extends Node3D @onready var placement_visualizer = $PlacementVisualizer const DIR_N: Vector3 = Vector3(0, 1, -1) const DIR_NE: Vector3 = Vector3(1, 0, -1) const DIR_SE: Vector3 = Vector3(1, -1, 0) const DIR_S: Vector3 = Vector3(0, -1, 1) const DIR_SW: Vector3 = Vector3(-1, 0, 1) const DIR_NW: Vector3 = Vector3(-1, 1, 0) const DIR_ALL: Array[Vector3] = [DIR_N, DIR_NE, DIR_SE, DIR_S, DIR_SW, DIR_NW] #const size = Vector2(1, sqrt(3.0)/2.0) const size: float = 0.5 var used_cells: Dictionary = {} @export var layer_height: float = 0.4 class CubeCoordinates: var q: float var r: float var s: float func _init(_q: float, _r: float, _s: float): q = _q r = _r s = _s class AxialCoordinates: var q: float var r: float func _init(_q: float, _r: float): q = _q r = _r func flat_hex_corner(center: Vector2, size: float, corner_num: int) -> Vector2: var angle_deg: int = 60 * corner_num var angle_rad: float = deg_to_rad(angle_deg) return Vector2(center.x + size * cos(angle_rad), center.y + size * sin(angle_rad)) func flat_hex_to_world_position(coords: AxialCoordinates) -> Vector2: var x = size * (3.0/2.0 * coords.q) var y = size * (sqrt(3.0)/2.0 * coords.q + sqrt(3.0) * coords.r) return Vector2(x, y) #func world_to_hex_tile(world_pos: Vector3) -> Vector2: # var q = (2.0/3.0 * world_pos.x) # var r = (-1.0/3.0 * world_pos.x + sqrt(3.0)/3.0 * world_pos.z) # # return cube_round() # # return const INSECT_TILE = preload("res://InsectTiles/InsectTile.tscn") func world_to_hex_tile(coords: Vector2) -> AxialCoordinates: var q = (2.0/3.0 * coords.x) / size var r = (-1.0/3.0 * coords.x + sqrt(3.0)/3.0 * coords.y) / size return axial_round(AxialCoordinates.new(q, r)) func axial_to_cube(coords: AxialCoordinates) -> CubeCoordinates: var q = coords.q var r = coords.r var s = -q-r return CubeCoordinates.new(q, r, s) func cube_to_axial(coords: CubeCoordinates) -> AxialCoordinates: var q = coords.q var r = coords.r return AxialCoordinates.new(q, r) func axial_round(coords: AxialCoordinates) -> AxialCoordinates: return cube_to_axial(cube_round(axial_to_cube(coords))) func cube_round(coords: CubeCoordinates) -> CubeCoordinates: var q: float = round(coords.q) var r: float = round(coords.r) var s: float = round(coords.s) var q_diff: float = abs(q - coords.q) var r_diff: float = abs(r - coords.r) var s_diff: float = abs(s - coords.s) if q_diff > r_diff and q_diff > s_diff: q = -r-s elif r_diff > s_diff: r = -q-s else: s = -q-r return CubeCoordinates.new(q, r, s) @export var dragging_intersect_plane_normal: Vector3 = Vector3.UP @export var dragging_intersect_plane_distance: float = 0.0 func get_3d_pos(position2D: Vector2): return Plane(dragging_intersect_plane_normal, dragging_intersect_plane_distance).intersects_ray(get_viewport().get_camera_3d().project_ray_origin(position2D), get_viewport().get_camera_3d().project_ray_normal(position2D)) var placements: Dictionary = {} func get_neighbours(coords: Vector2i) -> Array[Vector2i]: return [ Vector2i(coords.x + 1, coords.y), Vector2i(coords.x + 1, coords.y - 1), Vector2i(coords.x, coords.y - 1), Vector2i(coords.x - 1, coords.y), Vector2i(coords.x - 1, coords.y + 1), Vector2i(coords.x, coords.y + 1) ] var current_tile: Node3D const HEX_OUTLINE = preload("res://hex_outline.tscn") func _on_insect_selected(insect_resource: TileResource, is_black: bool) -> void: # create a hexagon with insect resource data #var tile = INSECT_TILE.instantiate() #tile.resource = insect_resource #tile.is_black = is_black #current_tile = tile #add_child(tile) # spawn possible placement locations :) if used_cells.size() == 0: # we have no cells placed, display a placement outline at 0, 0 var outline = HEX_OUTLINE.instantiate() var hex_pos = flat_hex_to_world_position(AxialCoordinates.new(0, 0)) outline.position = Vector3(hex_pos.x, 0.0, hex_pos.y) outline.hex_pos = Vector2i(0, 0) outline.visible = true outline.insect_resource = insect_resource outline.is_black = is_black placement_visualizer.add_child(outline) placements[hex_pos] = outline elif used_cells.size() == 1: # we have ONE cell placed, this is a special case in which # the opposing player is allowed to place a tile that touches the enemy color # We display outline placement around all spaces of this single cell var single_cell = used_cells.keys().front() var neighbours = get_neighbours(single_cell) for neighbour in neighbours: var outline = HEX_OUTLINE.instantiate() var hex_pos = flat_hex_to_world_position(AxialCoordinates.new(neighbour.x, neighbour.y)) outline.position = Vector3(hex_pos.x, 0.0, hex_pos.y) outline.hex_pos = neighbour outline.visible = true outline.insect_resource = insect_resource outline.is_black = is_black placement_visualizer.add_child(outline) placements[hex_pos] = outline else: # iterate over all used_cells, get all empty cells surrounding those cells # iterate over all those empty cells, check if they only neighbour the same color var possible_placements: Dictionary = {} for hex in used_cells.keys(): var neighbours = [ Vector2i(hex.x + 1, hex.y), Vector2i(hex.x + 1, hex.y - 1), Vector2i(hex.x, hex.y - 1), Vector2i(hex.x - 1, hex.y), Vector2i(hex.x - 1, hex.y + 1), Vector2i(hex.x, hex.y + 1) ] #var eligible: bool = true for neighbour in neighbours: if not used_cells.has(neighbour): possible_placements[neighbour] = true for p in possible_placements: var neighbours = [ Vector2i(p.x + 1, p.y), Vector2i(p.x + 1, p.y - 1), Vector2i(p.x, p.y - 1), Vector2i(p.x - 1, p.y), Vector2i(p.x - 1, p.y + 1), Vector2i(p.x, p.y + 1) ] var eligible: bool = true for neighbour in neighbours: if not used_cells.has(neighbour): continue #if used_cells[neighbour].is_black != is_black: # eligible = false # break if eligible: var outline = HEX_OUTLINE.instantiate() var hex_pos = flat_hex_to_world_position(AxialCoordinates.new(p.x, p.y)) outline.position = Vector3(hex_pos.x, 0.0, hex_pos.y) outline.hex_pos = p outline.visible = true outline.insect_resource = insect_resource outline.is_black = is_black placement_visualizer.add_child(outline) placements[p] = outline pass pass func _on_insect_placement_cancelled() -> void: if current_tile: current_tile.queue_free() current_tile = null for child in placement_visualizer.get_children(): child.queue_free() func _on_insect_placed(resource: TileResource, is_black: bool, pos: Vector2i) -> void: var tile_copy = INSECT_TILE.instantiate() var hex_pos = flat_hex_to_world_position(AxialCoordinates.new(pos.x, pos.y)) tile_copy.position = Vector3(hex_pos.x, 20.0, hex_pos.y) tile_copy.resource = resource tile_copy.is_black = is_black var target_pos = Vector3(hex_pos.x, 0.0, hex_pos.y) used_cells[Vector2i(pos.x, pos.y)] = tile_copy add_child(tile_copy) var tween = get_tree().create_tween() tween.tween_property(tile_copy, "position", target_pos, 1.0).set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_EXPO) func _ready() -> void: GameEvents.insect_selected.connect(_on_insect_selected) GameEvents.insect_placement_cancelled.connect(_on_insect_placement_cancelled) GameEvents.insect_placed.connect(_on_insect_placed) return for x in range(-6, 5): for y in range(-6, 5): var hex_pos = flat_hex_to_world_position(AxialCoordinates.new(x, y)) if randi_range(0, 1) == 0: var new_hex = INSECT_TILE.instantiate() new_hex.resource = preload("res://Tile/Prefabs/Bee.tres") new_hex.is_black = false new_hex.position = Vector3(hex_pos.x, 0.0, hex_pos.y) var hex_id = world_to_hex_tile(Vector2(hex_pos.x, hex_pos.y)) add_child(new_hex) used_cells[Vector2i(x, y)] = new_hex else: continue #func spawn_random_tile() -> void: #var tile_copy = hex.duplicate() #var hex_pos = flat_hex_to_world_position(AxialCoordinates.new(randi_range(-20, 20), randi_range(-20, 20))) # #tile_copy.position = Vector3(hex_pos.x, 20.0, hex_pos.y) #var target_pos = Vector3(hex_pos.x, 0.0, hex_pos.y) # #add_child(tile_copy) # #var tween = get_tree().create_tween() #tween.tween_property(tile_copy, "position", target_pos, 1.0).set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_EXPO) # #func move_tile_to_random_position() -> void: #var new_hex_pos = flat_hex_to_world_position(AxialCoordinates.new(randi_range(-20, 20), randi_range(-20, 20))) #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 current_hex_pos = hex.position #var sky_current_hex_pos = hex.position + Vector3(0.0, 20.0, 0.0) # #var tween = get_tree().create_tween() #tween.tween_property(hex, "position", sky_current_hex_pos, 0.5).set_ease(Tween.EASE_IN).set_trans(Tween.TRANS_EXPO) #tween.tween_property(hex, "position", sky_new_hex_pos, 0.0) #tween.tween_property(hex, "position", ground_new_hex_pos, 1.0).set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_EXPO) func _process(delta) -> void: #if Input.is_action_just_pressed("ui_accept"): # print("yay") # spawn_random_tile() return if current_tile == null: return #var pos3d = get_3d_pos(get_viewport().get_mouse_position()) #if pos3d: #var hex_pos = flat_hex_to_world_position(world_to_hex_tile(Vector2(pos3d.x, pos3d.z))) #current_tile.position = Vector3(hex_pos.x, 0.0, hex_pos.y) #coord_label.text = "%d, %d" % [hex_pos.x, hex_pos.y]