This commit is contained in:
Rendo 2026-02-24 01:17:57 +05:00
commit 090de86455
14 changed files with 294 additions and 12 deletions

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@ -0,0 +1,11 @@
extends Node2D
@export var grid: Grid
func _on_timer_timeout() -> void:
GameplaySignalBus.highlight_empty.emit(grid.raycast_empty(global_position,transform.x))
rotation_degrees += 5
func _process(delta: float) -> void:
global_position = get_global_mouse_position()

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uid://c7i44ghoo4kqo

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@ -15,6 +15,20 @@ run/main_scene="uid://bxt4kgs6px3t8"
config/features=PackedStringArray("4.6", "GL Compatibility")
config/icon="res://icon.svg"
[autoload]
GameplaySignalBus="*uid://cqh0t2i1slf8u"
[debug]
gdscript/warnings/integer_division=0
[display]
window/size/viewport_width=1920
window/size/viewport_height=1080
window/stretch/mode="canvas_items"
[internationalization]
locale/translations=PackedStringArray("res://translations/units.ru.translation", "res://translations/units.en.translation")

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@ -6,6 +6,10 @@
[ext_resource type="Resource" uid="uid://e7kiu3wcf0ff" path="res://cards/resources/fosma.tres" id="3_u5sy4"]
[ext_resource type="Resource" uid="uid://djqlx7bmcs5gj" path="res://cards/resources/doh.tres" id="4_gee14"]
[ext_resource type="Resource" uid="uid://b6kiwb0marpng" path="res://cards/resources/zlosma.tres" id="5_0tnpc"]
[ext_resource type="Script" uid="uid://rt6mxr30u8tp" path="res://systems/grid.gd" id="7_u5sy4"]
[ext_resource type="Script" uid="uid://bmy5djjmiljhl" path="res://systems/grid_highlighter.gd" id="8_gee14"]
[ext_resource type="Script" uid="uid://c7i44ghoo4kqo" path="res://debug/debug_highlight_tester.gd" id="9_0tnpc"]
[ext_resource type="Texture2D" uid="uid://du3h8ou2sxh6s" path="res://units/fosma/fosma.png" id="10_vtaks"]
[node name="Game" type="Node2D" unique_id=619820575]
@ -13,9 +17,14 @@
texture = ExtResource("1_iywne")
centered = false
[node name="Fosma" type="Sprite2D" parent="." unique_id=128278442]
position = Vector2(511, 278)
texture = ExtResource("10_vtaks")
[node name="PlayerInterface" type="CanvasLayer" parent="." unique_id=269857956]
[node name="Hand" type="Control" parent="PlayerInterface" unique_id=403305026]
visible = false
layout_mode = 3
anchors_preset = 12
anchor_top = 1.0
@ -31,9 +40,10 @@ layout_mode = 0
anchors_preset = 0
anchor_right = 0.0
anchor_bottom = 0.0
offset_left = 402.0
offset_right = 515.0
offset_bottom = 169.0
offset_left = 733.9999
offset_top = -168.99997
offset_right = 846.9999
offset_bottom = 3.0517578e-05
card_resource = ExtResource("3_u5sy4")
[node name="Card2" parent="PlayerInterface/Hand" unique_id=1229293312 instance=ExtResource("2_p57ef")]
@ -41,9 +51,10 @@ layout_mode = 0
anchors_preset = 0
anchor_right = 0.0
anchor_bottom = 0.0
offset_left = 519.0
offset_right = 632.0
offset_bottom = 169.0
offset_left = 846.9999
offset_top = -168.99997
offset_right = 959.99994
offset_bottom = 3.0517578e-05
card_resource = ExtResource("4_gee14")
[node name="Card4" parent="PlayerInterface/Hand" unique_id=1427311772 instance=ExtResource("2_p57ef")]
@ -51,9 +62,10 @@ layout_mode = 0
anchors_preset = 0
anchor_right = 0.0
anchor_bottom = 0.0
offset_left = 804.0
offset_right = 917.0
offset_bottom = 169.0
offset_left = 959.9999
offset_top = -168.99997
offset_right = 1072.9999
offset_bottom = 3.0517578e-05
card_resource = ExtResource("3_u5sy4")
[node name="Card3" parent="PlayerInterface/Hand" unique_id=1907397406 instance=ExtResource("2_p57ef")]
@ -61,7 +73,38 @@ layout_mode = 0
anchors_preset = 0
anchor_right = 0.0
anchor_bottom = 0.0
offset_left = 636.0
offset_right = 749.0
offset_bottom = 169.0
offset_left = 1072.9998
offset_top = -168.99997
offset_right = 1185.9998
offset_bottom = 3.0517578e-05
card_resource = ExtResource("5_0tnpc")
[node name="Grid" type="Node2D" parent="." unique_id=1478060666 node_paths=PackedStringArray("right_border_marker")]
position = Vector2(398, 162)
script = ExtResource("7_u5sy4")
rows = 5
columns = 5
right_border_marker = NodePath("../GridMarker")
metadata/_custom_type_script = "uid://rt6mxr30u8tp"
[node name="Highlighter" type="Node2D" parent="Grid" unique_id=69750982]
script = ExtResource("8_gee14")
[node name="GridMarker" type="Marker2D" parent="." unique_id=1656515901]
position = Vector2(801, 567)
[node name="Camera2D" type="Camera2D" parent="." unique_id=1988509991]
position = Vector2(0, 142)
anchor_mode = 0
zoom = Vector2(1.5, 1.5)
[node name="HighlightTester" type="Node2D" parent="." unique_id=729091083 node_paths=PackedStringArray("grid")]
position = Vector2(602, 362)
script = ExtResource("9_0tnpc")
grid = NodePath("../Grid")
[node name="Timer" type="Timer" parent="HighlightTester" unique_id=1589504194]
wait_time = 0.1
autostart = true
[connection signal="timeout" from="HighlightTester/Timer" to="HighlightTester" method="_on_timer_timeout"]

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extends Node
@warning_ignore_start("unused_signal")
signal highlight_empty(empty: Array[int])
signal highlight_units(unit: Array[int])

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uid://cqh0t2i1slf8u

169
systems/grid.gd Normal file
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extends Node2D
## Grid with cells in it
class_name Grid
## Out of bounds return value
const OUT_OF_BOUNDS: int = -1
## Amount of rows (max Y value)
@export var rows: int = 1
## Amount of columns (max X value)
@export var columns: int = 1
## Node that marks right down position of grid
@export var right_border_marker: Node2D
## Computed size of one cell
@onready var cell_size = (right_border_marker.global_position - global_position) / Vector2(columns,rows)
## Computed rect of grid
@onready var rect: Rect2 = Rect2(global_position,(right_border_marker.global_position - global_position))
## Array that holds units
var grid: Array[Unit] = []
func _ready() -> void:
grid.resize(rows*columns)
## Returns true if position is in bounds else returns false.
func is_position_valid(pos: Vector2) -> bool:
return rect.has_point(pos)
## Turns position into internal array index. Returns -1 if position is incorrect
func to_index(pos: Vector2) -> int:
if is_position_valid(pos) == false: return OUT_OF_BOUNDS
var snapped_position: Vector2 = (pos - global_position)/cell_size
return int(snapped_position.x) + columns * int(snapped_position.y)
## Turns index into global world position
func from_index(index: int, centered: bool = false) -> Vector2:
if index < 0 or index >= columns * rows:
return Vector2.ZERO
return Vector2(index % columns, index / columns) * cell_size + (cell_size/2.0 if centered else Vector2.ZERO)
## Snaps position through grid
func snap_position(pos: Vector2, centered: bool = false) -> Vector2:
return global_position + (pos - global_position).snapped(cell_size) + (cell_size / 2) if centered else Vector2.ZERO
## Returns position as grid snapped local coordinates
func to_snapped(pos: Vector2) -> Vector2:
if is_position_valid(pos) == false: return Vector2.ZERO
var snapped_position: Vector2 = (pos - global_position)/cell_size
return Vector2(floor(snapped_position.x),floor(snapped_position.y))
## Tries to set unit at position and returns false if unit already exists or out of bounds
func try_set_unit(pos: Vector2, unit: Unit) -> bool:
var index: int = to_index(pos)
if index == OUT_OF_BOUNDS:
return false
if grid[index] != null:
return false
grid[index] = unit
return true
## Returns true if cell is occupied or out of bounds and false if cell is empty.
func is_occupied(pos: Vector2) -> bool:
var index: int = to_index(pos)
if index == OUT_OF_BOUNDS:
return true
return grid[index] != null
## Returns units with given rule predicate.[br]
## rule - predicate with signature [code](x,y,source_x,source_y)[/code] -> bool
## that needs to return true if cell needs to be checked.[br]
## unit - source unit.
func get_units(rule: Callable,unit: Unit) -> Array[Unit]:
var unit_pos = to_snapped(unit.global_position)
var result: Array[Unit] = []
for i in range(columns * rows):
if rule.call(i%columns,i/columns,int(unit_pos.x),int(unit_pos.y)) and grid[i] != null:
result.append(grid[i])
return result
## WIP[br]
## Returns units with given rule predicate. Checks from source unit with rays and stops only when ray failed.[br]
## rule - predicate with signature [code](x,y,source_x,source_y)[/code] -> bool
## that needs to return true if cell needs to be checked.[br]
## unit - source unit.[br]
## rays - amount of rays to check from unit.
func get_units_stoppable(rule: Callable, unit: Unit, rays: int = 8) -> Array[Unit]:
return []
## Returns empty cells with given rule predicate.[br]
## rule - predicate with signature [code](x,y,source_x,source_y)[/code] -> bool
## that needs to return true if cell needs to be checked.[br]
## unit - source unit.
func get_empty(rule: Callable, unit: Unit) -> Array[int]:
var unit_pos = to_snapped(unit.global_position)
var result: Array[int] = []
for i: int in range(columns * rows):
if rule.call(i%columns,i/columns,int(unit_pos.x),int(unit_pos.y)) and grid[i] == null:
result.append(i)
return result
## WIP[br]
## Returns empty with given rule predicate. Checks from source unit with rays and stops only when ray failed.[br]
## rule - predicate with signature [code](x,y,source_x,source_y)[/code] -> bool
## that needs to return true if cell needs to be checked.[br]
## unit - source unit.[br]
## rays - amount of rays to check from unit.
func get_empty_stoppable(rule: Callable, unit: Unit, rays: int = 8) -> Array[int]:
return []
## Casts a ray along [code]direction[/code] from [code]from[/code] to find unit. If distance is given, restricts lookup to [code]distance[/code] cells.
func raycast_unit(from: Vector2,direction: Vector2,distance: float = -1) -> Unit:
if not direction.is_normalized():
direction = direction.normalized()
var result = null
var to: Vector2 = from + direction * rows * columns
var dv: Vector2 = to.floor() - from.floor()
var step = abs(dv.x) + 1 if abs(dv.x) > abs(dv.y) else abs(dv.y) + 1
var check_pos = from
while is_position_valid(check_pos) and distance != 0:
check_pos += dv/step
distance -= 1
return result
## Casts a ray along [code]direction[/code] from [code]from[/code] to find all empty cells. If distance is given, restricts lookup to [code]distance[/code] cells.
func raycast_empty(from: Vector2,direction: Vector2,distance: float = -1) -> Array[int]:
if not direction.is_normalized():
direction = direction.normalized()
var result: Array[int] = []
var dv: Vector2 = (Vector2.ONE/direction).round()
var steps_y: int = int(abs(dv.y))
var steps_x: int = int(abs(dv.x))
var check_pos = from.floor()
var change_y: bool = true if abs(dv.y) > abs(dv.x) else false
while is_position_valid(check_pos) and distance != 0:
if steps_x == 0:
steps_x = int(abs(dv.x))
change_y = true
elif steps_y == 0:
steps_y = int(abs(dv.y))
change_y = false
if change_y:
check_pos += Vector2(0,sign(dv.y)) * cell_size
steps_y-=1
else:
check_pos += Vector2(sign(dv.x),0) * cell_size
steps_x -= 1
var index = to_index(check_pos)
if index == -1:
break
if grid[index] == null:
result.append(index)
return result

1
systems/grid.gd.uid Normal file
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uid://rt6mxr30u8tp

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extends Node2D
@onready var grid: Grid = get_parent()
const UNIT_COLOR = Color.CHOCOLATE
const EMPTY_COLOR = Color(Color.CORNFLOWER_BLUE,1.0)
var units: Array[Vector2]
var empty: Array[Vector2]
func _ready() -> void:
GameplaySignalBus.highlight_empty.connect(on_highlight_empty)
GameplaySignalBus.highlight_units.connect(on_highlight_units)
func _draw() -> void:
for unit in units:
draw_rect(Rect2(unit,grid.cell_size),UNIT_COLOR)
for empty_cell in empty:
draw_rect(Rect2(empty_cell,grid.cell_size),EMPTY_COLOR)
func on_highlight_units(new_units: Array[Unit]):
units.clear()
units.assign(new_units.map(func(unit : Unit): return grid.snap_position(unit.global_position)))
queue_redraw()
func on_highlight_empty(new_empty: Array[int]):
empty.clear()
empty.assign(new_empty.map(func(cell: int): return grid.from_index(cell)))
queue_redraw()

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uid://bmy5djjmiljhl

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5
units/unit.gd Normal file
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extends Node2D
class_name Unit
signal on_death

1
units/unit.gd.uid Normal file
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uid://db7simgenakts