Implemented Pillbug/Mosquito actions. Implemented pre-game settings. TODO: Game settings + bug testing
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15 changed files with 477 additions and 70 deletions
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@ -1,18 +1,52 @@
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extends ActionBehaviour
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class_name ActionBehaviourPillbug
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func can_move_through(cellA: Vector4i, cellB: Vector4i, map: HexGrid) -> bool:
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cellA.w = 1
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cellB.w = 1
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return map.get_same_neighbours(cellA, cellB).size() < 2
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func do_action(source_tile: InsectTile, action_tile: InsectTile, map: HexGrid) -> void:
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pass
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# get action tile
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# place hex outline for action tile around source_tile
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var tiles: Array[Vector4i] = map.get_empty_neighbours(source_tile.coordinates)
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var possible_tiles: Array[Vector4i] = []
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for tile in tiles:
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if can_move_through(source_tile.coordinates, tile, map):
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possible_tiles.push_back(tile)
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map.create_move_tiles(action_tile, possible_tiles)
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func get_targets(source_pos: Vector4i, map: HexGrid) -> Array[InsectTile]:
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var neighbours = map.get_neighbours(source_pos)
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var possible_action_targets: Array[InsectTile] = []
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var tiles: Array[Vector4i] = map.get_empty_neighbours(source_pos)
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var possible_tiles: Array[Vector4i] = []
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if tiles.is_empty():
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# no empty spaces left to move to
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print("no spaces left")
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return []
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for tile in tiles:
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if can_move_through(source_pos, tile, map):
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possible_tiles.push_back(tile)
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if possible_tiles.size() == 0:
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print("no possible tiles?")
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# no possible spaces to move TO
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return []
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for neighbour in neighbours:
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var tile = map.get_tile(neighbour)
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if tile != null:
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if not tile.is_in_stack() and tile.can_move():
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possible_action_targets.push_back(tile)
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if can_move_through(source_pos, neighbour, map):
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# this tile can be picked up
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possible_action_targets.push_back(tile)
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#GameEvents.insect_tiles_selected_for_action.emit(source_pos, possible_action_targets)
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