コード例 #1
0
        void Propagate()
        {
            // propagate heat to neighbor squares

            simDir = (simDir + 1) % 2;

            ParticleMap partMap = gameMap.GetParticleMap();

            int _y;
            int _x;

            for (int y = 0; y < height; y++)
            {
                for (int x = 0; x < width; x++)
                {
                    if (simDir == 0) // dir switching
                    {
                        _x = x;
                        _y = y;
                    }
                    else
                    {
                        _x = (width - 1) - x;
                        _y = y;
                    }

                    // Get positions of current cell
                    Point cellPos = new Point(_x, _y);
                    if (partMap.Type(cellPos) == ElementID.WALL)
                    {
                        continue;                                          // skip WALLS
                    }
                    // Get positions of neigbor cells
                    Point   neighPos;
                    Point[] neighborPoints = FindNeighbor(cellPos);

                    // cell/neighbor HT = heatTransfer amount
                    float cellHT = Element.elements[partMap.Type(cellPos)].HeatTrans;
                    float neighHT;

                    for (int i = 0; i < 4; i++)
                    {
                        neighPos = neighborPoints[i];
                        if (neighPos.X == -1 || partMap.Type(neighPos) == ElementID.WALL)
                        {
                            continue;                                                              // Out of bounds / WALL
                        }
                        neighHT = Element.elements[partMap.Type(neighPos)].HeatTrans;

                        float flow = map[neighPos.X, neighPos.Y] - map[cellPos.X, cellPos.Y];
                        if (flow > 0.0f)
                        {
                            flow *= neighHT;
                        }
                        else
                        {
                            flow *= cellHT;
                        }

                        if (i == 0 && flow < 0) // favors upward hot air motion
                        {
                            flow *= flowConstant * 50;
                        }
                        else
                        {
                            flow *= flowConstant;
                        }

                        map[neighPos.X, neighPos.Y] -= flow / neighHT;
                        map[cellPos.X, cellPos.Y]   += flow / cellHT;

                        // kill temperature oscilations (can be really confusing)
                        if ((flow > 0.0f && map[neighPos.X, neighPos.Y] < map[cellPos.X, cellPos.Y]) || (
                                flow <= 0.0f && map[neighPos.X, neighPos.Y] > map[cellPos.X, cellPos.Y]))
                        {
                            float total = (cellHT * map[cellPos.X, cellPos.Y]) + (neighHT * map[neighPos.X, neighPos.Y]);
                            float avg   = total / (cellHT + neighHT);

                            map[neighPos.X, neighPos.Y] = avg;
                            map[cellPos.X, cellPos.Y]   = avg;
                        }
                    }
                }
            }
        }
コード例 #2
0
ファイル: Element.cs プロジェクト: Marculonis21/CSGrainSim
        public Point UpdatePosition(Point pos, ParticleMap partMap)
        {
            if (!this.move)
            {
                return(pos);
            }

            Point        INVALID     = new Point(-1, -1);
            List <Point> possiblePos = new List <Point>();

            if (state == 0) // solids
            {
                Point     DOWN     = new Point(pos.X, pos.Y + 1);
                ElementID typeDOWN = partMap.Type(DOWN);

                if ((typeDOWN == ElementID.AIR) ||
                    (Element.elements[typeDOWN].weight < this.weight)) // heavier sinks
                {
                    if (MainGame.random.NextDouble() <= 0.9f)          // random sideways movement
                    {
                        return(DOWN);
                    }
                    else
                    {
                        Point DOWNLEFT = new Point(pos.X - 1, pos.Y + 1);
                        DOWNLEFT = (partMap.Type(DOWNLEFT) == ElementID.AIR) ? DOWNLEFT : INVALID;

                        Point DOWNRIGHT = new Point(pos.X + 1, pos.Y + 1);
                        DOWNRIGHT = (partMap.Type(DOWNRIGHT) == ElementID.AIR) ? DOWNRIGHT : INVALID;

                        if (DOWNLEFT == INVALID && DOWNRIGHT == INVALID)
                        {
                            return(DOWN);
                        }
                        else if (DOWNLEFT != INVALID && DOWNRIGHT != INVALID)
                        {
                            if (MainGame.random.NextDouble() <= 0.5f)
                            {
                                return(DOWNLEFT);
                            }
                            else
                            {
                                return(DOWNRIGHT);
                            }
                        }
                        else if (DOWNLEFT != INVALID)
                        {
                            return(DOWNLEFT);
                        }
                        else
                        {
                            return(DOWNRIGHT);
                        }
                    }
                }

                Point     testPos = new Point();
                ElementID typeTestPos;
                for (int _y = 1; _y < 2; _y++)
                {
                    for (int _x = -1; _x < 2; _x++)
                    {
                        testPos.X   = pos.X + _x;
                        testPos.Y   = pos.Y + _y;
                        typeTestPos = partMap.Type(testPos);

                        if ((typeTestPos == ElementID.AIR) ||
                            (Element.elements[typeTestPos].weight < this.weight))
                        {
                            possiblePos.Add(testPos);
                        }
                    }
                }
            }
            else if (state == 1) // LIQUID
            {
                Point     DOWN     = new Point(pos.X, pos.Y + 1);
                ElementID typeDOWN = partMap.Type(DOWN);

                if ((typeDOWN == ElementID.AIR) ||
                    (Element.elements[typeDOWN].weight < this.weight)) // heavier sinks
                {
                    if (MainGame.random.NextDouble() <= 0.9f)          // random sideways movement
                    {
                        return(DOWN);
                    }
                    else
                    {
                        Point DOWNLEFT = new Point(pos.X - 1, pos.Y + 1);
                        DOWNLEFT = (partMap.Type(DOWNLEFT) == ElementID.AIR) ? DOWNLEFT : INVALID;

                        Point DOWNRIGHT = new Point(pos.X + 1, pos.Y + 1);
                        DOWNRIGHT = (partMap.Type(DOWNRIGHT) == ElementID.AIR) ? DOWNRIGHT : INVALID;

                        if (DOWNLEFT == INVALID && DOWNRIGHT == INVALID)
                        {
                            return(DOWN);
                        }
                        else if (DOWNLEFT != INVALID && DOWNRIGHT != INVALID)
                        {
                            if (MainGame.random.NextDouble() <= 0.5f)
                            {
                                return(DOWNLEFT);
                            }
                            else
                            {
                                return(DOWNRIGHT);
                            }
                        }
                        else if (DOWNLEFT != INVALID)
                        {
                            return(DOWNLEFT);
                        }
                        else
                        {
                            return(DOWNRIGHT);
                        }
                    }
                }

                Point     testPos = new Point();
                ElementID typeTestPos;
                for (int _y = 0; _y < 2; _y++)
                {
                    for (int _x = -1; _x < 2; _x++)
                    {
                        testPos.X   = pos.X + _x;
                        testPos.Y   = pos.Y + _y;
                        typeTestPos = partMap.Type(testPos);

                        if ((typeTestPos == ElementID.AIR) ||
                            (Element.elements[typeTestPos].weight < this.weight))
                        {
                            possiblePos.Add(testPos);
                        }
                    }
                }
            }
            else if (state == 2) // GAS
            {
                Point     UP     = new Point(pos.X, pos.Y - 1);
                ElementID typeUP = partMap.Type(UP);

                if ((typeUP == ElementID.AIR) ||
                    (Element.elements[typeUP].weight < this.weight)) // lighter sinks
                {
                    if (MainGame.random.NextDouble() <= 0.8f)        // random sideways movement
                    {
                        return(UP);
                    }
                    else
                    {
                        Point UPLEFT = new Point(pos.X - 1, pos.Y - 1);
                        UPLEFT = (partMap.Type(UPLEFT) == ElementID.AIR) ? UPLEFT : INVALID;

                        Point UPRIGHT = new Point(pos.X + 1, pos.Y - 1);
                        UPRIGHT = (partMap.Type(UPRIGHT) == ElementID.AIR) ? UPRIGHT : INVALID;

                        if (UPLEFT == INVALID && UPRIGHT == INVALID)
                        {
                            return(UP);
                        }
                        else if (UPLEFT != INVALID && UPRIGHT != INVALID)
                        {
                            if (MainGame.random.NextDouble() <= 0.5f)
                            {
                                return(UPLEFT);
                            }
                            else
                            {
                                return(UPRIGHT);
                            }
                        }
                        else if (UPLEFT != INVALID)
                        {
                            return(UPLEFT);
                        }
                        else
                        {
                            return(UPRIGHT);
                        }
                    }
                }

                Point     testPos = new Point();
                ElementID typeTestPos;
                for (int _y = 0; _y > -2; _y--)
                {
                    for (int _x = -1; _x < 2; _x++)
                    {
                        testPos.X   = pos.X + _x;
                        testPos.Y   = pos.Y + _y;
                        typeTestPos = partMap.Type(testPos);

                        if ((typeTestPos == ElementID.AIR) ||
                            (Element.elements[typeTestPos].weight < this.weight))
                        {
                            possiblePos.Add(testPos);
                        }
                    }
                }
            }

            if (possiblePos.Count != 0) // choose random from possible positions
            {
                return(possiblePos[MainGame.random.Next(0, possiblePos.Count)]);
            }
            else
            {
                return(pos);
            }
        }
コード例 #3
0
ファイル: Reaction.cs プロジェクト: Marculonis21/CSGrainSim
        public bool Eval(Point pos, ParticleMap partMap, out List <ElementID> result, out Point destroy) // true if reaction occured and out is the result element
        {
            result = new List <ElementID>()
            {
                FROM
            };
            destroy = new Point(-1, -1);

            if (NEED == ElementID.VOID) // time/prob based reactions
            {
                if (random.NextDouble() <= probability)
                {
                    result = TO;
                    return(true);
                }
            }
            else if (NEED != ElementID.MOLTEN) // element based reactions
            {
                int occurence = 0;

                Point     testPos = new Point();
                ElementID type;
                for (int y = -1; y < 2; y++)
                {
                    for (int x = -1; x < 2; x++)
                    {
                        testPos.X = pos.X + x;
                        testPos.Y = pos.Y + y;
                        type      = partMap.Type(testPos);

                        if (type == NEED)
                        {
                            occurence++;

                            if (destroyOther)
                            {
                                destroy = testPos;
                            }
                        }
                    }
                }

                if (occurence >= minNEEDAmount)
                {
                    if (random.NextDouble() <= probability)
                    {
                        result = TO;
                        return(true);
                    }
                }
            }
            else // special reaction with molten elements
            {
                ElementID moltenElement = ElementID.VOID;

                int occurence = 0;

                Point     testPos = new Point();
                ElementID type;
                for (int y = -1; y < 2; y++)
                {
                    for (int x = -1; x < 2; x++)
                    {
                        testPos.X = pos.X + x;
                        testPos.Y = pos.Y + y;
                        type      = partMap.Type(testPos);

                        if (type == ElementID.COPPERMELT || type == ElementID.TINMELT || type == ElementID.BRONZEMELT)
                        {
                            occurence++;
                            moltenElement = type;

                            if (destroyOther)
                            {
                                destroy = testPos;
                            }
                        }
                    }
                }

                if (occurence >= minNEEDAmount)
                {
                    if (random.NextDouble() <= probability)
                    {
                        if (TO[0] == ElementID.MOLTEN)
                        {
                            result = new List <ElementID>()
                            {
                                moltenElement
                            }
                        }
                        ;
                        else
                        {
                            result = TO;
                        }

                        return(true);
                    }
                }
            }

            return(false);
        }
コード例 #4
0
ファイル: Element.cs プロジェクト: Marculonis21/CSGrainSim
        public ElementID UpdateReaction(Point pos, int lifeTime, bool stable, ParticleMap partMap, TemperatureMap tempMap)
        {
            if (!stable)
            {
                foreach (Reaction r in this.reactions) // evaluate all possible reactions
                {
                    if (r.Eval(pos, partMap, out List <ElementID> result, out Point destroy))
                    {
                        //spawn other results around this particle
                        for (int i = 1; i < result.Count; i++)
                        {
                            if (partMap.Type(new Point(pos.X, pos.Y - 1)) == ElementID.AIR)
                            {
                                partMap.SpawnLater(result[i], new Point(pos.X, pos.Y - 1), 1);
                            }

                            else if (partMap.Type(new Point(pos.X, pos.Y + 1)) == ElementID.AIR)
                            {
                                partMap.SpawnLater(result[i], new Point(pos.X, pos.Y + 1), 1);
                            }

                            else if (partMap.Type(new Point(pos.X - 1, pos.Y)) == ElementID.AIR)
                            {
                                partMap.SpawnLater(result[i], new Point(pos.X - 1, pos.Y), 1);
                            }

                            else if (partMap.Type(new Point(pos.X + 1, pos.Y)) == ElementID.AIR)
                            {
                                partMap.SpawnLater(result[i], new Point(pos.X + 1, pos.Y), 1);
                            }
                        }

                        if (partMap.InBounds(destroy))
                        {
                            partMap.DeleteLater(destroy, 0);
                        }

                        return(result[0]);
                    }
                }
            }

            // evaluate preset transitional reactons
            if (lowLevelTempTransition != null && tempMap.Get(pos) <= lowLevelTemp)
            {
                if (lowLevelTempTransition.Eval(pos, partMap, out List <ElementID> result, out Point destroy))
                {
                    tempMap.Set(pos, 0, tempMap.Get(pos) * 1.05f);
                    return(result[0]);
                }
            }
            if (highLevelTempTransition != null && tempMap.Get(pos) >= highLevelTemp)
            {
                if (highLevelTempTransition.Eval(pos, partMap, out List <ElementID> result, out Point destroy))
                {
                    tempMap.Set(pos, 0, tempMap.Get(pos) * 0.95f);
                    return(result[0]);
                }
            }

            if (endOfLifeTransition != null && lifeTime > this.maxLifeTime)
            {
                if (endOfLifeTransition.Eval(pos, partMap, out List <ElementID> result, out Point destroy))
                {
                    return(result[0]);
                }
            }

            return(this.ID);
        }
コード例 #5
0
ファイル: FluidMap.cs プロジェクト: Marculonis21/CSGrainSim
        void Propagate()
        {
            simDir = (simDir + 1) % 2;

            ParticleMap partMap = gameMap.GetParticleMap();

            int _y;
            int _x;

            for (int y = 0; y < height; y++)
            {
                for (int x = 0; x < width; x++)
                {
                    if (simDir == 0) // dir switching
                    {
                        _x = x;
                        _y = y;
                    }
                    else
                    {
                        _x = (width - 1) - x;
                        _y = y;
                    }

                    // Get positions of current cell
                    Point cellPos = new Point(_x, _y);
                    if (partMap.Type(cellPos) == ElementID.WALL)
                    {
                        continue;                                          // skip WALLS
                    }
                    float remainingMass = map[cellPos.X, cellPos.Y];

                    // Get positions of neigbor cells
                    Point   neighPos;
                    Point[] neighborPoints = FindNeighbor(cellPos);

                    for (int i = 0; i < 4; i++)
                    {
                        float flow = 0;

                        neighPos = neighborPoints[i];
                        if (neighPos.X == -1)
                        {
                            continue;                  // out of bounds
                        }
                        if (partMap.Type(neighPos) == ElementID.WALL)
                        {
                            continue;                                           // skip WALLS
                        }
                        if (remainingMass <= 0)
                        {
                            break;
                        }

                        if (i == 0) // below
                        {
                            flow = GetStable(remainingMass + map[neighPos.X, neighPos.Y]) - map[neighPos.X, neighPos.Y];
                        }
                        else if (i == 1 || i == 2) // left/right
                        {
                            flow = (map[cellPos.X, cellPos.Y] - map[neighPos.X, neighPos.Y]) / 2;
                        }
                        else if (i == 3) // upwards
                        {
                            flow = remainingMass - GetStable(remainingMass + map[neighPos.X, neighPos.Y]);
                        }

                        /* if (flow > MinFlow) */
                        /*     flow *= 0.5f; */

                        // constrain flow
                        if (flow < 0)
                        {
                            flow = 0;
                        }
                        if (flow > remainingMass)
                        {
                            flow = remainingMass;
                        }

                        remainingMass               -= flow;
                        map[cellPos.X, cellPos.Y]   -= flow;
                        map[neighPos.X, neighPos.Y] += flow;
                    }
                }
            }

            for (int y = 0; y < height; y++)
            {
                for (int x = 0; x < width; x++)
                {
                    /* map[x,y] += newMap[x,y]; */
                    newMap[x, y] = 0;

                    if (map[x, y] > MinMass)
                    {
                        elementMap[x, y] = ElementID.WATER;
                    }
                    else
                    {
                        elementMap[x, y] = ElementID.AIR;
                        map[x, y]        = 0;
                    }
                }
            }
        }