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-rw-r--r--HexBoard.gd44
1 files changed, 24 insertions, 20 deletions
diff --git a/HexBoard.gd b/HexBoard.gd
index c44ff7f..b4bf01c 100644
--- a/HexBoard.gd
+++ b/HexBoard.gd
@@ -5,6 +5,8 @@ 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
+
var bt : Vector2 # bottom corner
var cr : Vector2 # column, row
@@ -43,20 +45,21 @@ func configure(cols : int, rows : int, side : float, v0 : Vector2, vertical : bo
tl = (2 * int(cr.x) - 1)
search_count = 0
angles = {}
+ # origin [top-left] East is at 0°, degrees grow clockwise
if v:
angles[Orientation.E] = 0
- angles[Orientation.NE] = 60
- angles[Orientation.NW] = 120
+ angles[Orientation.SE] = 60
+ angles[Orientation.SW] = 120
angles[Orientation.W] = 180
- angles[Orientation.SW] = 240
- angles[Orientation.SE] = 300
+ angles[Orientation.NW] = 240
+ angles[Orientation.NE] = 300
else:
- angles[Orientation.NE] = 30
- angles[Orientation.N] = 90
- angles[Orientation.NW] = 150
- angles[Orientation.SW] = 210
- angles[Orientation.S] = 270
- angles[Orientation.SE] = 330
+ angles[Orientation.NE] = 210
+ angles[Orientation.N] = 270
+ angles[Orientation.NW] = 330
+ angles[Orientation.SW] = 30
+ angles[Orientation.S] = 90
+ angles[Orientation.SE] = 150
func size() -> int:
return int(cr.y) / 2 * tl + int(cr.y) % 2 * int(cr.x)
@@ -237,8 +240,9 @@ func line_of_sight(p0 : Vector2, p1 : Vector2, tiles : Array) -> Vector2:
var q : Vector2 = Vector2(x, y)
var t : Tile = get_tile(q)
if los_blocked and not contact:
- var o : int = to_orientation(angle(tiles[tiles.size() - 1], t))
- ret = compute_contact(from.position, to.position, o, t.position, true)
+ var prev : Tile = tiles[tiles.size() - 1]
+ var o : int = to_orientation(angle(prev, t))
+ ret = compute_contact(from.position, to.position, o, prev.position, true)
contact = true
tiles.append(t)
t.blocked = los_blocked
@@ -319,20 +323,20 @@ func compute_orientation(dx :int, dy :int, flat : bool) -> int:
func compute_contact(from : Vector2, to : Vector2, o : int, t : Vector2, line : bool) -> Vector2:
var dx : float = to.x - from.x
var dy : float = to.y - from.y
- var n : float = 9999999999.0 if dx == 0 else (dy / dx)
+ var n : float = float(IMAX) if dx == 0 else (dy / dx)
var c : float = from.y - (n * from.x)
if v:
if o == Orientation.N: return Vector2(t.x, t.y - s)
elif o == Orientation.S: return Vector2(t.x, t.y + s)
elif o == Orientation.E:
- var x : float = t.x - dw
+ var x : float = t.x + dw
return Vector2(x, from.y + n * (x - from.x))
elif o == Orientation.W:
- var x : float = t.x + dw
+ var x : float = t.x - dw
return Vector2(x, from.y + n * (x - from.x))
else:
if line:
- var p : float = m if (o == Orientation.SE or o == Orientation.NW) else -m
+ var p : float = -m if (o == Orientation.SE or o == Orientation.NW) else m
var k : float = t.y - p * t.x
if o == Orientation.SE || o == Orientation.SW: k += s
else: k -= s
@@ -381,11 +385,11 @@ func possible_moves(piece : Piece, from : Tile, tiles : Array) -> int:
build_adjacents(src.coords)
for dst in adjacents:
if not dst.on_board: continue
- var a : int = angle(src, dst)
- var cost : int = piece.move_cost(src, dst, a)
+ var o : int = to_orientation(angle(src, dst))
+ var cost : int = piece.move_cost(src, dst, o)
if (cost == -1): continue # impracticable
var r : int = src.acc - cost
- var rm : bool = src.road_march and src.has_road(a)
+ 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 dst.search_count != search_count:
@@ -395,7 +399,7 @@ func possible_moves(piece : Piece, from : Tile, tiles : Array) -> int:
dst.road_march = rm
stack.push_back(dst)
tiles.append(dst)
- elif (r > dst.acc or (rm and (r + road_march_bonus > dst.acc + (road_march_bonus if dst.roadMarch else 0)))):
+ elif (r > dst.acc or (rm and (r + road_march_bonus > dst.acc + (road_march_bonus if dst.road_march else 0)))):
dst.acc = r
dst.parent = src
dst.road_march = rm