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#warning-ignore-all:integer_division
extends Node
class_name HexBoard, "res://godot/HexMap.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
var v : bool # hex have a vertical edje
var s : float # hex side length
var w : float # hex width between 2 parallel sides
var h : float # hex height from the bottom of the middle rectangle to the top of the upper edje
var dw : float # half width
var dh : float # half height (from the top ef tho middle rectangle to the top of the upper edje)
var m : float # dh / dw
var im : float # dw / dh
var tl : int # num of hexes in 2 consecutives rows
var tile_factory_fct : FuncRef
var angles : Dictionary
var adjacents : Array
var search_count : int
var stack : Array
func _init(cols : int, rows : int, side : float, v0 : Vector2, vertical : bool, fct : FuncRef) -> void:
tile_factory_fct = fct
v = vertical
s = side
w = s * 1.73205
dw = w / 2.0
dh = s / 2.0
h = s + dh
m = dh / dw
im = dw / dh
if v:
bt = v0
cr = Vector2(cols, rows)
else:
bt = v0
cr = Vector2(rows, cols)
tl = (2 * int(cr.x) - 1)
search_count = 0
angles = {}
if v:
# origin [top-left] East is at 0°, degrees grows clockwise
angles[Orientation.E] = 0
angles[Orientation.SE] = 60
angles[Orientation.SW] = 120
angles[Orientation.W] = 180
angles[Orientation.NW] = 240
angles[Orientation.NE] = 300
else:
angles[Orientation.SE] = 30
angles[Orientation.S] = 90
angles[Orientation.SW] = 150
angles[Orientation.NW] = 210
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))
# 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()) + 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 Orientation given to distant Tiles
# Orientation is combined in case of diagonals
func distant_orientation(from : Tile, to : Tile) -> int:
var a : float = rad2deg((to.position - from.position).angle())
if a < 0: a += 360
a = int(a * 10) / 10.0
for k in angles.keys():
var z : int = angles[k]
if a >= (z + 30 - DEGREE_ADJ) and a <= (z + 30 + DEGREE_ADJ):
# diagonal
var p : int = k >> 1
if p == 0: p = Orientation.SE
if not angles.has(p): return k | p >> 1 # v : N S and not v : W E
else: return (k | p)
elif (z == 30 and (a < DEGREE_ADJ or a > 360 - DEGREE_ADJ)):
return Orientation.NE | Orientation.SE
elif a >= (z - 30) and a <= (z + 30):
return k
if angles.has(Orientation.E) and a > 330 and a <= 360:
return Orientation.E
return -1
# return the opposite of a possibly combined given Orientation
func distant_opposite(o : int) -> int:
var r : int = 0
for k in angles.keys():
if (k & o) == k:
r |= opposite(k)
return r
# 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))
else: return _key(int(coords.y), int(coords.x))
func _key(x : int, y : int) -> int:
var n : int = y / 2
var i : int = x - n + n * tl
if (y % 2) != 0:
i += (int(cr.x) - 1)
return i
# build the 6 adjacent Tiles of a Tile given by it's col;row coordinates
func adjacents_of(tile : Tile, tiles : Array) -> void:
_build_adjacents(tile.coords)
tiles.clear()
for t in adjacents: tiles.append(t)
func _build_adjacents(coords : Vector2) -> Array:
adjacents.clear()
coords.x += 1
adjacents.append(get_tile(coords))
coords.y += 1
adjacents.append(get_tile(coords))
coords.x -= 1
adjacents.append(get_tile(coords))
coords.x -= 1
coords.y -= 1
adjacents.append(get_tile(coords))
coords.y -= 1
adjacents.append(get_tile(coords))
coords.x += 1
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))
func _is_on_map(x : int, y : int) -> bool:
if (y < 0) || (y >= int(cr.y)): return false
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)
func _to_map(x : float, y : float, swap : bool) -> Vector2:
var col : int = -1
var row : int = -1
# compute row
var dy : float = y - bt.y
row = int(dy / h)
if dy < 0:
row -= 1
# compute col
var dx : float = x - bt.x + (row * dw);
col = int(dx / w)
if dx < 0:
col -= 1
# upper rectangle or hex body
if dy > ((row * h) + s):
dy -= ((row * h) + s)
dx -= (col * w)
# upper left or right rectangle
if dx < dw:
if dy > (dx * m):
# upper left hex
row += 1
else:
if dy > ((w - dx) * m):
# upper right hex
row += 1
col += 1
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)
if euclidean:
if dx == 0: return abs(dy)
elif dy == 0 || dx == dy: return abs(dx)
var fdx : float = dx - dy / 2;
var fdy : float = dy * 0.86602
return sqrt((fdx * fdx) + (fdy * fdy))
else:
dx = int(abs(dx))
dy = int(abs(dy))
var dz : float = abs(p1.x - p0.x - p1.y + p0.y)
if dx > dy:
if dx > dz: return float(dx)
else:
if dy > dz: return float(dy)
return dz
# 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
var ox0 : float = p0.x - (p0.y + 1) / 2
var ox1 : float = p1.x - (p1.y + 1) / 2
var dy : int = int(p1.y) - int(p0.y)
var dx : float = ox1 - ox0
# quadrant I && III
var q13 : bool = (dx >= 0 && dy >= 0) || (dx < 0 && dy < 0)
# is positive
var xs : int = 1
var ys : int = 1
if dx < 0: xs = -1
if dy < 0: ys = -1
# dx counts half width
dy = int(abs(dy))
dx = abs(2 * dx)
var dx3 : int = int(3 * dx)
var dy3 : int = 3 * dy
# check for diagonals
if dx == 0 || dx == dy3:
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)
var y : int = int(p0.y);
var e : int = int(-2 * dx)
var from : Tile = get_tile(p0)
var to : Tile = get_tile(p1)
var d : float = distance(p0, p1)
tiles.append(from)
from.blocked = false
var ret : Vector2 = Vector2(-1, -1)
var contact : bool = false
var los_blocked : bool = false
while (x != p1.x) or (y != p1.y):
if e > 0:
# quadrant I : up left
e -= (dy3 + dx3)
y += ys
if not q13: x -= xs
else:
e += dy3
if (e > -dx) or (not flat && (e == -dx)):
# quadrant I : up right
e -= dx3
y += ys
if q13: x += xs
elif e < -dx3:
# quadrant I : down right
e += dx3
y -= ys
if not q13: x += xs
else:
# quadrant I : right
e += dy3
x += xs
var q : Vector2 = Vector2(x, y)
var t : Tile = get_tile(q)
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)
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:
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)
var y : int = int(p0.y)
var from : Tile = get_tile(p0);
var to : Tile = get_tile(p1);
var d : float = distance(p0, p1)
tiles.append(from);
from.blocked = false;
var ret : Vector2 = Vector2(-1, -1)
var blocked : int = 0
var contact : bool = false
var los_blocked : bool = false
while (x != p1.x) or (y != p1.y):
var idx : int = 4
if flat: y += dy # up left
else: x += dx # right
var q : Vector2 = Vector2(x, y)
var t : Tile = get_tile(q)
if t.on_map:
tiles.append(t)
t.blocked = los_blocked
if t.block_los(from, to, d, distance(p0, q)):
blocked |= 0x01
else:
blocked |= 0x01
idx = 3
if flat: x += dx # up right
else:
y += dy # up right
if not q13: x -= dx
q = Vector2(x, y)
t = get_tile(q)
if t.on_map:
tiles.append(t)
t.blocked = los_blocked
if t.block_los(from, to, d, distance(p0, q)):
blocked |= 0x02
else:
blocked |= 0x02
idx = 3
if flat: y += dy # up
else: x += dx # diagonal
q = Vector2(x, y)
t = get_tile(q)
tiles.append(t)
t.blocked = los_blocked || blocked == 0x03
if t.blocked and not contact:
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))
else:
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:
if flat:
if v: return Orientation.S if dy == 1 else Orientation.N
else: return Orientation.S if dx == 1 else Orientation.N
if dx == 1:
if dy == 1: return Orientation.E
else: return Orientation.E if v else Orientation.N
else:
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:
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)
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
return Vector2(x, from.y + n * (x - from.x))
elif o == Orientation.W:
var x : float = t.x - dw
return Vector2(x, from.y + n * (x - from.x))
else:
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
var x : float = (k - c) / (n - p)
return Vector2(x, n * x + c)
else:
if o == Orientation.E: return Vector2(t.x + s, t.y)
elif o == Orientation.W: return Vector2(t.x - s, t.y)
elif o == Orientation.N:
var y : float = t.y - dw
return Vector2(from.x + (y - from.y) / n, y)
elif o == Orientation.S:
var y : float = t.y + dw
return Vector2(from.x + (y - from.y) / n, y)
else:
var p : float = -im if (o == Orientation.SE or o == Orientation.NW) else +im
var k : float = 0
if o == Orientation.SW or o == Orientation.NW: k = t.y - (p * (t.x - s))
else: k = t.y - (p * (t.x + s))
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.parent = null
from.acc = piece.get_mp()
from.search_count = search_count
from.road_march = road_march_bonus > 0
stack.push_back(from)
while(not stack.empty()):
var src : Tile = stack.pop_back()
if (src.acc + (road_march_bonus if src.road_march else 0)) <= 0: continue
# warning-ignore:return_value_discarded
_build_adjacents(src.coords)
for dst in adjacents:
if not dst.on_map: continue
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(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(dst))): continue
if dst.search_count != search_count:
dst.search_count = search_count
dst.acc = r
dst.parent = src
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.road_march else 0)))):
dst.acc = r
dst.parent = src
dst.road_march = rm
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
from.road_march = road_march_bonus > 0
stack.push_back(from)
while(not stack.empty()):
var src : Tile = stack.pop_back()
if (src == to): break
# warning-ignore:return_value_discarded
_build_adjacents(src.coords)
for dst in adjacents:
if not dst.on_map: continue
var o : int = to_orientation(angle(src, dst))
var cost : int = piece.move_cost(src, dst, o)
if (cost == -1): continue # impracticable
cost += src.acc
var total : float = cost + distance(dst.coords, to.coords)
var rm : bool = src.road_march and src.has_road(o)
if rm: total -= road_march_bonus
var add : bool = false
if dst.search_count != search_count:
dst.search_count = search_count
add = true
elif dst.f > total or (rm and not dst.road_march and abs(dst.f - total) < 0.001):
stack.erase(dst)
add = true
if add:
dst.acc = cost
dst.f = total
dst.road_march = rm
dst.parent = src
var idx : int = IMAX
for k in range(stack.size()):
if stack[k].f <= dst.f:
idx = k
break
if idx == IMAX: stack.push_back(dst)
else: stack.insert(idx, dst)
stack.clear()
if to.search_count == search_count:
var t : Tile = to
while t != from:
tiles.push_front(t)
t = t.parent
tiles.push_front(from)
return tiles.size()
func range_of_influence(piece : Piece, from : Tile, category : int, tiles : Array) -> int:
tiles.clear()
var max_range : int = piece.max_range_of_fire(category, from)
if not is_on_map(from.coords): return 0
var tmp : Array = []
search_count += 1
from.search_count = search_count
stack.push_back(from)
while(not stack.empty()):
var src : Tile = stack.pop_back()
# warning-ignore:return_value_discarded
_build_adjacents(src.coords)
for dst in adjacents:
if not dst.on_map: continue
if dst.search_count == search_count: continue
dst.search_count = search_count
var d : int = int(distance(from.coords, dst.coords, false))
if d > max_range: continue
if line_of_sight(from.coords, dst.coords, tmp).x != -1: continue
var o : int = distant_orientation(from, dst)
dst.f = piece.volume_of_fire(category, d, from, o, dst, distant_opposite(o))
stack.push_back(dst)
tiles.append(dst)
return tiles.size()
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