Refactored to use Vector4i. Added Spider/Grasshopper. TODO: Ant
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19 changed files with 482 additions and 326 deletions
130
Tile/Tile.gd
130
Tile/Tile.gd
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@ -1,8 +1,10 @@
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extends Area3D
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class_name InsectTile
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var map_reference: HexGrid
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var coordinates: HexGrid.CubeCoordinates
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var coordinates: Vector4i
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var layer: int = 0
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@export var is_black: bool = false
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@ -10,9 +12,14 @@ var layer: int = 0
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@onready var hexagon_small = $HexagonSmall
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var hat: InsectTile = null
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var build_in_progress: bool = false
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var move_in_progress: bool = false
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var deactivated: bool = false
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var hovered: bool = false
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var selected: bool = false
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@ -35,16 +42,17 @@ func _ready() -> void:
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mat = hexagon_small.get_surface_override_material(0)
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GameEvents.insect_tile_selection_request_failed.connect(_on_insect_tile_request_failed)
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GameEvents.insect_tile_selection_request_successful.connect(_on_insect_tile_selection_request_sucessful)
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mat.next_pass = hover_shader.duplicate()
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GameEvents.insect_selected.connect(_on_insect_selected)
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GameEvents.insect_placed.connect(_on_insect_placed)
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GameEvents.insect_placement_cancelled.connect(_on_insect_placement_cancelled)
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GameEvents.insect_placement_cancelled.connect(_on_insect_placement_cancelled, CONNECT_DEFERRED)
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GameEvents.insect_tile_selected.connect(_on_insect_tile_selected)
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GameEvents.insect_tile_deselected.connect(_on_insect_tile_deselected)
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GameEvents.insect_tile_moved.connect(_on_insect_tile_moved)
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func _on_insect_tile_moved(tile: InsectTile, to: HexGrid.CubeCoordinates) -> void:
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func _on_insect_tile_moved(tile: InsectTile, to: Vector4i) -> void:
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move_in_progress = false
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selected = false
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@ -62,82 +70,78 @@ func _on_insect_tile_selected(tile: InsectTile) -> void:
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if tile == self:
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selected = true
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func _on_insect_placed(resource: TileResource, is_black: bool, pos: HexGrid.CubeCoordinates) -> void:
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func _on_insect_placed(resource: TileResource, is_black: bool, pos: Vector4i) -> void:
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build_in_progress = false
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func _on_insect_placement_cancelled() -> void:
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build_in_progress = false
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func _on_insect_selected(resource: TileResource, is_black: bool) -> void:
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func _on_insect_selected(button: InsectButton, is_black: bool) -> void:
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build_in_progress = true
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func _on_insect_tile_selection_request_sucessful(tile: InsectTile) -> void:
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if tile != self:
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return
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GameEvents.insect_tile_selected.emit(self)
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func _tween_shader(value: Color) -> void:
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var shader: ShaderMaterial = mat.next_pass
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shader.set_shader_parameter("albedo", value)
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pass
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func _shader_done() -> void:
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tweening = false
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if hovered:
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mat.next_pass = hover_shader
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else:
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mat.next_pass = null
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func _process(delta):
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if Input.is_action_just_pressed("place_tile"):
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if hovered and not (build_in_progress or move_in_progress):
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# check if is movable, either with direct reference to the map, or by ping-ponging a signal
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# request_selection
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# selection_reguest_successfull
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# selection_request_failed
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GameEvents.insect_tile_request_selection.emit(self)
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func _on_insect_tile_request_failed(tile) -> void:
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move_in_progress = false
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selected = false
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if tile != self:
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return
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if deactivated:
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return
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hovered = false
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if not hovered:
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return
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## Check with map if we can be placed
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#if not map_reference.can_move(self):
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#return
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#
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#
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#if resource.movement_behaviour == null:
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## TODO: Play fail animation/tween
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#return
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#
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#var spaces = resource.movement_behaviour.get_available_spaces(coordinates, map_reference)
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#
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#if spaces.is_empty():
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##GameEvents.insect_tile_selection_request_failed.emit(tile)
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#return
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GameEvents.insect_tile_selected.emit(self)
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func hover() -> void:
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#if GameData.is_player_black != is_black:
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#return
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# siomulate a failed selection request
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mat.next_pass = SELECTION_FAILED_MAT
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tweening = true
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if tween != null:
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tween.kill()
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tween = get_tree().create_tween()
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tween.tween_method(_tween_shader, Color.BLACK, Color.DARK_RED, 0.1).set_ease(Tween.EASE_IN_OUT).set_trans(Tween.TRANS_EXPO)
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tween.tween_method(_tween_shader, Color.DARK_RED, Color.BLACK, 0.35).set_ease(Tween.EASE_IN_OUT).set_trans(Tween.TRANS_EXPO)
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tween.tween_callback(_shader_done)
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#tween.tween_property(self, "position", Vector3(0, 0, 5), 0.5).set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_SPRING)
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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)
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func tween_hover_shader(color: Color) -> void:
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if mat.next_pass != null:
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mat.next_pass.set_shader_parameter("albedo", color)
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mat.next_pass.set_shader_parameter("emission_color", color)
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GameEvents.insect_tile_deselected.emit(self)
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func unhover() -> void:
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#if GameData.is_player_black != is_black:
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#return
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if tween != null:
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tween.kill()
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tween = get_tree().create_tween()
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#tween.tween_property(hex, "position", Vector2(0, -16), 0.1).set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_SPRING)
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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)
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func _on_mouse_entered():
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if build_in_progress or move_in_progress:
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return
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hovered = true
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if not deactivated:
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hover()
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if GameData.is_player_black == is_black:
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if tween == null:
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mat.next_pass = hover_shader
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hovered = true
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func _on_mouse_exited():
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if selected:
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return
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hovered = false
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if tween == null:
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mat.next_pass = null
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if not selected:
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unhover()
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