2024-03-04 16:04:40 +01:00
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extends Node3D
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2024-03-05 15:47:11 +01:00
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@onready var placement_visualizer = $PlacementVisualizer
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2024-03-04 16:04:40 +01:00
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const DIR_N: Vector3 = Vector3(0, 1, -1)
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const DIR_NE: Vector3 = Vector3(1, 0, -1)
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const DIR_SE: Vector3 = Vector3(1, -1, 0)
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const DIR_S: Vector3 = Vector3(0, -1, 1)
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const DIR_SW: Vector3 = Vector3(-1, 0, 1)
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const DIR_NW: Vector3 = Vector3(-1, 1, 0)
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const DIR_ALL: Array[Vector3] = [DIR_N, DIR_NE, DIR_SE, DIR_S, DIR_SW, DIR_NW]
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#const size = Vector2(1, sqrt(3.0)/2.0)
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const size: float = 0.5
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2024-03-05 15:47:11 +01:00
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var used_cells: Dictionary = {}
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2024-03-04 16:04:40 +01:00
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@export var layer_height: float = 0.4
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2024-03-05 15:47:11 +01:00
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2024-03-04 16:04:40 +01:00
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class CubeCoordinates:
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var q: float
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var r: float
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var s: float
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func _init(_q: float, _r: float, _s: float):
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q = _q
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r = _r
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s = _s
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class AxialCoordinates:
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var q: float
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var r: float
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func _init(_q: float, _r: float):
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q = _q
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r = _r
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func flat_hex_corner(center: Vector2, size: float, corner_num: int) -> Vector2:
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var angle_deg: int = 60 * corner_num
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var angle_rad: float = deg_to_rad(angle_deg)
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return Vector2(center.x + size * cos(angle_rad), center.y + size * sin(angle_rad))
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func flat_hex_to_world_position(coords: AxialCoordinates) -> Vector2:
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var x = size * (3.0/2.0 * coords.q)
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var y = size * (sqrt(3.0)/2.0 * coords.q + sqrt(3.0) * coords.r)
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return Vector2(x, y)
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#func world_to_hex_tile(world_pos: Vector3) -> Vector2:
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# var q = (2.0/3.0 * world_pos.x)
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# var r = (-1.0/3.0 * world_pos.x + sqrt(3.0)/3.0 * world_pos.z)
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#
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# return cube_round()
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#
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# return
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2024-03-05 15:47:11 +01:00
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const INSECT_TILE = preload("res://InsectTiles/InsectTile.tscn")
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2024-03-04 16:04:40 +01:00
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func world_to_hex_tile(coords: Vector2) -> AxialCoordinates:
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var q = (2.0/3.0 * coords.x) / size
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var r = (-1.0/3.0 * coords.x + sqrt(3.0)/3.0 * coords.y) / size
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return axial_round(AxialCoordinates.new(q, r))
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func axial_to_cube(coords: AxialCoordinates) -> CubeCoordinates:
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var q = coords.q
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var r = coords.r
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var s = -q-r
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return CubeCoordinates.new(q, r, s)
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func cube_to_axial(coords: CubeCoordinates) -> AxialCoordinates:
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var q = coords.q
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var r = coords.r
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return AxialCoordinates.new(q, r)
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func axial_round(coords: AxialCoordinates) -> AxialCoordinates:
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return cube_to_axial(cube_round(axial_to_cube(coords)))
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func cube_round(coords: CubeCoordinates) -> CubeCoordinates:
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var q: float = round(coords.q)
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var r: float = round(coords.r)
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var s: float = round(coords.s)
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var q_diff: float = abs(q - coords.q)
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var r_diff: float = abs(r - coords.r)
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var s_diff: float = abs(s - coords.s)
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if q_diff > r_diff and q_diff > s_diff:
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q = -r-s
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elif r_diff > s_diff:
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r = -q-s
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else:
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s = -q-r
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return CubeCoordinates.new(q, r, s)
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@export var dragging_intersect_plane_normal: Vector3 = Vector3.UP
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@export var dragging_intersect_plane_distance: float = 0.0
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func get_3d_pos(position2D: Vector2):
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return Plane(dragging_intersect_plane_normal, dragging_intersect_plane_distance).intersects_ray(get_viewport().get_camera_3d().project_ray_origin(position2D), get_viewport().get_camera_3d().project_ray_normal(position2D))
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2024-03-05 15:47:11 +01:00
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var placements: Dictionary = {}
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func get_neighbours(coords: Vector2i) -> Array[Vector2i]:
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return [
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Vector2i(coords.x + 1, coords.y), Vector2i(coords.x + 1, coords.y - 1), Vector2i(coords.x, coords.y - 1),
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Vector2i(coords.x - 1, coords.y), Vector2i(coords.x - 1, coords.y + 1), Vector2i(coords.x, coords.y + 1)
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]
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var current_tile: Node3D
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const HEX_OUTLINE = preload("res://hex_outline.tscn")
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func _on_insect_selected(insect_resource: TileResource, is_black: bool) -> void:
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# create a hexagon with insect resource data
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#var tile = INSECT_TILE.instantiate()
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#tile.resource = insect_resource
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#tile.is_black = is_black
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#current_tile = tile
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#add_child(tile)
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# spawn possible placement locations :)
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if used_cells.size() == 0: # we have no cells placed, display a placement outline at 0, 0
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var outline = HEX_OUTLINE.instantiate()
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var hex_pos = flat_hex_to_world_position(AxialCoordinates.new(0, 0))
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outline.position = Vector3(hex_pos.x, 0.0, hex_pos.y)
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outline.hex_pos = Vector2i(0, 0)
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outline.visible = true
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outline.insect_resource = insect_resource
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outline.is_black = is_black
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placement_visualizer.add_child(outline)
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placements[hex_pos] = outline
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elif used_cells.size() == 1: # we have ONE cell placed, this is a special case in which
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# the opposing player is allowed to place a tile that touches the enemy color
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# We display outline placement around all spaces of this single cell
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var single_cell = used_cells.keys().front()
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var neighbours = get_neighbours(single_cell)
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for neighbour in neighbours:
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var outline = HEX_OUTLINE.instantiate()
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var hex_pos = flat_hex_to_world_position(AxialCoordinates.new(neighbour.x, neighbour.y))
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outline.position = Vector3(hex_pos.x, 0.0, hex_pos.y)
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outline.hex_pos = neighbour
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outline.visible = true
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outline.insect_resource = insect_resource
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outline.is_black = is_black
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placement_visualizer.add_child(outline)
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placements[hex_pos] = outline
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else:
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# iterate over all used_cells, get all empty cells surrounding those cells
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# iterate over all those empty cells, check if they only neighbour the same color
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var possible_placements: Dictionary = {}
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for hex in used_cells.keys():
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var neighbours = [
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Vector2i(hex.x + 1, hex.y), Vector2i(hex.x + 1, hex.y - 1), Vector2i(hex.x, hex.y - 1),
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Vector2i(hex.x - 1, hex.y), Vector2i(hex.x - 1, hex.y + 1), Vector2i(hex.x, hex.y + 1)
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]
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#var eligible: bool = true
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for neighbour in neighbours:
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if not used_cells.has(neighbour):
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possible_placements[neighbour] = true
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for p in possible_placements:
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var neighbours = [
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Vector2i(p.x + 1, p.y), Vector2i(p.x + 1, p.y - 1), Vector2i(p.x, p.y - 1),
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Vector2i(p.x - 1, p.y), Vector2i(p.x - 1, p.y + 1), Vector2i(p.x, p.y + 1)
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]
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var eligible: bool = true
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for neighbour in neighbours:
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if not used_cells.has(neighbour):
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continue
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2024-03-06 00:07:26 +01:00
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if used_cells[neighbour].is_black != is_black:
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eligible = false
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break
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2024-03-05 15:47:11 +01:00
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if eligible:
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var outline = HEX_OUTLINE.instantiate()
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var hex_pos = flat_hex_to_world_position(AxialCoordinates.new(p.x, p.y))
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outline.position = Vector3(hex_pos.x, 0.0, hex_pos.y)
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outline.hex_pos = p
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outline.visible = true
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outline.insect_resource = insect_resource
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outline.is_black = is_black
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placement_visualizer.add_child(outline)
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placements[p] = outline
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pass
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2024-03-04 16:04:40 +01:00
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pass
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2024-03-05 15:47:11 +01:00
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func _on_insect_placement_cancelled() -> void:
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if current_tile:
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current_tile.queue_free()
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current_tile = null
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for child in placement_visualizer.get_children():
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child.queue_free()
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func _on_insect_placed(resource: TileResource, is_black: bool, pos: Vector2i) -> void:
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var tile_copy = INSECT_TILE.instantiate()
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var hex_pos = flat_hex_to_world_position(AxialCoordinates.new(pos.x, pos.y))
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2024-03-04 16:04:40 +01:00
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tile_copy.position = Vector3(hex_pos.x, 20.0, hex_pos.y)
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2024-03-05 15:47:11 +01:00
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tile_copy.resource = resource
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tile_copy.is_black = is_black
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2024-03-04 16:04:40 +01:00
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var target_pos = Vector3(hex_pos.x, 0.0, hex_pos.y)
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2024-03-05 15:47:11 +01:00
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used_cells[Vector2i(pos.x, pos.y)] = tile_copy
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2024-03-04 16:04:40 +01:00
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add_child(tile_copy)
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var tween = get_tree().create_tween()
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tween.tween_property(tile_copy, "position", target_pos, 1.0).set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_EXPO)
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2024-03-05 15:47:11 +01:00
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func _ready() -> void:
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GameEvents.insect_selected.connect(_on_insect_selected)
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GameEvents.insect_placement_cancelled.connect(_on_insect_placement_cancelled)
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GameEvents.insect_placed.connect(_on_insect_placed)
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return
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for x in range(-6, 5):
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for y in range(-6, 5):
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var hex_pos = flat_hex_to_world_position(AxialCoordinates.new(x, y))
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if randi_range(0, 1) == 0:
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var new_hex = INSECT_TILE.instantiate()
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new_hex.resource = preload("res://Tile/Prefabs/Bee.tres")
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new_hex.is_black = false
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new_hex.position = Vector3(hex_pos.x, 0.0, hex_pos.y)
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var hex_id = world_to_hex_tile(Vector2(hex_pos.x, hex_pos.y))
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add_child(new_hex)
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used_cells[Vector2i(x, y)] = new_hex
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else:
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continue
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#func spawn_random_tile() -> void:
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#var tile_copy = hex.duplicate()
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#var hex_pos = flat_hex_to_world_position(AxialCoordinates.new(randi_range(-20, 20), randi_range(-20, 20)))
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#
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#tile_copy.position = Vector3(hex_pos.x, 20.0, hex_pos.y)
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#var target_pos = Vector3(hex_pos.x, 0.0, hex_pos.y)
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#
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#add_child(tile_copy)
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#
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#var tween = get_tree().create_tween()
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#tween.tween_property(tile_copy, "position", target_pos, 1.0).set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_EXPO)
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#
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#func move_tile_to_random_position() -> void:
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#var new_hex_pos = flat_hex_to_world_position(AxialCoordinates.new(randi_range(-20, 20), randi_range(-20, 20)))
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#var sky_new_hex_pos = Vector3(new_hex_pos.x, 20.0, new_hex_pos.y)
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#var ground_new_hex_pos = Vector3(new_hex_pos.x, 0.0, new_hex_pos.y)
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#
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#var current_hex_pos = hex.position
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#var sky_current_hex_pos = hex.position + Vector3(0.0, 20.0, 0.0)
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#
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#var tween = get_tree().create_tween()
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#tween.tween_property(hex, "position", sky_current_hex_pos, 0.5).set_ease(Tween.EASE_IN).set_trans(Tween.TRANS_EXPO)
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#tween.tween_property(hex, "position", sky_new_hex_pos, 0.0)
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#tween.tween_property(hex, "position", ground_new_hex_pos, 1.0).set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_EXPO)
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2024-03-04 16:04:40 +01:00
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func _process(delta) -> void:
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2024-03-05 15:47:11 +01:00
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#if Input.is_action_just_pressed("ui_accept"):
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# print("yay")
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# spawn_random_tile()
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2024-03-04 16:04:40 +01:00
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return
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2024-03-05 15:47:11 +01:00
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if current_tile == null:
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return
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#var pos3d = get_3d_pos(get_viewport().get_mouse_position())
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#if pos3d:
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#var hex_pos = flat_hex_to_world_position(world_to_hex_tile(Vector2(pos3d.x, pos3d.z)))
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#current_tile.position = Vector3(hex_pos.x, 0.0, hex_pos.y)
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#coord_label.text = "%d, %d" % [hex_pos.x, hex_pos.y]
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