PirateTreasureHunt/scenes/World.gd

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GDScript
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extends Node2D
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onready var Grid = get_node("Grid")
onready var GridHighlight = get_node("GridHighlight")
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onready var Editor = get_node("../Editor")
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onready var Islands = get_node("Islands")
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onready var EditIslandButton = get_node("UI/TopContainer/EditIslandButton")
onready var WorldCamera = get_node("Camera")
onready var OffsetValueLabel = get_node("UI/TopContainer/OffsetValue")
onready var ZoomValueLabel = get_node("UI/TopContainer/ZoomValue")
onready var HexCoordValueLabel = get_node("UI/TopContainer/HexCoordValue")
onready var WorldCoordValueLabel = get_node("UI/TopContainer/WorldCoordValue")
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onready var TileTypeValueLabel = get_node("UI/TopContainer/TileTypeValue")
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onready var PlayerChar = get_node("PlayerChar")
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onready var PlayerBoat = get_node("PlayerBoat")
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onready var FPSValueLabel = get_node("UI/TopContainer/FPSValue")
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var Island = preload("Island.gd")
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var hex_grid_bbox = [[0,0], [10,10]]
var hex_hover = Vector2.ZERO
var is_dragging = false
var drag_start = null
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var target = Vector2()
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var tile_data = {}
var current_island = null
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var anchor_tile = null
var landing_tile = null
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var player_navigation_path = []
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var player_path_plan_start = null
var player_path_plan_end = null
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var hex_line_path = []
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#
# Godot Functions
#
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func _ready():
Grid.view_camera = WorldCamera
GridHighlight.view_camera = WorldCamera
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generate()
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# Set player starting position
PlayerChar.position = Globals.HexGrid.get_hex_center(Vector2(0,0))
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func _process(_delta):
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if Editor == null or not Editor.is_active():
WorldCamera.offset = PlayerChar.position
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if len(player_navigation_path) > 1:
var player_coord = Globals.WorldToHexCenter(PlayerChar.transform.origin)
if (player_coord - player_navigation_path[0]).length_squared() < 0.1:
player_navigation_path.remove(0)
if len(player_navigation_path) > 0:
PlayerChar.target = player_navigation_path[0]
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update_current_island()
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if current_island:
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PlayerBoat.transform.origin = Globals.HexToWorld(anchor_tile)
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else:
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PlayerBoat.transform.origin = PlayerChar.transform.origin
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func draw_hex_path (path: Array, color: Color):
var path_len = len(path)
if path_len > 0:
var last_point = path[0]
draw_circle(last_point, 5, color)
for i in range (1, path_len):
var cur_point = path[i]
draw_line (last_point, cur_point, color)
draw_circle(cur_point, 5, color)
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last_point = cur_point
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func _draw():
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if Globals.debug_nav:
draw_hex_path (hex_line_path, "#00f2f2")
draw_hex_path (player_navigation_path, "#f200f2")
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if player_path_plan_start != null and player_path_plan_end != null:
draw_circle (player_path_plan_start, 12, "#2288f2")
draw_circle (player_path_plan_end, 12, "#2288f2")
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#
# World Modification/Query
#
func clear_islands():
for island in Islands.get_children():
Islands.remove_child(island)
island.queue_free()
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func get_tile_type(world_coord: Vector2):
for island in Islands.get_children():
var tile = island.get_tile_by_world_coord(world_coord)
if tile != null:
return tile
return null
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func add_island_at(file_name, offset_world: Vector2):
var island = Island.new()
island.load_island(file_name)
island.offset_world = offset_world
Islands.add_child(island)
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func check_island_location_valid(new_island):
var grid_origin_world_coord = Globals.HexToWorld(Vector2(0,0))
if new_island.get_tile_by_world_coord(grid_origin_world_coord) != null:
return false
var islands = Islands.get_children()
for island in islands:
if island.check_overlap(new_island):
return false
return true
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func generate():
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PlayerChar.transform.origin = Vector2.ZERO
PlayerChar.position = Vector2.ZERO
PlayerChar.target = Vector2.ZERO
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var rng = RandomNumberGenerator.new()
rng.randomize()
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clear_islands()
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var radius = 800
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var num_islands = 10
for i in range (num_islands):
var island = Island.new()
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var island_index = i % 10
var file_name = "res://islands/pirate_game_island_" + str(island_index) + ".island"
island.load_island(file_name)
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var rand_coord = Vector2(rng.randi_range(-radius, radius), rng.randi_range(-radius, radius))
island.offset_world = Globals.WorldToHexCenter(rand_coord)
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var location_valid = check_island_location_valid(island)
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var overlap_retry_num = 0
var overlap_retry_max = 10
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while !location_valid and overlap_retry_num < overlap_retry_max:
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if overlap_retry_num % 4 == 0:
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radius = radius + 200
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overlap_retry_num = overlap_retry_num + 1
rand_coord = Vector2(rng.randi_range(-radius, radius), rng.randi_range(-radius, radius))
island.offset_world = Globals.WorldToHexCenter(rand_coord)
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location_valid = check_island_location_valid(island)
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if !location_valid:
print ("Could not place island! steps: " + str(overlap_retry_num))
else:
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print ("Placed after " + str(overlap_retry_num) + " retries.")
Islands.add_child(island)
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populate_ocean_nav_grid()
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#
# Navigation
#
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func populate_ocean_nav_grid():
var obstacles = Globals.OceanNavGrid.get_obstacles()
Globals.OceanNavGrid.remove_obstacles(obstacles.keys())
Globals.OceanNavGrid.set_bounds(Vector2.ONE * -500, Vector2.ONE * 500)
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for island in Islands.get_children():
for tile in island.tiles.keys():
var grid_coords = Globals.WorldToHex(tile + island.offset_world)
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Globals.OceanNavGrid.add_obstacles(grid_coords, 0)
func populate_island_nav_grid():
var obstacles = Globals.IslandNavGrid.get_obstacles()
Globals.IslandNavGrid.remove_obstacles(obstacles.keys())
Globals.IslandNavGrid.set_bounds(Vector2.ONE * -500, Vector2.ONE * 500)
if current_island == null:
print ("Error: cannot populate island nav grid: no island")
return
for tile in current_island.obstacles_local_coords.keys():
var grid_coords = Globals.WorldToHex(tile + current_island.offset_world)
Globals.IslandNavGrid.add_obstacles(grid_coords, 0)
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func update_current_island():
var islands = Islands.get_children()
var last_current_island = current_island
current_island = null
for island in islands:
if island.get_tile_by_world_coord(PlayerChar.position) != null:
current_island = island
break
if last_current_island != current_island:
if last_current_island != null:
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on_leave_island(last_current_island)
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if current_island != null:
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on_enter_island(current_island)
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func on_enter_island(island):
print ("Entering island")
current_island = island
anchor_tile = PlayerChar.prev_tile
landing_tile = PlayerChar.cur_tile
island.landing_site_world = Globals.WorldToHexCenter(PlayerChar.position)
island.landing_site_local_coord = island.get_local_coord_by_world_coord(PlayerChar.position)
island.is_active = true
populate_island_nav_grid()
island.update()
func on_leave_island(island):
print ("Leaving island")
island.is_active = false
island.landing_site_local_coord = null
island.update()
func check_player_near_anchor():
if current_island == null:
return false
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var anchor_world = Globals.HexToWorld(anchor_tile)
return (PlayerChar.position - anchor_world).length() < Globals.hex_size
func update_navigation_target_ocean(start_world: Vector2, target_world: Vector2):
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var start_coord = Globals.WorldToHex(start_world)
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var goal_coord = Globals.WorldToHex(target_world)
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var island_landing_site_world = null
player_path_plan_start = null
player_path_plan_end = null
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var direct_path = Globals.WorldLineToHexTiles(start_world, target_world)
if get_tile_type(start_world) != null and current_island != null and len(direct_path) > 1:
print ("type 0: ", get_tile_type(direct_path[0]))
print ("type 1: ", get_tile_type(direct_path[1]))
print ("on landing site: ", current_island.is_point_on_landing_site (start_world))
if current_island.is_point_on_landing_site (start_world):
if get_tile_type(direct_path[1]) == null:
print ("starting from landing site")
direct_path.pop_front()
start_coord = Globals.WorldToHex(direct_path.front())
else:
print ("Invalid start")
return
# In case target is on an island we find both a landing site and
# the first point on the ocean that we can reach.
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if get_tile_type(target_world) != null:
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var last_removed = null
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while len(direct_path) > 0 and get_tile_type(direct_path.back()) != null:
last_removed = direct_path.back()
direct_path.pop_back()
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if len(direct_path) == 0:
print ("Could not find path!")
return
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print ("Using ", Globals.WorldToHex(direct_path.back()), " instead of ", goal_coord, " as goal.")
goal_coord = Globals.WorldToHex(direct_path.back())
island_landing_site_world = last_removed
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player_path_plan_start = Globals.HexToWorld(start_coord)
player_path_plan_end = Globals.HexToWorld(goal_coord)
var path = Globals.OceanNavGrid.find_path(start_coord, goal_coord)
for target in path.slice(0,-1):
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var target_world_coord = Globals.HexToWorld(target.axial_coords)
var target_type = get_tile_type(target_world_coord)
player_navigation_path.append(target_world_coord)
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if target_type == "Sand":
break
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if island_landing_site_world != null:
player_navigation_path.append(island_landing_site_world)
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if len(player_navigation_path) > 0:
PlayerChar.target = player_navigation_path[0]
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func update_navigation_target_island(start_world: Vector2, target_world: Vector2):
print ("Navigating Island")
var start_coord = Globals.WorldToHex(start_world)
var goal_coord = Globals.WorldToHex(target_world)
var path = Globals.IslandNavGrid.find_path(start_coord, goal_coord)
print ("Path length: ", len(path))
for target in path.slice(0,-1):
var target_world_coord = Globals.HexToWorld(target.axial_coords)
var target_type = get_tile_type(target_world_coord)
player_navigation_path.append(target_world_coord)
func update_player_navigation_target(target_world: Vector2):
var start_world = PlayerChar.transform.origin
player_navigation_path = []
var start_timestamp = OS.get_system_time_msecs()
var player_near_anchor = check_player_near_anchor()
print ("Player near anchor: ", player_near_anchor)
if current_island != null:
update_navigation_target_island(start_world, target_world)
if len(player_navigation_path) == 0 and player_near_anchor:
start_world = Globals.HexToWorld(anchor_tile)
if current_island == null or (len(player_navigation_path) == 0 and player_near_anchor):
update_navigation_target_ocean(start_world, target_world)
var planning_duration_msec = OS.get_system_time_msecs() - start_timestamp
print ("Planning took ", round(planning_duration_msec), "ms.")
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update()
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#
# Input & Events
#
func _on_generate_button_pressed():
generate()
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func handle_game_event(event):
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if Editor and Editor.is_active():
return false
if event is InputEventMouseButton:
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# Move main character
if event.pressed and event.button_index == BUTTON_LEFT:
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update_player_navigation_target (Globals.HexGrid.get_hex_center(Globals.ScreenToHex(event.position, WorldCamera)))
return false
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func update_hex_line_path(target: Vector2):
var start = PlayerChar.position
hex_line_path = Globals.WorldLineToHexTiles(start, target)
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func _unhandled_input(event):
if event is InputEventMouseButton:
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if handle_game_event(event):
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return
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# Move camera
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if event.pressed and event.button_index == 2:
is_dragging = true
drag_start = (WorldCamera.offset / WorldCamera.zoom.x + event.position)
else:
is_dragging = false
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# Zoom Camera
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if event.pressed and event.button_index == BUTTON_WHEEL_DOWN and event.pressed and WorldCamera.zoom.y < 5.5:
WorldCamera.zoom = WorldCamera.zoom * 1.0 / 0.8
elif event.button_index == BUTTON_WHEEL_UP and event.pressed:
WorldCamera.zoom = WorldCamera.zoom * 0.8
if 'position' in event:
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hex_hover = Globals.ScreenToHex(event.position, WorldCamera)
GridHighlight.pos = hex_hover
HexCoordValueLabel.text = str(hex_hover)
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var world_coord = Globals.ScreenToWorld(event.position, WorldCamera)
var tile_type = get_tile_type(world_coord)
if tile_type != null:
TileTypeValueLabel.text = tile_type
else:
TileTypeValueLabel.text = "None"
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WorldCoordValueLabel.text = str(world_coord)
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update_hex_line_path(world_coord)
if is_dragging:
WorldCamera.offset = (drag_start - event.position) * WorldCamera.zoom.x
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OffsetValueLabel.text = str(WorldCamera.offset)
ZoomValueLabel.text = str(WorldCamera.zoom)