Files
FOU/Scripts/Elements/Element.cs
2024-10-27 14:44:14 +01:00

103 lines
3.0 KiB
C#

using Godot;
namespace FOU.Scripts.Elements;
public class Element {
public Color Color = Colors.Black;
public Vector2I Position;
public Chunk Chunk;
public int Density;
public int LastUpdate = -1;
public int LastMove = 0;
public int DiffuseSpeed = 10;
public const int MAX_DIFFUSE_SPEED = 100;
public const int STEPS_UNTIL_INACTIVE = 500;
protected const float MAX_COLOR_VARIANCE = 0.1f;
protected static readonly Vector2I VERTICAL_OPPOSITE = new Vector2I(-1, 1);
private bool active = true;
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();
}
public bool Active {
get => active;
set {
active = value;
Chunk.SetElementActive(this, active);
if (active)
Color = originalColor;
else if (Main.Instance.DebugVisualization)
Color = new Color(0.2f, 0.2f, 0.2f);
}
}
/// <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;
if (LastUpdate == Engine.GetFramesDrawn()) return false; // already updated this frame
LastUpdate = Engine.GetFramesDrawn();
return true;
}
public override string ToString() {
return $"{GetType()} {Position}[{Chunk.Index}]";
}
protected virtual void Tick() {
Vector2I randomDirection = RandomDirectionDown();
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;
}
}