aboutsummaryrefslogtreecommitdiff
path: root/game/src/GameSession/MapView.gd
blob: 4a44bced514c18ab264db707185db6fb57992cc8 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
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_provinces : StringName = &"province_tex"
const _shader_param_hover_pos : StringName = &"hover_pos"
const _shader_param_selected_pos : StringName = &"selected_pos"

@export var _camera : Camera3D

@export var _move_speed : float = 1.0
@export var _edge_move_threshold: float = 50.0
@export var _edge_move_speed: float = 0.02
@export var _dragSensitivity: float = 0.005

@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_province_shape_image : Image
var _map_mesh_corner : Vector2
var _map_mesh_dims : Vector2

var _mouse_pos_window : Vector2 = Vector2(0.5, 0.5)
var _mouse_pos_map : Vector2 = Vector2(0.5, 0.5)
var _viewport_dims : Vector2i = Vector2i(1, 1)

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
   _map_province_shape_image = MapSingleton.get_province_shape_image()
   if _map_province_shape_image == null:
      push_error("Failed to get province shape image!")
      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_mesh.aspect_ratio = float(_map_province_shape_image.get_width()) / float(_map_province_shape_image.get_height())
   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
   var texture := ImageTexture.create_from_image(_map_province_shape_image)
   _map_shader_material.set_shader_parameter(_shader_param_provinces, texture)

func _unhandled_input(event : InputEvent):
   if event.is_action_pressed(_action_click):
      # Check if the mouse is outside of bounds
      var mouse_inside_flag := 0 < _mouse_pos_map.x and _mouse_pos_map.x < 1 and 0 < _mouse_pos_map.y and _mouse_pos_map.y < 1
      if mouse_inside_flag:
         var mouse_pixel_pos := Vector2i(_mouse_pos_map * Vector2(_map_province_shape_image.get_size()))
         var province_colour := _map_province_shape_image.get_pixelv(mouse_pixel_pos).to_argb32() & 0xFFFFFF
         var province_identifier := MapSingleton.get_province_identifier_from_colour(province_colour)
         _map_shader_material.set_shader_parameter(_shader_param_selected_pos, _mouse_pos_map)
         province_selected.emit(province_identifier)

   elif event is InputEventMouseMotion and Input.is_action_pressed(_action_drag):
      _camera.position.x -= event.relative.x * _dragSensitivity
      _camera.position.z -= event.relative.y * _dragSensitivity

   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_window = get_viewport().get_mouse_position()
   _viewport_dims = get_viewport().size
   # Process movement
   _move_process(delta)
   _edge_scrolling()
   # 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 _edge_scrolling() -> void:
   if _mouse_pos_window.y < _edge_move_threshold:
      _camera.position.z -= _edge_move_speed
   elif _mouse_pos_window.y > _viewport_dims.y - _edge_move_threshold:
      _camera.position.z += _edge_move_speed

   if _mouse_pos_window.x < _edge_move_threshold:
      _camera.position.x -= _edge_move_speed
   elif _mouse_pos_window.x > _viewport_dims.x - _edge_move_threshold:
      _camera.position.x += _edge_move_speed

func _move_process(delta : float) -> void:
   var move := Vector3(
      float(Input.is_action_pressed(_action_east)) - float(Input.is_action_pressed(_action_west)),
      0,
      float(Input.is_action_pressed(_action_south)) - float(Input.is_action_pressed(_action_north))
   )
   # Scale movement speed with height
   move *= _move_speed * _camera.position.y * delta
   _camera.global_translate(move)

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_window)
   var ray_normal := _camera.project_ray_normal(_mouse_pos_window)
   # 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)