191 lines
4.9 KiB
C#

using Godot;
using System;
public class WorldGrid : Node2D
{
[Export]
private PackedScene TileScene { get; set; }
[Export]
private Resource _tileGridResource;
private TileGrid _tileGrid;
[Export]
public int CellSize { get; set; }
[Export]
public float DiffusionCoefficient { get; set; } = 0.01f;
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.
public override void _Ready()
{
_tileGrid = (TileGrid)_tileGridResource;
GenerateCanvasItems(_tileGrid);
}
#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()
{
int children = this.GetChildCount();
GD.Print(children);
for (int i = 0; i < children; i++)
{
var child = this.GetChild(i);
child.QueueFree();
}
_tileViews = null;
}
private void GenerateCanvasItems(TileGrid grid)
{
this.Clear();
_tileViews = new TileView[grid.Count];
_nextValues = new float[grid.Count];
for (int i = 0; i < grid.Count; i++)
{
_tileGrid.MapIndex(i, out var x, out var y);
var node = TileScene.Instance<Node2D>();
this.AddChild(node);
var position = new Vector2
{
x = (x + .5f) * CellSize,
y = (y + .5f) * CellSize
};
node.Position = position;
var canvasItem = (CanvasItem)node;
var tile = _tileGrid[i];
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 ApplyHeatDamage(ref Tile tile)
{
if (!(tile.type is IDamageable damageable))
return;
var surplus = tile.temperature - damageable.Threshold;
if (surplus < 0)
return;
// TODO: parameterised balancing
tile.currentHealth -= surplus;
tile.currentHealth = Mathf.Clamp(tile.currentHealth, 0, 1);
}
private void GenerateHeat()
{
for (int i = 0; i < _tileGrid.Count; i++)
{
var tile = _tileGrid[i];
var type = tile.type;
tile.temperature += type.HeatGeneration;
ApplyHeatDamage(ref tile);
_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
}