Пример #1
0
    public Node(Vector3 _worldPos, int _gridX, int _gridY)
    {
        WorldPos = _worldPos;
        GridPos  = new Int2(_gridX, _gridY);

        ChemicalContainer      = new ChemicalContainer(CHEM_AMOUNT_MAX);
        DebugChemicalContainer = new ChemicalContainer(CHEM_AMOUNT_MAX);
    }
Пример #2
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    static int GetChemicalAmountToTransfer(ChemicalContainer _source, ChemicalContainer _target)
    {
        int _totalAmountSource = Mathf.Clamp(_source.GetAmountTotal(), 0, _source.MaxAmount);
        int _totalAmountTarget = Mathf.Clamp(_target.GetAmountTotal(), 0, _target.MaxAmount);
        int _totalAmountDiff   = _totalAmountSource - _totalAmountTarget;

        int _maxAmountAbleToGet = _totalAmountDiff;
        int _maxAmountAbleToSet = _target.MaxAmount - _totalAmountTarget;

        return(Mathf.RoundToInt(0.5f * Mathf.Min(_maxAmountAbleToSet, _maxAmountAbleToGet)));
    }
Пример #3
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 public Blob(Chemical _chemical, ChemicalContainer _container)
 {
     Container = _container;
     Chemical  = _chemical;
     Amount    = 0;
 }
Пример #4
0
    void CacheChemicalData(Int2 _nodeGridPos)
    {
        int _nodeIndex = _nodeGridPos.y * chemAmountsAndTemperatureTex.width + _nodeGridPos.x;

        // TODO: need to sort Contents
        ChemicalContainer _chemicalContainer = GameGrid.GetInstance().TryGetNode(_nodeGridPos).ChemicalContainer;

        Chemical.Blob _chem_0 = _chemicalContainer.Contents[0];
        Chemical.Blob _chem_1 = _chemicalContainer.Contents[1];
        Chemical.Blob _chem_2 = _chemicalContainer.Contents[2];

        // Vertex data
        // int _vertexIndexBL = ((_nodeGridPos.y) * GameGrid.TILE_COUNT.x + (_nodeGridPos.x)) * VERTICES_PER_TILE + VERTEX_INDEX_TOP_RIGHT;
        // int _vertexIndexBR = ((_nodeGridPos.y) * GameGrid.TILE_COUNT.x + (_nodeGridPos.x + 1)) * VERTICES_PER_TILE + VERTEX_INDEX_TOP_LEFT;
        // int _vertexIndexTL = ((_nodeGridPos.y + 1) * GameGrid.TILE_COUNT.x + (_nodeGridPos.x)) * VERTICES_PER_TILE + VERTEX_INDEX_BOTTOM_RIGHT;
        // int _vertexIndexTR = ((_nodeGridPos.y + 1) * GameGrid.TILE_COUNT.x + (_nodeGridPos.x + 1)) * VERTICES_PER_TILE + VERTEX_INDEX_BOTTOM_LEFT;

        float _amount_0    = _chem_0.Amount / (float)_chemicalContainer.MaxAmount;
        float _amount_1    = _chem_1.Amount / (float)_chemicalContainer.MaxAmount;
        float _amount_2    = _chem_2.Amount / (float)_chemicalContainer.MaxAmount;
        float _temperature = _chemicalContainer.Temperature / (float)Chemical.MAX_TEMPERATURE;

        // chemAmountsAndTemperature[_vertexIndexBL] = new Vector4(_amount_0, _amount_1, _amount_2, _temperature);
        // chemAmountsAndTemperature[_vertexIndexBR] = new Vector4(_amount_0, _amount_1, _amount_2, _temperature);
        // chemAmountsAndTemperature[_vertexIndexTL] = new Vector4(_amount_0, _amount_1, _amount_2, _temperature);
        // chemAmountsAndTemperature[_vertexIndexTR] = new Vector4(_amount_0, _amount_1, _amount_2, _temperature);

        float debugValue_0 = GameGrid.GetInstance().TryGetNode(_nodeGridPos).DebugChemicalContainer.Contents[0].Amount / (float)GameGrid.GetInstance().TryGetNode(_nodeGridPos).DebugChemicalContainer.MaxAmount;
        float debugValue_1 = GameGrid.GetInstance().TryGetNode(_nodeGridPos).DebugChemicalContainer.Contents[1].Amount / (float)GameGrid.GetInstance().TryGetNode(_nodeGridPos).DebugChemicalContainer.MaxAmount;
        float debugValue_2 = GameGrid.GetInstance().TryGetNode(_nodeGridPos).DebugChemicalContainer.Contents[2].Amount / (float)GameGrid.GetInstance().TryGetNode(_nodeGridPos).DebugChemicalContainer.MaxAmount;

        debugColors[_nodeIndex] = new Color(debugValue_0, debugValue_1, debugValue_2, 1);
        chemAmountsAndTemperature[_nodeIndex] = new Color(_amount_0, _amount_1, _amount_2, _temperature);

        // chemColorIndices[_vertexIndexBL] = new Vector3(_colorIndex_0, _colorIndex_1, _colorIndex_2);
        // chemColorIndices[_vertexIndexBR] = new Vector3(_colorIndex_0, _colorIndex_1, _colorIndex_2);
        // chemColorIndices[_vertexIndexTL] = new Vector3(_colorIndex_0, _colorIndex_1, _colorIndex_2);
        // chemColorIndices[_vertexIndexTR] = new Vector3(_colorIndex_0, _colorIndex_1, _colorIndex_2);
        float _colorIndex_0 = _chem_0.Chemical.GetColorIndex() / (float)ColorManager.COLOR_COUNT;
        float _colorIndex_1 = _chem_1.Chemical.GetColorIndex() / (float)ColorManager.COLOR_COUNT;
        float _colorIndex_2 = _chem_2.Chemical.GetColorIndex() / (float)ColorManager.COLOR_COUNT;

        chemColorIndices[_nodeIndex] = new Color(_colorIndex_0, _colorIndex_1, _colorIndex_2, 0.0f);
        //

        // Texture data
        int   _stateCount = System.Enum.GetValues(typeof(Chemical.State)).Length;
        float _state_0    = _chem_0.GetStateAsFloat() / (float)(_stateCount - 1.0f);
        float _state_1    = _chem_1.GetStateAsFloat() / (float)(_stateCount - 1.0f);
        float _state_2    = _chem_2.GetStateAsFloat() / (float)(_stateCount - 1.0f);

        // Debug.Log(_chem_0.GetStateAsFloat() + ", " + _state_0);

        // chemStates[_vertexIndexBL] = new Vector3(_state_0, _state_1, _state_2);
        // chemStates[_vertexIndexBR] = new Vector3(_state_0, _state_1, _state_2);
        // chemStates[_vertexIndexTL] = new Vector3(_state_0, _state_1, _state_2);
        // chemStates[_vertexIndexTR] = new Vector3(_state_0, _state_1, _state_2);
        chemStates[_nodeIndex] = new Color(_state_0, _state_1, _state_2);
        //
        // if(_nodeGridPos.x == 30 && _nodeGridPos.y == 20) {
        //  SuperDebug.MarkPoint(GameGrid.GetInstance().GetWorldPosFromNodeGridPos(_nodeGridPos), Color.cyan);
        //
        //  float _stateR = GameGrid.GetInstance().TryGetNode(_nodeGridPos + Int2.Right).ChemicalContainer.Contents[0].GetStateAsFloat();
        //
        //  Debug.Log("state = " +(_state_0 * 3.0f) + ", stateR = " + _stateR);
        // }

        if (_chemicalContainer.IsIncandescent() || _chemicalContainer.HasLostIncandescence())
        {
            LampManager.GetInstance().SetNodeIncandescenceDirty(_nodeGridPos);
        }

        // Color _incandescence_0 = _chem_0.GetIncandescence() * _amount_0;
        // Color _incandescence_1 = _chem_1.GetIncandescence() * _amount_1;
        // Color _incandescence_2 = _chem_2.GetIncandescence() * _amount_2;
        //
        // float _maxIncandescenceR = Mathf.Max(_incandescence_0.r, Mathf.Max(_incandescence_1.r, _incandescence_2.r));
        // float _maxIncandescenceG = Mathf.Max(_incandescence_0.g, Mathf.Max(_incandescence_1.g, _incandescence_2.g));
        // float _maxIncandescenceB = Mathf.Max(_incandescence_0.b, Mathf.Max(_incandescence_1.b, _incandescence_2.b));
        // float _maxIncandescenceA = Mathf.Max(_incandescence_0.a, Mathf.Max(_incandescence_1.a, _incandescence_2.a));
        //
        // Node _node = GameGrid.GetInstance().TryGetNode(_nodeGridPos);
        // Color32 _lighting = _node.GetLighting();
        //
        // _lighting.r = (byte)Mathf.Max(_lighting.r, _maxIncandescenceR * 255.0f);
        // _lighting.g = (byte)Mathf.Max(_lighting.g, _maxIncandescenceG * 255.0f);
        // _lighting.b = (byte)Mathf.Max(_lighting.b, _maxIncandescenceB * 255.0f);
        // _lighting.a = (byte)Mathf.Max(_lighting.a, _maxIncandescenceA * 255.0f);
        //
        // _node.SetLighting(_lighting);
    }
Пример #5
0
    void SpreadChemicalsAndTemperature(Int2 _nodeGridPos)
    {
        Node _sourceRead  = TryGetNode(_nodeGridPos, _atStartFrame: true);
        Node _sourceWrite = TryGetNode(_nodeGridPos);

        Node _neighborLRead = TryGetNode(_nodeGridPos + Int2.Left, true);
        Node _neighborTRead = TryGetNode(_nodeGridPos + Int2.Up, true);
        Node _neighborRRead = TryGetNode(_nodeGridPos + Int2.Right, true);
        Node _neighborBRead = TryGetNode(_nodeGridPos + Int2.Down, true);

        List <Node> _sortedNodes = new List <Node>();

        int _sourceAmountTotal = _sourceRead.ChemicalContainer.GetAmountTotal();

        if (_neighborLRead != null && !_neighborLRead.IsWall)
        {
            _sortedNodes.Add(_neighborLRead);
        }
        if (_neighborTRead != null && !_neighborTRead.IsWall)
        {
            _sortedNodes.Add(_neighborTRead);
        }
        if (_neighborRRead != null && !_neighborRRead.IsWall)
        {
            _sortedNodes.Add(_neighborRRead);
        }
        if (_neighborBRead != null && !_neighborBRead.IsWall)
        {
            _sortedNodes.Add(_neighborBRead);
        }

        _sortedNodes.Sort((_x, _y) => {
            ChemicalContainer _xCC = _x.ChemicalContainer;
            ChemicalContainer _yCC = _y.ChemicalContainer;
            return(_xCC.GetAmountTotal() < _yCC.GetAmountTotal() ? 0 : 1);
        });

        int _sourceAmountTotalRemaining = _sourceAmountTotal;

        for (int _nodeIndex = 0; _nodeIndex < _sortedNodes.Count; _nodeIndex++)
        {
            Node _targetRead        = _sortedNodes[_nodeIndex];
            Node _targetWrite       = TryGetNode(_targetRead.GridPos);
            int  _targetAmountTotal = _targetRead.ChemicalContainer.GetAmountTotal();

            float _sourceReadTemp  = _sourceRead.ChemicalContainer.Temperature;
            float _sourceWriteTemp = _sourceWrite.ChemicalContainer.Temperature;
            float _targetReadTemp  = _targetRead.ChemicalContainer.Temperature;
            float _targetWriteTemp = _targetWrite.ChemicalContainer.Temperature;

            if (_sourceAmountTotal > _targetAmountTotal)
            {
                int _transferAmountTotal = GetTotalChemAmountToTransfer(ref _sourceAmountTotalRemaining, _sourceRead, _sourceWrite, _targetRead, _targetWrite);

                if (_transferAmountTotal > 0)
                {
                    _targetWriteTemp = Mathf.Lerp(_targetWriteTemp, _sourceReadTemp, _transferAmountTotal / (float)_targetAmountTotal * 0.5f);


                    for (int _chemIndex = 0; _chemIndex < _sourceRead.ChemicalContainer.Contents.Length; _chemIndex++)
                    {
                        Chemical.Blob _sourceChemBlob   = _sourceRead.ChemicalContainer.Contents[_chemIndex];
                        int           _sourceChemAmount = _sourceChemBlob.Amount;
                        if (_sourceChemAmount <= 0)
                        {
                            continue;
                        }

                        int _chemTransferAmount = Mathf.FloorToInt(_transferAmountTotal * (_sourceChemAmount / (float)_sourceAmountTotal) * _sourceChemBlob.GetAmountTransferRate());
                        if (_chemTransferAmount <= 0)
                        {
                            continue;
                        }

                        _sourceWrite.ChemicalContainer.Contents[_chemIndex].SubtractAmount(_chemTransferAmount);
                        _targetWrite.ChemicalContainer.Contents[_chemIndex].AddAmount(_chemTransferAmount);
                    }
                }
            }

            if (_sourceAmountTotal > 0 && _targetAmountTotal > 0 && _sourceReadTemp > _targetReadTemp)
            {
                float _sourceTempLoss, _targetTempGain;
                GetTemperatureToTransfer(_sourceRead, _sourceWrite, _targetRead, _targetWrite, out _sourceTempLoss, out _targetTempGain);
                _sourceWriteTemp -= _sourceTempLoss;
                _targetWriteTemp += _targetTempGain;
            }

            _sourceWrite.ChemicalContainer.SetTemperature(_sourceWriteTemp);
            _targetWrite.ChemicalContainer.SetTemperature(_targetWriteTemp);
        }
    }
Пример #6
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    public override void UpdateDefault()
    {
        base.UpdateDefault();

        if (b)
        {
            for (int x = 0; x < SIZE.x; x++)
            {
                for (int y = 0; y < SIZE.y; y++)
                {
                    Int2 _nodeGridPos = new Int2(x, y);
                    SpreadChemicalsAndTemperature(_nodeGridPos);
                    ScheduleCacheChemicalData(_nodeGridPos);
                }
            }
        }
        else
        {
            for (int x = SIZE.x - 1; x >= 0; x--)
            {
                for (int y = SIZE.y - 1; y >= 0; y--)
                {
                    Int2 _nodeGridPos = new Int2(x, y);
                    SpreadChemicalsAndTemperature(_nodeGridPos);
                    ScheduleCacheChemicalData(_nodeGridPos);
                }
            }
        }

        b = !b;

        float _total = 0.0f;
        float _temp  = 0.0f;
        float min    = Mathf.Infinity;
        float max    = Mathf.NegativeInfinity;

        for (int x = 0; x < SIZE.x; x++)
        {
            for (int y = 0; y < SIZE.y; y++)
            {
                ChemicalContainer chemCont = nodeGrid[x, y].ChemicalContainer;

                int _a = chemCont.Contents[0].Amount;
                _total += _a;
                _temp  += chemCont.Temperature;

                if (_a < min)
                {
                    min = _a;
                }

                if (_a > max)
                {
                    max = _a;
                }
            }
        }

        _temp /= (float)(SIZE.x * SIZE.y);
        Debug.LogFormat("Amount: {0}, Min Amount: {1}, Max Amount: {2}, Temperature: {3}", _total, min, max, _temp);
    }