using Godot;
namespace FOU.Scripts.Elements;
public class Element {
public Chunk Chunk;
public Vector2I Position;
protected int Density;
protected int DiffuseSpeed = 10;
protected Color color = Colors.Black;
protected const int MAX_DIFFUSE_SPEED = 100;
protected const int STEPS_UNTIL_INACTIVE = 500;
protected const float MAX_COLOR_VARIANCE = 0.1f;
protected static readonly Vector2I VERTICAL_OPPOSITE = new Vector2I(-1, 1);
protected int lastMove = 0;
private bool active = false;
private bool wasMovedThisTick = false;
private int lastUpdate = -1;
private Color originalColor;
public Element(Element e) {
Position = e.Position;
Chunk = e.Chunk;
lastMove = Engine.GetFramesDrawn();
}
public Element(int x, int y, Chunk chunk) {
Position.X = x;
Position.Y = y;
Chunk = chunk;
lastMove = Engine.GetFramesDrawn();
Active = false;
wasMovedThisTick = true;
}
public bool Active {
get => active;
set {
if (active == value) return;
active = value;
Chunk.SetElementActive(this, value);
Moved();
}
}
public Color Color => color;
///
/// base update method, checks if anything is to do at all
///
///
/// false if there is nothing to do
public virtual bool Update() {
if (!Active) return false;
if (lastUpdate == Engine.GetFramesDrawn()) return false; // already updated this frame
lastUpdate = Engine.GetFramesDrawn();
return true;
}
public override string ToString() {
return $"{GetType()} {Position}[{Chunk.Index}] {active}";
}
protected virtual void Tick() {
Vector2I randomDirection = RandomDirectionDown();
wasMovedThisTick = false;
if (Chunk.IsEmpty(Position + Vector2I.Down))
Chunk.Swap(this, Position + Vector2I.Down);
else if (Chunk.IsEmpty(Position + randomDirection))
Chunk.Swap(this, Position + randomDirection);
else if (Chunk.IsEmpty(Position + randomDirection * VERTICAL_OPPOSITE))
Chunk.Swap(this, Position + randomDirection * VERTICAL_OPPOSITE);
if (GD.Randi() % MAX_DIFFUSE_SPEED > DiffuseSpeed) return; // ascend slower
if (Chunk.Get(Position + randomDirection)?.Density < Density)
Chunk.Swap(this, Position + Vector2I.Down);
}
protected Vector2I RandomDirectionDown() {
int randomDirection = GD.Randi() % 2 != 0 ? 1 : -1;
return Vector2I.Down // maybe also side
+ (GD.Randi() % 2 != 0 ? Vector2I.Zero : Vector2I.Right * randomDirection);
}
protected Color AddColorVariance(Color baseColor) {
Color c = baseColor;
c.R += (GD.Randf() - 1) * MAX_COLOR_VARIANCE;
c.G += (GD.Randf() - 1) * MAX_COLOR_VARIANCE;
c.B += (GD.Randf() - 1) * MAX_COLOR_VARIANCE;
originalColor = c;
return c;
}
public void ResetColor() {
color = originalColor;
}
public void SetDebugColor(Color color) {
if (!Main.Instance.DebugMode) return;
this.color = color;
wasMovedThisTick = true;
}
public void Moved() {
lastMove = Engine.GetFramesDrawn();
wasMovedThisTick = true;
}
public bool WasMoved() {
return wasMovedThisTick;
}
}