TODO: Fix UI Button reaching 0 not greying out, fix state behaviour for selected tiles
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b9df0b4361
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5b79dc9822
9 changed files with 325 additions and 95 deletions
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@ -21,18 +21,23 @@ var used_cells: Dictionary = {}
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# have all used_cells be saved as Vector4i (q, r, s, y)
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class CellStorage:
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var cells: Dictionary = {}
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class TileStorage:
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var tiles: Dictionary = {}
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# we use a vector4i for coordinates
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# q r s y (layer)
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func add_cell(coords: CubeCoordinates, layer: int = 0) -> void:
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func add_tile(tile: InsectTile, coords: CubeCoordinates, layer: int = 0) -> void:
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tiles[Vector4i(coords.q, coords.r, coords.s, layer)] = tile
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pass
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func remove_cell(coords: CubeCoordinates, layer: int = 0) -> void:
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func remove_tile(coords: CubeCoordinates, layer: int = 0) -> void:
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pass
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func has_cell(cords: CubeCoordinates, layer: int = 0) -> bool:
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return false
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func has_tile(coords: CubeCoordinates, layer: int = 0) -> bool:
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return tiles.has(Vector4i(coords.q, coords.r, coords.s, layer))
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func get_tile(coords: CubeCoordinates, layer: int = 0) -> InsectTile:
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return tiles[Vector4i(coords.q, coords.r, coords.s, layer)]
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class CubeCoordinates:
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@ -62,6 +67,9 @@ func flat_hex_to_world_position(coords: AxialCoordinates) -> Vector2:
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var x = size * (3.0/2.0 * coords.q)
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var y = size * (sqrt(3.0)/2.0 * coords.q + sqrt(3.0) * coords.r)
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return Vector2(x, y)
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func cube_to_world_pos(coords: CubeCoordinates) -> Vector2:
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return flat_hex_to_world_position(cube_to_axial(coords))
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#func world_to_hex_tile(world_pos: Vector3) -> Vector2:
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# var q = (2.0/3.0 * world_pos.x)
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@ -118,16 +126,23 @@ func get_3d_pos(position2D: Vector2):
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var placements: Dictionary = {}
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func is_cell_empty(coords: Vector2i) -> bool:
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return !used_cells.has(coords)
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func is_cell_empty(coords: CubeCoordinates) -> bool:
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return !used_cells.has(Vector4i(coords.q, coords.r, coords.s, 0))
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func get_empty_neighbours(coords: Vector2i) -> Array[Vector2i]:
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func is_cell_not_empty(coords: CubeCoordinates) -> bool:
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return !is_cell_empty(coords)
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func get_empty_neighbours(coords: CubeCoordinates) -> Array[CubeCoordinates]:
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return get_neighbours(coords).filter(is_cell_empty)
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func get_neighbours(coords: Vector2i) -> Array[Vector2i]:
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func get_neighbours(coords: CubeCoordinates) -> Array[CubeCoordinates]:
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return [
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Vector2i(coords.x + 1, coords.y), Vector2i(coords.x + 1, coords.y - 1), Vector2i(coords.x, coords.y - 1),
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Vector2i(coords.x - 1, coords.y), Vector2i(coords.x - 1, coords.y + 1), Vector2i(coords.x, coords.y + 1)
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CubeCoordinates.new(coords.q + 1, coords.r, coords.s - 1),
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CubeCoordinates.new(coords.q + 1, coords.r - 1, coords.s),
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CubeCoordinates.new(coords.q, coords.r - 1, coords.s + 1),
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CubeCoordinates.new(coords.q - 1, coords.r, coords.s + 1),
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CubeCoordinates.new(coords.q - 1, coords.r + 1, coords.s),
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CubeCoordinates.new(coords.q, coords.r + 1, coords.s - 1)
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]
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var current_tile: Node3D
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@ -145,27 +160,28 @@ func _on_insect_selected(insect_resource: TileResource, is_black: bool) -> void:
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# spawn possible placement locations :)
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if used_cells.size() == 0: # we have no cells placed, display a placement outline at 0, 0
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var outline = HEX_OUTLINE.instantiate()
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var hex_pos = flat_hex_to_world_position(AxialCoordinates.new(0, 0))
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var cubepos = CubeCoordinates.new(0, 0, 0)
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var hex_pos = cube_to_world_pos(cubepos)
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outline.position = Vector3(hex_pos.x, 0.0, hex_pos.y)
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outline.hex_pos = Vector2i(0, 0)
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outline.visible = true
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outline.insect_resource = insect_resource
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outline.is_black = is_black
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outline.coordinates = cubepos
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placement_visualizer.add_child(outline)
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placements[hex_pos] = outline
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elif used_cells.size() == 1: # we have ONE cell placed, this is a special case in which
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# the opposing player is allowed to place a tile that touches the enemy color
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# We display outline placement around all spaces of this single cell
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var single_cell = used_cells.keys().front()
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var neighbours = get_neighbours(single_cell)
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var neighbours = get_neighbours(CubeCoordinates.new(single_cell.x, single_cell.y, single_cell.z))
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for neighbour in neighbours:
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var outline = HEX_OUTLINE.instantiate()
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var hex_pos = flat_hex_to_world_position(AxialCoordinates.new(neighbour.x, neighbour.y))
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var hex_pos = cube_to_world_pos(neighbour)
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outline.position = Vector3(hex_pos.x, 0.0, hex_pos.y)
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outline.hex_pos = neighbour
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outline.visible = true
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outline.insect_resource = insect_resource
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outline.is_black = is_black
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outline.coordinates = neighbour
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placement_visualizer.add_child(outline)
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placements[hex_pos] = outline
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else:
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@ -174,40 +190,35 @@ func _on_insect_selected(insect_resource: TileResource, is_black: bool) -> void:
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var possible_placements: Dictionary = {}
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for hex in used_cells.keys():
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var neighbours = [
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Vector2i(hex.x + 1, hex.y), Vector2i(hex.x + 1, hex.y - 1), Vector2i(hex.x, hex.y - 1),
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Vector2i(hex.x - 1, hex.y), Vector2i(hex.x - 1, hex.y + 1), Vector2i(hex.x, hex.y + 1)
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]
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#var eligible: bool = true
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for neighbour in neighbours:
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if not used_cells.has(neighbour):
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possible_placements[neighbour] = true
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for neighbour in get_empty_neighbours(CubeCoordinates.new(hex.x, hex.y, hex.z)):
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if not used_cells.has(Vector4(neighbour.q, neighbour.r, neighbour.s, 0)):
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possible_placements[Vector4i(neighbour.q, neighbour.r, neighbour.s, 0)] = true
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for p in possible_placements:
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var neighbours = [
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Vector2i(p.x + 1, p.y), Vector2i(p.x + 1, p.y - 1), Vector2i(p.x, p.y - 1),
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Vector2i(p.x - 1, p.y), Vector2i(p.x - 1, p.y + 1), Vector2i(p.x, p.y + 1)
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]
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#var neighbours = [
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# Vector2i(p.x + 1, p.y), Vector2i(p.x + 1, p.y - 1), Vector2i(p.x, p.y - 1),
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# Vector2i(p.x - 1, p.y), Vector2i(p.x - 1, p.y + 1), Vector2i(p.x, p.y + 1)
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#]
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var eligible: bool = true
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for neighbour in neighbours:
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if not used_cells.has(neighbour):
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for neighbour in get_neighbours(CubeCoordinates.new(p.x, p.y, p.z)):
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if not used_cells.has(Vector4i(neighbour.q, neighbour.r, neighbour.s, 0)):
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continue
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if used_cells[neighbour].is_black != is_black:
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if used_cells[Vector4i(neighbour.q, neighbour.r, neighbour.s, 0)].is_black != is_black:
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eligible = false
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break
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if eligible:
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var outline = HEX_OUTLINE.instantiate()
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var hex_pos = flat_hex_to_world_position(AxialCoordinates.new(p.x, p.y))
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var hex_pos = cube_to_world_pos(CubeCoordinates.new(p.x, p.y, p.z))
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outline.position = Vector3(hex_pos.x, 0.0, hex_pos.y)
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outline.hex_pos = p
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outline.visible = true
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outline.insect_resource = insect_resource
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outline.is_black = is_black
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outline.coordinates = CubeCoordinates.new(p.x, p.y, p.z)
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placement_visualizer.add_child(outline)
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placements[p] = outline
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@ -223,9 +234,9 @@ func _on_insect_placement_cancelled() -> void:
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for child in placement_visualizer.get_children():
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child.queue_free()
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func _on_insect_placed(resource: TileResource, is_black: bool, pos: Vector2i) -> void:
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func _on_insect_placed(resource: TileResource, is_black: bool, pos: CubeCoordinates) -> void:
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var tile_copy = INSECT_TILE.instantiate()
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var hex_pos = flat_hex_to_world_position(AxialCoordinates.new(pos.x, pos.y))
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var hex_pos = cube_to_world_pos(pos)
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tile_copy.position = Vector3(hex_pos.x, 20.0, hex_pos.y)
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tile_copy.resource = resource
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@ -233,7 +244,7 @@ func _on_insect_placed(resource: TileResource, is_black: bool, pos: Vector2i) ->
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tile_copy.coordinates = pos
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var target_pos = Vector3(hex_pos.x, 0.0, hex_pos.y)
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used_cells[Vector2i(pos.x, pos.y)] = tile_copy
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used_cells[Vector4i(pos.q, pos.r, pos.s, 0)] = tile_copy
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add_child(tile_copy)
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@ -244,14 +255,34 @@ func _on_insect_tile_selected(tile: InsectTile) -> void:
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if tile.resource.movement_behaviour == null:
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return
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var pos = world_to_hex_tile(Vector2(tile.position.x, tile.position.z))
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var spaces = tile.resource.movement_behaviour.get_available_spaces(Vector2i(pos.q, pos.r), self)
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var spaces = tile.resource.movement_behaviour.get_available_spaces(tile.coordinates, self)
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print(spaces.size())
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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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for space in spaces:
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var neighbours = get_neighbours(space)
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# if all neighbours are empty, move would disconnect us from the hive
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# so we discard it
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# also: if there are 5 empty space and the only remaining one is our current tile...
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# we would also be disconnected after the move
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# maybe the 6 check is not needed
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var non_empty_neighbours = neighbours.filter(is_cell_not_empty)
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var coords_vec4: Vector4i = Vector4i(tile.coordinates.q, tile.coordinates.r, tile.coordinates.s, 0)
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if non_empty_neighbours.size() == 1:
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var occupied_neighbour = non_empty_neighbours.front()
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var neighbour_vec4: Vector4i = Vector4i(occupied_neighbour.q, occupied_neighbour.r, occupied_neighbour.s, 0)
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if neighbour_vec4 == coords_vec4:
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continue
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var outline = HEX_OUTLINE.instantiate()
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var hex_pos = flat_hex_to_world_position(AxialCoordinates.new(space.x, space.y))
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var hex_pos = cube_to_world_pos(space) # flat_hex_to_world_position(AxialCoordinates.new(space.x, space.y))
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outline.position = Vector3(hex_pos.x, 0.0, hex_pos.y)
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outline.hex_pos = space
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outline.coordinates = space
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outline.visible = true
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outline.insect_tile = tile
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outline.is_moving = true
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@ -261,10 +292,10 @@ func _on_insect_tile_selected(tile: InsectTile) -> void:
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placements[space] = outline
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func _on_insect_tile_moved(tile: InsectTile, target: Vector2i) -> void:
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used_cells.erase(tile.coordinates)
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func _on_insect_tile_moved(tile: InsectTile, target: CubeCoordinates) -> void:
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used_cells.erase(Vector4i(tile.coordinates.q, tile.coordinates.r, tile.coordinates.s, 0))
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var new_hex_pos = flat_hex_to_world_position(AxialCoordinates.new(target.x, target.y))
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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, 0.0, new_hex_pos.y)
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#
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@ -278,7 +309,43 @@ func _on_insect_tile_moved(tile: InsectTile, target: Vector2i) -> void:
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tile.coordinates = target
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used_cells[target] = tile
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used_cells[Vector4i(target.q, target.r, target.s, 0)] = tile
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func can_hive_exist_without_tile(tile: InsectTile) -> bool:
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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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return true
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var vector_coords: Vector4i = Vector4i(tile.coordinates.q, tile.coordinates.r, tile.coordinates.s, 0)
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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 != vector_coords)
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# tiles_available has all remaining tiles, we just need to visit every tile from a (random) starting tile
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# and compare the size with these of all tiles - 1 (our to be moved one)
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var start: Vector4i = tiles_available.front()
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tiles_reached.push_back(start)
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var queue: Array[Vector4i] = [start]
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while queue.size() > 0:
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var m = queue.pop_front()
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for neighbour in get_neighbours(CubeCoordinates.new(m.x, m.y, m.z)):
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var neighbour_vec4: Vector4i = Vector4i(neighbour.q, neighbour.r, neighbour.s, 0)
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if neighbour_vec4 not in tiles_reached and neighbour_vec4 != vector_coords:
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if used_cells.has(neighbour_vec4):
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tiles_reached.push_back(neighbour_vec4)
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queue.push_back(neighbour_vec4)
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return tiles_reached.size() == used_cells.size() - 1
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func _on_insect_tile_request_selection(tile: InsectTile) -> void:
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if can_hive_exist_without_tile(tile):
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GameEvents.insect_tile_selection_request_successful.emit(tile)
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else:
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GameEvents.insect_tile_selection_request_failed.emit(tile)
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func _ready() -> void:
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GameEvents.insect_selected.connect(_on_insect_selected)
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@ -286,25 +353,8 @@ func _ready() -> void:
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GameEvents.insect_placed.connect(_on_insect_placed)
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GameEvents.insect_tile_selected.connect(_on_insect_tile_selected)
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GameEvents.insect_tile_moved.connect(_on_insect_tile_moved)
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GameEvents.insect_tile_request_selection.connect(_on_insect_tile_request_selection)
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return
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for x in range(-6, 5):
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for y in range(-6, 5):
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var hex_pos = flat_hex_to_world_position(AxialCoordinates.new(x, y))
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if randi_range(0, 1) == 0:
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var new_hex = INSECT_TILE.instantiate()
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new_hex.resource = preload("res://Tile/Prefabs/Bee.tres")
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new_hex.is_black = false
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new_hex.position = Vector3(hex_pos.x, 0.0, hex_pos.y)
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var hex_id = world_to_hex_tile(Vector2(hex_pos.x, hex_pos.y))
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add_child(new_hex)
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used_cells[Vector2i(x, y)] = new_hex
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else:
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continue
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#func spawn_random_tile() -> void:
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#var tile_copy = hex.duplicate()
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#var hex_pos = flat_hex_to_world_position(AxialCoordinates.new(randi_range(-20, 20), randi_range(-20, 20)))
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