#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 = 'blocked' return "[%d;%d]\n -> (%d;%d)\n -> %s\ne:%d h:%d c:%d r:%d" % [coords.x, coords.y, position.x, position.y, s, elevation(), height(), cost(), roads] 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 + 3, 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 3 return 0 func range_modifier(category : int) -> int: return (1 if type == 2 else 0) func attack_modifier(category : int, orientation : int) -> int: return (2 if type == 1 else 0) func defense_value(category : int, orientation : int) -> int: if type == 0: return 2 elif type == 1: return 1 elif type == 2: return 1 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((2 if blocked else 1), true) else: enable_overlay(1, false) enable_overlay(2, false) func show_move(b) -> void: enable_overlay(7, b) func show_short(b) -> void: enable_overlay(8, b) func show_influence(b) -> void: var s : Sprite = get_child(0) s.modulate = Color(f/10.0, 0, 0) enable_overlay(0, b)