154 lines
4.0 KiB
C#
154 lines
4.0 KiB
C#
using Godot;
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namespace FOU.Scripts.Elements;
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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 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 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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public Element(Element e) {
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Position = e.Position;
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Chunk = e.Chunk;
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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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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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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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public Color Color => color;
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/// <summary>
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/// base update method, checks if anything is to do at all
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/// </summary>
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/// <param name="currentFrame"></param>
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/// <returns>false if there is nothing to do</returns>
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public virtual bool Update() {
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if (!Active) return false;
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int frame = Engine.GetFramesDrawn();
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if (lastMove + STEPS_UNTIL_INACTIVE < frame)
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Active = false;
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if (lastUpdate == frame)
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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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public override string ToString() {
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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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protected Vector2I RandomDirectionDown() {
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int randomDirection = GD.Randi() % 2 != 0 ? 1 : -1;
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return Vector2I.Down // maybe also side
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+ (GD.Randi() % 2 != 0 ? Vector2I.Zero : Vector2I.Right * randomDirection);
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}
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/// <returns>-1, 0 or 1</returns>
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protected Vector2I RandomDirection() {
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int randomDirection = GD.Randi() % 2 != 0 ? 1 : -1;
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return (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) * MAX_COLOR_VARIANCE;
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c.G += (GD.Randf() - 1) * MAX_COLOR_VARIANCE;
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c.B += (GD.Randf() - 1) * MAX_COLOR_VARIANCE;
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originalColor = c;
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return c;
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}
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public void ResetColor() {
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color = originalColor;
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MarkForUpdate();
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}
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public void SetDebugColor(Color color) {
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if (!Main.Instance.DebugMode) return;
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this.color = color;
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}
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public void Moved() {
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lastMove = Engine.GetFramesDrawn();
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MarkForUpdate();
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}
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public bool IsMarkedForUpdate() {
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return markedForUpdate;
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}
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public void MarkForUpdate(bool mark = true) {
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markedForUpdate = true;
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}
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public bool IsEmpty() {
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return GetType() == typeof(Element);
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}
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public virtual void ActivateNeighbors() {
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Element n = Chunk.Get(Position + Vector2I.Up);
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if (n != null && !n.IsEmpty())
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n.Active = true;
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//
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// Element e = Chunk.Get(Position + Vector2I.Right);
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// if (e != null && !e.IsEmpty())
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// e.Active = true;
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//
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// Element s = Chunk.Get(Position + Vector2I.Down);
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// if (null != s && !s.IsEmpty())
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// s.Active = true;
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//
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// Element w = Chunk.Get(Position + Vector2I.Left);
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// if (null != w && !w.IsEmpty())
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// w.Active = true;
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}
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}
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