using System; using System.Collections.Generic; using System.Linq; using FOU.Scripts.Elements; using Godot; namespace FOU.Scripts; public class Chunk { public Element[,] Elements; public int Index = -1; public Chunk NeighborN = null; public Chunk NeighborE = null; public Chunk NeighborS = null; public Chunk NeighborW = null; private readonly Image image; private readonly int sizeX; private readonly int sizeY; private readonly HashSet activeElements; public Chunk(int x, int y, int index) { Index = index; sizeX = x; sizeY = y; Elements = new Element[x, y]; for (int i = 0; i < sizeX; i++) { for (int j = 0; j < sizeY; j++) { Elements[i,j] = new Element(i, j, this); } } activeElements = new HashSet(sizeX * sizeY); image = Image.Create(sizeX, sizeY, false, Image.Format.Rgb8); image.Fill(Colors.Black); } public void Update() { // for (int x = 0; x < sizeX; x++) { // for (int y = 0; y < sizeY; y++) { // if (Elements[x,y] != null) // Elements[x,y].Update(); // } // } foreach (Element e in activeElements) { e.Update(); } } public void WritePixel(int x, int y, int size) { int halfsize = size/2; Type type = typeof(T); for (int i = -halfsize; i <= halfsize; i++) { for (int j = -halfsize; j <= halfsize; j++) { int X = Mathf.Clamp(x + i, 0, sizeX-1); int Y = Mathf.Clamp(y + j, 0, sizeY-1); object o = Activator.CreateInstance(type, X, Y, this); if (Elements[X,Y].GetType() != type) { Elements[X, Y] = o as Element; Elements[X, Y].Active = true; } } } } // TODO: use this function and stitch together partial images in Level public Image DrawLevel() { for (int x = 0; x < sizeX; x++) { for (int y = 0; y < sizeY; y++) { image.SetPixel(x,y, Elements[x,y].Color); } } return image; } public void SetElementActive(Element e, bool active) { if (e.Active == active) return; GD.Print($"setting {e} to {active}"); if (active && e.GetType() != typeof(Element)) activeElements.Add(e); else activeElements.Remove(e); } public int ActiveElemetnsCount() { return activeElements.Count; } public void Swap(Element what, Vector2I pos) { Swap(what, Get(pos)); } public Element Get(Vector2I pos) { Element e = null; if (pos.Y < 0) { if (NeighborN != null) e = NeighborN.Get(pos.X, NeighborN.sizeY + pos.Y); } else if (pos.Y >= sizeY) { if (NeighborS != null) e = NeighborS.Get(pos.X, sizeY - pos.Y); } else if (pos.X < 0) { if (NeighborE != null) e = NeighborE.Get(NeighborE.sizeX + pos.X, pos.Y); } else if (pos.X >= sizeX) { if (NeighborW != null) e = NeighborW.Get(sizeX - pos.X, pos.Y); } else e = Get(pos.X, pos.Y); return e; } private Element Get(int x, int y) { if (x < 0 || x >= sizeX) return null; if (y < 0 || y >= sizeY) return null; return Elements[x,y]; } public bool IsEmpty(Vector2I pos) { return Get(pos)?.GetType() == typeof(Element); } private void Swap(Element what, Element swapTo) { if (what == null || swapTo == null) { GD.PrintErr("Trying to swap null"); return; } Element temp = new Element(what); what.Position = swapTo.Position; what.Chunk = swapTo.Chunk; what.Chunk.Elements[what.Position.X, what.Position.Y] = what; swapTo.Position = temp.Position; swapTo.Chunk = temp.Chunk; swapTo.Chunk.Elements[swapTo.Position.X, swapTo.Position.Y] = swapTo; what.Active = true; swapTo.Active = true; } }