Swarm/Tile/Tile.gd

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GDScript3
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extends Area3D
class_name InsectTile
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var map_reference: HexGrid
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var is_blacks_turn: bool = false
var coordinates: Vector4i
var layer: int = 0
@export var is_black: bool = false
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@export var resource: TileResource
@onready var hexagon_small = $HexagonSmall
var hat: InsectTile = null
var build_in_progress: bool = false
var move_in_progress: bool = false
var deactivated: bool = false
var hovered: bool = false
var selected: bool = false
var hover_shader: ShaderMaterial = preload("res://InsectTiles/HoverShader.tres")
const SELECTION_FAILED_MAT: ShaderMaterial = preload("res://InsectTiles/SelectionFailedMat.tres")
const ACTION_SHADER = preload("res://InsectTiles/ActionShader.tres")
var mat: StandardMaterial3D
var tween: Tween
var tweening: bool = false
var selected_for_action: bool = false
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var can_be_selected: bool = false
func is_players_turn() -> bool:
return is_blacks_turn == is_black
# Have a functions that checks if we're the "owner"
func is_owner() -> bool:
# TODO: Only use multiplayer authority
# According to https://docs.godotengine.org/en/stable/classes/class_offlinemultiplayerpeer.html
# Even without active multiplayer, the normal calls just work as expected
#if GameData.is_hot_seat:
# return true
#elif GameData.is_player_black == is_black: # we could use multiplayer authority here
# return true
#return false
return is_multiplayer_authority()
func _ready() -> void:
if is_black:
hexagon_small.set_surface_override_material(0, resource.material_black.duplicate())
else:
hexagon_small.set_surface_override_material(0, resource.material_white.duplicate())
mat = hexagon_small.get_surface_override_material(0)
mat.next_pass = hover_shader.duplicate()
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if is_black:
hexagon_small.rotation.y = PI
GameEvents.insect_selected.connect(_on_insect_selected)
GameEvents.insect_placed.connect(_on_insect_placed)
GameEvents.insect_placement_cancelled.connect(_on_insect_placement_cancelled, CONNECT_DEFERRED)
GameEvents.insect_tile_selected.connect(_on_insect_tile_selected)
GameEvents.insect_tile_deselected.connect(_on_insect_tile_deselected)
GameEvents.insect_tile_moved.connect(_on_insect_tile_moved)
GameEvents.insect_tiles_selected_for_action.connect(_on_tiles_selected_for_action)
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GameEvents.turn_started.connect(_on_turn_started)
func _on_turn_started(turn_num: int, map: HexGrid, _is_blacks_turn: bool) -> void:
is_blacks_turn = _is_blacks_turn
can_be_selected = GameData.bees_placed.has(is_black)
#print(GameData.has_bee_been_placed)
if turn_num >= 7 and not GameData.bees_placed.has(is_black):
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can_be_selected = true
func _on_tiles_selected_for_action(source_pos: Vector4i, targets: Array[InsectTile]) -> void:
if self in targets:
selected_for_action = true
mat.next_pass = ACTION_SHADER
return
deactivated = true
func _on_insect_tile_moved(tile: InsectTile, to: Vector4i) -> void:
move_in_progress = false
selected = false
if tile == self:
hovered = false
if not tweening:
mat.next_pass = null
func _on_insect_tile_deselected(tile: InsectTile) -> void:
move_in_progress = false
selected = false
func _on_insect_tile_selected(tile: InsectTile) -> void:
if tile == self:
selected = true
func _on_insect_placed(resource: TileResource, is_black: bool, pos: Vector4i) -> void:
build_in_progress = false
func _on_insect_placement_cancelled() -> void:
build_in_progress = false
func _on_insect_selected(button: InsectButton, is_black: bool) -> void:
build_in_progress = true
func _process(delta):
if Input.is_action_just_pressed("place_tile"):
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if not can_be_selected:
return
if deactivated:
return
if not hovered:
return
if not is_owner():
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return
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if not is_players_turn():
return
# Move up the insect stack.... or just do not react while we have something on top of us?
if GameData.allow_selecting_in_stack:
var top: InsectTile = self
while top.hat != null:
top = top.hat
if top.is_black == GameData.is_player_black or GameData.debug:
GameEvents.insect_tile_selected.emit(top)
else:
if hat != null:
return
else:
GameEvents.insect_tile_selected.emit(self)
func hover() -> void:
if is_blacks_turn != is_black:
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return
if tween != null:
tween.kill()
tween = get_tree().create_tween()
#tween.tween_property(self, "position", Vector3(0, 0, 5), 0.5).set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_SPRING)
tween.tween_method(tween_hover_shader, Color(0, 0, 0, 0), Color(0, 0, 0, 1), 0.1).set_ease(Tween.EASE_IN_OUT).set_trans(Tween.TRANS_EXPO)
func tween_hover_shader(color: Color) -> void:
if mat.next_pass != null:
mat.next_pass.set_shader_parameter("albedo", color)
mat.next_pass.set_shader_parameter("emission_color", color)
func unhover() -> void:
if is_blacks_turn != is_black:
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return
if tween != null:
tween.kill()
tween = get_tree().create_tween()
#tween.tween_property(hex, "position", Vector2(0, -16), 0.1).set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_SPRING)
tween.tween_method(tween_hover_shader, Color(0, 0, 0, 1), Color(0, 0, 0, 0), 0.25).set_ease(Tween.EASE_IN_OUT).set_trans(Tween.TRANS_EXPO)
func _on_mouse_entered():
hovered = true
if not deactivated and not selected_for_action:
hover()
func _on_mouse_exited():
hovered = false
if not selected and not selected_for_action:
unhover()