245 lines
6.8 KiB
GDScript
245 lines
6.8 KiB
GDScript
extends Node2D
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var tiles = {}
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var offset_world = Vector2.ZERO
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var center_coord = Vector2.ZERO
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var center_world_coord = Vector2.ZERO
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var rect_local = Rect2()
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var rect_world = Rect2()
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var radius_world = 0.0
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var is_active = false
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var landing_site_local_coord = null
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var landing_site_world = null
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var obstacles_local_coords = {}
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var treasure_local_coords = null
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var highlight_treasure = false
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var prerender_texture = null
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var render_sprite = null
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# Called when the node enters the scene tree for the first time.
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func _init():
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render_sprite = Sprite.new()
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add_child(render_sprite)
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func set_tile(coord: Vector2, value: String):
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if HexTileDrawer.TileTypeFromString[value] == HexTileDrawer.TileType.None:
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if coord in tiles.keys():
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tiles.erase(coord)
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else:
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tiles[coord] = value
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update()
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func set_offset_world(value: Vector2):
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offset_world = value
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rect_world.position = rect_local.position + value
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rect_world.size = rect_local.size
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func clear_island():
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tiles = {}
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update()
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func generate_random_walk (length):
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var cur_hex_coord = Vector2(0,0)
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var i = length
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while (i >= 0):
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var cur_world_pos = Globals.HexToWorld(cur_hex_coord)
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tiles[cur_world_pos] = "Sand"
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var neighbours = Globals.HexGrid.get_hex_at(cur_hex_coord).get_all_adjacent()
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var exists = true
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for j in range (len(neighbours)):
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neighbours[j] = neighbours[j].axial_coords
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var rand_idx = randi() % 6
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cur_hex_coord = cur_hex_coord + neighbours[rand_idx]
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i = i - 1
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func extrude_island():
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var old_tiles = tiles
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tiles = {}
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for tile in old_tiles:
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var hex_coord = Globals.WorldToHex(tile)
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tiles[tile] = "Sand"
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var neighbours = Globals.HexGrid.get_hex_at(hex_coord).get_all_adjacent()
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for cell in neighbours:
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var world_coord = Globals.HexToWorld(hex_coord + cell.axial_coords)
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tiles[world_coord] = "Sand"
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func mark_grass():
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var old_tiles = tiles
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tiles = {}
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for tile in old_tiles:
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var hex_coord = Globals.WorldToHex(tile)
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var neighbours = Globals.HexGrid.get_hex_at(hex_coord).get_all_adjacent()
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var is_center_cell = true
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for cell in neighbours:
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var world_coord = Globals.HexToWorld(hex_coord + cell.axial_coords)
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if not world_coord in old_tiles.keys():
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is_center_cell = false
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if is_center_cell:
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tiles[tile] = "Grass"
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else:
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tiles[tile] = "Sand"
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func generate():
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var size = 62
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generate_random_walk(size)
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extrude_island()
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mark_grass()
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calc_bbox()
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update()
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func calc_bbox():
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var coord_min = Vector2.ONE * 10000
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var coord_max = Vector2.ONE * -10000
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var coords = tiles.keys()
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for coord in coords:
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var local_coords = (coord)
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if local_coords.x < coord_min.x:
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coord_min.x = local_coords.x
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if local_coords.y < coord_min.y:
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coord_min.y = local_coords.y
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if local_coords.x > coord_max.x:
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coord_max.x = local_coords.x
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if local_coords.y > coord_max.y:
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coord_max.y = local_coords.y
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var hex_half_size = Vector2 (Globals.hex_size * 0.5, Globals.hex_size * sqrt(3) * 0.25)
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rect_local = Rect2(coord_min - hex_half_size, coord_max - coord_min + hex_half_size * 2)
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center_world_coord = Globals.HexToWorld(Globals.WorldToHex(coord_min + 0.5 * (coord_max - coord_min)))
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center_coord = Globals.WorldToHex(center_world_coord)
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print ("center coord: " + str(center_coord))
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radius_world = max(rect_local.size.x, rect_local.size.y) * 0.5
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# brute force the bbox tiles
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obstacles_local_coords = {}
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var dx = Globals.hex_size * 0.5
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var dy = Globals.hex_size * 0.5
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var n_tiles_x = (rect_local.size.x + Globals.hex_size * 2) / dx
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var n_tiles_y = (rect_local.size.y + Globals.hex_size * 2) / dy
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for r in range (n_tiles_y):
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for c in range (n_tiles_x):
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var point_hex_local = Globals.WorldToHexCenter(Vector2(rect_local.position.x+ c * dx, rect_local.position.y + r * dy) - Vector2.ONE * Globals.hex_size * 0.5)
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if not obstacles_local_coords.has(point_hex_local) and not tiles.has(point_hex_local):
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obstacles_local_coords[point_hex_local] = "#bb44aa"
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func save_island(path: String):
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var island_save_data = File.new()
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island_save_data.open(path, File.WRITE)
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island_save_data.store_line (to_json(tiles))
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island_save_data.close()
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func load_island(path: String):
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var island_save_data = File.new()
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if !island_save_data.file_exists(path):
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clear_island()
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return
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island_save_data.open(path, File.READ)
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var data = parse_json(island_save_data.get_line())
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island_save_data.close()
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var data_keys = data.keys()
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tiles = {}
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var coord_regex = RegEx.new()
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coord_regex.compile("\\((?<tile_x>-?\\d+(.?\\d+)?), (?<tile_y>-?\\d+(.?\\d+)?)\\)")
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var reg_test_result = coord_regex.search("(0, 0)")
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assert(reg_test_result)
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reg_test_result = coord_regex.search("(123.124, 552.0)")
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assert(reg_test_result)
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for k in data_keys:
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var coords = Vector2.ZERO
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var regresult = coord_regex.search(k)
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if regresult:
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# print(regresult.get_string("tile_x"), " - ", regresult.get_string("tile_y"))
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coords = Vector2(float(regresult.get_string("tile_x")), float(regresult.get_string("tile_y")))
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tiles[coords] = data[k]
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name = path
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calc_bbox()
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update()
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func check_overlap(other):
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var rect_world = calc_rect_world()
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var rect_world_other = other.calc_rect_world()
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return rect_world.intersects(rect_world_other)
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func get_tile_by_world_coord(world_coord: Vector2):
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var local_coord = get_local_coord_by_world_coord(world_coord)
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if local_coord in tiles.keys():
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return tiles[local_coord]
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return null
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func is_point_on_treasure_site(world_coord: Vector2):
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var local_coord = get_local_coord_by_world_coord(world_coord)
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return treasure_local_coords != null and local_coord == treasure_local_coords
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func is_point_on_landing_site(world_coord: Vector2):
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return (Globals.WorldToHex(world_coord) - Globals.WorldToHex(landing_site_world)).length_squared() < 1
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func get_local_coord_by_world_coord(world_coord: Vector2):
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return Globals.WorldToHexCenter(world_coord - offset_world)
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func calc_rect_world():
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var rect_world = Rect2(rect_local)
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rect_world.position = transform.origin + rect_world.position + offset_world
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return rect_world
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func draw_bsphere():
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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_circle(center_world_coord, radius_world, Color("#80000033"))
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draw_circle(center_world_coord, 10, Color.red)
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func _draw():
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var transform = get_transform()
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for coord in tiles.keys():
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draw_set_transform (coord + offset_world, 0, Vector2.ONE)
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draw_polygon(HexTileDrawer.HexPoints, HexTileDrawer.get_tile_color(tiles[coord]))
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if highlight_treasure and treasure_local_coords:
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draw_set_transform (treasure_local_coords + offset_world, 0, Vector2.ONE)
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draw_polygon(HexTileDrawer.HexPoints, HexTileDrawer.create_color_array("#922"))
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if Globals.draw_island_bbox:
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# draw_set_transform(transform.origin, transform.get_rotation(), transform.get_scale())
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draw_rect(rect_world, Color.red, false)
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