added diffuse speed and refactoring
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@@ -7,6 +7,7 @@ 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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Color = AddColorVariance(Colors.Brown);
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Density = 10;
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DiffuseSpeed = 50;
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}
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public override bool Update(int currentFrame) {
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@@ -8,6 +8,9 @@ public class Element {
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public Vector2I Position;
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public int Density;
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public int DiffuseSpeed = 10;
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public const int MAX_DIFFUSE_SPEED = 100;
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protected readonly float MaxColorVariance = 0.1f;
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protected readonly Level Level;
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@@ -41,28 +44,32 @@ public class Element {
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}
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protected virtual void Tick() {
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int randomDirection = GD.Randi() % 2 != 0 ? 1 : -1;
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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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} else if (Level.IsEmpty(Position + Vector2I.Down + Vector2I.Right * randomDirection)) {
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Level.Swap(this, Position + Vector2I.Right * randomDirection);
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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 (Level.IsEmpty(Position + Vector2I.Down + Vector2I.Right * randomDirection * -1)) {
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Level.Swap(this, Position + Vector2I.Right*randomDirection);
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} else if (Level.IsEmpty(Position + randomDirection * -Vector2I.Left)) {
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Level.Swap(this, Position + randomDirection * -1);
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}
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if (GD.Randi() % 10 > 1) return; // ascend slower
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if (GD.Randi() % 100 > DiffuseSpeed) 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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if (Level.Get(Position + randomDirection)?.Density < Density)
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Level.Swap(this, Position + Vector2I.Down);
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}
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protected Vector2I RandomDirectionDown() {
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int randomDirection = GD.Randi() % 2 != 0 ? 1 : -1;
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return Vector2I.Down
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// maybe also side
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+ (GD.Randi() % 2 != 0 ? Vector2I.Zero : Vector2I.Right * randomDirection);
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}
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protected Color AddColorVariance(Color baseColor) {
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Color c = baseColor;
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c.R += (GD.Randf() - 1) * MaxColorVariance;
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