Fixed more movement bugs, disabled expansions for now. Added turnendbehaviour (for bee, should add trigger by turn end signal)
This commit is contained in:
parent
5722ffab48
commit
26fec25a6e
14 changed files with 154 additions and 37 deletions
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@ -4,6 +4,9 @@ class_name ActionBehaviour
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func do_action() -> void:
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pass
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func select_targets(source_pos: Vector4i, map: HexGrid) -> void:
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pass
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# NOTE: When selecting a tile, check if there is an action behaviour
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# If yes: In addition to showing moveable spaces (0 for the mosquito by default)
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# also show action options (usually clicking other nearby tiles)
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@ -1,2 +1,16 @@
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extends ActionBehaviour
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class_name ActionBehaviourMosquito
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# GameEvents.insect_tiles_selected_for_action
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func select_targets(source_pos: Vector4i, map: HexGrid): # -> Array[InsectTile]:
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var neighbours = map.get_neighbours(source_pos)
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# Filter out other mosquitos
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var possible_action_targets: Array[InsectTile] = []
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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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# TODO: Find better way to see what tile we have...
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if not tile.resource.movement_behaviour is MovementBehaviourMosquito:
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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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@ -1,2 +1,12 @@
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extends ActionBehaviour
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class_name ActionBehaviourPillbug
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func select_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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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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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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@ -12,9 +12,9 @@ const default_insects = {
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preload("res://Tile/Prefabs/Beetle.tres"): 2,
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preload("res://Tile/Prefabs/Grasshopper.tres"): 3,
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preload("res://Tile/Prefabs/Spider.tres"): 2,
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preload("res://Tile/Prefabs/Ladybug.tres"): 1,
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preload("res://Tile/Prefabs/Mosquito.tres"): 1,
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preload("res://Tile/Prefabs/Pillbug.tres"): 1
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#preload("res://Tile/Prefabs/Ladybug.tres"): 1,
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#preload("res://Tile/Prefabs/Mosquito.tres"): 1,
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#preload("res://Tile/Prefabs/Pillbug.tres"): 1
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}
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# Called when the node enters the scene tree for the first time.
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@ -2,3 +2,4 @@ extends Node
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var is_player_black: bool = false
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var debug: bool = true
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var allow_selecting_in_stack: bool = false
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@ -8,5 +8,11 @@ signal insect_tile_selected(tile)
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signal insect_tile_deselected(tile)
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signal insect_tile_moved(tile, to)
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signal insect_tiles_selected_for_action(source_tile, target_tiles, action)
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signal insect_action_cancelled()
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signal insect_action_done() # ??? Maybe?
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signal turn_started(turn_num)
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signal turn_ended(turn_num)
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signal game_over(is_winner_black)
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@ -113,6 +113,19 @@ func is_cell_not_empty(coords: Vector4i) -> bool:
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func get_empty_neighbours(coords: Vector4i) -> Array[Vector4i]:
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return get_neighbours(coords).filter(is_cell_empty)
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func get_highest_in_stack(coords: Vector4i) -> Vector4i:
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if not used_cells.has(coords):
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print("ground")
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return coords
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var top: InsectTile = used_cells[coords]
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while top.hat != null:
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top = top.hat
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print("found top")
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print(top.coordinates)
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return top.coordinates
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func get_neighbours(coords: Vector4i, ground_layer: bool = false) -> Array[Vector4i]:
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var layer: int = coords.w
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if ground_layer:
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@ -147,7 +160,13 @@ func get_placeable_positions(button: InsectButton) -> Array[Vector4i]:
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var possible_placements: Dictionary = {}
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var positions: Array[Vector4i] = []
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for hex in used_cells.keys():
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for hex in used_cells.keys().filter(func(coords): return coords.w == 0):
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# We filter here because we only want neighbours of ground level tiles
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# Otherwise we spawn an oultine on ground level but with an internal
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# Coordinate of somewhere higher up
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# Visually everything will be correct but internally the resulting hex
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# Will count as higher layer tile leading to nasty bugs
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for neighbour in get_empty_neighbours(hex):
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if not used_cells.has(neighbour):
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possible_placements[neighbour] = true
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@ -317,6 +336,7 @@ func _on_insect_placed(resource: TileResource, is_black: bool, pos: Vector4i) ->
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tile_copy.resource = resource
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tile_copy.is_black = is_black
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tile_copy.coordinates = pos
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print(pos)
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tile_copy.map_reference = self
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var target_pos = Vector3(hex_pos.x, 0.0, hex_pos.y)
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@ -339,6 +359,9 @@ func _on_insect_tile_selected(tile: InsectTile) -> void:
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print("no movement behaviour")
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return
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#if tile.resource.action_behaviour != null:
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#tile.resource.action_behaviour.select_targets(tile.coordinates, self)
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var spaces = tile.resource.movement_behaviour.get_available_spaces(tile.coordinates, self)
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if spaces.is_empty():
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@ -353,9 +376,14 @@ func _on_insect_tile_selected(tile: InsectTile) -> void:
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if non_empty_neighbours.size() == 1:
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# NOTE: This is correct! But seemed wrong when testing the beetle movement
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# If there are only two tiles (beetle + some other) the beetle can't climb ontop of the other
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# tile. This fixes itself automatically when there are more than two tiles present
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# tile. (would not necessarily split the hive, but the simple logic I use thinks so).
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# This fixes itself automatically when there are more than two tiles present
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# And since you can't move unless you place the bee, there will always be at least 3 tiles
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# before you can move your beetle
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# NOTE: This MIGHT result in a bug when you stack beetles... but no I don't think so
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# You'd need to have a bee to be able to move, so yeah
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var occupied_neighbour = non_empty_neighbours.front()
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if occupied_neighbour == tile.coordinates:
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continue
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@ -365,9 +393,10 @@ func _on_insect_tile_selected(tile: InsectTile) -> void:
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if is_cell_not_empty(space):
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temp_tile = used_cells.get(space)
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layer = 1
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while tile.hat != null:
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while temp_tile.hat != null:
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layer += 1
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tile = tile.hat
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temp_tile = temp_tile.hat
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print(layer)
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space.w = layer
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@ -387,15 +416,20 @@ func get_tile(pos: Vector4i) -> InsectTile:
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return used_cells.get(pos)
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func _on_insect_tile_moved(tile: InsectTile, target: Vector4i) -> void:
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# Remove from old stack
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if tile.coordinates.w > 0:
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var below: Vector4i = tile.coordinates + Vector4i(0, 0, 0, -1)
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used_cells[below].hat = null
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used_cells.erase(tile.coordinates)
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var new_hex_pos = cube_to_world_pos(target)
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var sky_new_hex_pos = Vector3(new_hex_pos.x, 20.0, new_hex_pos.y)
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var ground_new_hex_pos = Vector3(new_hex_pos.x, target.w * layer_height, new_hex_pos.y)
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#
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var current_hex_pos = tile.position
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var sky_current_hex_pos = tile.position + Vector3(0.0, 20.0, 0.0)
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#
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var tween = get_tree().create_tween()
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tween.tween_property(tile, "position", sky_current_hex_pos, 0.5).set_ease(Tween.EASE_IN).set_trans(Tween.TRANS_EXPO)
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tween.tween_property(tile, "position", sky_new_hex_pos, 0.0)
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@ -405,6 +439,12 @@ func _on_insect_tile_moved(tile: InsectTile, target: Vector4i) -> void:
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used_cells[tile.coordinates] = tile
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if tile.coordinates.w > 0:
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var below: Vector4i = tile.coordinates + Vector4i(0, 0, 0, -1)
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used_cells[below].hat = tile
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# Add to new stack
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func get_same_neighbours(cell1: Vector4i, cell2: Vector4i) -> Array[Vector4i]:
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var neighbours1 = get_neighbours(cell1).filter(is_cell_not_empty)
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var neighbours2 = get_neighbours(cell2).filter(is_cell_not_empty)
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@ -423,6 +463,9 @@ func is_position_on_hive(pos: Vector4i) -> bool:
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return get_empty_neighbours(pos).size() < 6
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func can_hive_exist_without_tile(tile: InsectTile) -> bool:
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if tile.coordinates.w != 0:
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return true
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# TODO: BFS-Search from random cell to see if all other cells could still be reached when this
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# tile would be empty space
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if get_empty_neighbours(tile.coordinates).size() == 5: # we only have one real neighbour, so can't break anything
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@ -430,7 +473,7 @@ func can_hive_exist_without_tile(tile: InsectTile) -> bool:
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# DO BFS
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var tiles_reached: Array = []
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var tiles_available: Array = used_cells.keys().filter(func(coords): return coords != tile.coordinates).filter(func(coords): coords.w != tile.coordinates.w)
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var tiles_available: Array = used_cells.keys().filter(func(coords): return coords != tile.coordinates).filter(func(coords): return coords.w == 0)
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if tiles_available.size() <= 1:
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# If we only have 1 or 2 total tiles, we can always move
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11
InsectTiles/ActionShader.tres
Normal file
11
InsectTiles/ActionShader.tres
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@ -0,0 +1,11 @@
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[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://cjoq705fsnga5"]
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[ext_resource type="Shader" path="res://InsectTiles/HoverShader.gdshader" id="1_rk2jr"]
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[resource]
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render_priority = 0
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shader = ExtResource("1_rk2jr")
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shader_parameter/albedo = Color(0, 0.392157, 0, 1)
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shader_parameter/emission_color = Color(0, 0.552941, 0, 0.886275)
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shader_parameter/emission_amount = 5.0
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shader_parameter/rim_steepness = 0.214
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@ -72,7 +72,7 @@ func _set_zoom_level(value: float) -> void:
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self,
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"camera_distance",
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_camera_distance,
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0.3
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0.15
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)
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func _unhandled_input(event: InputEvent) -> void:
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@ -17,8 +17,8 @@ func simulate_move_recursive(start: Vector4i, max_num: int, map: HexGrid, visite
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continue
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# can reach... can_reach should only apply to our current level
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if not map.can_reach(start, neighbour):
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continue
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#if not map.can_reach(start, neighbour):
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# continue
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visited.append(neighbour)
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possible.append_array(simulate_move_recursive(neighbour, max_num - 1, map, visited))
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@ -30,4 +30,10 @@ func get_available_spaces(pos: Vector4i, map: HexGrid) -> Array[Vector4i]:
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possible_places = simulate_move_recursive(pos, max_movement_reach, map)
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var possible_with_hats: Array[Vector4i] = []
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for p in possible_places:
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possible_with_hats.push_back(map.get_highest_in_stack(p))
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return possible_places
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44
Tile/Tile.gd
44
Tile/Tile.gd
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@ -27,6 +27,7 @@ var selected: bool = false
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var hover_shader: ShaderMaterial = preload("res://InsectTiles/HoverShader.tres")
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const SELECTION_FAILED_MAT: ShaderMaterial = preload("res://InsectTiles/SelectionFailedMat.tres")
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const ACTION_SHADER = preload("res://InsectTiles/ActionShader.tres")
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var mat: StandardMaterial3D
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@ -34,6 +35,8 @@ var tween: Tween
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var tweening: bool = false
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var selected_for_action: bool = false
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func _ready() -> void:
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if is_black:
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hexagon_small.set_surface_override_material(0, resource.material_black.duplicate())
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@ -50,6 +53,16 @@ func _ready() -> void:
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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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GameEvents.insect_tiles_selected_for_action.connect(_on_tiles_selected_for_action)
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func _on_tiles_selected_for_action(source_pos: Vector4i, targets: Array[InsectTile]) -> void:
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if self in targets:
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selected_for_action = true
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print("meme")
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mat.next_pass = ACTION_SHADER
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return
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deactivated = true
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func _on_insect_tile_moved(tile: InsectTile, to: Vector4i) -> void:
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@ -66,7 +79,6 @@ func _on_insect_tile_deselected(tile: InsectTile) -> void:
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selected = false
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func _on_insect_tile_selected(tile: InsectTile) -> void:
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move_in_progress = true
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if tile == self:
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selected = true
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@ -87,23 +99,19 @@ func _process(delta):
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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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# Move up the insect stack.... or just do not react while we have something on top of us?
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print(resource)
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if GameData.allow_selecting_in_stack:
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var top: InsectTile = self
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while top.hat != null:
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top = top.hat
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if top.is_black == GameData.is_player_black or GameData.debug:
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GameEvents.insect_tile_selected.emit(top)
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else:
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if hat != null:
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return
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else:
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GameEvents.insect_tile_selected.emit(self)
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func hover() -> void:
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@ -138,11 +146,11 @@ func unhover() -> void:
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func _on_mouse_entered():
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hovered = true
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if not deactivated:
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if not deactivated and not selected_for_action:
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hover()
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func _on_mouse_exited():
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hovered = false
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if not selected:
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if not selected and not selected_for_action:
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unhover()
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@ -5,6 +5,8 @@ class_name TileResource
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@export var movement_behaviour: MovementBehaviour
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@export var action_behaviour: ActionBehaviour
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@export var turn_end_behaviour: TurnEndBehaviour
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@export var material_black: StandardMaterial3D
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@export var material_white: StandardMaterial3D
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8
TurnEndBehaviour/Prefabs/TurnEndBehaviourBee.gd
Normal file
8
TurnEndBehaviour/Prefabs/TurnEndBehaviourBee.gd
Normal file
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@ -0,0 +1,8 @@
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extends TurnEndBehaviour
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class_name TurnEndBehaviourBee
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func trigger(tile: InsectTile, map: HexGrid, was_turn_black: bool = false) -> void:
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if map.get_empty_neighbours(tile.coordinates).size() == 0:
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# Game Over for this player
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GameEvents.game_over.emit(!tile.is_black)
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pass
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5
TurnEndBehaviour/TurnEndBehaviour.gd
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5
TurnEndBehaviour/TurnEndBehaviour.gd
Normal file
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@ -0,0 +1,5 @@
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extends Resource
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class_name TurnEndBehaviour
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func trigger(tile: InsectTile, map: HexGrid, was_turn_black: bool = false) -> void:
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pass
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