Implemented most movement. TODO: Pillbug ability. And find and fix bugs witht he movement. TODO: Deselect when not movable

This commit is contained in:
Sch1nken 2024-03-14 21:17:16 +01:00
parent 11f8a71f52
commit 76e4d6be34
33 changed files with 184 additions and 61 deletions

View file

@ -26,26 +26,7 @@ var used_cells: Dictionary = {}
@export var layer_height: float = 0.4
# have all used_cells be saved as Vector4i (q, r, s, y)
class TileStorage:
var tiles: Dictionary = {}
# we use a vector4i for coordinates
# q r s y (layer)
func add_tile(tile: InsectTile, coords: Vector4i) -> void:
tiles[coords] = tile
pass
func remove_tile(coords: Vector4i) -> void:
pass
func has_tile(coords: Vector4i) -> bool:
return tiles.has(coords)
func get_tile(coords: Vector4i) -> InsectTile:
return tiles[coords]
# have all used_cells be saved as Vector4i (q, r, s, y)
class AxialCoordinates:
var q: float
@ -132,27 +113,31 @@ 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_neighbours(coords: Vector4i) -> Array[Vector4i]:
func get_neighbours(coords: Vector4i, ground_layer: bool = false) -> Array[Vector4i]:
var layer: int = coords.w
if ground_layer:
layer = 0
return [
Vector4i(coords.x + 1, coords.y, coords.z - 1, coords.w),
Vector4i(coords.x + 1, coords.y - 1, coords.z, coords.w),
Vector4i(coords.x, coords.y - 1, coords.z + 1, coords.w),
Vector4i(coords.x - 1, coords.y, coords.z + 1, coords.w),
Vector4i(coords.x - 1, coords.y + 1, coords.z, coords.w),
Vector4i(coords.x, coords.y + 1, coords.z - 1, coords.w)
Vector4i(coords.x + 1, coords.y, coords.z - 1, layer),
Vector4i(coords.x + 1, coords.y - 1, coords.z, layer),
Vector4i(coords.x, coords.y - 1, coords.z + 1, layer),
Vector4i(coords.x - 1, coords.y, coords.z + 1, layer),
Vector4i(coords.x - 1, coords.y + 1, coords.z, layer),
Vector4i(coords.x, coords.y + 1, coords.z - 1, layer)
]
var current_tile: Node3D
const HEX_OUTLINE = preload("res://hex_outline.tscn")
func get_placeable_positions(button: InsectButton) -> Array:
func get_placeable_positions(button: InsectButton) -> Array[Vector4i]:
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 = []
var positions: Array[Vector4i] = []
for neighbour in neighbours:
#var hex_pos = cube_to_world_pos(neighbour)
@ -160,7 +145,7 @@ func get_placeable_positions(button: InsectButton) -> Array:
return positions
var possible_placements: Dictionary = {}
var positions = []
var positions: Array[Vector4i] = []
for hex in used_cells.keys():
for neighbour in get_empty_neighbours(hex):
@ -190,7 +175,7 @@ func get_left_neighbour(pos: Vector4i) -> Vector4i:
func get_right_neighbour(pos: Vector4i) -> Vector4i:
return Vector4i(-pos.y, -pos.z, -pos.x, 0)
func can_reach(start: Vector4i, target: Vector4i) -> bool:
func can_reach(start: Vector4i, target: Vector4i) -> bool:
# if we have 5 potential spaces it can never be blocked
var offset: Vector4i = Vector4i.ZERO
@ -201,14 +186,14 @@ func can_reach(start: Vector4i, target: Vector4i) -> bool:
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)
var left_coord = Vector4i(left.x + start.x, left.y + start.y, left.z + start.z, start.w)
var right_coord = Vector4i(right.x + start.x, right.y + start.y, right.z + start.z, start.w)
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:
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)
@ -320,19 +305,19 @@ func _on_insect_placed(resource: TileResource, is_black: bool, pos: Vector4i) ->
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:
if not can_hive_exist_without_tile(tile):
print("Would break hive")
return
if tile.resource.movement_behaviour == null:
print("no movement behaviour")
return
var spaces = tile.resource.movement_behaviour.get_available_spaces(tile.coordinates, self)
if spaces.is_empty():
print("empty?")
#GameEvents.insect_tile_selection_request_failed.emit(tile)
return
@ -341,13 +326,29 @@ func _on_insect_tile_selected(tile: InsectTile) -> void:
var non_empty_neighbours = neighbours.filter(is_cell_not_empty)
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
# 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
var occupied_neighbour = non_empty_neighbours.front()
if occupied_neighbour == tile.coordinates:
continue
var layer: int = 0
var temp_tile: InsectTile = null
if is_cell_not_empty(space):
temp_tile = used_cells.get(space)
layer = 1
while tile.hat != null:
layer += 1
tile = tile.hat
space.w = layer
var outline = HEX_OUTLINE.instantiate()
var hex_pos = cube_to_world_pos(space) # flat_hex_to_world_position(AxialCoordinates.new(space.x, space.y))
outline.position = Vector3(hex_pos.x, 0.0, hex_pos.y)
outline.position = Vector3(hex_pos.x, layer * layer_height, hex_pos.y)
outline.coordinates = space
outline.visible = true
outline.insect_tile = tile
@ -357,13 +358,15 @@ func _on_insect_tile_selected(tile: InsectTile) -> void:
placement_visualizer.add_child(outline)
placements[space] = outline
func get_tile(pos: Vector4i) -> InsectTile:
return used_cells.get(pos)
func _on_insect_tile_moved(tile: InsectTile, target: Vector4i) -> void:
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, 0.0, 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)
@ -392,7 +395,7 @@ func get_same_neighbours(cell1: Vector4i, cell2: Vector4i) -> Array[Vector4i]:
return shared_neighbours
func is_position_on_hive(pos: Vector4i) -> bool:
return get_empty_neighbours(pos).size() > 0
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
@ -402,7 +405,7 @@ func can_hive_exist_without_tile(tile: InsectTile) -> bool:
# DO BFS
var tiles_reached: Array = []
var tiles_available: Array = used_cells.keys().filter(func(coords): return coords != tile.coordinates)
var tiles_available: Array = used_cells.keys().filter(func(coords): return coords != tile.coordinates).filter(func(coords): coords.w != tile.coordinates.w)
if tiles_available.size() <= 1:
# If we only have 1 or 2 total tiles, we can always move