#warning-ignore-all:unused_argument extends Tile class_name Hex, "res://godot/Tile.png" var type : int = -1 var roads : int = 0 func _ready() -> void: type = -1 func inspect() -> String: var s : String = 'plain' if type == 0: s = 'city' elif type == 1: s = 'wood' elif type == 2: s = 'mountain' elif type == 3: s = 'impracticable' return "%s e:%d h:%d c:%d r:%d\n -> [%d;%d]\n -> (%d;%d)" % [s, elevation(), height(), cost(), roads, coords.x, coords.y, position.x, position.y] func has_road(o : int) -> bool: return (o & roads) > 0 func change() -> void: type = (type + 2) % 5 - 1 for i in range(4): enable_overlay(i + 2, i == type) func cost() -> int: if type == -1: return 1 elif type == 3: return -1 return type + 1 func height() -> int: if type == 0: return 2 elif type == 1: return 1 elif type == 2: return 0 return 0 func elevation() -> int: if type == 2: return 2 return 0 func block_los(from : Tile, to : Tile, d : float, dt : float) -> bool: var h : int = height() + elevation() if h == 0: return false var e : int = from.elevation() if e > h: if to.elevation() > h: return false return (h * dt / (e - h)) >= (d - dt) h -= e return ((h * d / dt) >= to.elevation() - e) func show_los(b) -> void: if b: enable_overlay((1 if blocked else 0), true) else: enable_overlay(0, false) enable_overlay(1, false) func show_move(b) -> void: if 6 < get_child_count(): enable_overlay(6, b)