extends Sprite signal hex_touched(pos, hex, key) const MAPH : String = "res://demo/assets/map-h.png" const MAPV : String = "res://demo/assets/map-v.png" const BLOCK : String = "res://demo/assets/block.png" const BLACK : String = "res://demo/assets/black.png" const MOVE : String = "res://demo/assets/move.png" const SHORT : String = "res://demo/assets/short.png" const RED : String = "res://demo/assets/red.png" const GREEN : String = "res://demo/assets/green.png" const TREE : String = "res://demo/assets/tree.png" const CITY : String = "res://demo/assets/city.png" const MOUNT : String = "res://demo/assets/mountain.png" var drag : Sprite var board : HexMap var prev : Vector2 var hexes : Dictionary var hex_rotation : int var p0 : Vector2 var p1 : Vector2 var los : Array var move : Array var short : Array var influence : Array var unit : Unit var show_los : bool var show_move : bool var show_influence : bool func _ready(): drag = null unit = Unit.new() rotate_map() func reset() -> void: los.clear() move.clear() short.clear() influence.clear() hexes.clear() hexes[-1] = Hex.new() # off map p0 = Vector2(0, 0) p1 = Vector2(3, 3) $Tank.position = board.center_of(p0) $Target.position = board.center_of(p1) for hex in $Hexes.get_children(): $Hexes.remove_child(hex) hex.queue_free() compute() func rotate_map() -> void: texture = load(MAPH if is_instance_valid(board) and board.v else MAPV) configure() reset() func set_mode(l : bool, m : bool, i : bool) -> void: show_los = l show_move = m show_influence = i compute() func configure() -> void: var v : bool = (is_instance_valid(board) and board.v) var v0 : Vector2 = Vector2(50, 100) if centered: var ts : Vector2 = texture.get_size() if v: v0.x -= ts.y / 2 v0.y -= ts.x / 2 else: v0 -= ts / 2 if v: hex_rotation = 30 board = HexMap.new(10, 4, 100, v0, false, funcref(self, "get_tile")) else: hex_rotation = 0 board = HexMap.new(10, 7, 100, v0, true, funcref(self, "get_tile")) func texture_size() -> Vector2: return texture.get_size() func center() -> Vector2: return Vector2(0, 0) if centered else texture.get_size() / 2 func on_mouse_move() -> void: if drag != null: drag.position = get_local_mouse_position() func on_click(pressed : bool) -> bool: var pos : Vector2 = get_local_mouse_position() var coords : Vector2 = board.to_map(pos) if pressed: notify(pos, coords) prev = coords if board.to_map($Tank.position) == coords: drag = $Tank elif board.to_map($Target.position) == coords: drag = $Target else: return true else: if drag: if board.is_on_map(coords): drag.position = board.center_of(coords) if drag == $Tank: p0 = coords else: p1 = coords notify(pos, coords) compute() else: drag.position = board.center_of(prev) drag = null else: if coords == prev and board.is_on_map(coords): change_tile(coords, pos) return false func change_tile(coords : Vector2, pos : Vector2) -> void: var hex : Hex = board.get_tile(coords) hex.change() notify(pos, coords) compute() func get_tile(coords : Vector2, k : int) -> Tile: if hexes.has(k): return hexes[k] var hex : Hex = Hex.new() hex.roads = get_road(k) hex.rotation_degrees = hex_rotation hex.configure(board.center_of(coords), coords, [RED, GREEN, BLACK, CITY, TREE, MOUNT, BLOCK, MOVE, SHORT]) hexes[k] = hex $Hexes.add_child(hex) return hex func get_road(k : int) -> int: if not board.v: return 0 var v : int = 0 v += (HexMap.Orientation.E if k in [19,20,21,23,24,42,43,44,45,46,47] else 0) v += (HexMap.Orientation.W if k in [19,20,21,22,24,25,43,44,45,46,47] else 0) v += (HexMap.Orientation.SE if k in [22,32,42,52,62] else 0) v += (HexMap.Orientation.NW if k in [32,42,52,62] else 0) v += (HexMap.Orientation.NE if k in [7,16,25,32] else 0) v += (HexMap.Orientation.SW if k in [7,16,23] else 0) return v func notify(pos : Vector2, coords : Vector2) -> void: emit_signal("hex_touched", pos, board.get_tile(coords), (board.key(coords) if board.is_on_map(coords) else -1)) func compute() -> void: $Los.visible = false for hex in los: hex.show_los(false) if show_los: $Los.visible = true var ct : Vector2 = board.line_of_sight(p0, p1, los) $Los.setup($Tank.position, $Target.position, ct) for hex in los: hex.show_los(true) for hex in move: hex.show_move(false) for hex in short: hex.show_short(false) if show_move: # warning-ignore:return_value_discarded board.possible_moves(unit, board.get_tile(p0), move) # warning-ignore:return_value_discarded board.shortest_path(unit, board.get_tile(p0), board.get_tile(p1), short) for hex in move: hex.show_move(true) for i in range(1, short.size() -1): short[i].show_short(true) for hex in influence: hex.show_influence(false) if show_influence: # warning-ignore:return_value_discarded board.range_of_influence(unit, board.get_tile(p0), 0, influence) for hex in influence: hex.show_influence(true)