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author | Jérémy Zurcher <jeremy@asynk.ch> | 2020-07-19 18:17:36 +0200 |
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committer | Jérémy Zurcher <jeremy@asynk.ch> | 2020-07-19 18:17:36 +0200 |
commit | 2320bc526783ac3fb86e52dde07e8bb736a76286 (patch) | |
tree | 8080437f639775e67b3c113153a8972c534cbf72 /HexBoard.gd | |
parent | fa92fda3e7ea53d479402dcdbd153177ef030c21 (diff) | |
download | godot-hexgrid-2320bc526783ac3fb86e52dde07e8bb736a76286.zip godot-hexgrid-2320bc526783ac3fb86e52dde07e8bb736a76286.tar.gz |
document public API
Diffstat (limited to 'HexBoard.gd')
-rw-r--r-- | HexBoard.gd | 51 |
1 files changed, 35 insertions, 16 deletions
diff --git a/HexBoard.gd b/HexBoard.gd index 373bda5..993776d 100644 --- a/HexBoard.gd +++ b/HexBoard.gd @@ -6,6 +6,7 @@ class_name HexBoard, "res://godot/HexBoard.png" enum Orientation { E=1, NE=2, N=4, NW=8, W=16, SW=32, S=64, SE=128 } const IMAX : int = 9999999999 +const DEGREE_ADJ : int = 2 var bt : Vector2 # bottom corner var cr : Vector2 # column, row @@ -61,30 +62,37 @@ func configure(cols : int, rows : int, side : float, v0 : Vector2, vertical : bo angles[Orientation.N] = 270 angles[Orientation.NE] = 330 +# the number of Tile func size() -> int: return int(cr.y) / 2 * tl + int(cr.y) % 2 * int(cr.x) +# fetch a Tile given it's col;row coordinates func get_tile(coords : Vector2) -> Tile: return tile_factory_fct.call_func(coords, key(coords)) -func to_angle(o : int) -> int: +# Orientation to degrees +func to_degrees(o : int) -> int: return angles.get(o, -1) +# convert the given angle between 2 adjacent Tiles into an Orientation func to_orientation(a : float) -> int: for k in angles.keys(): if angles[k] == a: return k return -1 +# compute the angle between 2 adjacent Tiles func angle(from : Tile, to : Tile) -> int: - var a : float = rad2deg((to.position - from.position).angle()) + 2 + var a : float = rad2deg((to.position - from.position).angle()) + DEGREE_ADJ if a < 0: a += 360 return int(a / 10) * 10 +# return the opposite of a given Orientation func opposite(o : int) -> int: if o <= Orientation.NW: return o << 4 return o >> 4 +# return the key of a given col;row coordinate func key(coords : Vector2) -> int: if not is_on_map(coords): return -1 if v: return _key(int(coords.x), int(coords.y)) @@ -97,6 +105,7 @@ func _key(x : int, y : int) -> int: i += (int(cr.x) - 1) return i +# build the 6 adjacent Tiles of a Tile given by it's col;row coordinates func build_adjacents(coords : Vector2) -> Array: adjacents.clear() coords.x += 1 @@ -114,6 +123,7 @@ func build_adjacents(coords : Vector2) -> Array: adjacents.append(get_tile(coords)) return adjacents +# return true if the Tile is on the map func is_on_map(coords : Vector2) -> bool: if v: return _is_on_map(int(coords.x), int(coords.y)) else: return _is_on_map(int(coords.y), int(coords.x)) @@ -123,10 +133,12 @@ func _is_on_map(x : int, y : int) -> bool: if (x < ((y + 1) / 2)) || (x >= (int(cr.x) + (y / 2))): return false return true +# compute the center of a Tile given by it's col;row coordinates func center_of(coords : Vector2) -> Vector2: if v: return Vector2(bt.x + dw + (coords.x * w) - (coords.y * dw), bt.y + dh + (coords.y * h)) else: return Vector2(bt.y + dh + (coords.x * h), bt.x + dw + (coords.y * w) - (coords.x * dw)) +# compute the col;row coordinates of a Tile given it's real coordinates func to_map(r : Vector2) -> Vector2: if v: return _to_map(r.x, r.y, false) else: return _to_map(r.y, r.x, true) @@ -161,6 +173,7 @@ func _to_map(x : float, y : float, swap : bool) -> Vector2: if swap: return Vector2(row, col) else: return Vector2(col, row) +# compute the distance between 2 Tiles given by their col;row coordinates func distance(p0 : Vector2, p1 : Vector2, euclidean : bool = true) -> float: var dx : int = int(p1.x - p0.x) var dy : int = int(p1.y - p0.y) @@ -180,6 +193,8 @@ func distance(p0 : Vector2, p1 : Vector2, euclidean : bool = true) -> float: # http://zvold.blogspot.com/2010/01/bresenhams-line-drawing-algorithm-on_26.html # http://zvold.blogspot.com/2010/02/line-of-sight-on-hexagonal-grid.html +# compute as an Array, the line of sight between 2 Tiles given by their col;row coordinates +# return the point after which the line of sight is blocked func line_of_sight(p0 : Vector2, p1 : Vector2, tiles : Array) -> Vector2: tiles.clear() # orthogonal projection @@ -201,7 +216,7 @@ func line_of_sight(p0 : Vector2, p1 : Vector2, tiles : Array) -> Vector2: var dy3 : int = 3 * dy # check for diagonals if dx == 0 || dx == dy3: - return diagonal_los(p0, p1, (dx == 0), q13, tiles) + return _diagonal_los(p0, p1, (dx == 0), q13, tiles) # angle is less than 45° var flat : bool = dx > dy3 var x : int = int(p0.x) @@ -242,14 +257,14 @@ func line_of_sight(p0 : Vector2, p1 : Vector2, tiles : Array) -> Vector2: if los_blocked and not contact: var prev : Tile = tiles[tiles.size() - 1] var o : int = to_orientation(angle(prev, t)) - ret = compute_contact(from.position, to.position, prev.position, o) + ret = _compute_contact(from.position, to.position, prev.position, o) contact = true tiles.append(t) t.blocked = los_blocked los_blocked = los_blocked or t.block_los(from, to, d, distance(p0, q)) return ret -func diagonal_los(p0 : Vector2, p1 : Vector2, flat : bool, q13 : bool, tiles : Array) -> Vector2: +func _diagonal_los(p0 : Vector2, p1 : Vector2, flat : bool, q13 : bool, tiles : Array) -> Vector2: var dy : int = 1 if p1.y > p0.y else -1 var dx : int = 1 if p1.x > p0.x else -1 var x : int = int(p0.x) @@ -300,16 +315,16 @@ func diagonal_los(p0 : Vector2, p1 : Vector2, flat : bool, q13 : bool, tiles : A tiles.append(t) t.blocked = los_blocked || blocked == 0x03 if t.blocked and not contact: - var o : int = compute_orientation(dx, dy, flat) + var o : int = _compute_orientation(dx, dy, flat) if not los_blocked and blocked == 0x03: - ret = compute_contact(from.position, to.position, t.position, opposite(o)) + ret = _compute_contact(from.position, to.position, t.position, opposite(o)) else: - ret = compute_contact(from.position, to.position, tiles[tiles.size() - idx].position, o) + ret = _compute_contact(from.position, to.position, tiles[tiles.size() - idx].position, o) contact = true; los_blocked = t.blocked || t.block_los(from, to, d, distance(p0, q)) return ret -func compute_orientation(dx :int, dy :int, flat : bool) -> int: +func _compute_orientation(dx :int, dy :int, flat : bool) -> int: if flat: if v: return Orientation.S if dy == 1 else Orientation.N else: return Orientation.S if dx == 1 else Orientation.N @@ -320,7 +335,7 @@ func compute_orientation(dx :int, dy :int, flat : bool) -> int: if dy == 1: return Orientation.W if v else Orientation.S else: return Orientation.W -func compute_contact(from : Vector2, to : Vector2, t : Vector2, o : int) -> Vector2: +func _compute_contact(from : Vector2, to : Vector2, t : Vector2, o : int) -> Vector2: var dx : float = to.x - from.x var dy : float = to.y - from.y var n : float = float(IMAX) if dx == 0 else (dy / dx) @@ -358,14 +373,16 @@ func compute_contact(from : Vector2, to : Vector2, t : Vector2, o : int) -> Vect var x : float = (k - c) / (n - p) return Vector2(x, n * x + c); +# compute as an Array, the Tiles that can be reached by a given Piece from a Tile given by it's col;row coordinates +# return the size of the built Array func possible_moves(piece : Piece, from : Tile, tiles : Array) -> int: tiles.clear() + if piece.get_mp() <= 0 or not is_on_map(from.coords): return 0 + var road_march_bonus : int = piece.road_march_bonus() search_count += 1 - from.acc = piece.get_mp() from.parent = null + from.acc = piece.get_mp() from.search_count = search_count - if from.acc <= 0 or not is_on_map(from.coords): return 0 - var road_march_bonus : int = piece.road_march_bonus() from.road_march = road_march_bonus > 0 stack.push_back(from) while(not stack.empty()): @@ -381,7 +398,7 @@ func possible_moves(piece : Piece, from : Tile, tiles : Array) -> int: var r : int = src.acc - cost var rm : bool = src.road_march and src.has_road(o) # not enough MP even with RM, maybe first move allowed - if ((r + (road_march_bonus if rm else 0)) < 0 and not (src == from and piece.at_least_one_tile())): continue + if ((r + (road_march_bonus if rm else 0)) < 0 and not (src == from and piece.at_least_one_tile(dst))): continue if dst.search_count != search_count: dst.search_count = search_count dst.acc = r @@ -396,14 +413,16 @@ func possible_moves(piece : Piece, from : Tile, tiles : Array) -> int: stack.push_back(dst) return tiles.size() +# compute as an Array, the shortest path for a given Piece from a Tile to another given by there col;row coordinates +# return the size of the built Array func shortest_path(piece : Piece, from : Tile, to : Tile, tiles : Array) -> int: tiles.clear() + if from == to or not is_on_map(from.coords) or not is_on_map(to.coords): return tiles.size() + var road_march_bonus : int = piece.road_march_bonus() search_count += 1 from.acc = 0 from.parent = null from.search_count = search_count - if from == to or not is_on_map(from.coords) or not is_on_map(to.coords): return tiles.size() - var road_march_bonus : int = piece.road_march_bonus() from.road_march = road_march_bonus > 0 stack.push_back(from) while(not stack.empty()): |