aboutsummaryrefslogtreecommitdiff
path: root/game/src
diff options
context:
space:
mode:
Diffstat (limited to 'game/src')
-rw-r--r--game/src/Autoload/Events.gd9
-rw-r--r--game/src/GameSession/GameSession.gd2
-rw-r--r--game/src/GameSession/GameSession.tscn24
-rw-r--r--game/src/GameSession/MapControlPanel.tscn9
-rw-r--r--game/src/GameSession/MapView.gd185
-rw-r--r--game/src/GameSession/MapView.tscn27
-rw-r--r--game/src/GameSession/ProvinceOverviewPanel.gd22
-rw-r--r--game/src/GameSession/ProvinceOverviewPanel.tscn40
-rw-r--r--game/src/GameSession/TerrainMap.gdshader48
9 files changed, 354 insertions, 12 deletions
diff --git a/game/src/Autoload/Events.gd b/game/src/Autoload/Events.gd
index 25a185f..040cb06 100644
--- a/game/src/Autoload/Events.gd
+++ b/game/src/Autoload/Events.gd
@@ -2,3 +2,12 @@ extends Node
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 _province_shape_file : String = "res://common/map/provinces.png"
+
+func _ready():
+ if MapSingleton.load_province_identifier_file(_province_identifier_file) != OK:
+ push_error("Failed to load province identifiers")
+ if MapSingleton.load_province_shape_file(_province_shape_file) != OK:
+ push_error("Failed to load province shapes")
diff --git a/game/src/GameSession/GameSession.gd b/game/src/GameSession/GameSession.gd
index 0d69bf2..38eaba1 100644
--- a/game/src/GameSession/GameSession.gd
+++ b/game/src/GameSession/GameSession.gd
@@ -1,4 +1,4 @@
-extends Control
+extends Node
@export var _game_session_menu : Control
diff --git a/game/src/GameSession/GameSession.tscn b/game/src/GameSession/GameSession.tscn
index f984daf..390040e 100644
--- a/game/src/GameSession/GameSession.tscn
+++ b/game/src/GameSession/GameSession.tscn
@@ -1,23 +1,20 @@
-[gd_scene load_steps=4 format=3 uid="uid://bgnupcshe1m7r"]
+[gd_scene load_steps=6 format=3 uid="uid://bgnupcshe1m7r"]
[ext_resource type="Script" path="res://src/GameSession/GameSession.gd" id="1_eklvp"]
[ext_resource type="PackedScene" uid="uid://g524p8lr574w" path="res://src/GameSession/MapControlPanel.tscn" id="3_afh6d"]
[ext_resource type="PackedScene" uid="uid://dvdynl6eir40o" path="res://src/GameSession/GameSessionMenu.tscn" id="3_bvmqh"]
+[ext_resource type="PackedScene" uid="uid://dkehmdnuxih2r" path="res://src/GameSession/MapView.tscn" id="4_xkg5j"]
+[ext_resource type="PackedScene" uid="uid://byq323jbel48u" path="res://src/GameSession/ProvinceOverviewPanel.tscn" id="5_osjnn"]
-[node name="GameSession" type="Control" node_paths=PackedStringArray("_game_session_menu")]
+[node name="GameSession" type="Node" node_paths=PackedStringArray("_game_session_menu")]
editor_description = "SS-102"
-layout_mode = 3
-anchors_preset = 15
-anchor_right = 1.0
-anchor_bottom = 1.0
-grow_horizontal = 2
-grow_vertical = 2
script = ExtResource("1_eklvp")
_game_session_menu = NodePath("GameSessionMenu")
+[node name="MapView" parent="." instance=ExtResource("4_xkg5j")]
+
[node name="GameSessionMenu" parent="." instance=ExtResource("3_bvmqh")]
visible = false
-layout_mode = 1
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
@@ -27,7 +24,6 @@ grow_horizontal = 2
grow_vertical = 2
[node name="MapControlPanel" parent="." instance=ExtResource("3_afh6d")]
-layout_mode = 1
anchors_preset = 3
anchor_left = 1.0
anchor_top = 1.0
@@ -36,5 +32,13 @@ anchor_bottom = 1.0
grow_horizontal = 0
grow_vertical = 0
+[node name="ProvinceOverviewPanel" parent="." instance=ExtResource("5_osjnn")]
+anchors_preset = -1
+anchor_top = 0.583333
+anchor_right = 0.15625
+offset_top = 0.0
+offset_right = 0.0
+
+[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"]
diff --git a/game/src/GameSession/MapControlPanel.tscn b/game/src/GameSession/MapControlPanel.tscn
index 71d43e7..2a0c971 100644
--- a/game/src/GameSession/MapControlPanel.tscn
+++ b/game/src/GameSession/MapControlPanel.tscn
@@ -1,7 +1,13 @@
-[gd_scene load_steps=2 format=3 uid="uid://g524p8lr574w"]
+[gd_scene load_steps=4 format=3 uid="uid://g524p8lr574w"]
[ext_resource type="Script" path="res://src/GameSession/MapControlPanel.gd" id="1_ign64"]
+[sub_resource type="InputEventAction" id="InputEventAction_5nck3"]
+action = &"ui_cancel"
+
+[sub_resource type="Shortcut" id="Shortcut_fc1tk"]
+events = [SubResource("InputEventAction_5nck3")]
+
[node name="PanelContainer" type="PanelContainer"]
editor_description = "SS-103"
script = ExtResource("1_ign64")
@@ -27,6 +33,7 @@ layout_mode = 2
[node name="GameSessionMenuButton" type="Button" parent="HBoxContainer/AuxiliaryPanel"]
editor_description = "UI-9"
layout_mode = 2
+shortcut = SubResource("Shortcut_fc1tk")
text = "ESC"
[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
new file mode 100644
index 0000000..faf90e8
--- /dev/null
+++ b/game/src/GameSession/MapView.gd
@@ -0,0 +1,185 @@
+extends Node3D
+
+signal province_selected(identifier : String)
+
+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_zoomin : StringName = &"map_zoomin"
+const _action_zoomout : StringName = &"map_zoomout"
+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_pos : StringName = &"hover_pos"
+const _shader_param_selected_pos : StringName = &"selected_pos"
+
+@export var _camera : Camera3D
+
+@export var _cardinal_move_speed : float = 1.0
+@export var _edge_move_threshold: float = 0.15
+@export var _edge_move_speed: float = 2.5
+var _drag_anchor : Vector2
+var _drag_active : 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
+@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_index_image : Image
+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)
+
+func _ready():
+ if _camera == null:
+ push_error("MapView's _camera variable hasn't been set!")
+ return
+ 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)
+ 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 texture
+ _map_province_index_image = MapSingleton.get_province_index_image()
+ if _map_province_index_image == null:
+ push_error("Failed to get province index image!")
+ 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:
+ 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)
+
+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)
+ province_selected.emit(province_identifier)
+ 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_zoomin, true):
+ _zoom_target -= _zoom_target_step
+ elif event.is_action_pressed(_action_zoomout, true):
+ _zoom_target += _zoom_target_step
+
+func _physics_process(delta : float):
+ _mouse_pos_viewport = get_viewport().get_mouse_position()
+ # Process movement
+ _movement_process(delta)
+ # Keep within map bounds
+ _clamp_over_map()
+ # Process zooming
+ _zoom_process(delta)
+ # Orient based on height
+ _update_orientation()
+ # Calculate where the mouse lies on the map
+ _update_mouse_map_position()
+
+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)
+
+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):
+ mouse_vector *= 0
+ return mouse_vector * _edge_move_speed
+
+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)
+
+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 * 2.0 + 0.5))
+ _camera.look_at(_camera.position + dir)
+
+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)
diff --git a/game/src/GameSession/MapView.tscn b/game/src/GameSession/MapView.tscn
new file mode 100644
index 0000000..4650acb
--- /dev/null
+++ b/game/src/GameSession/MapView.tscn
@@ -0,0 +1,27 @@
+[gd_scene load_steps=6 format=3 uid="uid://dkehmdnuxih2r"]
+
+[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"]
+
+[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/terrain_tex = ExtResource("3_l8pnf")
+
+[sub_resource type="MapMesh" id="MapMesh_3gtsd"]
+
+[node name="MapView" type="Node3D" node_paths=PackedStringArray("_camera", "_map_mesh_instance")]
+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)
+
+[node name="MapMeshInstance" type="MeshInstance3D" parent="."]
+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/ProvinceOverviewPanel.gd b/game/src/GameSession/ProvinceOverviewPanel.gd
new file mode 100644
index 0000000..434f6b1
--- /dev/null
+++ b/game/src/GameSession/ProvinceOverviewPanel.gd
@@ -0,0 +1,22 @@
+extends Panel
+
+@export var _province_name_label : Label
+
+@export var province_identifier: String = "":
+ get: return province_identifier
+ set(v):
+ province_identifier = v
+ update_info()
+
+func _ready():
+ update_info()
+
+func update_info() -> void:
+ _province_name_label.text = province_identifier + "_NAME"
+ visible = not province_identifier.is_empty()
+
+func _on_province_selected(identifier : String) -> void:
+ province_identifier = identifier
+
+func _on_button_pressed() -> void:
+ province_identifier = ""
diff --git a/game/src/GameSession/ProvinceOverviewPanel.tscn b/game/src/GameSession/ProvinceOverviewPanel.tscn
new file mode 100644
index 0000000..e21b1c3
--- /dev/null
+++ b/game/src/GameSession/ProvinceOverviewPanel.tscn
@@ -0,0 +1,40 @@
+[gd_scene load_steps=2 format=3 uid="uid://byq323jbel48u"]
+
+[ext_resource type="Script" path="res://src/GameSession/ProvinceOverviewPanel.gd" id="1_3n8k5"]
+
+[node name="ProvinceOverviewPanel" type="Panel" node_paths=PackedStringArray("_province_name_label")]
+anchors_preset = 2
+anchor_top = 1.0
+anchor_bottom = 1.0
+offset_top = -300.0
+offset_right = 200.0
+grow_vertical = 0
+script = ExtResource("1_3n8k5")
+_province_name_label = NodePath("VBoxContainer/ProvinceName")
+
+[node name="VBoxContainer" type="VBoxContainer" parent="."]
+layout_mode = 1
+anchors_preset = -1
+anchor_right = 1.0
+anchor_bottom = 1.0
+offset_left = 10.0
+offset_top = 5.0
+offset_right = -10.0
+offset_bottom = -5.0
+
+[node name="ProvinceName" type="Label" parent="VBoxContainer"]
+layout_mode = 2
+text = "PROVINCE_NAME"
+vertical_alignment = 1
+
+[node name="Button" type="Button" parent="."]
+custom_minimum_size = Vector2(30, 30)
+layout_mode = 1
+anchors_preset = -1
+anchor_left = 0.85
+anchor_right = 1.0
+anchor_bottom = 0.103333
+grow_horizontal = 0
+text = "X"
+
+[connection signal="pressed" from="Button" to="." method="_on_button_pressed"]
diff --git a/game/src/GameSession/TerrainMap.gdshader b/game/src/GameSession/TerrainMap.gdshader
new file mode 100644
index 0000000..a6774fd
--- /dev/null
+++ b/game/src/GameSession/TerrainMap.gdshader
@@ -0,0 +1,48 @@
+shader_type spatial;
+
+render_mode unshaded;
+
+// Cosmetic terrain texture
+uniform sampler2D terrain_tex: source_color, repeat_enable, filter_linear;
+// Province index texture
+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;
+
+uvec2 vec2_to_uvec2(vec2 v) {
+ return uvec2(v * 255.0);
+}
+
+uint uvec2_to_uint(uvec2 v) {
+ return (v.y << 8u) | v.x;
+}
+
+uvec2 read_uvec2(sampler2D tex, vec2 uv) {
+ return vec2_to_uvec2(texture(tex, uv).rg);
+}
+
+uint read_uint16(sampler2D tex, vec2 uv) {
+ return uvec2_to_uint(read_uvec2(tex, 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;
+ // Don't mix if the province index is 0
+ mix_val *= float(prov_index != 0u);
+
+ vec3 terrain_colour = texture(terrain_tex, UV).rgb;
+ vec3 province_colour = texelFetch(province_colour_tex, ivec2(prov_idx_split), 0).rgb;
+
+ ALBEDO = mix(terrain_colour, province_colour, mix_val);
+}