Files
FOU/Scripts/Elements/Element.cs
2025-05-25 13:12:26 +02:00

154 lines
4.0 KiB
C#

using Godot;
namespace FOU.Scripts.Elements;
public class Element{
public Chunk Chunk;
public Vector2I Position;
public 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 static readonly Vector2I VERTICAL_OPPOSITE = new Vector2I(-1, 1);
private const float MAX_COLOR_VARIANCE = 0.1f;
private bool active = false;
private bool markedForUpdate = true;
private int lastUpdate = -1;
private int lastMove = 0;
private Color originalColor;
public Element(Element e) {
Position = e.Position;
Chunk = e.Chunk;
Active = e.active;
lastMove = e.lastMove;
lastUpdate = e.lastUpdate;
Chunk.SetElementActive(this, Active);
}
public Element(int x, int y, Chunk chunk, bool active = true) {
Position.X = x;
Position.Y = y;
Chunk = chunk;
lastMove = Engine.GetFramesDrawn();
Chunk.SetElementActive(this, Active);
}
public bool Active {
get => active;
set {
if (active == value) return;
active = value;
Chunk.SetElementActive(this, value);
if (active) {
Moved();
} else {
ResetColor();
}
}
}
public Color Color => color;
/// <summary>
/// base update method, checks if anything is to do at all
/// </summary>
/// <param name="currentFrame"></param>
/// <returns>false if there is nothing to do</returns>
public virtual bool Update() {
if (!Active) return false;
int frame = Engine.GetFramesDrawn();
if (lastMove + STEPS_UNTIL_INACTIVE < frame)
Active = false;
if (lastUpdate == frame)
return false; // already updated this frame
lastUpdate = frame;
return true;
}
public override string ToString() {
return $"{GetType()} {Position}[{Chunk.Index}] {active}";
}
protected virtual void Tick() { }
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);
}
/// <returns>-1, 0 or 1</returns>
protected Vector2I RandomDirection() {
int randomDirection = GD.Randi() % 2 != 0 ? 1 : -1;
return (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;
MarkForUpdate();
}
public void SetDebugColor(Color color) {
if (!Main.Instance.DebugMode) return;
this.color = color;
}
public void Moved() {
lastMove = Engine.GetFramesDrawn();
MarkForUpdate();
}
public bool IsMarkedForUpdate() {
return markedForUpdate;
}
public void MarkForUpdate(bool mark = true) {
markedForUpdate = true;
}
public bool IsEmpty() {
return GetType() == typeof(Element);
}
public virtual void ActivateNeighbors() {
Element n = Chunk.Get(Position + Vector2I.Up);
if (n != null && !n.IsEmpty())
n.Active = true;
//
// Element e = Chunk.Get(Position + Vector2I.Right);
// if (e != null && !e.IsEmpty())
// e.Active = true;
//
// Element s = Chunk.Get(Position + Vector2I.Down);
// if (null != s && !s.IsEmpty())
// s.Active = true;
//
// Element w = Chunk.Get(Position + Vector2I.Left);
// if (null != w && !w.IsEmpty())
// w.Active = true;
}
}