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-rw-r--r--game/src/GameSession/MapView.gd274
1 files changed, 274 insertions, 0 deletions
diff --git a/game/src/GameSession/MapView.gd b/game/src/GameSession/MapView.gd
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+++ b/game/src/GameSession/MapView.gd
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+extends Node3D
+
+signal province_selected(index : int)
+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"
+
+const _shader_param_province_index : StringName = &"province_index_tex"
+const _shader_param_province_colour : StringName = &"province_colour_tex"
+const _shader_param_hover_index : StringName = &"hover_index"
+const _shader_param_selected_index : StringName = &"selected_index"
+const _shader_param_terrain_tile_factor : StringName = &"terrain_tile_factor"
+
+@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_image_size : Vector2
+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 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 map_material == null:
+ push_error("Map mesh is missing material!")
+ return
+ if not map_material is ShaderMaterial:
+ push_error("Invalid map mesh material class: ", map_material.get_class())
+ return
+ _map_shader_material = map_material
+
+ # Province index textures
+ var map_province_index_images := GameSingleton.get_province_index_images()
+ if map_province_index_images == null or map_province_index_images.is_empty():
+ push_error("Failed to get province index image!")
+ return
+ var province_index_texture := Texture2DArray.new()
+ if province_index_texture.create_from_images(map_province_index_images) != OK:
+ push_error("Failed to generate province index texture array!")
+ return
+ _map_shader_material.set_shader_parameter(_shader_param_province_index, province_index_texture)
+
+ # Province colour texture
+ _map_province_colour_image = GameSingleton.get_province_colour_image()
+ if _map_province_colour_image == null:
+ push_error("Failed to get province colour image!")
+ return
+ _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(GameSingleton.get_width(), GameSingleton.get_height()))
+ _map_mesh.aspect_ratio = _map_image_size.x / _map_image_size.y
+ _map_shader_material.set_shader_parameter(_shader_param_terrain_tile_factor, _map_image_size.y / 64.0)
+ 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:
+ GameSingleton.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)
+
+func zoom_in() -> void:
+ _zoom_target -= _zoom_target_step
+
+func zoom_out() -> void:
+ _zoom_target += _zoom_target_step
+
+# 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):
+ var selected_index := GameSingleton.get_province_index_from_uv_coords(_mouse_pos_map)
+ _map_shader_material.set_shader_parameter(_shader_param_selected_index, selected_index)
+ province_selected.emit(selected_index)
+ 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 / _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(_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()
+
+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)