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#warning-ignore-all:unused_argument
extends Node2D
class_name Tile, "res://godot/Tile.png"
var coords : Vector2
var blocked : bool
var on_board : bool = false
var acc : int
var f : float
var parent : Tile
var road_march : bool
var search_count : int
func configure(p : Vector2, c: Vector2, o :Array) -> void:
position = p
coords = c
on_board = true
for t in o:
var s :Sprite = Sprite.new()
s.texture = load(t)
s.visible = false
add_child(s)
visible = false
# is there a road with given orientation that drives out of that Tile
func has_road(orientation : int) -> bool:
print("Tile#has_road() must be overriden in a subclass")
return false
# is the line of sight blocked from a Tile to another, d beeing the distance between from and to,
# dt beeing the distance between from and this Tile
func block_los(from : Tile, to : Tile, d : float, dt : float) -> bool:
print("Tile#block_los() must be overriden in a subclass")
return false
# range value modifier when firing out of this tile with a given category of weapon
func range_modifier(category : int) -> int:
print("Tile#range_modifier() must be overriden in a subclass")
return 0
# attack value modifier when firing out of this tile with a given category of weapon with a given orientation
func attack_modifier(category : int, orientation : int) -> int:
print("Tile#attack_modifier() must be overriden in a subclass")
return 0
# defense value provided by this tile against a given category of weapon incoming from a given orientation
func defense_value(category : int, orientation : int) -> int:
print("Tile#defense_value() must be overriden in a subclass")
return 0
func enable_overlay(i :int, v : bool) -> void:
get_child(i).visible = v
if v: visible = true
else :
visible = false
for o in get_children():
if o.visible:
visible = true
break
func is_overlay_on(i) -> bool:
return get_child(i).visible
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