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#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)
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