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Diffstat (limited to 'game/src/GameSession/MapView.gd')
-rw-r--r-- | game/src/GameSession/MapView.gd | 242 |
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) |