Fixed more movement bugs, disabled expansions for now. Added turnendbehaviour (for bee, should add trigger by turn end signal)

This commit is contained in:
Sch1nken 2024-03-15 03:24:32 +01:00
parent 5722ffab48
commit 26fec25a6e
14 changed files with 154 additions and 37 deletions

View file

@ -113,6 +113,19 @@ func is_cell_not_empty(coords: Vector4i) -> bool:
func get_empty_neighbours(coords: Vector4i) -> Array[Vector4i]:
return get_neighbours(coords).filter(is_cell_empty)
func get_highest_in_stack(coords: Vector4i) -> Vector4i:
if not used_cells.has(coords):
print("ground")
return coords
var top: InsectTile = used_cells[coords]
while top.hat != null:
top = top.hat
print("found top")
print(top.coordinates)
return top.coordinates
func get_neighbours(coords: Vector4i, ground_layer: bool = false) -> Array[Vector4i]:
var layer: int = coords.w
if ground_layer:
@ -147,7 +160,13 @@ func get_placeable_positions(button: InsectButton) -> Array[Vector4i]:
var possible_placements: Dictionary = {}
var positions: Array[Vector4i] = []
for hex in used_cells.keys():
for hex in used_cells.keys().filter(func(coords): return coords.w == 0):
# We filter here because we only want neighbours of ground level tiles
# Otherwise we spawn an oultine on ground level but with an internal
# Coordinate of somewhere higher up
# Visually everything will be correct but internally the resulting hex
# Will count as higher layer tile leading to nasty bugs
for neighbour in get_empty_neighbours(hex):
if not used_cells.has(neighbour):
possible_placements[neighbour] = true
@ -218,7 +237,7 @@ func can_reach(start: Vector4i, target: Vector4i, exclude: Array[Vector4i] = [])
func _on_insect_selected(button: InsectButton, is_black: bool) -> void:
var positions = get_placeable_positions(button)
for p in positions:
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)
@ -317,6 +336,7 @@ func _on_insect_placed(resource: TileResource, is_black: bool, pos: Vector4i) ->
tile_copy.resource = resource
tile_copy.is_black = is_black
tile_copy.coordinates = pos
print(pos)
tile_copy.map_reference = self
var target_pos = Vector3(hex_pos.x, 0.0, hex_pos.y)
@ -339,6 +359,9 @@ func _on_insect_tile_selected(tile: InsectTile) -> void:
print("no movement behaviour")
return
#if tile.resource.action_behaviour != null:
#tile.resource.action_behaviour.select_targets(tile.coordinates, self)
var spaces = tile.resource.movement_behaviour.get_available_spaces(tile.coordinates, self)
if spaces.is_empty():
@ -353,9 +376,14 @@ func _on_insect_tile_selected(tile: InsectTile) -> void:
if non_empty_neighbours.size() == 1:
# NOTE: This is correct! But seemed wrong when testing the beetle movement
# If there are only two tiles (beetle + some other) the beetle can't climb ontop of the other
# tile. This fixes itself automatically when there are more than two tiles present
# tile. (would not necessarily split the hive, but the simple logic I use thinks so).
# This fixes itself automatically when there are more than two tiles present
# And since you can't move unless you place the bee, there will always be at least 3 tiles
# before you can move your beetle
# NOTE: This MIGHT result in a bug when you stack beetles... but no I don't think so
# You'd need to have a bee to be able to move, so yeah
var occupied_neighbour = non_empty_neighbours.front()
if occupied_neighbour == tile.coordinates:
continue
@ -365,9 +393,10 @@ func _on_insect_tile_selected(tile: InsectTile) -> void:
if is_cell_not_empty(space):
temp_tile = used_cells.get(space)
layer = 1
while tile.hat != null:
while temp_tile.hat != null:
layer += 1
tile = tile.hat
temp_tile = temp_tile.hat
print(layer)
space.w = layer
@ -387,15 +416,20 @@ func get_tile(pos: Vector4i) -> InsectTile:
return used_cells.get(pos)
func _on_insect_tile_moved(tile: InsectTile, target: Vector4i) -> void:
# Remove from old stack
if tile.coordinates.w > 0:
var below: Vector4i = tile.coordinates + Vector4i(0, 0, 0, -1)
used_cells[below].hat = null
used_cells.erase(tile.coordinates)
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 ground_new_hex_pos = Vector3(new_hex_pos.x, target.w * layer_height, new_hex_pos.y)
#
var current_hex_pos = tile.position
var sky_current_hex_pos = tile.position + Vector3(0.0, 20.0, 0.0)
#
var tween = get_tree().create_tween()
tween.tween_property(tile, "position", sky_current_hex_pos, 0.5).set_ease(Tween.EASE_IN).set_trans(Tween.TRANS_EXPO)
tween.tween_property(tile, "position", sky_new_hex_pos, 0.0)
@ -404,6 +438,12 @@ func _on_insect_tile_moved(tile: InsectTile, target: Vector4i) -> void:
tile.coordinates = target
used_cells[tile.coordinates] = tile
if tile.coordinates.w > 0:
var below: Vector4i = tile.coordinates + Vector4i(0, 0, 0, -1)
used_cells[below].hat = tile
# Add to new stack
func get_same_neighbours(cell1: Vector4i, cell2: Vector4i) -> Array[Vector4i]:
var neighbours1 = get_neighbours(cell1).filter(is_cell_not_empty)
@ -423,14 +463,17 @@ func is_position_on_hive(pos: Vector4i) -> bool:
return get_empty_neighbours(pos).size() < 6
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
if tile.coordinates.w != 0:
return true
# TODO: BFS-Search from random cell to see if all other cells could still be reached when this
# tile would be empty space
if get_empty_neighbours(tile.coordinates).size() == 5: # we only have one real neighbour, so can't break anything
return true
# DO BFS
var tiles_reached: Array = []
var tiles_available: Array = used_cells.keys().filter(func(coords): return coords != tile.coordinates).filter(func(coords): coords.w != tile.coordinates.w)
var tiles_available: Array = used_cells.keys().filter(func(coords): return coords != tile.coordinates).filter(func(coords): return coords.w == 0)
if tiles_available.size() <= 1:
# If we only have 1 or 2 total tiles, we can always move