Swarm/HexGrid3D/HexGrid3D.gd

282 lines
9.3 KiB
GDScript

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]