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f932ae1bcd
| Author | SHA1 | Date | |
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| f932ae1bcd | |||
| c41cdd57c4 | |||
| e653f23a42 | |||
| 6acccefa0a |
@@ -1,5 +1,3 @@
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using System.Reflection;
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using FOU.Scripts;
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using Godot;
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public partial class SettingsController : VBoxContainer
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@@ -61,7 +61,7 @@ public class Chunk {
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}
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public void SetElementActive(Element e, bool active) {
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if (e.GetType() == typeof(Element) && active) return;
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if (e.GetType() == typeof(Element)) return;
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if (active) AddToChunk(e);
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else RemoveFromChunk(e);
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@@ -6,48 +6,51 @@ public class Element{
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public Chunk Chunk;
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public Vector2I Position;
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public int Density;
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protected int Density;
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protected int DiffuseSpeed = 10;
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protected Color color = Colors.Black;
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protected const int MAX_DIFFUSE_SPEED = 100;
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protected const int STEPS_UNTIL_INACTIVE = 500;
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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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private const float MAX_COLOR_VARIANCE = 0.1f;
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private bool active = false;
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private bool markedForUpdate = true;
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private int lastUpdate = -1;
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private int lastMove = 0;
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private Color originalColor;
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private bool markedForUpdate = false;
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public Element(Element e) {
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Position = e.Position;
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Chunk = e.Chunk;
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lastMove = Engine.GetFramesDrawn();
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Active = e.active;
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lastMove = e.lastMove;
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lastUpdate = e.lastUpdate;
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Chunk.SetElementActive(this, Active);
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}
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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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Chunk = chunk;
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Active = true;
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lastMove = Engine.GetFramesDrawn();
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Chunk.SetElementActive(this, Active);
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}
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public bool Active {
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get => active;
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set {
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if (active == value) return;
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active = value;
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Chunk.SetElementActive(this, value);
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lastMove = Engine.GetFramesDrawn();
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if (!active)
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ResetColor();
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else
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if (active) {
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Moved();
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} else {
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ResetColor();
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}
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}
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}
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@@ -68,7 +71,6 @@ public class Element{
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return false; // already updated this frame
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lastUpdate = frame;
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return true;
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}
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@@ -76,24 +78,7 @@ public class Element{
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return $"{GetType()} {Position}[{Chunk.Index}] {active}";
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}
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protected virtual void Tick() {
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Vector2I randomDirection = RandomDirectionDown();
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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 (Chunk.IsEmpty(Position + randomDirection))
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Chunk.Swap(this, Position + randomDirection);
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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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// density check
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if (Chunk.Get(Position + Vector2I.Down)?.Density < Density)
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Chunk.Swap(this, Position + Vector2I.Down);
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else if (Chunk.Get(Position + Vector2I.Down + randomDirection)?.Density < Density)
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Chunk.Swap(this, Position + Vector2I.Down + randomDirection);
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}
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protected virtual void Tick() { }
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protected Vector2I RandomDirectionDown() {
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int randomDirection = GD.Randi() % 2 != 0 ? 1 : -1;
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@@ -17,7 +17,7 @@ public abstract class Liquid : Element {
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return true; // not necessarily end, subclasses could do some more things
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}
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protected override void Tick() {
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protected virtual void Tick() {
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Vector2I randomDirection = RandomDirectionDown();
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if (randomDirection.Y != 0)
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randomDirection *= Vector2I.Left * (int)(GD.Randi() % MAX_VERTICAL_SPREAD);
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@@ -14,4 +14,29 @@ public abstract class Solid : Element {
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return true; // not necessarily end, subclasses could do some more things
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}
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protected virtual void Tick() {
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Vector2I randomDirection = RandomDirectionDown();
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// fall speed reduction:
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if (GD.Randi() % MAX_DIFFUSE_SPEED > DiffuseSpeed) return; // descend slower
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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 (Chunk.IsEmpty(Position + Vector2I.Down + randomDirection))
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Chunk.Swap(this, Position + Vector2I.Down + randomDirection);
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else if (Chunk.IsEmpty(Position + Vector2I.Down + randomDirection * VERTICAL_OPPOSITE))
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Chunk.Swap(this, Position + Vector2I.Down + randomDirection * VERTICAL_OPPOSITE);
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// density check
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if (Chunk.Get(Position + Vector2I.Down)?.Density < Density)
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Chunk.Swap(this, Position + Vector2I.Down);
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else if (Chunk.Get(Position + Vector2I.Down + randomDirection)?.Density < Density)
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Chunk.Swap(this, Position + Vector2I.Down + randomDirection);
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else if (Chunk.Get(Position + Vector2I.Down + randomDirection * VERTICAL_OPPOSITE)?.Density < Density)
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Chunk.Swap(this, Position + Vector2I.Down + randomDirection * VERTICAL_OPPOSITE);
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}
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}
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