hadean-godot/Scripts/Grid.gd

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@tool
class_name Grid
extends Node2D
@export var cells: int:
set(val):
cells = val
_calc_dims()
@export var cell_size: int:
set(val):
cell_size = val
_calc_dims()
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@export var grid_color: Color = Color.DARK_GREEN
@export var line_color: Color = Color.DARK_GREEN.darkened(0.2)
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var total_width: int
var total_height: int
var thickness: int
var off: Vector2
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enum Field {
Logistics,
Residents,
Commercial,
Foragable,
Forested
}
var fields: Dictionary[Field, Array] = {}
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@onready var selection_manager: SelectionManager = Util.find(SelectionManager)
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func ensure_field(field: Field):
if field in fields: return
fields[field] = []
fields[field].resize(cells ** 2)
for idx in range(cells ** 2): fields[field][idx] = 0
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func _enter_tree():
_calc_dims()
func _ready():
_calc_dims()
func _calc_dims():
total_width = cells * cell_size
total_height = cells * cell_size
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thickness = 2
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off = Vector2(total_width / -2, total_height / -2)
func _draw():
var r = Rect2(off, Vector2(total_width, total_height))
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draw_rect(r, grid_color, true)
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for i in range(cells + 1):
draw_line(Vector2(i * cell_size, 0) + off, Vector2(i * cell_size, total_height) + off, line_color, thickness, false)
for i in range(cells + 1):
draw_line(Vector2(0, i * cell_size) + off, Vector2(total_width, i * cell_size) + off, line_color, thickness, false)
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if !debug_overlay_enabled: return
if !fields.has(debug_overlay_field): return
var field = fields[debug_overlay_field]
var field_min = field.min()
var field_max = field.max()
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for x in range(cells):
for y in range(cells):
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var index = tile_pos2index(Vector2i(x, y))
if field[index] == 0: continue
var true_value = field[index]
if true_value <= 0: continue
var t = inverse_lerp(0, field_max if true_value > 0 else abs(field_min), abs(true_value))
var grad = overlay_gradient if true_value > 0 else overlay_gradient_negative
var font_grad = overlay_font_color_gradient if true_value > 0 else overlay_font_color_gradient
var color = grad.sample(t)
var world_rect = tile2world_rect(Rect2i(x, y, 1, 1))
draw_rect(world_rect, color, true)
if !debug_overlay_display_values: continue
var world_pos = self.tile2world(Vector2i(x, y))
var debug_str = str(field[index])
draw_string(
ThemeDB.fallback_font,
world_pos + Vector2.DOWN * cell_size / 2.0,
debug_str,
HORIZONTAL_ALIGNMENT_CENTER,
cell_size,
10,
font_grad.sample(t)
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)
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#var tile = _get_tile_at_tile_pos(world_pos)
#if tile == null:
#continue
#print(tile)
#var t = Rect2(
#tile2world(world_pos),
#Vector2.ONE * cell_size
#)
#draw_rect(t, Color("773322"))
func tile2world(tile: Vector2i) -> Vector2:
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return Vector2(tile) * cell_size + off
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func tile2world_rect(tile: Rect2) -> Rect2:
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return Rect2(Vector2(tile.position) * cell_size + off, tile.size * cell_size)
func tile2world_size(tile_size: Vector2i) -> Vector2:
return Vector2(tile_size * cell_size)
func world2tile(world_pos: Vector2) -> Vector2i:
return Vector2i(((world_pos - off) / cell_size).floor())
func world2tile_f(world_pos: Vector2) -> Vector2:
return (world_pos - off) / cell_size
func world2tile_rect(rect: Rect2) -> Rect2i:
var start = world2tile(rect.position)
var end = world2tile(rect.end)
return Rect2i(start, end - start)
func quantize(world_position: Vector2, tile_size: Vector2i) -> Rect2:
var q_pos = tile2world(world2tile(world_position))
return Rect2(q_pos, tile_size * cell_size)
func quantize_on_objects(world_position: Vector2) -> Rect2:
var tile_pos = world2tile(world_position)
var size = Vector2i.ONE
for tile in things:
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if tile.get_worldbox().has_point(world_position):
return tile.get_worldbox()
return quantize(world_position, Vector2.ONE)
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func _get_building_at(pos: Vector2i) -> Building:
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for tile in things:
if tile.get_tilebox().has_point(pos):
return tile
return null
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func _get_tile_at_world_pos(pos: Vector2) -> Building:
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#var world_pos = world2tile_f(pos)
for tile in things:
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if tile.get_worldbox().has_point(pos):
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return tile
return null
func contains_world_pos(pos: Vector2) -> bool:
var tile = world2tile(pos)
if tile.x < 0 or tile.x > cells - 1:
return false
if tile.y < 0 or tile.y > cells - 1:
return false
return true
func _shift_rect_half(rect: Rect2) -> Rect2:
return Rect2(rect.position + rect.size / -2, rect.size)
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var things: Array[TileTransform] = []
var things_dict: Dictionary = {}
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func tile_pos2index(pos: Vector2i) -> int:
return pos.x + pos.y * self.cells
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func index2tile_pos(idx: int) -> Vector2i:
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return Vector2i(
idx % self.cells,
floor(idx / self.cells)
)
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func increase_field_value(emissions_data: FieldEmission, position: Vector2i):
ensure_field(emissions_data.field)
var field = fields[emissions_data.field]
# field[tile_pos2index(position)] = max(amt, field[tile_pos2index(position)])
for x_offset in range(- emissions_data.range - 1, emissions_data.range + 1):
for y_offset in range(- emissions_data.range - 1, emissions_data.range + 1):
var offset = Vector2i(x_offset, y_offset)
var new_pos = position + offset
if new_pos.x < 0: continue
if new_pos.y < 0: continue
if new_pos.x >= cells: continue
if new_pos.y >= cells: continue
var field_addition = emissions_data.get_field_value_for_distance(offset.length())
if field_addition == 0: continue
var index = tile_pos2index(new_pos)
field[index] += field_addition
func decrease_field_Value(emissions_data: FieldEmission, position: Vector2i):
ensure_field(emissions_data.field)
var field = fields[emissions_data.field]
# field[tile_pos2index(position)] = max(amt, field[tile_pos2index(position)])
for x_offset in range(- emissions_data.range - 1, emissions_data.range + 1):
for y_offset in range(- emissions_data.range - 1, emissions_data.range + 1):
var offset = Vector2i(x_offset, y_offset)
var new_pos = position + offset
if new_pos.x < 0: continue
if new_pos.y < 0: continue
if new_pos.x >= cells: continue
if new_pos.y >= cells: continue
var field_addition = emissions_data.get_field_value_for_distance(offset.length())
if field_addition == 0: continue
var index = tile_pos2index(new_pos)
field[index] -= field_addition
var overlay_gradient: Gradient = preload("res://Gradients/OverlayBasic.tres")
var overlay_gradient_negative: Gradient = preload("res://Gradients/OverlayBasicNegative.tres")
var overlay_font_color_gradient: Gradient = preload("res://Gradients/OverlayBasicFontColor.tres")
@export var debug_overlay_enabled: bool = true
@export var debug_overlay_field: Field = Field.Logistics
@export var debug_overlay_display_values: bool = false
func enable_field_debug_overlay(field: Field):
debug_overlay_enabled = true
debug_overlay_field = field
queue_redraw()
func disable_debug_field_overlay():
debug_overlay_enabled = false
queue_redraw()
func unregister_building(tile: Building) -> void:
things.erase(tile)
var tilebox = tile.get_tilebox()
for x_off in range(tilebox.size.x):
for y_off in range(tilebox.size.y):
for emission in tile.data.field_emissions:
decrease_field_Value(emission, tilebox.position + Vector2i(x_off, y_off))
queue_redraw()
func register_building(tile: Building) -> void:
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things.append(tile)
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var tilebox = tile.get_tilebox()
for x_off in range(tilebox.size.x):
for y_off in range(tilebox.size.y):
for emission in tile.data.field_emissions:
increase_field_value(emission, tilebox.position + Vector2i(x_off, y_off))
queue_redraw()
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func remove_tile(tile: TileTransform) -> void:
things.erase(tile)
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func get_field_value_at(field: Field, tile_pos: Vector2i):
if field not in fields: return 0
var value = fields[field][tile_pos2index(tile_pos)]
return value