class_name MapView extends Node3D signal map_view_camera_changed(near_left : Vector2, far_left : Vector2, far_right : Vector2, near_right : Vector2) signal parchment_view_changed(is_parchment_view : bool) signal detailed_view_changed(is_detailed_view : bool) 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 _action_right_click : StringName = &"map_right_click" @export var _camera : Camera3D @export var _cardinal_move_speed : float = 2.5 @export var _edge_move_threshold: float = 0.025 @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 = 0.075 @export var _zoom_target_max : float = 5.0 @export var _zoom_target_step : float = (_zoom_target_max - _zoom_target_min) / 64.0 @export var _zoom_epsilon : float = _zoom_target_step * 0.005 @export var _zoom_speed : float = 5.0 # _zoom_target's starting value is ignored as it is updated to the camera's height by _ready, # hence why it is not exported and just has _zoom_target_max as a placeholder. var _zoom_target : float = _zoom_target_max: get: return _zoom_target set(v): _zoom_target = clamp(v, _zoom_target_min, _zoom_target_max) const _zoom_position_multiplier = 3.14159 # Horizontal movement coefficient during zoom var _zoom_position : Vector2 # Display the parchment map above this height @export var _zoom_parchment_threshold : float = _zoom_target_min + (_zoom_target_max - _zoom_target_min) / 4 # Display details like models and province names below this height @export var _zoom_detailed_threshold : float = _zoom_parchment_threshold / 2 var _is_parchment_view : bool = false var _is_detailed_view : bool = false @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 @export var _map_background_instance : MeshInstance3D 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) @export var _map_text : MapText # ??? 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() -> void: if not _camera: push_error("MapView's _camera variable hasn't been set!") return # Start just under the parchment threshold _camera.position.y = _zoom_parchment_threshold - _zoom_target_step _zoom_target = _camera.position.y _update_view_states(true) if not _map_mesh_instance: push_error("MapView's _map_mesh_instance variable hasn't been set!") return # Shader Material var map_material := _map_mesh_instance.get_active_material(0) if GameLoader.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 _map_mesh.set_aspect_ratio(GameSingleton.get_map_aspect_ratio()) # Get map mesh bounds var map_mesh_aabb : 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) if not _map_background_instance: push_error("MapView's _map_background_instance variable hasn't been set!") return if not _map_background_instance.mesh is PlaneMesh: push_error("Invalid map background mesh class: ", _map_background_instance.mesh.get_class(), "(expected PlaneMesh)") return var scaled_dims : Vector3 = _map_background_instance.transform.affine_inverse() * Vector3(_map_mesh_dims.x, 0.0, _map_mesh_dims.y) scaled_dims.x *= 1.0 + 2.0 * _map_mesh.get_repeat_proportion() scaled_dims.z *= 2.0 (_map_background_instance.mesh as PlaneMesh).set_size(Vector2(scaled_dims.x, scaled_dims.z)) _map_text.generate_map_names() func _notification(what: int) -> void: if what == NOTIFICATION_WM_MOUSE_EXIT: _mouse_over_viewport = false unset_hovered_province() func _world_to_map_coords(pos : Vector3) -> Vector2: return (Vector2(pos.x, pos.z) - _map_mesh_corner) / _map_mesh_dims func _map_to_world_coords(pos : Vector2) -> Vector3: pos = pos * _map_mesh_dims + _map_mesh_corner return Vector3(pos.x, 0, pos.y) 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 : Variant = 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 _zoom_position = (Vector2(0.5, 0.5) - _mouse_pos_viewport * GuiScale.get_current_guiscale() / _viewport_dims) * _zoom_position_multiplier func zoom_out() -> void: _zoom_target += _zoom_target_step # For some reason, zooming out in the original game does not consider the # cursor location. I'm not sure if we want to preserve this behavior. _zoom_position = Vector2() func set_hovered_province_index(hover_index : int) -> void: _map_shader_material.set_shader_parameter(GameLoader.ShaderManager.param_hover_index, hover_index) func set_hovered_province_at(pos : Vector2) -> void: var hover_index := GameSingleton.get_province_index_from_uv_coords(pos) set_hovered_province_index(hover_index) func unset_hovered_province() -> void: set_hovered_province_index(0) var _province_hover_dirty := false func queue_province_hover_update() -> void: if not _mouse_over_viewport: return _province_hover_dirty = true func _update_province_hover() -> void: if not _province_hover_dirty: return _province_hover_dirty = false if _mouse_over_viewport: set_hovered_province_at(_viewport_to_map_coords(_mouse_pos_viewport)) func _on_province_selected(index : int) -> void: _map_shader_material.set_shader_parameter(GameLoader.ShaderManager.param_selected_index, index) print("Province selected with index: ", index) func _input(event : InputEvent) -> void: if event is InputEventMouseMotion: _mouse_pos_viewport = get_window().get_mouse_position() elif _drag_active and event.is_action_released(_action_drag): _drag_active = false # REQUIREMENTS # * SS-31 func _unhandled_input(event : InputEvent) -> void: if event is InputEventMouseMotion: _mouse_over_viewport = true queue_province_hover_update() elif event.is_action_pressed(_action_click): if _mouse_over_viewport: # 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_right_click): if _mouse_over_viewport: if _map_mesh.is_valid_uv_coord(_mouse_pos_map): Events.NationManagementScreens.open_nation_management_screen(NationManagement.Screen.DIPLOMACY) 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_pressed(_action_zoom_in, true): zoom_in() elif event.is_action_pressed(_action_zoom_out, true): zoom_out() func _process(delta : float) -> void: if _is_viewport_inactive(): _mouse_over_viewport = false unset_hovered_province() _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() # Update province hover if dirty _update_province_hover() # 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() if direction != Vector2.ZERO: queue_province_hover_update() # 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) # Only scroll if outside the move threshold. if abs(mouse_vector.x) < 0.5 - _edge_move_threshold and abs(mouse_vector.y) < 0.5 - _edge_move_threshold: return Vector2() return mouse_vector * _edge_move_speed # REQUIREMENTS # * SS-75 func _cardinal_movement_vector() -> Vector2: return Input.get_vector( _action_west, _action_east, _action_north, _action_south ) * _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 _update_view_states(force_signal : bool) -> void: var new_is_parchment_view : bool = _camera.position.y >= _zoom_parchment_threshold - _zoom_epsilon if force_signal or new_is_parchment_view != _is_parchment_view: _is_parchment_view = new_is_parchment_view parchment_view_changed.emit(_is_parchment_view) var new_is_detailed_view : bool = _camera.position.y <= _zoom_detailed_threshold + _zoom_epsilon if force_signal or new_is_detailed_view != _is_detailed_view: _is_detailed_view = new_is_detailed_view detailed_view_changed.emit(_is_detailed_view) # REQUIREMENTS # * SS-74 # * UIFUN-123 func _zoom_process(delta : float) -> void: var height := _camera.position.y var zoom := _zoom_target - height var zoom_delta := zoom * _zoom_speed * delta # Set to target if height is within _zoom_epsilon of it or has overshot past it if abs(zoom - zoom_delta) < _zoom_epsilon or sign(zoom) != sign(zoom - zoom_delta): zoom_delta = zoom else: queue_province_hover_update() _camera.position += Vector3( _zoom_position.x * zoom_delta * int(_mouse_over_viewport), zoom_delta, _zoom_position.y * zoom_delta * int(_mouse_over_viewport) ) # TODO - smooth transition similar to smooth zoom _update_view_states(false) var parchment_mapmode : bool = GameSingleton.is_parchment_mapmode_allowed() and _is_parchment_view _map_shader_material.set_shader_parameter(GameLoader.ShaderManager.param_parchment_mix, float(parchment_mapmode)) func _update_orientation() -> void: const up := Vector3(0, 0, -1) var dir := Vector3(0, -1, 0) if _is_detailed_view: # Zero at the transition point, increases as you zoom further in var delta : float = (_zoom_detailed_threshold - _camera.position.y) / _zoom_detailed_threshold dir.z = -(delta ** 2) _camera.look_at(_camera.position + dir, up) 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) func _on_minimap_clicked(pos_clicked : Vector2) -> void: pos_clicked *= _map_mesh_dims _camera.position.x = pos_clicked.x _camera.position.z = pos_clicked.y _clamp_over_map() queue_province_hover_update() func _is_viewport_inactive() -> bool: return not get_window().has_focus() or get_window().is_input_handled() func enable_processing() -> void: set_process_unhandled_input(true) set_process(true) func disable_processing() -> void: set_process_unhandled_input(false) set_process(false)