Refactored to use Vector4i. Added Spider/Grasshopper. TODO: Ant

This commit is contained in:
Sch1nken 2024-03-14 19:30:18 +01:00
parent ff4aa93845
commit 11f8a71f52
19 changed files with 482 additions and 326 deletions

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@ -1,3 +1,4 @@
extends Node extends Node
var is_player_black: bool = false var is_player_black: bool = false
var debug: bool = true

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@ -1,13 +1,10 @@
extends Node extends Node
signal insect_selected(insect_resource, is_black) signal insect_selected(button, is_black)
signal insect_placed(insect_resource, is_black, position) signal insect_placed(insect_resource, is_black, position)
signal insect_placement_cancelled signal insect_placement_cancelled
signal insect_tile_selected(tile) signal insect_tile_selected(tile)
signal insect_tile_request_selection(tile)
signal insect_tile_selection_request_successful(tile)
signal insect_tile_selection_request_failed(tile)
signal insect_tile_deselected(tile) signal insect_tile_deselected(tile)
signal insect_tile_moved(tile, to) signal insect_tile_moved(tile, to)

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@ -13,6 +13,13 @@ const DIR_ALL: Array[Vector3] = [DIR_N, DIR_NE, DIR_SE, DIR_S, DIR_SW, DIR_NW]
#const size = Vector2(1, sqrt(3.0)/2.0) #const size = Vector2(1, sqrt(3.0)/2.0)
# We can hover all of our tiles (will show on-hover shader)
# If we click on a placed tile, we do the following
# Check if we would split the hive -> deny selection
# Get possible movement tiles (via MovementBehaviour)
# If 0 -> Deny
# Filter remaining movement spots to not include hive-splitting moves(?)
const size: float = 0.5 const size: float = 0.5
var used_cells: Dictionary = {} var used_cells: Dictionary = {}
@ -26,30 +33,20 @@ class TileStorage:
# we use a vector4i for coordinates # we use a vector4i for coordinates
# q r s y (layer) # q r s y (layer)
func add_tile(tile: InsectTile, coords: CubeCoordinates, layer: int = 0) -> void: func add_tile(tile: InsectTile, coords: Vector4i) -> void:
tiles[Vector4i(coords.q, coords.r, coords.s, layer)] = tile tiles[coords] = tile
pass pass
func remove_tile(coords: CubeCoordinates, layer: int = 0) -> void: func remove_tile(coords: Vector4i) -> void:
pass pass
func has_tile(coords: CubeCoordinates, layer: int = 0) -> bool: func has_tile(coords: Vector4i) -> bool:
return tiles.has(Vector4i(coords.q, coords.r, coords.s, layer)) return tiles.has(coords)
func get_tile(coords: CubeCoordinates, layer: int = 0) -> InsectTile: func get_tile(coords: Vector4i) -> InsectTile:
return tiles[Vector4i(coords.q, coords.r, coords.s, layer)] return tiles[coords]
class CubeCoordinates:
var q: float
var r: float
var s: float
func _init(_q: float, _r: float, _s: float):
q = _q
r = _r
s = _s
class AxialCoordinates: class AxialCoordinates:
var q: float var q: float
var r: float var r: float
@ -68,7 +65,7 @@ func flat_hex_to_world_position(coords: AxialCoordinates) -> Vector2:
var y = size * (sqrt(3.0)/2.0 * coords.q + sqrt(3.0) * coords.r) var y = size * (sqrt(3.0)/2.0 * coords.q + sqrt(3.0) * coords.r)
return Vector2(x, y) return Vector2(x, y)
func cube_to_world_pos(coords: CubeCoordinates) -> Vector2: func cube_to_world_pos(coords: Vector4i) -> Vector2:
return flat_hex_to_world_position(cube_to_axial(coords)) return flat_hex_to_world_position(cube_to_axial(coords))
#func world_to_hex_tile(world_pos: Vector3) -> Vector2: #func world_to_hex_tile(world_pos: Vector3) -> Vector2:
@ -86,28 +83,28 @@ func world_to_hex_tile(coords: Vector2) -> AxialCoordinates:
var r = (-1.0/3.0 * coords.x + sqrt(3.0)/3.0 * coords.y) / size var r = (-1.0/3.0 * coords.x + sqrt(3.0)/3.0 * coords.y) / size
return axial_round(AxialCoordinates.new(q, r)) return axial_round(AxialCoordinates.new(q, r))
func axial_to_cube(coords: AxialCoordinates) -> CubeCoordinates: func cube_to_axial(coords: Vector4i) -> AxialCoordinates:
var q = coords.q var q = coords.x
var r = coords.r var r = coords.y
var s = -q-r
return CubeCoordinates.new(q, r, s)
func cube_to_axial(coords: CubeCoordinates) -> AxialCoordinates:
var q = coords.q
var r = coords.r
return AxialCoordinates.new(q, r) return AxialCoordinates.new(q, r)
func axial_round(coords: AxialCoordinates) -> AxialCoordinates: func axial_round(coords: AxialCoordinates) -> AxialCoordinates:
return cube_to_axial(cube_round(axial_to_cube(coords))) return cube_to_axial(cube_round(axial_to_cube(coords)))
func cube_round(coords: CubeCoordinates) -> CubeCoordinates: func axial_to_cube(coords: AxialCoordinates) -> Vector4i:
var q: float = round(coords.q) var q = coords.q
var r: float = round(coords.r) var r = coords.r
var s: float = round(coords.s) var s = -q-r
return Vector4i(q, r, s, 0)
func cube_round(coords: Vector4i) -> Vector4i:
var q: float = round(coords.x)
var r: float = round(coords.y)
var s: float = round(coords.z)
var q_diff: float = abs(q - coords.q) var q_diff: float = abs(q - coords.x)
var r_diff: float = abs(r - coords.r) var r_diff: float = abs(r - coords.y)
var s_diff: float = abs(s - coords.s) var s_diff: float = abs(s - coords.z)
if q_diff > r_diff and q_diff > s_diff: if q_diff > r_diff and q_diff > s_diff:
q = -r-s q = -r-s
@ -116,7 +113,7 @@ func cube_round(coords: CubeCoordinates) -> CubeCoordinates:
else: else:
s = -q-r s = -q-r
return CubeCoordinates.new(q, r, s) return Vector4i(q, r, s, 0)
@export var dragging_intersect_plane_normal: Vector3 = Vector3.UP @export var dragging_intersect_plane_normal: Vector3 = Vector3.UP
@export var dragging_intersect_plane_distance: float = 0.0 @export var dragging_intersect_plane_distance: float = 0.0
@ -126,105 +123,173 @@ func get_3d_pos(position2D: Vector2):
var placements: Dictionary = {} var placements: Dictionary = {}
func is_cell_empty(coords: CubeCoordinates) -> bool: func is_cell_empty(coords: Vector4i) -> bool:
return !used_cells.has(Vector4i(coords.q, coords.r, coords.s, 0)) return !used_cells.has(coords)
func is_cell_not_empty(coords: CubeCoordinates) -> bool: func is_cell_not_empty(coords: Vector4i) -> bool:
return !is_cell_empty(coords) return !is_cell_empty(coords)
func get_empty_neighbours(coords: CubeCoordinates) -> Array[CubeCoordinates]: func get_empty_neighbours(coords: Vector4i) -> Array[Vector4i]:
return get_neighbours(coords).filter(is_cell_empty) return get_neighbours(coords).filter(is_cell_empty)
func get_neighbours(coords: CubeCoordinates) -> Array[CubeCoordinates]: func get_neighbours(coords: Vector4i) -> Array[Vector4i]:
return [ return [
CubeCoordinates.new(coords.q + 1, coords.r, coords.s - 1), Vector4i(coords.x + 1, coords.y, coords.z - 1, coords.w),
CubeCoordinates.new(coords.q + 1, coords.r - 1, coords.s), Vector4i(coords.x + 1, coords.y - 1, coords.z, coords.w),
CubeCoordinates.new(coords.q, coords.r - 1, coords.s + 1), Vector4i(coords.x, coords.y - 1, coords.z + 1, coords.w),
CubeCoordinates.new(coords.q - 1, coords.r, coords.s + 1), Vector4i(coords.x - 1, coords.y, coords.z + 1, coords.w),
CubeCoordinates.new(coords.q - 1, coords.r + 1, coords.s), Vector4i(coords.x - 1, coords.y + 1, coords.z, coords.w),
CubeCoordinates.new(coords.q, coords.r + 1, coords.s - 1) Vector4i(coords.x, coords.y + 1, coords.z - 1, coords.w)
] ]
var current_tile: Node3D var current_tile: Node3D
const HEX_OUTLINE = preload("res://hex_outline.tscn") const HEX_OUTLINE = preload("res://hex_outline.tscn")
func _on_insect_selected(insect_resource: TileResource, is_black: bool) -> void: func get_placeable_positions(button: InsectButton) -> Array:
if used_cells.size() == 0:
return [Vector4i.ZERO]
elif used_cells.size() == 1:
var single_cell = used_cells.keys().front()
var neighbours = get_neighbours(single_cell)
var positions = []
for neighbour in neighbours:
#var hex_pos = cube_to_world_pos(neighbour)
positions.push_back(neighbour)
return positions
var possible_placements: Dictionary = {}
var positions = []
for hex in used_cells.keys():
for neighbour in get_empty_neighbours(hex):
if not used_cells.has(neighbour):
possible_placements[neighbour] = true
for p in possible_placements:
var eligible: bool = true
for neighbour in get_neighbours(p):
if not used_cells.has(neighbour):
continue
if used_cells[neighbour].is_black != button.is_black:
eligible = false
break
if eligible:
positions.push_back(p)
return positions
func get_left_neighbour(pos: Vector4i) -> Vector4i:
return Vector4i(-pos.z, -pos.x, -pos.y, 0)
func get_right_neighbour(pos: Vector4i) -> Vector4i:
return Vector4i(-pos.y, -pos.z, -pos.x, 0)
func can_reach(start: Vector4i, target: Vector4i) -> bool:
# if we have 5 potential spaces it can never be blocked
var offset: Vector4i = Vector4i.ZERO
offset.x = target.x - start.x
offset.y = target.y - start.y
offset.z = target.z - start.z
var left = get_left_neighbour(offset)
var right = get_right_neighbour(offset)
var left_coord = Vector4i(left.x + start.x, left.y + start.y, left.z + start.z, 0)
var right_coord = Vector4i(right.x + start.x, right.y + start.y, right.z + start.z, 0)
return is_cell_empty(left_coord) or is_cell_empty(right_coord)
func _on_insect_selected(button: InsectButton, is_black: bool) -> void:
var positions = get_placeable_positions(button)
for p in positions:
var outline = HEX_OUTLINE.instantiate()
var hex_pos = cube_to_world_pos(p)
outline.position = Vector3(hex_pos.x, 0.0, hex_pos.y)
outline.visible = true
outline.insect_resource = button.insect_resource
outline.is_black = is_black
outline.coordinates = p
outline.map_reference = self
placement_visualizer.add_child(outline)
#placements[p] = outline
# create a hexagon with insect resource data # create a hexagon with insect resource data
#var tile = INSECT_TILE.instantiate() #var tile = INSECT_TILE.instantiate()
#tile.resource = insect_resource #tile.resource = insect_resource
#tile.is_black = is_black #tile.is_black = is_black
#current_tile = tile #current_tile = tile
#add_child(tile) #add_child(tile)
#var insect_resource: TileResource = button.insect_resource
# spawn possible placement locations :) #
if used_cells.size() == 0: # we have no cells placed, display a placement outline at 0, 0 ## spawn possible placement locations :)
var outline = HEX_OUTLINE.instantiate() #if used_cells.size() == 0: # we have no cells placed, display a placement outline at 0, 0
var cubepos = CubeCoordinates.new(0, 0, 0) #var outline = HEX_OUTLINE.instantiate()
var hex_pos = cube_to_world_pos(cubepos) #var cubepos = Vector4i.new(0, 0, 0)
outline.position = Vector3(hex_pos.x, 0.0, hex_pos.y) #var hex_pos = cube_to_world_pos(cubepos)
outline.visible = true #outline.position = Vector3(hex_pos.x, 0.0, hex_pos.y)
outline.insect_resource = insect_resource #outline.visible = true
outline.is_black = is_black #outline.insect_resource = insect_resource
outline.coordinates = cubepos #outline.is_black = is_black
placement_visualizer.add_child(outline) #outline.coordinates = cubepos
placements[hex_pos] = outline #outline.map_reference = self
elif used_cells.size() == 1: # we have ONE cell placed, this is a special case in which #placement_visualizer.add_child(outline)
# the opposing player is allowed to place a tile that touches the enemy color #placements[hex_pos] = outline
# We display outline placement around all spaces of this single cell #elif used_cells.size() == 1: # we have ONE cell placed, this is a special case in which
var single_cell = used_cells.keys().front() ## the opposing player is allowed to place a tile that touches the enemy color
var neighbours = get_neighbours(CubeCoordinates.new(single_cell.x, single_cell.y, single_cell.z)) ## We display outline placement around all spaces of this single cell
for neighbour in neighbours: #var single_cell = used_cells.keys().front()
var outline = HEX_OUTLINE.instantiate() #var neighbours = get_neighbours(Vector4i.new(single_cell.x, single_cell.y, single_cell.z))
var hex_pos = cube_to_world_pos(neighbour) #for neighbour in neighbours:
outline.position = Vector3(hex_pos.x, 0.0, hex_pos.y) #var outline = HEX_OUTLINE.instantiate()
outline.visible = true #var hex_pos = cube_to_world_pos(neighbour)
outline.insect_resource = insect_resource #outline.position = Vector3(hex_pos.x, 0.0, hex_pos.y)
outline.is_black = is_black #outline.visible = true
outline.coordinates = neighbour #outline.insect_resource = insect_resource
placement_visualizer.add_child(outline) #outline.is_black = is_black
placements[hex_pos] = outline #outline.coordinates = neighbour
else: #outline.map_reference = self
# iterate over all used_cells, get all empty cells surrounding those cells #placement_visualizer.add_child(outline)
# iterate over all those empty cells, check if they only neighbour the same color #placements[hex_pos] = outline
var possible_placements: Dictionary = {} #else:
## iterate over all used_cells, get all empty cells surrounding those cells
for hex in used_cells.keys(): ## iterate over all those empty cells, check if they only neighbour the same color
#var possible_placements: Dictionary = {}
#
#for hex in used_cells.keys():
##var eligible: bool = true
#for neighbour in get_empty_neighbours(Vector4i.new(hex.x, hex.y, hex.z)):
#if not used_cells.has(Vector4(neighbour.q, neighbour.r, neighbour.s, 0)):
#possible_placements[Vector4i(neighbour.q, neighbour.r, neighbour.s, 0)] = true
#
#for p in possible_placements:
#var eligible: bool = true #var eligible: bool = true
for neighbour in get_empty_neighbours(CubeCoordinates.new(hex.x, hex.y, hex.z)): #
if not used_cells.has(Vector4(neighbour.q, neighbour.r, neighbour.s, 0)): #for neighbour in get_neighbours(Vector4i.new(p.x, p.y, p.z)):
possible_placements[Vector4i(neighbour.q, neighbour.r, neighbour.s, 0)] = true #if not used_cells.has(Vector4i(neighbour.q, neighbour.r, neighbour.s, 0)):
#continue
for p in possible_placements: #
#var neighbours = [ #if used_cells[Vector4i(neighbour.q, neighbour.r, neighbour.s, 0)].is_black != is_black:
# Vector2i(p.x + 1, p.y), Vector2i(p.x + 1, p.y - 1), Vector2i(p.x, p.y - 1), #eligible = false
# Vector2i(p.x - 1, p.y), Vector2i(p.x - 1, p.y + 1), Vector2i(p.x, p.y + 1) #break
#] #
#if eligible:
var eligible: bool = true #var outline = HEX_OUTLINE.instantiate()
#var hex_pos = cube_to_world_pos(Vector4i.new(p.x, p.y, p.z))
for neighbour in get_neighbours(CubeCoordinates.new(p.x, p.y, p.z)): #outline.position = Vector3(hex_pos.x, 0.0, hex_pos.y)
if not used_cells.has(Vector4i(neighbour.q, neighbour.r, neighbour.s, 0)): #outline.visible = true
continue #outline.insect_resource = insect_resource
#outline.is_black = is_black
if used_cells[Vector4i(neighbour.q, neighbour.r, neighbour.s, 0)].is_black != is_black: #outline.coordinates = Vector4i.new(p.x, p.y, p.z)
eligible = false #outline.map_reference = self
break #placement_visualizer.add_child(outline)
#placements[p] = outline
if eligible:
var outline = HEX_OUTLINE.instantiate()
var hex_pos = cube_to_world_pos(CubeCoordinates.new(p.x, p.y, p.z))
outline.position = Vector3(hex_pos.x, 0.0, hex_pos.y)
outline.visible = true
outline.insect_resource = insect_resource
outline.is_black = is_black
outline.coordinates = CubeCoordinates.new(p.x, p.y, p.z)
placement_visualizer.add_child(outline)
placements[p] = outline
pass
pass
func _on_insect_placement_cancelled() -> void: func _on_insect_placement_cancelled() -> void:
if current_tile: if current_tile:
@ -234,7 +299,7 @@ func _on_insect_placement_cancelled() -> void:
for child in placement_visualizer.get_children(): for child in placement_visualizer.get_children():
child.queue_free() child.queue_free()
func _on_insect_placed(resource: TileResource, is_black: bool, pos: CubeCoordinates) -> void: func _on_insect_placed(resource: TileResource, is_black: bool, pos: Vector4i) -> void:
var tile_copy = INSECT_TILE.instantiate() var tile_copy = INSECT_TILE.instantiate()
var hex_pos = cube_to_world_pos(pos) var hex_pos = cube_to_world_pos(pos)
@ -242,41 +307,42 @@ func _on_insect_placed(resource: TileResource, is_black: bool, pos: CubeCoordina
tile_copy.resource = resource tile_copy.resource = resource
tile_copy.is_black = is_black tile_copy.is_black = is_black
tile_copy.coordinates = pos tile_copy.coordinates = pos
tile_copy.map_reference = self
var target_pos = Vector3(hex_pos.x, 0.0, hex_pos.y) var target_pos = Vector3(hex_pos.x, 0.0, hex_pos.y)
used_cells[Vector4i(pos.q, pos.r, pos.s, 0)] = tile_copy used_cells[pos] = tile_copy
add_child(tile_copy) add_child(tile_copy)
var tween = get_tree().create_tween() var tween = get_tree().create_tween()
tween.tween_property(tile_copy, "position", target_pos, 1.0).set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_EXPO) tween.tween_property(tile_copy, "position", target_pos, 1.0).set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_EXPO)
func can_move(tile: InsectTile) -> bool:
return can_hive_exist_without_tile(tile)
func create_move_positions() -> void:
pass
func _on_insect_tile_selected(tile: InsectTile) -> void: func _on_insect_tile_selected(tile: InsectTile) -> void:
if not can_hive_exist_without_tile(tile):
return
if tile.resource.movement_behaviour == null: if tile.resource.movement_behaviour == null:
return return
var spaces = tile.resource.movement_behaviour.get_available_spaces(tile.coordinates, self) var spaces = tile.resource.movement_behaviour.get_available_spaces(tile.coordinates, self)
print(spaces.size())
if spaces.is_empty(): if spaces.is_empty():
GameEvents.insect_tile_selection_request_failed.emit(tile) #GameEvents.insect_tile_selection_request_failed.emit(tile)
return return
for space in spaces: for space in spaces:
var neighbours = get_neighbours(space) var neighbours = get_neighbours(space)
# if all neighbours are empty, move would disconnect us from the hive
# so we discard it
# also: if there are 5 empty space and the only remaining one is our current tile...
# we would also be disconnected after the move
# maybe the 6 check is not needed
var non_empty_neighbours = neighbours.filter(is_cell_not_empty) var non_empty_neighbours = neighbours.filter(is_cell_not_empty)
var coords_vec4: Vector4i = Vector4i(tile.coordinates.q, tile.coordinates.r, tile.coordinates.s, 0)
if non_empty_neighbours.size() == 1: if non_empty_neighbours.size() == 1:
var occupied_neighbour = non_empty_neighbours.front() var occupied_neighbour = non_empty_neighbours.front()
var neighbour_vec4: Vector4i = Vector4i(occupied_neighbour.q, occupied_neighbour.r, occupied_neighbour.s, 0) if occupied_neighbour == tile.coordinates:
if neighbour_vec4 == coords_vec4:
continue continue
var outline = HEX_OUTLINE.instantiate() var outline = HEX_OUTLINE.instantiate()
@ -292,8 +358,8 @@ func _on_insect_tile_selected(tile: InsectTile) -> void:
placements[space] = outline placements[space] = outline
func _on_insect_tile_moved(tile: InsectTile, target: CubeCoordinates) -> void: func _on_insect_tile_moved(tile: InsectTile, target: Vector4i) -> void:
used_cells.erase(Vector4i(tile.coordinates.q, tile.coordinates.r, tile.coordinates.s, 0)) used_cells.erase(tile.coordinates)
var new_hex_pos = cube_to_world_pos(target) var new_hex_pos = cube_to_world_pos(target)
var sky_new_hex_pos = Vector3(new_hex_pos.x, 20.0, new_hex_pos.y) var sky_new_hex_pos = Vector3(new_hex_pos.x, 20.0, new_hex_pos.y)
@ -309,19 +375,34 @@ func _on_insect_tile_moved(tile: InsectTile, target: CubeCoordinates) -> void:
tile.coordinates = target tile.coordinates = target
used_cells[Vector4i(target.q, target.r, target.s, 0)] = tile used_cells[tile.coordinates] = tile
func get_same_neighbours(cell1: Vector4i, cell2: Vector4i) -> Array[Vector4i]:
var neighbours1 = get_neighbours(cell1).filter(is_cell_not_empty)
var neighbours2 = get_neighbours(cell2).filter(is_cell_not_empty)
var shared_neighbours: Array[Vector4i] = []
for n1 in neighbours1:
for n2 in neighbours2:
if n1 == n2:
if n1 not in shared_neighbours:
shared_neighbours.push_back(n1)
return shared_neighbours
func is_position_on_hive(pos: Vector4i) -> bool:
return get_empty_neighbours(pos).size() > 0
func can_hive_exist_without_tile(tile: InsectTile) -> bool: func can_hive_exist_without_tile(tile: InsectTile) -> bool:
# TODO: BFS-Search from random cell to see if all other cells could still be reached when this # TODO: BFS-Search from random cell to see if all other cells could still be reached when this
# tile would be empty space # tile would be empty space
if get_empty_neighbours(tile.coordinates).size() == 5: # we only have one real neighbour, so can't break anything if get_empty_neighbours(tile.coordinates).size() == 5: # we only have one real neighbour, so can't break anything
return true return true
var vector_coords: Vector4i = Vector4i(tile.coordinates.q, tile.coordinates.r, tile.coordinates.s, 0)
# DO BFS # DO BFS
var tiles_reached: Array = [] var tiles_reached: Array = []
var tiles_available: Array = used_cells.keys().filter(func(coords): return coords != vector_coords) var tiles_available: Array = used_cells.keys().filter(func(coords): return coords != tile.coordinates)
if tiles_available.size() <= 1: if tiles_available.size() <= 1:
# If we only have 1 or 2 total tiles, we can always move # If we only have 1 or 2 total tiles, we can always move
@ -338,65 +419,17 @@ func can_hive_exist_without_tile(tile: InsectTile) -> bool:
while queue.size() > 0: while queue.size() > 0:
var m = queue.pop_front() var m = queue.pop_front()
for neighbour in get_neighbours(CubeCoordinates.new(m.x, m.y, m.z)): for neighbour in get_neighbours(m):
var neighbour_vec4: Vector4i = Vector4i(neighbour.q, neighbour.r, neighbour.s, 0) if neighbour not in tiles_reached and neighbour != tile.coordinates:
if neighbour_vec4 not in tiles_reached and neighbour_vec4 != vector_coords: if used_cells.has(neighbour):
if used_cells.has(neighbour_vec4): tiles_reached.push_back(neighbour)
tiles_reached.push_back(neighbour_vec4) queue.push_back(neighbour)
queue.push_back(neighbour_vec4)
return tiles_reached.size() == used_cells.size() - 1 return tiles_reached.size() == used_cells.size() - 1
func _on_insect_tile_request_selection(tile: InsectTile) -> void:
if can_hive_exist_without_tile(tile):
GameEvents.insect_tile_selection_request_successful.emit(tile)
else:
GameEvents.insect_tile_selection_request_failed.emit(tile)
func _ready() -> void: func _ready() -> void:
GameEvents.insect_selected.connect(_on_insect_selected) GameEvents.insect_selected.connect(_on_insect_selected)
GameEvents.insect_placement_cancelled.connect(_on_insect_placement_cancelled) GameEvents.insect_placement_cancelled.connect(_on_insect_placement_cancelled)
GameEvents.insect_placed.connect(_on_insect_placed) GameEvents.insect_placed.connect(_on_insect_placed)
GameEvents.insect_tile_selected.connect(_on_insect_tile_selected) GameEvents.insect_tile_selected.connect(_on_insect_tile_selected)
GameEvents.insect_tile_moved.connect(_on_insect_tile_moved) GameEvents.insect_tile_moved.connect(_on_insect_tile_moved)
GameEvents.insect_tile_request_selection.connect(_on_insect_tile_request_selection)
#func spawn_random_tile() -> void:
#var tile_copy = hex.duplicate()
#var hex_pos = flat_hex_to_world_position(AxialCoordinates.new(randi_range(-20, 20), randi_range(-20, 20)))
#
#tile_copy.position = Vector3(hex_pos.x, 20.0, hex_pos.y)
#var target_pos = Vector3(hex_pos.x, 0.0, hex_pos.y)
#
#add_child(tile_copy)
#
#var tween = get_tree().create_tween()
#tween.tween_property(tile_copy, "position", target_pos, 1.0).set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_EXPO)
#
#func move_tile_to_random_position() -> void:
#var new_hex_pos = flat_hex_to_world_position(AxialCoordinates.new(randi_range(-20, 20), randi_range(-20, 20)))
#var sky_new_hex_pos = Vector3(new_hex_pos.x, 20.0, new_hex_pos.y)
#var ground_new_hex_pos = Vector3(new_hex_pos.x, 0.0, new_hex_pos.y)
#
#var current_hex_pos = hex.position
#var sky_current_hex_pos = hex.position + Vector3(0.0, 20.0, 0.0)
#
#var tween = get_tree().create_tween()
#tween.tween_property(hex, "position", sky_current_hex_pos, 0.5).set_ease(Tween.EASE_IN).set_trans(Tween.TRANS_EXPO)
#tween.tween_property(hex, "position", sky_new_hex_pos, 0.0)
#tween.tween_property(hex, "position", ground_new_hex_pos, 1.0).set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_EXPO)
func _process(delta) -> void:
#if Input.is_action_just_pressed("ui_accept"):
# print("yay")
# spawn_random_tile()
return
if current_tile == null:
return
#var pos3d = get_3d_pos(get_viewport().get_mouse_position())
#if pos3d:
#var hex_pos = flat_hex_to_world_position(world_to_hex_tile(Vector2(pos3d.x, pos3d.z)))
#current_tile.position = Vector3(hex_pos.x, 0.0, hex_pos.y)
#coord_label.text = "%d, %d" % [hex_pos.x, hex_pos.y]

View file

@ -2,7 +2,7 @@ extends Area3D
var hovered: bool = false var hovered: bool = false
var coordinates: HexGrid.CubeCoordinates var coordinates: Vector4i
var insect_resource: TileResource var insect_resource: TileResource
var is_black: bool = false var is_black: bool = false
@ -13,6 +13,8 @@ var tile: Node3D
var is_moving: bool = false var is_moving: bool = false
var map_reference: HexGrid
const BUILD_GHOST = preload("res://InsectTiles/BuildGhost.tscn") const BUILD_GHOST = preload("res://InsectTiles/BuildGhost.tscn")
# Called when the node enters the scene tree for the first time. # Called when the node enters the scene tree for the first time.
func _ready(): func _ready():
@ -25,10 +27,10 @@ func _ready():
else: else:
GameEvents.insect_placed.connect(_on_insect_placed) GameEvents.insect_placed.connect(_on_insect_placed)
func _on_insect_tile_moved(tile: InsectTile, to: HexGrid.CubeCoordinates) -> void: func _on_insect_tile_moved(tile: InsectTile, to: Vector4i) -> void:
queue_free() queue_free()
func _on_insect_placed(resource: TileResource, is_black: bool, pos: HexGrid.CubeCoordinates) -> void: func _on_insect_placed(resource: TileResource, is_black: bool, pos: Vector4i) -> void:
queue_free() queue_free()
# Called every frame. 'delta' is the elapsed time since the previous frame. # Called every frame. 'delta' is the elapsed time since the previous frame.
@ -46,6 +48,7 @@ func _on_mouse_entered():
tile = BUILD_GHOST.instantiate() tile = BUILD_GHOST.instantiate()
tile.resource = insect_resource tile.resource = insect_resource
tile.is_black = is_black tile.is_black = is_black
tile.map_reference = map_reference
add_child(tile) add_child(tile)

View file

@ -1,4 +1,5 @@
extends TextureButton extends TextureButton
class_name InsectButton
@onready var hex = $Hex @onready var hex = $Hex
@onready var tile_count_label = $Hex/TileCountLabel @onready var tile_count_label = $Hex/TileCountLabel
@ -45,30 +46,24 @@ func enable() -> void:
func _on_placement_cancelled() -> void: func _on_placement_cancelled() -> void:
selected = false refresh_state()
func _on_insect_placed(resource: TileResource, _is_black: bool, pos: Vector4i) -> void:
refresh_state()
if not is_empty(): if insect_resource == resource and _is_black == is_black:
enable() decrement_tile_count()
if hovered and not is_empty(): func refresh_state() -> void:
hover()
else:
unhover()
func _on_insect_placed(resource: TileResource, is_black: bool, pos: HexGrid.CubeCoordinates) -> void:
selected = false selected = false
if not is_empty(): if not is_empty():
enable() enable()
if hovered and not is_empty(): if hovered and not is_empty():
hover() hover()
else: else:
unhover() unhover()
if insect_resource == resource:
decrement_tile_count()
# Called when the node enters the scene tree for the first time. # Called when the node enters the scene tree for the first time.
func _ready() -> void: func _ready() -> void:
@ -78,33 +73,40 @@ func _ready() -> void:
update_tile_count_display() update_tile_count_display()
insect_icon.texture = insect_resource.ui_texture insect_icon.texture = insect_resource.ui_texture
if is_black != GameData.is_player_black: if is_black != GameData.is_player_black and not GameData.debug:
#disabled = true disabled = true
#return return
pass
GameEvents.insect_selected.connect(_on_insect_selected) GameEvents.insect_selected.connect(_on_insect_selected)
GameEvents.insect_placement_cancelled.connect(_on_placement_cancelled) GameEvents.insect_placement_cancelled.connect(_on_placement_cancelled)
GameEvents.insect_placed.connect(_on_insect_placed) GameEvents.insect_placed.connect(_on_insect_placed)
GameEvents.insect_tile_selected.connect(_on_insect_tile_selected)
GameEvents.insect_tile_moved.connect(_on_insect_tile_moved)
GameEvents.insect_tile_deselected.connect(_on_insect_tile_deselected)
func _on_insect_tile_deselected(tile: InsectTile) -> void:
refresh_state()
func _on_insect_selected(_resource: TileResource, _is_black: bool) -> void: func _on_insect_tile_selected(tile: InsectTile) -> void:
if _resource != insect_resource: disable()
func _on_insect_tile_moved(tile: InsectTile, to: Vector4i) -> void:
refresh_state()
func _on_insect_selected(button: InsectButton, _is_black: bool) -> void:
if button != self:
disable() disable()
pass
func hover() -> void: func hover() -> void:
if GameData.is_player_black != is_black: if GameData.is_player_black != is_black and not GameData.debug:
pass return
#return
var tween = get_tree().create_tween() var 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_property(hex, "position", Vector2(0, -16), 0.1).set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_SPRING)
func unhover() -> void: func unhover() -> void:
if GameData.is_player_black != is_black: if GameData.is_player_black != is_black and not GameData.debug:
pass return
#return
var tween = get_tree().create_tween() var tween = get_tree().create_tween()
tween.tween_property(hex, "position", Vector2(0, 0), 0.25).set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_SPRING) tween.tween_property(hex, "position", Vector2(0, 0), 0.25).set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_SPRING)
@ -127,7 +129,7 @@ func _on_pressed():
selected = true selected = true
GameEvents.insect_selected.emit(insect_resource, is_black) GameEvents.insect_selected.emit(self, is_black)
release_focus() release_focus()

View file

@ -4,6 +4,8 @@ extends Area3D
@export var is_black: bool = false @export var is_black: bool = false
@export var resource: TileResource @export var resource: TileResource
var map_reference: HexGrid
@onready var hexagon_small = $HexagonSmall @onready var hexagon_small = $HexagonSmall
func _ready() -> void: func _ready() -> void:

View file

@ -6,6 +6,6 @@
render_priority = 0 render_priority = 0
shader = ExtResource("1_pk3ok") shader = ExtResource("1_pk3ok")
shader_parameter/albedo = Color(0, 0, 0, 1) shader_parameter/albedo = Color(0, 0, 0, 1)
shader_parameter/emission_color = Color(0, 0, 0, 1) shader_parameter/emission_color = Color(0, 0, 0, 0)
shader_parameter/emission_amount = 5.0 shader_parameter/emission_amount = 5.0
shader_parameter/rim_steepness = 0.214 shader_parameter/rim_steepness = 0.214

View file

@ -5,7 +5,7 @@
[resource] [resource]
render_priority = 0 render_priority = 0
shader = ExtResource("1_8diwm") shader = ExtResource("1_8diwm")
shader_parameter/albedo = Color(0, 0, 0, 1) shader_parameter/albedo = Color(0, 0, 0, 0)
shader_parameter/emission_color = Color(0, 0, 0, 1) shader_parameter/emission_color = Color(0, 0, 0, 0)
shader_parameter/emission_amount = 5.0 shader_parameter/emission_amount = 5.0
shader_parameter/rim_steepness = 0.214 shader_parameter/rim_steepness = 0.214

View file

@ -1,5 +1,5 @@
extends Resource extends Resource
class_name MovementBehaviour class_name MovementBehaviour
func get_available_spaces(pos: HexGrid.CubeCoordinates, map: HexGrid) -> Array[HexGrid.CubeCoordinates]: func get_available_spaces(pos: Vector4i, map: HexGrid) -> Array[Vector4i]:
return [] return []

View file

@ -1,2 +1,38 @@
extends MovementBehaviour extends MovementBehaviour
class_name MovementBehaviourAnt class_name MovementBehaviourAnt
# Ant uses a modified BFS? It's basically a supercharged spider with limitlesss movement range
# Naive approach: BFS from all neighbours, don't go to already visited cells, check if can reach
# Maybe better: Get al "placecable tiles" from the map, go over those. Might be faster but more complicated
func simulate_move_recursive(start: Vector4i, exclude: Array[Vector4i], map: HexGrid, visited_cells: Array[Vector4i] = []) -> Array[Vector4i]:
var visited = visited_cells
var possible: Array[Vector4i] = []
#if max_num < 1:
# return [start]
for neighbour in map.get_empty_neighbours(start):
if neighbour in visited:
continue
if not map.can_reach(start, neighbour):
continue
var same_neighbours = map.get_same_neighbours(start, neighbour)
for e in exclude:
same_neighbours.erase(e)
if same_neighbours.size() > 0:
visited.append(neighbour)
print("yay?")
possible.append_array(simulate_move_recursive(neighbour, exclude, map, visited))
return possible
func get_available_spaces(pos: Vector4i, map: HexGrid) -> Array[Vector4i]:
var possible_places: Array[Vector4i] = []
possible_places = simulate_move_recursive(pos, [pos], map)
return possible_places

View file

@ -1,38 +1,13 @@
extends MovementBehaviour extends MovementBehaviour
class_name MovementBehaviourBee class_name MovementBehaviourBee
func can_reach(start: HexGrid.CubeCoordinates, target: HexGrid.CubeCoordinates, map: HexGrid) -> bool: func get_available_spaces(pos: Vector4i, map: HexGrid) -> Array[Vector4i]:
# if we have 5 potential spaces it can never be blocked
var cubepos: HexGrid.CubeCoordinates = start
var cubecoord: HexGrid.CubeCoordinates = target
var cubetest: HexGrid.CubeCoordinates = HexGrid.CubeCoordinates.new(0, 0, 0)
cubetest.q = cubecoord.q - cubepos.q
cubetest.r = cubecoord.r - cubepos.r
cubetest.s = cubecoord.s - cubepos.s
var left = get_left_neighbour(cubetest)
var right = get_right_neighbour(cubetest)
var left_coord = HexGrid.CubeCoordinates.new(left.q + cubepos.q, left.r + cubepos.r, left.s + cubepos.s)
var right_coord = HexGrid.CubeCoordinates.new(right.q + cubepos.q, right.r + cubepos.r, right.s + cubepos.s)
return map.is_cell_empty(left_coord) or map.is_cell_empty(right_coord)
func get_left_neighbour(pos: HexGrid.CubeCoordinates) -> HexGrid.CubeCoordinates:
return HexGrid.CubeCoordinates.new(-pos.s, -pos.q, -pos.r)
func get_right_neighbour(pos: HexGrid.CubeCoordinates) -> HexGrid.CubeCoordinates:
return HexGrid.CubeCoordinates.new(-pos.r, -pos.s, -pos.q)
func get_available_spaces(pos: HexGrid.CubeCoordinates, map: HexGrid) -> Array[HexGrid.CubeCoordinates]:
var potential_spaces = map.get_empty_neighbours(pos) var potential_spaces = map.get_empty_neighbours(pos)
var target_spaces: Array[HexGrid.CubeCoordinates] = [] var target_spaces: Array[Vector4i] = []
for neighbour in potential_spaces: for neighbour in potential_spaces:
if can_reach(pos, neighbour, map): if map.can_reach(pos, neighbour):
target_spaces.append(neighbour) target_spaces.append(neighbour)
return target_spaces return target_spaces

View file

@ -1,2 +1,38 @@
extends MovementBehaviour extends MovementBehaviour
class_name MovementBehaviourGrasshopper class_name MovementBehaviourGrasshopper
const DIRS = [
Vector4i(0, -1, +1, 0), #UP
Vector4i(-1, 0, +1, 0), #UP_LEFT
Vector4i(-1, +1, 0, 0), #DOWN_LEFT
Vector4i(0, +1, -1, 0), #DOWN
Vector4i(+1, 0, -1, 0), #DOWN_RIGHT
Vector4i(+1, -1, 0, 0), #UP_RIGHT
]
func simulate_move_dirs(start: Vector4i, map: HexGrid) -> Array[Vector4i]:
var possible: Array[Vector4i] = []
for dir in DIRS:
possible.push_back(simulate_move_recursive(start, dir, map))
return possible
func simulate_move_recursive(start: Vector4i, dir: Vector4i, map: HexGrid) -> Vector4i:
var possible: Array[Vector4i] = []
var target: Vector4i = start + dir
if map.is_cell_empty(target):
return target
return simulate_move_recursive(target, dir, map)
func get_available_spaces(pos: Vector4i, map: HexGrid) -> Array[Vector4i]:
var possible_places: Array[Vector4i] = []
possible_places = simulate_move_dirs(pos, map)
for neighbour in map.get_empty_neighbours(pos):
possible_places.erase(neighbour)
return possible_places

View file

@ -1,2 +1,38 @@
extends MovementBehaviour extends MovementBehaviour
class_name MovementBehaviourSpider class_name MovementBehaviourSpider
@export var max_movement_reach: int = 3
func simulate_move_recursive(start: Vector4i, max_num: int, exclude: Array[Vector4i], map: HexGrid, visited_cells: Array[Vector4i] = []) -> Array[Vector4i]:
var visited = visited_cells.duplicate()
var possible: Array[Vector4i] = []
visited.append(start)
if max_num < 1:
return [start]
for neighbour in map.get_empty_neighbours(start):
if neighbour in visited:
continue
if not map.can_reach(start, neighbour):
continue
var same_neighbours = map.get_same_neighbours(start, neighbour)
for e in exclude:
same_neighbours.erase(e)
if same_neighbours.size() > 0:
visited.append(neighbour)
print("yay?")
possible.append_array(simulate_move_recursive(neighbour, max_num - 1, exclude, map, visited))
return possible
func get_available_spaces(pos: Vector4i, map: HexGrid) -> Array[Vector4i]:
var possible_places: Array[Vector4i] = []
possible_places = simulate_move_recursive(pos, max_movement_reach, [pos], map)
return possible_places

15
PlayerInventory.gd Normal file
View file

@ -0,0 +1,15 @@
extends HBoxContainer
var available_insects: Array[TileResource] = []
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
# create all neccessary buttons for the inventory
# when an insect gets placed, we can check it here and
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass

View file

@ -1,13 +1,18 @@
[gd_resource type="Resource" script_class="TileResource" load_steps=5 format=3 uid="uid://chuci1mu106hs"] [gd_resource type="Resource" script_class="TileResource" load_steps=7 format=3 uid="uid://chuci1mu106hs"]
[ext_resource type="Material" uid="uid://tbfvmxogabnr" path="res://InsectTiles/Materials/Grasshopper_Black.tres" id="1_vut3o"] [ext_resource type="Material" uid="uid://tbfvmxogabnr" path="res://InsectTiles/Materials/Grasshopper_Black.tres" id="1_vut3o"]
[ext_resource type="Material" uid="uid://csuox1kvmm78p" path="res://InsectTiles/Materials/Grasshopper_White.tres" id="2_gc341"] [ext_resource type="Material" uid="uid://csuox1kvmm78p" path="res://InsectTiles/Materials/Grasshopper_White.tres" id="2_gc341"]
[ext_resource type="Script" path="res://Tile/TileResource.gd" id="3_t3kan"] [ext_resource type="Script" path="res://Tile/TileResource.gd" id="3_t3kan"]
[ext_resource type="Script" path="res://MovementBehaviour/Prefabs/MovementBehaviourGrasshopper.gd" id="3_tid3l"]
[ext_resource type="Texture2D" uid="uid://dhnrq0gxmv7cr" path="res://InsectTiles/Assets/UI/grasshopper.png" id="4_tpusd"] [ext_resource type="Texture2D" uid="uid://dhnrq0gxmv7cr" path="res://InsectTiles/Assets/UI/grasshopper.png" id="4_tpusd"]
[sub_resource type="Resource" id="Resource_ynqk8"]
script = ExtResource("3_tid3l")
[resource] [resource]
script = ExtResource("3_t3kan") script = ExtResource("3_t3kan")
tile_name = "Grasshopper" tile_name = "Grasshopper"
movement_behaviour = SubResource("Resource_ynqk8")
material_black = ExtResource("1_vut3o") material_black = ExtResource("1_vut3o")
material_white = ExtResource("2_gc341") material_white = ExtResource("2_gc341")
ui_texture = ExtResource("4_tpusd") ui_texture = ExtResource("4_tpusd")

View file

@ -1,13 +1,19 @@
[gd_resource type="Resource" script_class="TileResource" load_steps=5 format=3 uid="uid://dhvfn1adyay8i"] [gd_resource type="Resource" script_class="TileResource" load_steps=7 format=3 uid="uid://dhvfn1adyay8i"]
[ext_resource type="Material" uid="uid://csjte7l8m4gwp" path="res://InsectTiles/Materials/Spider_Black.tres" id="1_htbqr"] [ext_resource type="Material" uid="uid://csjte7l8m4gwp" path="res://InsectTiles/Materials/Spider_Black.tres" id="1_htbqr"]
[ext_resource type="Material" uid="uid://dh2ehs3h106sb" path="res://InsectTiles/Materials/Spider_White.tres" id="2_ji24g"] [ext_resource type="Material" uid="uid://dh2ehs3h106sb" path="res://InsectTiles/Materials/Spider_White.tres" id="2_ji24g"]
[ext_resource type="Script" path="res://MovementBehaviour/Prefabs/MovementBehaviourSpider.gd" id="3_8daio"]
[ext_resource type="Script" path="res://Tile/TileResource.gd" id="3_semk6"] [ext_resource type="Script" path="res://Tile/TileResource.gd" id="3_semk6"]
[ext_resource type="Texture2D" uid="uid://bgyve5fappdn5" path="res://InsectTiles/Assets/UI/spider.png" id="4_e73ch"] [ext_resource type="Texture2D" uid="uid://bgyve5fappdn5" path="res://InsectTiles/Assets/UI/spider.png" id="4_e73ch"]
[sub_resource type="Resource" id="Resource_pm2yd"]
script = ExtResource("3_8daio")
max_movement_reach = 3
[resource] [resource]
script = ExtResource("3_semk6") script = ExtResource("3_semk6")
tile_name = "Spider" tile_name = "Spider"
movement_behaviour = SubResource("Resource_pm2yd")
material_black = ExtResource("1_htbqr") material_black = ExtResource("1_htbqr")
material_white = ExtResource("2_ji24g") material_white = ExtResource("2_ji24g")
ui_texture = ExtResource("4_e73ch") ui_texture = ExtResource("4_e73ch")

View file

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

View file

@ -8,3 +8,6 @@ class_name TileResource
@export var material_white: StandardMaterial3D @export var material_white: StandardMaterial3D
@export var ui_texture: Texture2D @export var ui_texture: Texture2D
func _to_string() -> String:
return tile_name

View file

@ -1,9 +1,10 @@
[gd_scene load_steps=18 format=3 uid="uid://bx0bbrwdr0h40"] [gd_scene load_steps=19 format=3 uid="uid://bx0bbrwdr0h40"]
[ext_resource type="Script" path="res://HexGrid3D/HexGrid3D.gd" id="2_xcbqy"] [ext_resource type="Script" path="res://HexGrid3D/HexGrid3D.gd" id="2_xcbqy"]
[ext_resource type="Script" path="res://WebLightChecker.gd" id="6_uu0ab"] [ext_resource type="Script" path="res://WebLightChecker.gd" id="6_uu0ab"]
[ext_resource type="Texture2D" uid="uid://cilgpyanfb3a8" path="res://Testbed/textures/wood_table_001_diff_4k.jpg" id="6_x76sf"] [ext_resource type="Texture2D" uid="uid://cilgpyanfb3a8" path="res://Testbed/textures/wood_table_001_diff_4k.jpg" id="6_x76sf"]
[ext_resource type="Texture2D" uid="uid://diamo44e2x4if" path="res://Testbed/textures/wood_table_001_disp_4k.png" id="7_xr322"] [ext_resource type="Texture2D" uid="uid://diamo44e2x4if" path="res://Testbed/textures/wood_table_001_disp_4k.png" id="7_xr322"]
[ext_resource type="Script" path="res://PlayerInventory.gd" id="8_kqchc"]
[ext_resource type="Script" path="res://BuildMenu.gd" id="8_lxt1e"] [ext_resource type="Script" path="res://BuildMenu.gd" id="8_lxt1e"]
[ext_resource type="Texture2D" uid="uid://b6ejmikbfrprs" path="res://Testbed/textures/wood_table_001_rough_4k.jpg" id="8_wvt2u"] [ext_resource type="Texture2D" uid="uid://b6ejmikbfrprs" path="res://Testbed/textures/wood_table_001_rough_4k.jpg" id="8_wvt2u"]
[ext_resource type="PackedScene" uid="uid://bo8hgq66dbbb6" path="res://UI/insect_button.tscn" id="11_pmmaq"] [ext_resource type="PackedScene" uid="uid://bo8hgq66dbbb6" path="res://UI/insect_button.tscn" id="11_pmmaq"]
@ -82,7 +83,7 @@ camera_attributes = SubResource("CameraAttributesPractical_41x5h")
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."] [node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
transform = Transform3D(0.843961, -0.46784, 0.262404, -0.0775016, 0.377705, 0.922677, -0.530777, -0.79904, 0.28251, 0.262159, 3.27869, -0.104568) transform = Transform3D(0.843961, -0.46784, 0.262404, -0.0775016, 0.377705, 0.922677, -0.530777, -0.79904, 0.28251, 0.262159, 3.27869, -0.104568)
light_color = Color(1, 0.803922, 0.631373, 1) light_color = Color(1, 0.941176, 0.823529, 1)
shadow_enabled = true shadow_enabled = true
directional_shadow_blend_splits = true directional_shadow_blend_splits = true
script = ExtResource("6_uu0ab") script = ExtResource("6_uu0ab")
@ -148,6 +149,7 @@ alignment = 1
[node name="LocalPlayerInsects" type="HBoxContainer" parent="BuildMenu/PanelContainer/MarginContainer/VBoxContainer/HBoxContainer2"] [node name="LocalPlayerInsects" type="HBoxContainer" parent="BuildMenu/PanelContainer/MarginContainer/VBoxContainer/HBoxContainer2"]
layout_mode = 2 layout_mode = 2
mouse_filter = 0 mouse_filter = 0
script = ExtResource("8_kqchc")
[node name="InsectButton" parent="BuildMenu/PanelContainer/MarginContainer/VBoxContainer/HBoxContainer2/LocalPlayerInsects" instance=ExtResource("11_pmmaq")] [node name="InsectButton" parent="BuildMenu/PanelContainer/MarginContainer/VBoxContainer/HBoxContainer2/LocalPlayerInsects" instance=ExtResource("11_pmmaq")]
layout_mode = 2 layout_mode = 2