added chunks
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@@ -6,6 +6,7 @@ public class Element {
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public Color Color = Colors.Black;
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public Vector2I Position;
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public Chunk Chunk;
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public int Density;
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public int LastUpdate = -1;
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public int LastMove = 0;
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@@ -16,20 +17,19 @@ public class Element {
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protected const float MAX_COLOR_VARIANCE = 0.1f;
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protected static readonly Vector2I VERTICAL_OPPOSITE = new Vector2I(-1, 1);
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protected readonly Level Level;
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private bool active = true;
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private Color originalColor;
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public Element(Element e) {
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Position = e.Position;
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Level = e.Level;
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Chunk = e.Chunk;
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}
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public Element(int x, int y, Level level) {
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public Element(int x, int y, Chunk chunk) {
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Position.X = x;
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Position.Y = y;
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Level = level;
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Chunk = chunk;
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}
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public bool Active {
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@@ -65,19 +65,19 @@ public class Element {
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protected virtual void Tick() {
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Vector2I randomDirection = RandomDirectionDown();
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if (Level.IsEmpty(Position + Vector2I.Down))
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Level.Swap(this, Position + Vector2I.Down);
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if (Chunk.IsEmpty(Position + Vector2I.Down))
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Chunk.Swap(this, Position + Vector2I.Down);
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else if (Level.IsEmpty(Position + randomDirection))
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Level.Swap(this, Position + randomDirection);
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else if (Chunk.IsEmpty(Position + randomDirection))
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Chunk.Swap(this, Position + randomDirection);
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else if (Level.IsEmpty(Position + randomDirection * VERTICAL_OPPOSITE))
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Level.Swap(this, Position + randomDirection * VERTICAL_OPPOSITE);
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else if (Chunk.IsEmpty(Position + randomDirection * VERTICAL_OPPOSITE))
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Chunk.Swap(this, Position + randomDirection * VERTICAL_OPPOSITE);
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if (GD.Randi() % MAX_DIFFUSE_SPEED > DiffuseSpeed) return; // ascend slower
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if (Level.Get(Position + randomDirection)?.Density < Density)
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Level.Swap(this, Position + Vector2I.Down);
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if (Chunk.Get(Position + randomDirection)?.Density < Density)
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Chunk.Swap(this, Position + Vector2I.Down);
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}
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protected Vector2I RandomDirectionDown() {
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