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author Gone2Daly <71726742+Gone2Daly@users.noreply.github.com>2023-04-07 18:10:49 +0200
committer Spartan322 <Megacake1234@gmail.com>2023-04-14 17:22:22 +0200
commit7241811bd8c9493b7b6c6480e8d63a5fb7f38e4e (patch)
treeb5a33a733398b511eb0aa7781860c8accbadd2a0 /game/src
parentc0d76b78d3762e6eec3ed1c62618be84c5b7559b (diff)
Add minimap for terrain map
With accurate viewport shape display on minimap With Mapmode management With Region mapmode With Province mapmode With Index mapmode With Minimap single-click movement With Minimap drag-click movement
Diffstat (limited to 'game/src')
-rw-r--r--game/src/Autoload/Events.gd5
-rw-r--r--game/src/GameSession/GameSession.tscn9
-rw-r--r--game/src/GameSession/MapControlPanel.gd40
-rw-r--r--game/src/GameSession/MapControlPanel.tscn36
-rw-r--r--game/src/GameSession/MapView.gd160
-rw-r--r--game/src/GameSession/MapView.tscn10
-rw-r--r--game/src/GameSession/Minimap.gd89
-rw-r--r--game/src/GameSession/ProvinceOverviewPanel.tscn2
-rw-r--r--game/src/GameSession/TerrainMap.gdshader13
9 files changed, 300 insertions, 64 deletions
diff --git a/game/src/Autoload/Events.gd b/game/src/Autoload/Events.gd
index 040cb06..f4aac70 100644
--- a/game/src/Autoload/Events.gd
+++ b/game/src/Autoload/Events.gd
@@ -4,10 +4,15 @@ var Options = preload("Events/Options.gd").new()
var Localisation = preload("Events/Localisation.gd").new()
const _province_identifier_file : String = "res://common/map/provinces.json"
+const _region_file : String = "res://common/map/regions.json"
const _province_shape_file : String = "res://common/map/provinces.png"
+# REQUIREMENTS
+# * FS-333, FS-335, FS-341
func _ready():
if MapSingleton.load_province_identifier_file(_province_identifier_file) != OK:
push_error("Failed to load province identifiers")
+ if MapSingleton.load_region_file(_region_file) != OK:
+ push_error("Failed to load regions")
if MapSingleton.load_province_shape_file(_province_shape_file) != OK:
push_error("Failed to load province shapes")
diff --git a/game/src/GameSession/GameSession.tscn b/game/src/GameSession/GameSession.tscn
index 390040e..e270f8a 100644
--- a/game/src/GameSession/GameSession.tscn
+++ b/game/src/GameSession/GameSession.tscn
@@ -7,7 +7,7 @@
[ext_resource type="PackedScene" uid="uid://byq323jbel48u" path="res://src/GameSession/ProvinceOverviewPanel.tscn" id="5_osjnn"]
[node name="GameSession" type="Node" node_paths=PackedStringArray("_game_session_menu")]
-editor_description = "SS-102"
+editor_description = "SS-102, UI-546"
script = ExtResource("1_eklvp")
_game_session_menu = NodePath("GameSessionMenu")
@@ -29,6 +29,8 @@ anchor_left = 1.0
anchor_top = 1.0
anchor_right = 1.0
anchor_bottom = 1.0
+offset_left = -350.0
+offset_top = -210.0
grow_horizontal = 0
grow_vertical = 0
@@ -39,6 +41,11 @@ anchor_right = 0.15625
offset_top = 0.0
offset_right = 0.0
+[connection signal="map_view_camera_changed" from="MapView" to="MapControlPanel" method="_on_map_view_camera_changed"]
[connection signal="province_selected" from="MapView" to="ProvinceOverviewPanel" method="_on_province_selected"]
[connection signal="close_button_pressed" from="GameSessionMenu" to="." method="_on_game_session_menu_close_button_pressed"]
[connection signal="game_session_menu_button_pressed" from="MapControlPanel" to="." method="_on_game_session_menu_button_pressed"]
+[connection signal="mapmode_changed" from="MapControlPanel" to="MapView" method="_update_colour_texture"]
+[connection signal="minimap_clicked" from="MapControlPanel" to="MapView" method="_on_minimap_clicked"]
+[connection signal="mouse_entered" from="MapControlPanel" to="MapView" method="_on_mouse_exited_viewport"]
+[connection signal="mouse_exited" from="MapControlPanel" to="MapView" method="_on_mouse_entered_viewport"]
diff --git a/game/src/GameSession/MapControlPanel.gd b/game/src/GameSession/MapControlPanel.gd
index ad56536..693890f 100644
--- a/game/src/GameSession/MapControlPanel.gd
+++ b/game/src/GameSession/MapControlPanel.gd
@@ -1,8 +1,46 @@
extends PanelContainer
signal game_session_menu_button_pressed
+signal mapmode_changed
+signal map_view_camera_changed(near_left : Vector2, far_left : Vector2, far_right : Vector2, near_right : Vector2)
+signal minimap_clicked(pos_clicked : Vector2)
+
+@export var _mapmodes_grid : GridContainer
+
+var _mapmode_button_group : ButtonGroup
+
+# REQUIREMENTS:
+# * UI-550, UI-554
+func _add_mapmode_button(identifier : String) -> void:
+ var button := Button.new()
+ button.text = identifier
+ button.tooltip_text = identifier
+ button.toggle_mode = true
+ button.button_group = _mapmode_button_group
+ _mapmodes_grid.add_child(button)
+ if _mapmode_button_group.get_pressed_button() == null:
+ button.button_pressed = true
+
+func _ready():
+ _mapmode_button_group = ButtonGroup.new()
+ _mapmode_button_group.pressed.connect(_mapmode_pressed)
+ for index in MapSingleton.get_mapmode_count():
+ _add_mapmode_button(MapSingleton.get_mapmode_identifier(index))
# REQUIREMENTS:
# * UIFUN-10
-func _on_game_session_menu_button_pressed():
+func _on_game_session_menu_button_pressed() -> void:
game_session_menu_button_pressed.emit()
+
+# REQUIREMENTS:
+# * SS-76
+# * UIFUN-129, UIFUN-133
+func _mapmode_pressed(button : BaseButton) -> void:
+ MapSingleton.set_mapmode(button.tooltip_text)
+ mapmode_changed.emit()
+
+func _on_map_view_camera_changed(near_left : Vector2, far_left : Vector2, far_right : Vector2, near_right : Vector2) -> void:
+ map_view_camera_changed.emit(near_left, far_left, far_right, near_right)
+
+func _on_minimap_clicked(pos_clicked : Vector2) -> void:
+ minimap_clicked.emit(pos_clicked)
diff --git a/game/src/GameSession/MapControlPanel.tscn b/game/src/GameSession/MapControlPanel.tscn
index 2a0c971..70d7eab 100644
--- a/game/src/GameSession/MapControlPanel.tscn
+++ b/game/src/GameSession/MapControlPanel.tscn
@@ -1,6 +1,9 @@
-[gd_scene load_steps=4 format=3 uid="uid://g524p8lr574w"]
+[gd_scene load_steps=7 format=3 uid="uid://g524p8lr574w"]
[ext_resource type="Script" path="res://src/GameSession/MapControlPanel.gd" id="1_ign64"]
+[ext_resource type="Texture2D" uid="uid://c0sm1jfu4kyv3" path="res://art/ui/minimap.png" id="2_r613r"]
+[ext_resource type="Script" path="res://src/GameSession/Minimap.gd" id="3_s4dml"]
+[ext_resource type="Texture2D" uid="uid://vr1hq2stk8ny" path="res://art/ui/minimap_frame.png" id="4_f1exl"]
[sub_resource type="InputEventAction" id="InputEventAction_5nck3"]
action = &"ui_cancel"
@@ -8,23 +11,42 @@ action = &"ui_cancel"
[sub_resource type="Shortcut" id="Shortcut_fc1tk"]
events = [SubResource("InputEventAction_5nck3")]
-[node name="PanelContainer" type="PanelContainer"]
+[node name="MapControlPanel" type="PanelContainer" node_paths=PackedStringArray("_mapmodes_grid")]
editor_description = "SS-103"
+mouse_filter = 1
script = ExtResource("1_ign64")
+_mapmodes_grid = NodePath("HBoxContainer/VBoxContainer/MapmodesGrid")
[node name="HBoxContainer" type="HBoxContainer" parent="."]
layout_mode = 2
+alignment = 2
[node name="VBoxContainer" type="VBoxContainer" parent="HBoxContainer"]
layout_mode = 2
-[node name="MapmodesPlaceholder" type="Label" parent="HBoxContainer/VBoxContainer"]
+[node name="MapmodesGrid" type="GridContainer" parent="HBoxContainer/VBoxContainer"]
+editor_description = "UI-750"
layout_mode = 2
-text = "MAPMODES"
+columns = 11
-[node name="MinimapPlaceholder" type="Label" parent="HBoxContainer/VBoxContainer"]
+[node name="Minimap" type="PanelContainer" parent="HBoxContainer/VBoxContainer"]
+editor_description = "UI-549"
layout_mode = 2
-text = "MINIMAP"
+mouse_filter = 1
+
+[node name="TextureRect" type="TextureRect" parent="HBoxContainer/VBoxContainer/Minimap"]
+editor_description = "UI-751, FS-338"
+layout_mode = 2
+texture = ExtResource("2_r613r")
+
+[node name="ViewportQuad" type="Control" parent="HBoxContainer/VBoxContainer/Minimap"]
+layout_mode = 2
+mouse_filter = 2
+script = ExtResource("3_s4dml")
+
+[node name="Frame" type="NinePatchRect" parent="HBoxContainer/VBoxContainer/Minimap"]
+layout_mode = 2
+texture = ExtResource("4_f1exl")
[node name="AuxiliaryPanel" type="VBoxContainer" parent="HBoxContainer"]
editor_description = "UI-761"
@@ -36,4 +58,6 @@ layout_mode = 2
shortcut = SubResource("Shortcut_fc1tk")
text = "ESC"
+[connection signal="map_view_camera_changed" from="." to="HBoxContainer/VBoxContainer/Minimap/ViewportQuad" method="_on_map_view_camera_changed"]
+[connection signal="minimap_clicked" from="HBoxContainer/VBoxContainer/Minimap/ViewportQuad" to="." method="_on_minimap_clicked"]
[connection signal="pressed" from="HBoxContainer/AuxiliaryPanel/GameSessionMenuButton" to="." method="_on_game_session_menu_button_pressed"]
diff --git a/game/src/GameSession/MapView.gd b/game/src/GameSession/MapView.gd
index faf90e8..54d8df8 100644
--- a/game/src/GameSession/MapView.gd
+++ b/game/src/GameSession/MapView.gd
@@ -1,6 +1,7 @@
extends Node3D
signal province_selected(identifier : String)
+signal map_view_camera_changed(near_left : Vector2, far_left : Vector2, far_right : Vector2, near_right : Vector2)
const _action_north : StringName = &"map_north"
const _action_east : StringName = &"map_east"
@@ -13,17 +14,19 @@ const _action_click : StringName = &"map_click"
const _shader_param_province_index : StringName = &"province_index_tex"
const _shader_param_province_colour : StringName = &"province_colour_tex"
-const _shader_param_hover_pos : StringName = &"hover_pos"
-const _shader_param_selected_pos : StringName = &"selected_pos"
+const _shader_param_hover_index : StringName = &"hover_index"
+const _shader_param_selected_index : StringName = &"selected_index"
@export var _camera : Camera3D
@export var _cardinal_move_speed : float = 1.0
-@export var _edge_move_threshold: float = 0.15
+@export var _edge_move_threshold: float = 0.02
@export var _edge_move_speed: float = 2.5
var _drag_anchor : Vector2
var _drag_active : bool = false
+var _mouse_over_viewport : bool = false
+
@export var _zoom_target_min : float = 0.2
@export var _zoom_target_max : float = 5.0
@export var _zoom_target_step : float = 0.1
@@ -38,38 +41,33 @@ var _map_mesh : MapMesh
var _map_shader_material : ShaderMaterial
var _map_image_size : Vector2
var _map_province_index_image : Image
+var _map_province_colour_image : Image
+var _map_province_colour_texture : ImageTexture
var _map_mesh_corner : Vector2
var _map_mesh_dims : Vector2
var _mouse_pos_viewport : Vector2 = Vector2(0.5, 0.5)
var _mouse_pos_map : Vector2 = Vector2(0.5, 0.5)
+var _viewport_dims : Vector2 = Vector2(1, 1)
+# ??? Strange Godot/GDExtension Bug ???
+# Upon first opening a clone of this repo with the Godot Editor,
+# if MapSingleton.get_province_index_image is called before MapMesh
+# is referenced in the script below, then the editor will crash due
+# to a failed HashMap lookup. I'm not sure if this is a bug in the
+# editor, GDExtension, my own extension, or a combination of them.
+# This was an absolute pain to track down. --- hop311
func _ready():
if _camera == null:
push_error("MapView's _camera variable hasn't been set!")
return
+ _zoom_target = _camera.position.y
if _map_mesh_instance == null:
push_error("MapView's _map_mesh variable hasn't been set!")
return
- if not _map_mesh_instance.mesh is MapMesh:
- push_error("Invalid map mesh class: ", _map_mesh_instance.mesh.get_class(), "(expected MapMesh)")
- return
- _map_mesh = _map_mesh_instance.mesh
-
- # Set map mesh size and get bounds
- _map_image_size = Vector2(Vector2i(MapSingleton.get_width(), MapSingleton.get_height()))
- _map_mesh.aspect_ratio = _map_image_size.x / _map_image_size.y
- var map_mesh_aabb := _map_mesh.get_core_aabb() * _map_mesh_instance.transform
- _map_mesh_corner = Vector2(
- min(map_mesh_aabb.position.x, map_mesh_aabb.end.x),
- min(map_mesh_aabb.position.z, map_mesh_aabb.end.z)
- )
- _map_mesh_dims = abs(Vector2(
- map_mesh_aabb.position.x - map_mesh_aabb.end.x,
- map_mesh_aabb.position.z - map_mesh_aabb.end.z
- ))
- var map_material = _map_mesh_instance.get_active_material(0)
+ # Shader Material
+ var map_material := _map_mesh_instance.get_active_material(0)
if map_material == null:
push_error("Map mesh is missing material!")
return
@@ -77,6 +75,7 @@ func _ready():
push_error("Invalid map mesh material class: ", map_material.get_class())
return
_map_shader_material = map_material
+
# Province index texture
_map_province_index_image = MapSingleton.get_province_index_image()
if _map_province_index_image == null:
@@ -84,22 +83,72 @@ func _ready():
return
var province_index_texture := ImageTexture.create_from_image(_map_province_index_image)
_map_shader_material.set_shader_parameter(_shader_param_province_index, province_index_texture)
+
# Province colour texture
- var province_colour_image = MapSingleton.get_province_colour_image()
- if province_colour_image == null:
+ _map_province_colour_image = MapSingleton.get_province_colour_image()
+ if _map_province_colour_image == null:
push_error("Failed to get province colour image!")
return
- var province_colour_texture := ImageTexture.create_from_image(province_colour_image)
- _map_shader_material.set_shader_parameter(_shader_param_province_colour, province_colour_texture)
+ _map_province_colour_texture = ImageTexture.create_from_image(_map_province_colour_image)
+ _map_shader_material.set_shader_parameter(_shader_param_province_colour, _map_province_colour_texture)
+
+ if not _map_mesh_instance.mesh is MapMesh:
+ push_error("Invalid map mesh class: ", _map_mesh_instance.mesh.get_class(), "(expected MapMesh)")
+ return
+ _map_mesh = _map_mesh_instance.mesh
+
+ # Set map mesh size and get bounds
+ _map_image_size = Vector2(Vector2i(MapSingleton.get_width(), MapSingleton.get_height()))
+ _map_mesh.aspect_ratio = _map_image_size.x / _map_image_size.y
+ var map_mesh_aabb := _map_mesh.get_core_aabb() * _map_mesh_instance.transform
+ _map_mesh_corner = Vector2(
+ min(map_mesh_aabb.position.x, map_mesh_aabb.end.x),
+ min(map_mesh_aabb.position.z, map_mesh_aabb.end.z)
+ )
+ _map_mesh_dims = abs(Vector2(
+ map_mesh_aabb.position.x - map_mesh_aabb.end.x,
+ map_mesh_aabb.position.z - map_mesh_aabb.end.z
+ ))
+
+func _notification(what : int):
+ match what:
+ NOTIFICATION_WM_MOUSE_ENTER: # Mouse inside window
+ _on_mouse_entered_viewport()
+ NOTIFICATION_WM_MOUSE_EXIT: # Mouse out of window
+ _on_mouse_exited_viewport()
+
+func _update_colour_texture() -> void:
+ MapSingleton.update_colour_image()
+ _map_province_colour_texture.update(_map_province_colour_image)
+
+func _world_to_map_coords(pos : Vector3) -> Vector2:
+ return (Vector2(pos.x, pos.z) - _map_mesh_corner) / _map_mesh_dims
+
+func _viewport_to_map_coords(pos_viewport : Vector2) -> Vector2:
+ var ray_origin := _camera.project_ray_origin(pos_viewport)
+ var ray_normal := _camera.project_ray_normal(pos_viewport)
+ # Plane with normal (0,1,0) facing upwards, at a distance 0 from the origin
+ var intersection = Plane(0, 1, 0, 0).intersects_ray(ray_origin, ray_normal)
+ if typeof(intersection) == TYPE_VECTOR3:
+ return _world_to_map_coords(intersection as Vector3)
+ else:
+ # Normals parallel to the xz-plane could cause null intersections,
+ # but the camera's orientation should prevent such normals
+ push_error("Invalid intersection: ", intersection)
+ return Vector2(0.5, 0.5)
+# REQUIREMENTS
+# * SS-31
func _unhandled_input(event : InputEvent):
if event.is_action_pressed(_action_click):
# Check if the mouse is outside of bounds
if _map_mesh.is_valid_uv_coord(_mouse_pos_map):
- _map_shader_material.set_shader_parameter(_shader_param_selected_pos, _mouse_pos_map)
- var mouse_pixel_pos := Vector2i(_mouse_pos_map * _map_image_size)
- var province_identifier := MapSingleton.get_province_identifier_from_pixel_coords(mouse_pixel_pos)
+ var selected_index := MapSingleton.get_province_index_from_uv_coords(_mouse_pos_map)
+ _map_shader_material.set_shader_parameter(_shader_param_selected_index, selected_index)
+ var province_identifier := MapSingleton.get_province_identifier_from_uv_coords(_mouse_pos_map)
province_selected.emit(province_identifier)
+ else:
+ print("Clicked outside the map!")
elif event.is_action_pressed(_action_drag):
if _drag_active:
push_warning("Drag being activated while already active!")
@@ -116,6 +165,7 @@ func _unhandled_input(event : InputEvent):
func _physics_process(delta : float):
_mouse_pos_viewport = get_viewport().get_mouse_position()
+ _viewport_dims = Vector2(Resolution.get_current_resolution())
# Process movement
_movement_process(delta)
# Keep within map bounds
@@ -124,9 +174,13 @@ func _physics_process(delta : float):
_zoom_process(delta)
# Orient based on height
_update_orientation()
+ # Update viewport on minimap
+ _update_minimap_viewport()
# Calculate where the mouse lies on the map
_update_mouse_map_position()
+# REQUIREMENTS
+# * UIFUN-124
func _movement_process(delta : float) -> void:
var direction : Vector2
if _drag_active:
@@ -137,13 +191,18 @@ func _movement_process(delta : float) -> void:
direction *= _camera.position.y * delta
_camera.position += Vector3(direction.x, 0, direction.y)
+# REQUIREMENTS
+# * UIFUN-125
func _edge_scrolling_vector() -> Vector2:
- var viewport_dims := Vector2(Resolution.get_current_resolution())
- var mouse_vector := _mouse_pos_viewport / viewport_dims - Vector2(0.5, 0.5);
- if pow(mouse_vector.x, 4) + pow(mouse_vector.y, 4) < pow(0.5 - _edge_move_threshold, 4):
+ if not _mouse_over_viewport:
+ return Vector2()
+ var mouse_vector := _mouse_pos_viewport / _viewport_dims - Vector2(0.5, 0.5)
+ if abs(mouse_vector.x) < 0.5 - _edge_move_threshold and abs(mouse_vector.y) < 0.5 - _edge_move_threshold:
mouse_vector *= 0
return mouse_vector * _edge_move_speed
+# REQUIREMENTS
+# * SS-75
func _cardinal_movement_vector() -> Vector2:
var move := Vector2(
float(Input.is_action_pressed(_action_east)) - float(Input.is_action_pressed(_action_west)),
@@ -155,6 +214,9 @@ func _clamp_over_map() -> void:
_camera.position.x = _map_mesh_corner.x + fposmod(_camera.position.x - _map_mesh_corner.x, _map_mesh_dims.x)
_camera.position.z = clamp(_camera.position.z, _map_mesh_corner.y, _map_mesh_corner.y + _map_mesh_dims.y)
+# REQUIREMENTS
+# * SS-74
+# * UIFUN-123
func _zoom_process(delta : float) -> void:
var height := _camera.position.y
var zoom := _zoom_target - height
@@ -169,17 +231,27 @@ func _update_orientation() -> void:
var dir := Vector3(0, -1, -exp(-_camera.position.y * 2.0 + 0.5))
_camera.look_at(_camera.position + dir)
+func _update_minimap_viewport() -> void:
+ var near_left := _viewport_to_map_coords(Vector2(0, _viewport_dims.y))
+ var far_left := _viewport_to_map_coords(Vector2(0, 0))
+ var far_right := _viewport_to_map_coords(Vector2(_viewport_dims.x, 0))
+ var near_right := _viewport_to_map_coords(_viewport_dims)
+ map_view_camera_changed.emit(near_left, far_left, far_right, near_right)
+
func _update_mouse_map_position() -> void:
- var ray_origin := _camera.project_ray_origin(_mouse_pos_viewport)
- var ray_normal := _camera.project_ray_normal(_mouse_pos_viewport)
- # Plane with normal (0,1,0) facing upwards, at a distance 0 from the origin
- var intersection = Plane(0, 1, 0, 0).intersects_ray(ray_origin, ray_normal)
- if typeof(intersection) == TYPE_VECTOR3:
- var intersection_vec := intersection as Vector3
- # This loops both horizontally (good) and vertically (bad)
- _mouse_pos_map = (Vector2(intersection_vec.x, intersection_vec.z) - _map_mesh_corner) / _map_mesh_dims
- _map_shader_material.set_shader_parameter(_shader_param_hover_pos, _mouse_pos_map)
- else:
- # Normals parallel to the xz-plane could cause null intersections,
- # but the camera's orientation should prevent such normals
- push_error("Invalid intersection: ", intersection)
+ _mouse_pos_map = _viewport_to_map_coords(_mouse_pos_viewport)
+ var hover_index := MapSingleton.get_province_index_from_uv_coords(_mouse_pos_map)
+ if _mouse_over_viewport:
+ _map_shader_material.set_shader_parameter(_shader_param_hover_index, hover_index)
+
+func _on_mouse_entered_viewport():
+ _mouse_over_viewport = true
+
+func _on_mouse_exited_viewport():
+ _mouse_over_viewport = false
+
+func _on_minimap_clicked(pos_clicked : Vector2):
+ pos_clicked *= _map_mesh_dims
+ _camera.position.x = pos_clicked.x
+ _camera.position.z = pos_clicked.y
+ _clamp_over_map() \ No newline at end of file
diff --git a/game/src/GameSession/MapView.tscn b/game/src/GameSession/MapView.tscn
index 4650acb..93fc162 100644
--- a/game/src/GameSession/MapView.tscn
+++ b/game/src/GameSession/MapView.tscn
@@ -2,26 +2,28 @@
[ext_resource type="Script" path="res://src/GameSession/MapView.gd" id="1_exccw"]
[ext_resource type="Shader" path="res://src/GameSession/TerrainMap.gdshader" id="1_upocn"]
-[ext_resource type="Texture2D" uid="uid://cmw0pvjthnn8c" path="res://common/map/terrain/terrain.png" id="3_l8pnf"]
+[ext_resource type="Texture2D" uid="uid://cmw0pvjthnn8c" path="res://art/terrain/terrain.png" id="3_l8pnf"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_tayeg"]
render_priority = 0
shader = ExtResource("1_upocn")
-shader_parameter/hover_pos = Vector2(0.5, 0.5)
-shader_parameter/selected_pos = Vector2(0.5, 0.5)
+shader_parameter/hover_index = null
+shader_parameter/selected_index = null
shader_parameter/terrain_tex = ExtResource("3_l8pnf")
[sub_resource type="MapMesh" id="MapMesh_3gtsd"]
[node name="MapView" type="Node3D" node_paths=PackedStringArray("_camera", "_map_mesh_instance")]
+editor_description = "SS-73"
script = ExtResource("1_exccw")
_camera = NodePath("MapCamera")
_map_mesh_instance = NodePath("MapMeshInstance")
[node name="MapCamera" type="Camera3D" parent="."]
-transform = Transform3D(1, 0, 0, 0, 0.707107, 0.707107, 0, -0.707107, 0.707107, 0, 1, 1)
+transform = Transform3D(1, 0, 0, 0, 0.707107, 0.707107, 0, -0.707107, 0.707107, 0.25, 1.5, -2.75)
[node name="MapMeshInstance" type="MeshInstance3D" parent="."]
+editor_description = "FS-343"
transform = Transform3D(10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0)
material_override = SubResource("ShaderMaterial_tayeg")
mesh = SubResource("MapMesh_3gtsd")
diff --git a/game/src/GameSession/Minimap.gd b/game/src/GameSession/Minimap.gd
new file mode 100644
index 0000000..25c7cac
--- /dev/null
+++ b/game/src/GameSession/Minimap.gd
@@ -0,0 +1,89 @@
+extends Control
+
+signal minimap_clicked(pos_clicked : Vector2)
+
+const _action_click : StringName = &"map_click"
+
+var _viewport_points : PackedVector2Array
+
+# REQUIREMENTS
+# * SS-80
+# * UI-752
+func _draw() -> void:
+ if _viewport_points.size() > 1:
+ draw_multiline(_viewport_points, Color.WHITE, -1)
+
+# REQUIREMENTS
+# * SS-81
+# * UIFUN-127
+func _unhandled_input(event : InputEvent):
+ if event is InputEventMouse and Input.is_action_pressed(_action_click):
+ var pos_clicked := get_local_mouse_position() / size - Vector2(0.5, 0.5)
+ if abs(pos_clicked.x) < 0.5 and abs(pos_clicked.y) < 0.5:
+ minimap_clicked.emit(pos_clicked)
+
+# Returns the point on the line going through p and q with the specific x coord
+func _intersect_x(p : Vector2, q : Vector2, x : float) -> Vector2:
+ if p.x == q.x:
+ return Vector2(x, 0.5 * (p.y + q.y))
+ var t := (x - q.x) / (p.x - q.x)
+ return q + t * (p - q)
+
+# Returns the point on the line going through p and q with the specific y coord
+func _intersect_y(p : Vector2, q : Vector2, y : float) -> Vector2:
+ if p.y == q.y:
+ return Vector2(0.5 * (p.x + q.x), y)
+ var t := (y - q.y) / (p.y - q.y)
+ return q + t * (p - q)
+
+const _one_x := Vector2(1, 0)
+
+func _add_line_looped_over_x(left : Vector2, right : Vector2) -> void:
+ if left.x < 0:
+ if right.x < 0:
+ _viewport_points.push_back(left + _one_x)
+ _viewport_points.push_back(right + _one_x)
+ else:
+ var mid_point := _intersect_x(left, right, 0)
+ _viewport_points.push_back(mid_point)
+ _viewport_points.push_back(right)
+ mid_point.x = 1
+ _viewport_points.push_back(left + _one_x)
+ _viewport_points.push_back(mid_point)
+ elif right.x > 1:
+ if left.x > 1:
+ _viewport_points.push_back(left - _one_x)
+ _viewport_points.push_back(right - _one_x)
+ else:
+ var mid_point := _intersect_x(left, right, 1)
+ _viewport_points.push_back(left)
+ _viewport_points.push_back(mid_point)
+ mid_point.x = 0
+ _viewport_points.push_back(mid_point)
+ _viewport_points.push_back(right - _one_x)
+ else:
+ _viewport_points.push_back(left)
+ _viewport_points.push_back(right)
+
+# This can break if the viewport is rotated too far!
+func _on_map_view_camera_changed(near_left : Vector2, far_left : Vector2, far_right : Vector2, near_right : Vector2) -> void:
+ # Bound far y coords
+ if far_left.y < 0:
+ far_left = _intersect_y(near_left, far_left, 0)
+ if far_right.y < 0:
+ far_right = _intersect_y(near_right, far_right, 0)
+ # Bound near y coords
+ if near_left.y > 1:
+ near_left = _intersect_y(near_left, far_left, 1)
+ if near_right.y > 1:
+ near_right = _intersect_y(near_right, far_right, 1)
+
+ _viewport_points.clear()
+ _add_line_looped_over_x(near_left, near_right)
+ _add_line_looped_over_x(far_left, far_right)
+ _add_line_looped_over_x(far_left, near_left)
+ _add_line_looped_over_x(near_right, far_right)
+
+ for i in _viewport_points.size():
+ _viewport_points[i] *= size
+ queue_redraw()
diff --git a/game/src/GameSession/ProvinceOverviewPanel.tscn b/game/src/GameSession/ProvinceOverviewPanel.tscn
index e21b1c3..2df95fb 100644
--- a/game/src/GameSession/ProvinceOverviewPanel.tscn
+++ b/game/src/GameSession/ProvinceOverviewPanel.tscn
@@ -3,6 +3,7 @@
[ext_resource type="Script" path="res://src/GameSession/ProvinceOverviewPanel.gd" id="1_3n8k5"]
[node name="ProvinceOverviewPanel" type="Panel" node_paths=PackedStringArray("_province_name_label")]
+editor_description = "UI-56"
anchors_preset = 2
anchor_top = 1.0
anchor_bottom = 1.0
@@ -23,6 +24,7 @@ offset_right = -10.0
offset_bottom = -5.0
[node name="ProvinceName" type="Label" parent="VBoxContainer"]
+editor_description = "UI-57"
layout_mode = 2
text = "PROVINCE_NAME"
vertical_alignment = 1
diff --git a/game/src/GameSession/TerrainMap.gdshader b/game/src/GameSession/TerrainMap.gdshader
index a6774fd..7aca0f9 100644
--- a/game/src/GameSession/TerrainMap.gdshader
+++ b/game/src/GameSession/TerrainMap.gdshader
@@ -8,10 +8,10 @@ uniform sampler2D terrain_tex: source_color, repeat_enable, filter_linear;
uniform sampler2D province_index_tex : repeat_enable, filter_nearest;
// Province colour texture
uniform sampler2D province_colour_tex: source_color, repeat_enable, filter_nearest;
-// Position of the mouse over the map mesh in UV coords
-uniform vec2 hover_pos;
-// Position in UV coords of a pixel belonging to the currently selected province
-uniform vec2 selected_pos;
+// Index of the mouse over the map mesh
+uniform uint hover_index;
+// Index of the currently selected province
+uniform uint selected_index;
uvec2 vec2_to_uvec2(vec2 v) {
return uvec2(v * 255.0);
@@ -31,13 +31,10 @@ uint read_uint16(sampler2D tex, vec2 uv) {
void fragment() {
uvec2 prov_idx_split = read_uvec2(province_index_tex, UV);
-
uint prov_index = uvec2_to_uint(prov_idx_split);
- uint hover_index = read_uint16(province_index_tex, hover_pos);
- uint selected_index = read_uint16(province_index_tex, selected_pos);
// Boost prov_colour's contribution if it matches hover_colour or selected_colour
- float mix_val = float(prov_index == hover_index) * 0.3 + float(prov_index == selected_index) * 0.5;
+ float mix_val = 0.3 + float(prov_index == hover_index) * 0.3 + float(prov_index == selected_index) * 0.3;
// Don't mix if the province index is 0
mix_val *= float(prov_index != 0u);