth, 0, 1);
_tiles[x, y] = tile;
}
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;
}
}
}

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@ -16,13 +16,12 @@ public class WorldGrid : Node2D
[Export]
public float DiffusionCoefficient { get; set; } = 0.01f;
private float[] _nextValues = null;
public struct TileView
{
public ShaderMaterial material;
}
private TileView[] _tileViews;
private EnvironmentSystem _environment;
// Called when the node enters the scene tree for the first time.
public override void _Ready()
@ -30,6 +29,8 @@ public class WorldGrid : Node2D
_tileGrid = (TileGrid)_tileGridResource;
GenerateCanvasItems(_tileGrid);
_environment = new EnvironmentSystem(_tileGrid, DiffusionCoefficient);
}
#region Positioning
@ -52,9 +53,8 @@ public class WorldGrid : Node2D
var tile = _tileGrid[idx];
tile.type = tileType;
tile = tileType.ApplySpawneffect(tile);
_tileGrid[x, y] = tile;
_tileViews[idx].material.SetShaderParam("lowColor", tileType.Color);
}
#endregion
@ -76,7 +76,6 @@ public class WorldGrid : Node2D
this.Clear();
_tileViews = new TileView[grid.Count];
_nextValues = new float[grid.Count];
for (int i = 0; i < grid.Count; i++)
{
@ -96,80 +95,11 @@ public class WorldGrid : Node2D
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)
{
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
public void _on_Clock_OnTick(int ticks) => _environment.Process();
}

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@ -2,10 +2,25 @@ using Godot;
public class NoOverlay : Overlay
{
[Export]
private Color _healthy;
[Export]
private Color _depleted;
// in this view we want to draw tiles with their normal colour
public override void Apply(Tile tile, ShaderMaterial material)
{
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("t", 0);
}

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@ -0,0 +1,5 @@
public interface IDamageable
{
float HealRate { get; }
float Threshold { get; }
}

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@ -5,4 +5,5 @@ public struct Tile
public bool isHighlighted;
public float temperature;
public TileType type;
public float currentHealth;
}

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@ -10,7 +10,7 @@ public class TileGrid : Resource, IReadOnlyList<Tile>
[Export]
private Resource _startTileTypeResource;
public TileType StartTileType => (TileType)_startTileTypeResource;
private TileType StartTileType => (TileType)_startTileTypeResource;
public int Count => Size * Size;
@ -58,6 +58,7 @@ public class TileGrid : Resource, IReadOnlyList<Tile>
tile.isHighlighted = false;
tile.temperature = 0.0f;
tile.type = StartTileType;
tile.currentHealth = 1.0f;
tiles.Add(tile);
}
@ -88,5 +89,64 @@ public class TileGrid : Resource, IReadOnlyList<Tile>
{
return x >= 0 && x < Size && y >= 0 && y < Size;
}
private readonly int[] _neighbours = new int[]
{
-1, 0,
0, 1,
1, 0,
0, -1
};
private void GetCoordinate(int dir, out int x, out int y)
{
dir %= 4;
int idx = dir * 2;
x = _neighbours[idx];
y = _neighbours[idx + 1];
}
public float GetNeighbourProportion<T>(int x, int y)
{
int typed = GetNeighbourCount<T>(x, y);
int all = GetNeighbourCount(x, y);
return (float)typed / (float)all;
}
public int GetNeighbourCount<T>(int x, int y)
{
int count = 0;
for (int i = 0; i < 4; i++)
{
GetCoordinate(i, out var nx, out var ny);
if (!IsInBounds(x + nx, y + ny))
continue;
if (!(this[x + nx, y + ny].type is T))
continue;
count++;
}
return count;
}
public int GetNeighbourCount(int x, int y)
{
int count = 0;
for (int i = 0; i < 4; i++)
{
GetCoordinate(i, out var nx, out var ny);
if (!IsInBounds(x + nx, y + ny))
continue;
count++;
}
return count;
}
}

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@ -17,4 +17,6 @@ public class TileType : Resource
public float HeatGeneration { get; private set; }
public override string ToString() => Name;
public virtual Tile ApplySpawneffect(Tile tile) => tile;
}

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@ -0,0 +1,16 @@
using Godot;
public class Wild : TileType, IDamageable
{
[Export]
public float HealRate { get; private set; } = 0.01f;
[Export]
public float Threshold { get; private set; }
public override Tile ApplySpawneffect(Tile tile)
{
tile.currentHealth = 0;
return tile;
}
}

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@ -20,10 +20,14 @@ public class BuildModeUI : Control
_buildMode = GetNode<BuildMode>(_buildModePath);
var buttonHeight = 40;
var tileType = _buildMode.BuildableTiles[0];
int x = 50;
SpawnButton(tileType, buttonHeight, ref x);
int x = 50;
int margin = 5;
foreach (var tt in _buildMode.BuildableTiles)
{
SpawnButton(tt, buttonHeight, ref x);
x += margin;
}
}
private void UpdateButtonToggleState(TileType tileType)