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-rw-r--r--game/src/GameSession/MapView.gd242
1 files changed, 0 insertions, 242 deletions
diff --git a/game/src/GameSession/MapView.gd b/game/src/GameSession/MapView.gd
deleted file mode 100644
index ced8bb7..0000000
--- a/game/src/GameSession/MapView.gd
+++ /dev/null
@@ -1,242 +0,0 @@
-extends Node3D
-
-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"
-const _action_south : StringName = &"map_south"
-const _action_west : StringName = &"map_west"
-const _action_zoom_in : StringName = &"map_zoom_in"
-const _action_zoom_out : StringName = &"map_zoom_out"
-const _action_drag : StringName = &"map_drag"
-const _action_click : StringName = &"map_click"
-
-@export var _camera : Camera3D
-
-@export var _cardinal_move_speed : float = 1.0
-@export var _edge_move_threshold: float = 0.01
-@export var _edge_move_speed: float = 2.5
-var _drag_anchor : Vector2
-var _drag_active : bool = false
-
-var _mouse_over_viewport : bool = true
-
-@export var _zoom_target_min : float = 0.05
-@export var _zoom_target_max : float = 5.0
-@export var _zoom_target_step : float = 0.1
-@export var _zoom_epsilon : float = _zoom_target_step * 0.1
-@export var _zoom_speed : float = 5.0
-@export var _zoom_target : float = 1.0:
- get: return _zoom_target
- set(v): _zoom_target = clamp(v, _zoom_target_min, _zoom_target_max)
-
-@export var _map_mesh_instance : MeshInstance3D
-var _map_mesh : MapMesh
-var _map_shader_material : ShaderMaterial
-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 GameSingleton.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
-
- # Shader Material
- var map_material := _map_mesh_instance.get_active_material(0)
- if Events.ShaderManager.set_up_shader(map_material, true) != OK:
- push_error("Failed to set up map shader")
- return
- _map_shader_material = map_material
-
- 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
- const pixels_per_terrain_tile : float = 32.0
- _map_shader_material.set_shader_parameter(Events.ShaderManager.param_terrain_tile_factor,
- float(GameSingleton.get_height()) / pixels_per_terrain_tile)
- 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
- ))
-
- GameSingleton.province_selected.connect(_on_province_selected)
-
-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 _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)
-
-func zoom_in() -> void:
- _zoom_target -= _zoom_target_step
-
-func zoom_out() -> void:
- _zoom_target += _zoom_target_step
-
-func _on_province_selected(index : int) -> void:
- _map_shader_material.set_shader_parameter(Events.ShaderManager.param_selected_index, index)
-
-# REQUIREMENTS
-# * SS-31
-func _unhandled_input(event : InputEvent):
- if _mouse_over_viewport and event.is_action_pressed(_action_click):
- # Check if the mouse is outside of bounds
- if _map_mesh.is_valid_uv_coord(_mouse_pos_map):
- GameSingleton.set_selected_province(GameSingleton.get_province_index_from_uv_coords(_mouse_pos_map))
- else:
- print("Clicked outside the map!")
- elif event.is_action_pressed(_action_drag):
- if _drag_active:
- push_warning("Drag being activated while already active!")
- _drag_active = true
- _drag_anchor = _mouse_pos_map
- elif event.is_action_released(_action_drag):
- if not _drag_active:
- push_warning("Drag being deactivated while already not active!")
- _drag_active = false
- elif event.is_action_pressed(_action_zoom_in, true):
- zoom_in()
- elif event.is_action_pressed(_action_zoom_out, true):
- zoom_out()
-
-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
- _clamp_over_map()
- # Process zooming
- _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:
- direction = (_drag_anchor - _mouse_pos_map) * _map_mesh_dims
- else:
- direction = _edge_scrolling_vector() + _cardinal_movement_vector()
- # Scale movement speed with height
- direction *= _camera.position.y * delta
- _camera.position += Vector3(direction.x, 0, direction.y)
-
-# REQUIREMENTS
-# * UIFUN-125
-func _edge_scrolling_vector() -> Vector2:
- if not _mouse_over_viewport:
- return Vector2()
- var mouse_vector := _mouse_pos_viewport * GuiScale.get_current_guiscale() / _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)),
- float(Input.is_action_pressed(_action_south)) - float(Input.is_action_pressed(_action_north))
- )
- return move * _cardinal_move_speed
-
-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
- height += zoom * _zoom_speed * delta
- var new_zoom := _zoom_target - height
- # Set to target if height is within _zoom_epsilon of it or has overshot past it
- if abs(new_zoom) < _zoom_epsilon or sign(zoom) != sign(new_zoom):
- height = _zoom_target
- _camera.position.y = height
-
-func _update_orientation() -> void:
- var dir := Vector3(0, -1, -exp(-_camera.position.y - 1))
- _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:
- _mouse_pos_map = _viewport_to_map_coords(_mouse_pos_viewport)
- var hover_index := GameSingleton.get_province_index_from_uv_coords(_mouse_pos_map)
- if _mouse_over_viewport:
- _map_shader_material.set_shader_parameter(Events.ShaderManager.param_hover_index, hover_index)
-
-func _on_mouse_entered_viewport():
- _mouse_over_viewport = true
-
-func _on_mouse_exited_viewport():
- _mouse_over_viewport = false
- _map_shader_material.set_shader_parameter(Events.ShaderManager.param_hover_index, 0)
-
-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()
-
-func enable_processing() -> void:
- set_process_unhandled_input(true)
- set_physics_process(true)
-
-func disable_processing() -> void:
- set_process_unhandled_input(false)
- set_physics_process(false)