Added identification of current island
parent
a5035f81fa
commit
7aa4b2d4b9
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@ -29,6 +29,7 @@ script = ExtResource( 1 )
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script = ExtResource( 2 )
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[node name="Islands" type="Node2D" parent="World"]
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z_index = -1
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[node name="GridHighlight" type="Node2D" parent="World"]
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script = ExtResource( 8 )
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@ -7,6 +7,7 @@ var center_world_coord = Vector2.ZERO
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var tile_local_coords = []
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var rect_local = Rect2()
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var radius_world = 0.0
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var is_active = false
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# Called when the node enters the scene tree for the first time.
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func _ready():
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@ -136,8 +137,8 @@ func _draw():
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var transform = get_transform()
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draw_set_transform(transform.origin + offset_world, transform.get_rotation(), transform.get_scale())
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# draw_rect(rect_local, Color.red, false)
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# draw_bsphere()
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if is_active:
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draw_rect(rect_local, Color.red, false)
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var default_font = Control.new().get_font("font")
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draw_string(default_font, Vector2(0, 0), name + str(" ") + str(offset_world))
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@ -55,6 +55,12 @@ func _process(_delta):
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if len(player_navigation_path) > 0:
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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.visible = false
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else:
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PlayerBoat.visible = true
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func draw_hex_path (path: Array, color: Color):
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var path_len = len(path)
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@ -67,9 +73,10 @@ func draw_hex_path (path: Array, color: Color):
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draw_circle(cur_point, 5, color)
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last_point = cur_point
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func _draw():
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draw_hex_path (player_navigation_path, "#f200f2")
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draw_hex_path (hex_line_path, "#00f2f2")
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draw_hex_path (player_navigation_path, "#f200f2")
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#
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@ -169,7 +176,26 @@ func populate_ocean_grid():
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for island in Islands.get_children():
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for tile in island.tiles.keys():
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var grid_coords = Globals.WorldToHex(tile + island.offset_world)
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Globals.OceanGrid.add_obstacles(grid_coords, 0)
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Globals.OceanGrid.add_obstacles(grid_coords, 15)
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func update_current_island():
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var islands = Islands.get_children()
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var last_current_island = current_island
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current_island = null
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for island in islands:
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if island.get_tile_by_world_coord(PlayerChar.position) != null:
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current_island = island
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break
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if last_current_island != current_island:
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if last_current_island != null:
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last_current_island.is_active = false
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last_current_island.update()
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if current_island != null:
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current_island.is_active = true
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current_island.update()
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func update_player_navigation_target(target_world: Vector2):
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@ -181,27 +207,30 @@ func update_player_navigation_target(target_world: Vector2):
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if get_tile_type(target_world) != null:
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var direct_path = Globals.WorldLineToHexTiles(target_world, start_world)
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var last_removed = null
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while len(direct_path) > 0 and get_tile_type(direct_path[0]) != null:
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last_removed = direct_path[0]
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direct_path.remove(0)
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if len(direct_path) == 0:
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print ("Could not find path!")
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return
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print ("Using ", direct_path[0], " instead of ", goal_coord, " as goal.")
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goal_coord = Globals.WorldToHex(direct_path[0])
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print ("Using ", Globals.WorldToHex(direct_path[0]), " instead of ", goal_coord, " as goal.")
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goal_coord = Globals.WorldToHex(last_removed)
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var path = Globals.OceanGrid.find_path(start_coord, goal_coord)
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for target in path:
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for target in path.slice(1,-1):
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var target_world_coord = Globals.HexToWorld(target.axial_coords)
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var target_type = get_tile_type(target_world_coord)
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if target_type == "Sand":
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break
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player_navigation_path.append(target_world_coord)
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if len(player_navigation_path) > 1:
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PlayerChar.target = player_navigation_path[1]
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if target_type == "Sand":
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break
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if len(player_navigation_path) > 0:
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PlayerChar.target = player_navigation_path[0]
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update()
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@ -230,7 +259,7 @@ func update_hex_line_path(target: Vector2):
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func _unhandled_input(event):
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if event is InputEventMouseButton:
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if handle_game_event(event):
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if handle_game_event(event):
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return
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# Move camera
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