added density
code improvements
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@@ -5,8 +5,8 @@ namespace FOU.Scripts.Elements;
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public class Dirt : Solid {
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public class Dirt : Solid {
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public Dirt(int x, int y, ref Level level) : base(x, y, ref level) {
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public Dirt(int x, int y, ref Level level) : base(x, y, ref level) {
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Color = Colors.Brown;
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Color = AddColorVariance(Colors.Brown);
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Color = AddColorVariance(Color);
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Density = 10;
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}
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}
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public override bool Update(int currentFrame) {
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public override bool Update(int currentFrame) {
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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 Color Color = Colors.Black;
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public Vector2I Position;
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public Vector2I Position;
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public int Density;
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protected readonly float MaxColorVariance = 0.1f;
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protected readonly float MaxColorVariance = 0.1f;
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protected readonly Level Level;
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protected readonly Level Level;
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@@ -40,9 +41,7 @@ public class Element {
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}
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}
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protected virtual void Tick() {
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protected virtual void Tick() {
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int randomDirection = 1;
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int randomDirection = GD.Randi() % 2 != 0 ? 1 : -1;
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if (GD.Randi() % 2 != 0)
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randomDirection *= -1;
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if (Level.IsEmpty(Position + Vector2I.Down)) {
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if (Level.IsEmpty(Position + Vector2I.Down)) {
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Level.Swap(this, Position + Vector2I.Down);
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Level.Swap(this, Position + Vector2I.Down);
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@@ -53,6 +52,15 @@ public class Element {
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} else if (Level.IsEmpty(Position + Vector2I.Down + Vector2I.Right * randomDirection * -1)) {
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} else if (Level.IsEmpty(Position + Vector2I.Down + Vector2I.Right * randomDirection * -1)) {
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Level.Swap(this, Position + Vector2I.Right*randomDirection);
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Level.Swap(this, Position + Vector2I.Right*randomDirection);
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}
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}
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if (GD.Randi() % 10 > 1) return; // ascend slower
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if (Level.Get(Position + Vector2I.Down
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// maybe also side
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+ (GD.Randi() % 2 != 0 ?
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Vector2I.Zero : Vector2I.Right * randomDirection)
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)?.Density < Density)
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Level.Swap(this, Position + Vector2I.Down);
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}
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}
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protected Color AddColorVariance(Color baseColor) {
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protected Color AddColorVariance(Color baseColor) {
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@@ -4,8 +4,8 @@ namespace FOU.Scripts.Elements;
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public class Water : Solid {
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public class Water : Solid {
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public Water(int x, int y, ref Level level) : base(x, y, ref level) {
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public Water(int x, int y, ref Level level) : base(x, y, ref level) {
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Color = Colors.Blue;
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Color = AddColorVariance(Colors.Blue);
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Color = AddColorVariance(Color);
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Density = 1;
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}
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}
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public override bool Update(int currentFrame) {
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public override bool Update(int currentFrame) {
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@@ -17,9 +17,8 @@ public class Water : Solid {
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}
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}
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protected override void Tick() {
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protected override void Tick() {
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int randomDirection = 1;
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int randomDirection = GD.Randi() % 2 != 0 ? 1 : -1;
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if (GD.Randi() % 2 != 0)
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randomDirection *= GD.Randi() % 2 != 0 ? 1 : 2;
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randomDirection *= -1;
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if (Level.IsEmpty(Position + Vector2I.Down)) {
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if (Level.IsEmpty(Position + Vector2I.Down)) {
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Level.Swap(this, Position + Vector2I.Down);
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Level.Swap(this, Position + Vector2I.Down);
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@@ -31,5 +30,8 @@ public class Water : Solid {
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Level.Swap(this, Position + Vector2I.Right*randomDirection);
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Level.Swap(this, Position + Vector2I.Right*randomDirection);
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return;
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return;
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}
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}
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}
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}
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}
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}
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@@ -78,6 +78,8 @@ public class Level {
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public void Swap(Element what, Element swapTo) {
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public void Swap(Element what, Element swapTo) {
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Element swap = new Element(what);
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Element swap = new Element(what);
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if (what == null || swapTo == null) return;
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what.Position = swapTo.Position;
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what.Position = swapTo.Position;
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_elements[swapTo.Position.X, swapTo.Position.Y] = what;
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_elements[swapTo.Position.X, swapTo.Position.Y] = what;
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