Tweaks
This commit is contained in:
@@ -7,7 +7,7 @@ namespace Particles.ParticleSimulation
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private float _health = 1f;
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public Vector2 Position = new Vector2();
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public bool ScreenWrappedLast = true;
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public bool WasTeleportedLast = true;
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public Vector2 Velocity = new Vector2();
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public Particle(int id, ParticleType type)
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@@ -33,5 +33,10 @@ namespace Particles.ParticleSimulation
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{
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AverageSpeed = 0.99f * AverageSpeed + 0.01f * speed;
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}
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public void ResetAverageSpeed()
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{
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AverageSpeed = 1f;
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}
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}
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}
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@@ -1,27 +1,39 @@
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using System.Collections.Generic;
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using System.Threading.Tasks;
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#define MULTITHREADED
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using System.Collections.Generic;
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using System.Linq;
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using Godot;
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#if MULTITHREADED
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using System.Threading.Tasks;
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#endif
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namespace Particles.ParticleSimulation
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{
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public class ParticleSimulation
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{
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// size of simulation space
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public Vector2 SpaceSize;
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// dictionary of particles with particle Id being the key
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private readonly Dictionary<int, Particle> _particles = new Dictionary<int, Particle>();
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private readonly List<ParticleType> _particleTypes = new List<ParticleType>();
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private readonly List<Task> _tasks = new List<Task>();
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// task list if multi-threaded
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#if MULTITHREADED
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private readonly List<Task> _tasks = new List<Task>();
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#endif
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// updated on every simulation update
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public List<int> LastParticlesAdded { get; private set; } = new List<int>();
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// ReSharper disable once CollectionNeverUpdated.Global
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public List<int> LastParticlesRemoved { get; private set; } = new List<int>();
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// counts up for each particle added
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private int _idCount;
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private const int MaxParticles = 1100;
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private const int MaxParticleTypes = 12;
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private const int MaxParticleTypes = 10;
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private const float HealthDelta = 0.005f;
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private const float NegativeHealthMultiplier = 2f;
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private const float PositiveHealthMultiplier = 4f;
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@@ -32,35 +44,41 @@ namespace Particles.ParticleSimulation
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{
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for (var i = 0; i < MaxParticleTypes; i++)
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CreateRandomParticleType();
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//for (var i = 0; i < MaxParticles; i++)
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// CreateRandomParticle();
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}
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public void Update()
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{
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LastParticlesRemoved.Clear();
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LastParticlesAdded.Clear();
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_tasks.Clear();
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// update all particles
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#if MULTITHREADED
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_tasks.Clear();
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foreach (var id in _particles.Keys)
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_tasks.Add(Task.Factory.StartNew(UpdateParticle, id));
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Task.WaitAll(_tasks.ToArray());
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#else
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foreach (var id in _particles.Keys)
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_tasks.Add(Task.Factory.StartNew(UpdateParticle, id));
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Task.WaitAll(_tasks.ToArray());
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var deletedParticle = false;
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foreach (var p in _particles)
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UpdateParticle(id);
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#endif
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// used to ensure only one particle is moved per update
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var movedParticle = false;
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foreach (var particle in _particles.Select(p => p.Value))
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{
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var particle = p.Value;
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particle.ScreenWrappedLast = false;
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if (deletedParticle == false && particle.Health == 0f)
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particle.WasTeleportedLast = false;
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if (movedParticle == false && particle.Health == 0f)
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{
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if (GD.Randf() < 0.2f)
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if (GD.Randf() < 0.1f)
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{
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particle.Position = GetRandomParticlePosition();
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particle.ScreenWrappedLast = true;
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//LastParticlesRemoved.Add(p.Key);
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deletedParticle = true;
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particle.WasTeleportedLast = true;
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particle.Health = 1f;
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movedParticle = true;
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continue;
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}
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}
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var position = particle.Position;
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particle.Velocity = particle.Velocity.Clamped(5f);
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position += particle.Velocity;
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@@ -68,52 +86,48 @@ namespace Particles.ParticleSimulation
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if (position.x > SpaceSize.x)
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{
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position.x -= SpaceSize.x;
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particle.ScreenWrappedLast = true;
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particle.WasTeleportedLast = true;
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}
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else if (position.x < 0)
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{
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position.x += SpaceSize.x;
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particle.ScreenWrappedLast = true;
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particle.WasTeleportedLast = true;
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}
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if (position.y > SpaceSize.y)
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{
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position.y -= SpaceSize.y;
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particle.ScreenWrappedLast = true;
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particle.WasTeleportedLast = true;
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}
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else if (position.y < 0)
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{
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position.y += SpaceSize.y;
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particle.ScreenWrappedLast = true;
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particle.WasTeleportedLast = true;
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}
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particle.AddAverageSpeedValue(particle.Position.DistanceTo(position));
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/*
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if (particle.AverageSpeed < 0.3f)
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particle.AddAverageSpeedValue(particle.Velocity.Length());
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if (particle.AverageSpeed < 0.5f)
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particle.Health -= HealthDelta * NegativeHealthMultiplier;
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else
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particle.Health += HealthDelta;
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*/
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if (deletedParticle == false && particle.Health == 0f)
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particle.Health += HealthDelta * PositiveHealthMultiplier;
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if (movedParticle == false && particle.Health == 0f)
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{
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if (GD.Randf() < 0.2f)
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if (GD.Randf() < 0.1f)
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{
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//LastParticlesRemoved.Add(p.Key);
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particle.Position = GetRandomParticlePosition();
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particle.ScreenWrappedLast = true;
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deletedParticle = true;
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particle.ResetAverageSpeed();
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particle.WasTeleportedLast = true;
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particle.Health = 1f;
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movedParticle = true;
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continue;
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}
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}
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*/
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particle.Position = position;
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}
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foreach (var id in LastParticlesRemoved)
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{
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_particles.Remove(id);
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}
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// ReSharper disable once InvertIf
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if (_particles.Count < MaxParticles)
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{
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@@ -132,6 +146,13 @@ namespace Particles.ParticleSimulation
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}
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}
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// ReSharper disable once UnusedMember.Local
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private void RemoveParticle(int id)
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{
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_particles.Remove(id);
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LastParticlesRemoved.Add(id);
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}
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private void CreateRandomParticleType()
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{
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var type = new ParticleType()
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@@ -192,7 +213,7 @@ namespace Particles.ParticleSimulation
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return _particles[id];
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}
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private Task UpdateParticle(object i)
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private void UpdateParticle(object i)
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{
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var id = (int)i;
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var particle1 = _particles[id];
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@@ -206,15 +227,17 @@ namespace Particles.ParticleSimulation
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var distanceSquared = particle1.Position.DistanceSquaredTo(position);
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if (distanceSquared > (55f * 55f))
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continue;
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var direction = particle1.Position.DirectionTo(position);
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if (distanceSquared < (35f * 35f))
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closeCount++;
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// collision force
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float distance;
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Vector2 direction;
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if (distanceSquared < (ParticleCollisionRadius * ParticleCollisionRadius))
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{
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direction = particle1.Position.DirectionTo(position);
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distance = particle1.Position.DistanceTo(position);
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var collisionForce = 1f / (0.35f + Mathf.Pow(Mathf.E, -1.15f * (distance - 12f))) - 1f / 0.35f;
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particle1.Velocity += direction * collisionForce;
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@@ -225,6 +248,7 @@ namespace Particles.ParticleSimulation
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if (props.Force != 0f && distanceSquared >= props.MinRadius * props.MinRadius &&
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distanceSquared <= props.MaxRadius * props.MaxRadius)
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{
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direction = particle1.Position.DirectionTo(position);
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distance = particle1.Position.DistanceTo(position);
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var mid = (props.MinRadius + props.MaxRadius) / 2f;
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float particleForce;
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@@ -256,12 +280,10 @@ namespace Particles.ParticleSimulation
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}
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}
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if (closeCount > 50)
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if (closeCount > 70)
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particle1.Health -= HealthDelta * NegativeHealthMultiplier;
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else
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particle1.Health += HealthDelta * PositiveHealthMultiplier;
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return Task.CompletedTask;
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}
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}
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}
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