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a634da6ecf
...
2bc92d9580
54
gdd.md
54
gdd.md
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@ -8,10 +8,26 @@
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||||||
* Education
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* Education
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||||||
* Supply chains
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* Supply chains
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||||||
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## Grid
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## Interaction Modes
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||||||
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||||||
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Interaction modes can be changed via keyboard shortcut.
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||||||
|
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||||||
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### Selection Mode
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||||||
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This is the default interaction mode.
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It can be accessed at any time by pressing the `esc` key.
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||||||
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||||||
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### Build Mode
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||||||
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||||||
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Build mode can be entered by pressing the `b` key.
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||||||
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||||||
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## Critical Path
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||||||
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||||||
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### Grid
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||||||
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Add a 10x10 grid.
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Add a 10x10 grid.
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||||||
Tiles are highlighted a different colour when the player hovers over them with the cursor.
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Tiles are highlighted a different colour when the player hovers over them with the cursor.
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||||||
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Tiles can be interacted with, which turns them another colour.
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### Diffusion
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### Diffusion
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||||||
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||||||
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@ -46,19 +62,7 @@ private float TransferHeat(float t0, float alpha, float nx, float ny, float px,
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}
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}
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||||||
```
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```
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||||||
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||||||
## Build Mode
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### Tile Types
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||||||
|
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||||||
Build mode can be entered by pressing the `b` key.
|
|
||||||
Build the cursor will start flashing when entering build mode.
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|
||||||
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||||||
Once in build mode, a tile type must be selected to build anything.
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Tiles cab be selected with the buttons along the bottom of the screen or by keyboard shortcuts.
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The keyboard shortcut to select a tile type is indicated on the button.
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||||||
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To deselect a tile type, press `esc`.
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Press `esc` again to exit build mode.
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## Tile Types
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|
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Tiles start as wild tiles.
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Tiles start as wild tiles.
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The player can use a UI element or a keyboard shortcut to enable build mode.
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The player can use a UI element or a keyboard shortcut to enable build mode.
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@ -67,14 +71,14 @@ In build mode, the player can click on a wile tile to turn it into a developed t
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* Wild tiles are green
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* Wild tiles are green
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* Developed tiles are grey
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* Developed tiles are grey
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|
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## Heat
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### Heat
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Developed tiles produce heat while wild tiles absorb it.
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Developed tiles produce heat while wild tiles absorb it.
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Every tile has a floating-point heat value which diffuses to its neighbours.
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Every tile has a floating-point heat value which diffuses to its neighbours.
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Add a heat map view which can be toggled or cycled to.
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Add a heat map view which can be toggled or cycled to.
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It is possible to cycle the view using a UI element.
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It is possible to cycle the view using a UI element.
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## Tile Health
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### Tile Health
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Add another value to wild tiles: health.
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Add another value to wild tiles: health.
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A wild tile can accept a certain amount of heat each tick from surrounding tiles.
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A wild tile can accept a certain amount of heat each tick from surrounding tiles.
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@ -92,13 +96,13 @@ Its effectiveness at absorbing heat scales with its remaining health.
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Diffusion still occurs to move heat away from depleted wild tiles.
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Diffusion still occurs to move heat away from depleted wild tiles.
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## Rewilding
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### Rewilding
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||||||
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Add a rewilding mode option to the UI.
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Add a rewilding mode option to the UI.
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In rewilding mode, the player can click on a developed tile to turn in into a wild tile.
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In rewilding mode, the player can click on a developed tile to turn in into a wild tile.
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The wild tile starts with 0 health.
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The wild tile starts with 0 health.
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## Wild Recovery
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### Wild Recovery
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Depleted wile tiles can recover health each tick.
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Depleted wile tiles can recover health each tick.
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The recovery rate is based on the difference between the damage threshold and the actual amount they received.
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The recovery rate is based on the difference between the damage threshold and the actual amount they received.
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@ -107,7 +111,7 @@ The recovery rate is increased if the tile has wild neighbours.
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neighbour multiplier = lerp(1, max, number of neighbours / 4)
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neighbour multiplier = lerp(1, max, number of neighbours / 4)
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health restored = max((damage threshold - heat received), 0) * neighbour multiplier.
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health restored = max((damage threshold - heat received), 0) * neighbour multiplier.
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||||||
## Developed tile types
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### Developed tile types
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||||||
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Split developed tiles into 3 types:
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Split developed tiles into 3 types:
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@ -120,19 +124,19 @@ These types generate different amounts of heat:
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|
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industrial > commercial > residential
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industrial > commercial > residential
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|
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## Journeys
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### Journeys
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||||||
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Developed tiles have a chance to generate journeys between them.
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Developed tiles have a chance to generate journeys between them.
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A journey instances a vehicle which traverses the map at a constant speed from its origin to its destination tile.
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A journey instances a vehicle which traverses the map at a constant speed from its origin to its destination tile.
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||||||
A vehicle adds a constant amount of heat to every tile it traverses.
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A vehicle adds a constant amount of heat to every tile it traverses.
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||||||
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||||||
## Moving In
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### Moving In
|
||||||
|
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||||||
Residential tiles have two new integer resources, current residents and maximum residents.
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Residential tiles have two new integer resources, current residents and maximum residents.
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||||||
Every tick there is a chance for residents to move in to a residential tile if the current number is less than the maximum number of residents.
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Every tick there is a chance for residents to move in to a residential tile if the current number is less than the maximum number of residents.
|
||||||
The initial number of maximm residents per residential tile is 4.
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The initial number of maximm residents per residential tile is 4.
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||||||
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|
||||||
## Jobs
|
### Jobs
|
||||||
|
|
||||||
Industrial and commercial tiles have two new integer resources, available jobs and occupied jobs.
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Industrial and commercial tiles have two new integer resources, available jobs and occupied jobs.
|
||||||
The chance for residents to move in depends on there being being fewer occupied than available jobs.
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The chance for residents to move in depends on there being being fewer occupied than available jobs.
|
||||||
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@ -141,12 +145,12 @@ Their chance of generating a journey is proportional to
|
||||||
|
|
||||||
occupied jobs / available jobs .
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occupied jobs / available jobs .
|
||||||
|
|
||||||
## Commutes
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### Commutes
|
||||||
|
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||||||
A resident moves in to a residential tile and gets a job at an industrial or commercial 'job' tile.
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A resident moves in to a residential tile and gets a job at an industrial or commercial 'job' tile.
|
||||||
The residential tile regularly generates journeys to the job tile, and the job tile regularly generates journeys in the other direction.
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The residential tile regularly generates journeys to the job tile, and the job tile regularly generates journeys in the other direction.
|
||||||
|
|
||||||
## Comfortable Living Temperatures
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### Comfortable Living Temperatures
|
||||||
|
|
||||||
If a residential tile is too hot, people will not want to live there.
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If a residential tile is too hot, people will not want to live there.
|
||||||
Residential tiles have a critical temperature at which the chance of someone moving into a tile becomes negative, becoming a chance that someone moves out.
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Residential tiles have a critical temperature at which the chance of someone moving into a tile becomes negative, becoming a chance that someone moves out.
|
||||||
|
@ -157,7 +161,7 @@ When someone moves out, one of the jobs associated with that residential tile is
|
||||||
|
|
||||||
# Not critical
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# Not critical
|
||||||
|
|
||||||
## Wealth
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### Wealth
|
||||||
|
|
||||||
Journeys generate a new integer tile resource, wealth.
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Journeys generate a new integer tile resource, wealth.
|
||||||
When a journey is completed, the destination tile accrues 1 wealth.
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When a journey is completed, the destination tile accrues 1 wealth.
|
||||||
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|
|
@ -1,4 +1,4 @@
|
||||||
[gd_scene load_steps=10 format=2]
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[gd_scene load_steps=11 format=2]
|
||||||
|
|
||||||
[ext_resource path="res://nodes/grid.tscn" type="PackedScene" id=1]
|
[ext_resource path="res://nodes/grid.tscn" type="PackedScene" id=1]
|
||||||
[ext_resource path="res://nodes/grid_cursor.tscn" type="PackedScene" id=2]
|
[ext_resource path="res://nodes/grid_cursor.tscn" type="PackedScene" id=2]
|
||||||
|
@ -7,7 +7,8 @@
|
||||||
[ext_resource path="res://nodes/interaction_modes/interaction_mode.tscn" type="PackedScene" id=5]
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[ext_resource path="res://nodes/interaction_modes/interaction_mode.tscn" type="PackedScene" id=5]
|
||||||
[ext_resource path="res://nodes/ui/build_mode_ui.tscn" type="PackedScene" id=6]
|
[ext_resource path="res://nodes/ui/build_mode_ui.tscn" type="PackedScene" id=6]
|
||||||
[ext_resource path="res://nodes/interaction_modes/build_mode.tscn" type="PackedScene" id=7]
|
[ext_resource path="res://nodes/interaction_modes/build_mode.tscn" type="PackedScene" id=7]
|
||||||
[ext_resource path="res://nodes/ui/mode_selection_ui.tscn" type="PackedScene" id=9]
|
[ext_resource path="res://nodes/interaction_modes/selection_mode.tscn" type="PackedScene" id=8]
|
||||||
|
[ext_resource path="res://nodes/ui/selection_mode_ui.tscn" type="PackedScene" id=9]
|
||||||
|
|
||||||
[sub_resource type="Curve" id=1]
|
[sub_resource type="Curve" id=1]
|
||||||
_data = [ Vector2( 0, 0 ), 0.0, 5.0, 0, 0, Vector2( 0.5, 1 ), 0.0, 0.0, 0, 0, Vector2( 1, 0 ), -4.0, 0.0, 0, 0 ]
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_data = [ Vector2( 0, 0 ), 0.0, 5.0, 0, 0, Vector2( 0.5, 1 ), 0.0, 0.0, 0, 0, Vector2( 1, 0 ), -4.0, 0.0, 0, 0 ]
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||||||
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@ -24,12 +25,14 @@ DiffusionCoefficient = 0.1
|
||||||
Grid = NodePath("../Grid")
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Grid = NodePath("../Grid")
|
||||||
_pulseShape = SubResource( 1 )
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_pulseShape = SubResource( 1 )
|
||||||
|
|
||||||
[node name="Interaction Modes" parent="." instance=ExtResource( 5 )]
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[node name="Interaction Mode" parent="." instance=ExtResource( 5 )]
|
||||||
_buildModePath = NodePath("Build Mode")
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_buildModePath = NodePath("../Build Mode")
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||||||
|
_selectionModePath = NodePath("../Selection Mode")
|
||||||
|
|
||||||
[node name="Build Mode" parent="Interaction Modes" instance=ExtResource( 7 )]
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[node name="Build Mode" parent="." instance=ExtResource( 7 )]
|
||||||
_gridPath = NodePath("../../Grid")
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_key = 66
|
||||||
_cursorPath = NodePath("../../Cursor")
|
|
||||||
|
[node name="Selection Mode" parent="." instance=ExtResource( 8 )]
|
||||||
|
|
||||||
[node name="UI" type="Control" parent="."]
|
[node name="UI" type="Control" parent="."]
|
||||||
anchor_right = 1.0
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anchor_right = 1.0
|
||||||
|
@ -39,19 +42,20 @@ mouse_filter = 2
|
||||||
[node name="Debug" parent="UI" instance=ExtResource( 3 )]
|
[node name="Debug" parent="UI" instance=ExtResource( 3 )]
|
||||||
|
|
||||||
[node name="Build Mode" parent="UI" instance=ExtResource( 6 )]
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[node name="Build Mode" parent="UI" instance=ExtResource( 6 )]
|
||||||
_buildModePath = NodePath("../../Interaction Modes/Build Mode")
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visible = false
|
||||||
|
_buildModePath = NodePath("../../Build Mode")
|
||||||
|
|
||||||
[node name="Mode Selection" parent="UI" instance=ExtResource( 9 )]
|
[node name="Selection Mode" parent="UI" instance=ExtResource( 9 )]
|
||||||
|
_selectionModePath = NodePath("../../Selection Mode")
|
||||||
|
|
||||||
[connection signal="OnPauseChanged" from="Clock" to="UI/Debug" method="_on_Clock_OnPauseChanged"]
|
[connection signal="OnPauseChanged" from="Clock" to="UI/Debug" method="_on_Clock_OnPauseChanged"]
|
||||||
[connection signal="OnTick" from="Clock" to="Grid" method="_on_Clock_OnTick"]
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[connection signal="OnTick" from="Clock" to="Grid" method="_on_Clock_OnTick"]
|
||||||
[connection signal="OnTick" from="Clock" to="UI/Debug" method="_on_Clock_OnTick"]
|
[connection signal="OnTick" from="Clock" to="UI/Debug" method="_on_Clock_OnTick"]
|
||||||
[connection signal="OnInteractionModeChanged" from="Interaction Modes" to="Cursor" method="_on_Interaction_Mode_OnInteractionModeChanged"]
|
[connection signal="OnInteractionModeChanged" from="Interaction Mode" to="Cursor" method="_on_Interaction_Mode_OnInteractionModeChanged"]
|
||||||
[connection signal="OnInteractionModeChanged" from="Interaction Modes" to="UI/Debug" method="_on_Interaction_Mode_OnInteractionModeChanged"]
|
[connection signal="OnInteractionModeChanged" from="Interaction Mode" to="UI/Debug" method="_on_Interaction_Mode_OnInteractionModeChanged"]
|
||||||
[connection signal="OnModeEntered" from="Interaction Modes/Build Mode" to="Interaction Modes" method="_on_Build_Mode_OnModeEntered"]
|
[connection signal="OnModeEntered" from="Build Mode" to="Interaction Mode" method="_on_Build_Mode_OnModeEntered"]
|
||||||
[connection signal="OnModeEntered" from="Interaction Modes/Build Mode" to="UI/Mode Selection" method="EnableBuildMode"]
|
[connection signal="OnModeExited" from="Build Mode" to="Interaction Mode" method="_on_Build_Mode_OnModeExited"]
|
||||||
[connection signal="OnModeExited" from="Interaction Modes/Build Mode" to="Interaction Modes" method="_on_Build_Mode_OnModeExited"]
|
[connection signal="OnModeEntered" from="Selection Mode" to="Interaction Mode" method="_on_Selection_Mode_OnModeEntered"]
|
||||||
[connection signal="SelectedTileTypeChanged" from="Interaction Modes/Build Mode" to="UI/Build Mode" method="UpdateButtonToggleState"]
|
[connection signal="OnModeExited" from="Selection Mode" to="Interaction Mode" method="_on_Selection_Mode_OnModeExited"]
|
||||||
[connection signal="OnExit" from="UI/Build Mode" to="Interaction Modes" method="Reset"]
|
[connection signal="OnExit" from="UI/Build Mode" to="Interaction Mode" method="Reset"]
|
||||||
[connection signal="OnExit" from="UI/Build Mode" to="UI/Mode Selection" method="Enable"]
|
[connection signal="EnableBuildMode" from="UI/Selection Mode" to="Build Mode" method="Enable"]
|
||||||
[connection signal="BuildModeEnabled" from="UI/Mode Selection" to="Interaction Modes/Build Mode" method="Enable"]
|
|
||||||
|
|
|
@ -1,9 +1,6 @@
|
||||||
[gd_scene load_steps=3 format=2]
|
[gd_scene load_steps=2 format=2]
|
||||||
|
|
||||||
[ext_resource path="res://scripts/interaction_modes/BuildMode.cs" type="Script" id=1]
|
[ext_resource path="res://scripts/interaction_modes/BuildMode.cs" type="Script" id=1]
|
||||||
[ext_resource path="res://resources/tile_types/tile_type_collections/buildable_tiles.tres" type="Resource" id=2]
|
|
||||||
|
|
||||||
[node name="Build Mode" type="Node"]
|
[node name="Build Mode" type="Node"]
|
||||||
script = ExtResource( 1 )
|
script = ExtResource( 1 )
|
||||||
_key = 66
|
|
||||||
_buildableTilesResource = ExtResource( 2 )
|
|
||||||
|
|
|
@ -1,3 +1,7 @@
|
||||||
[gd_scene format=2]
|
[gd_scene load_steps=2 format=2]
|
||||||
|
|
||||||
|
[ext_resource path="res://scripts/interaction_modes/SelectionMode.cs" type="Script" id=1]
|
||||||
|
|
||||||
[node name="Selection Mode" type="Node"]
|
[node name="Selection Mode" type="Node"]
|
||||||
|
script = ExtResource( 1 )
|
||||||
|
_key = 16777217
|
||||||
|
|
|
@ -3,16 +3,24 @@
|
||||||
[ext_resource path="res://scripts/ui/BuildModeUI.cs" type="Script" id=1]
|
[ext_resource path="res://scripts/ui/BuildModeUI.cs" type="Script" id=1]
|
||||||
|
|
||||||
[node name="Build Mode" type="Control"]
|
[node name="Build Mode" type="Control"]
|
||||||
anchor_right = 1.0
|
anchor_top = 1.0
|
||||||
anchor_bottom = 1.0
|
anchor_bottom = 1.0
|
||||||
|
margin_top = -600.0
|
||||||
|
margin_bottom = -600.0
|
||||||
script = ExtResource( 1 )
|
script = ExtResource( 1 )
|
||||||
|
|
||||||
[node name="Exit" type="Button" parent="."]
|
[node name="Exit" type="Button" parent="."]
|
||||||
anchor_top = 1.0
|
margin_left = 2.0
|
||||||
anchor_bottom = 1.0
|
margin_top = 562.0
|
||||||
margin_top = -40.0
|
margin_right = 38.0
|
||||||
margin_right = 40.0
|
margin_bottom = 598.0
|
||||||
grow_vertical = 0
|
|
||||||
text = "Exit"
|
text = "Exit"
|
||||||
|
|
||||||
[connection signal="pressed" from="Exit" to="." method="Exit"]
|
[node name="Developed" type="Button" parent="."]
|
||||||
|
margin_left = 54.0
|
||||||
|
margin_top = 562.0
|
||||||
|
margin_right = 90.0
|
||||||
|
margin_bottom = 598.0
|
||||||
|
text = "Developed"
|
||||||
|
|
||||||
|
[connection signal="pressed" from="Exit" to="." method="_on_Exit_pressed"]
|
||||||
|
|
|
@ -1,8 +1,8 @@
|
||||||
[gd_scene load_steps=2 format=2]
|
[gd_scene load_steps=2 format=2]
|
||||||
|
|
||||||
[ext_resource path="res://scripts/ui/ModeSelectionUI.cs" type="Script" id=1]
|
[ext_resource path="res://scripts/ui/SelectionModeUI.cs" type="Script" id=1]
|
||||||
|
|
||||||
[node name="Mode Selection UI" type="Control"]
|
[node name="Selection Mode UI" type="Control"]
|
||||||
anchor_top = 1.0
|
anchor_top = 1.0
|
||||||
anchor_bottom = 1.0
|
anchor_bottom = 1.0
|
||||||
margin_top = -600.0
|
margin_top = -600.0
|
||||||
|
@ -16,4 +16,4 @@ margin_right = 38.0
|
||||||
margin_bottom = 598.0
|
margin_bottom = 598.0
|
||||||
text = "Build Mode"
|
text = "Build Mode"
|
||||||
|
|
||||||
[connection signal="pressed" from="Build Mode" to="." method="EnableBuildMode"]
|
[connection signal="pressed" from="Build Mode" to="." method="_on_Build_Mode_pressed"]
|
|
@ -1,10 +0,0 @@
|
||||||
[gd_resource type="Resource" load_steps=2 format=2]
|
|
||||||
|
|
||||||
[ext_resource path="res://scripts/TileType.cs" type="Script" id=1]
|
|
||||||
|
|
||||||
[resource]
|
|
||||||
script = ExtResource( 1 )
|
|
||||||
Name = "Developed"
|
|
||||||
BuildLabel = "[D]eveloped"
|
|
||||||
Key = 68
|
|
||||||
Color = Color( 0.372549, 0.372549, 0.372549, 1 )
|
|
|
@ -1,8 +0,0 @@
|
||||||
[gd_resource type="Resource" load_steps=3 format=2]
|
|
||||||
|
|
||||||
[ext_resource path="res://scripts/TileTypeCollection.cs" type="Script" id=1]
|
|
||||||
[ext_resource path="res://resources/tile_types/developed.tres" type="Resource" id=2]
|
|
||||||
|
|
||||||
[resource]
|
|
||||||
script = ExtResource( 1 )
|
|
||||||
_tileTypeResources = [ ExtResource( 2 ) ]
|
|
|
@ -21,9 +21,6 @@ public class GridCursor : Sprite
|
||||||
|
|
||||||
private const string T = "t";
|
private const string T = "t";
|
||||||
|
|
||||||
public int X { get; private set; }
|
|
||||||
public int Y { get; private set; }
|
|
||||||
|
|
||||||
public override void _Ready()
|
public override void _Ready()
|
||||||
{
|
{
|
||||||
_grid = GetNode<WorldGrid>(Grid);
|
_grid = GetNode<WorldGrid>(Grid);
|
||||||
|
@ -38,14 +35,29 @@ public class GridCursor : Sprite
|
||||||
{
|
{
|
||||||
var pos = mouseMoveEvent.Position;
|
var pos = mouseMoveEvent.Position;
|
||||||
_grid.GetGridPos(pos, out var x, out var y);
|
_grid.GetGridPos(pos, out var x, out var y);
|
||||||
X = x;
|
this.Visible = _grid.IsInBounds(x, y);
|
||||||
Y = y;
|
var position = new Vector2(x + .5f, y + .5f) * _grid.CellSize;
|
||||||
|
|
||||||
this.Visible = _grid.IsInBounds(X, Y);
|
|
||||||
var position = new Vector2(X + .5f, Y + .5f) * _grid.CellSize;
|
|
||||||
this.Position = position;
|
this.Position = position;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (@event is InputEventMouseButton mouseButtonEvent)
|
||||||
|
{
|
||||||
|
var button = (ButtonList)mouseButtonEvent.ButtonIndex;
|
||||||
|
if (button != ButtonList.Left)
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (!mouseButtonEvent.Pressed)
|
||||||
|
{
|
||||||
|
_material.SetShaderParam(T, 0f);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
var pos = mouseButtonEvent.Position;
|
||||||
|
_grid.GetGridPos(pos, out var x, out var y);
|
||||||
|
_grid.SetTileValue(x, y, 1.0f);
|
||||||
|
_material.SetShaderParam(T, 1f);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void _Process(float delta)
|
public override void _Process(float delta)
|
||||||
|
|
|
@ -5,5 +5,4 @@ public struct Tile
|
||||||
public bool isHighlighted;
|
public bool isHighlighted;
|
||||||
public float value;
|
public float value;
|
||||||
public ShaderMaterial material;
|
public ShaderMaterial material;
|
||||||
public TileType type;
|
|
||||||
}
|
}
|
|
@ -1,21 +0,0 @@
|
||||||
using Godot;
|
|
||||||
|
|
||||||
public class TileType : Resource
|
|
||||||
{
|
|
||||||
[Export]
|
|
||||||
public string Name { get; private set; }
|
|
||||||
|
|
||||||
[Export]
|
|
||||||
public string BuildLabel { get; private set; }
|
|
||||||
|
|
||||||
[Export]
|
|
||||||
public KeyList Key { get; private set; }
|
|
||||||
|
|
||||||
[Export]
|
|
||||||
public Color Color { get; private set; }
|
|
||||||
|
|
||||||
public override string ToString()
|
|
||||||
{
|
|
||||||
return Name;
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,46 +0,0 @@
|
||||||
using Godot;
|
|
||||||
using System;
|
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
|
|
||||||
public class TileTypeCollection : Resource, IReadOnlyList<TileType>
|
|
||||||
{
|
|
||||||
[Export]
|
|
||||||
private List<Resource> _tileTypeResources = new List<Resource>();
|
|
||||||
|
|
||||||
private List<TileType> TileTypes
|
|
||||||
{
|
|
||||||
get
|
|
||||||
{
|
|
||||||
if (_tileTypes != null)
|
|
||||||
return _tileTypes;
|
|
||||||
|
|
||||||
_tileTypes = new List<TileType>();
|
|
||||||
|
|
||||||
foreach (var resource in _tileTypeResources)
|
|
||||||
{
|
|
||||||
if (!(resource is TileType))
|
|
||||||
throw new InvalidCastException($"{resource} must be a {typeof(TileType)}");
|
|
||||||
|
|
||||||
_tileTypes.Add((TileType)resource);
|
|
||||||
}
|
|
||||||
|
|
||||||
return _tileTypes;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
private List<TileType> _tileTypes = null;
|
|
||||||
|
|
||||||
public TileType this[int index] => TileTypes[index];
|
|
||||||
|
|
||||||
public int Count => TileTypes.Count;
|
|
||||||
|
|
||||||
public IEnumerator<TileType> GetEnumerator()
|
|
||||||
{
|
|
||||||
return TileTypes.GetEnumerator();
|
|
||||||
}
|
|
||||||
|
|
||||||
IEnumerator IEnumerable.GetEnumerator()
|
|
||||||
{
|
|
||||||
return TileTypes.GetEnumerator();
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -52,14 +52,12 @@ public class WorldGrid : Node2D
|
||||||
_tiles[x, y].isHighlighted ^= true;
|
_tiles[x, y].isHighlighted ^= true;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetTileType(int x, int y, TileType tileType)
|
public void SetTileValue(int x, int y, float value)
|
||||||
{
|
{
|
||||||
if (!IsInBounds(x, y))
|
if (!IsInBounds(x, y))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
GD.Print($"set ({x}, {y}) to {tileType}");
|
_tiles[x, y].value = value;
|
||||||
_tiles[x, y].type = tileType;
|
|
||||||
_tiles[x, y].material.SetShaderParam("lowColor", tileType.Color);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void GetGridPos(Vector2 position, out int x, out int y)
|
public void GetGridPos(Vector2 position, out int x, out int y)
|
||||||
|
|
|
@ -3,130 +3,7 @@ using System;
|
||||||
|
|
||||||
public class BuildMode : Mode
|
public class BuildMode : Mode
|
||||||
{
|
{
|
||||||
[Signal]
|
private const int NO_TILE_TYPE_SELECTED = -1;
|
||||||
delegate void SelectedTileTypeChanged();
|
|
||||||
|
|
||||||
[Export]
|
public int SelectedTileType { get; set; } = NO_TILE_TYPE_SELECTED;
|
||||||
private NodePath _gridPath;
|
|
||||||
private WorldGrid _grid;
|
|
||||||
|
|
||||||
[Export]
|
|
||||||
private NodePath _cursorPath;
|
|
||||||
private GridCursor _cursor;
|
|
||||||
|
|
||||||
[Export]
|
|
||||||
private Resource _buildableTilesResource;
|
|
||||||
public TileTypeCollection BuildableTiles { get; private set; }
|
|
||||||
|
|
||||||
public TileType SelectedTileType
|
|
||||||
{
|
|
||||||
get => _selectedTileType;
|
|
||||||
set
|
|
||||||
{
|
|
||||||
if (_selectedTileType == value)
|
|
||||||
return;
|
|
||||||
|
|
||||||
if (value != null)
|
|
||||||
{
|
|
||||||
GD.Print($"{GetType()}: selected {value} tile type");
|
|
||||||
}
|
|
||||||
else if (_selectedTileType != null)
|
|
||||||
{
|
|
||||||
GD.Print($"{GetType()}: cleared tile selection");
|
|
||||||
}
|
|
||||||
|
|
||||||
_selectedTileType = value;
|
|
||||||
EmitSignal(nameof(SelectedTileTypeChanged), _selectedTileType);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
private TileType _selectedTileType = null;
|
|
||||||
|
|
||||||
public override void _Ready()
|
|
||||||
{
|
|
||||||
base._Ready();
|
|
||||||
|
|
||||||
BuildableTiles = (TileTypeCollection)_buildableTilesResource;
|
|
||||||
|
|
||||||
foreach (var tt in BuildableTiles)
|
|
||||||
{
|
|
||||||
GD.Print(tt.Name);
|
|
||||||
}
|
|
||||||
|
|
||||||
_grid = GetNode<WorldGrid>(_gridPath);
|
|
||||||
_cursor = GetNode<GridCursor>(_cursorPath);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void HandleKeyInput(InputEventKey keyEvent)
|
|
||||||
{
|
|
||||||
if (!(keyEvent.Pressed))
|
|
||||||
return;
|
|
||||||
|
|
||||||
var key = (KeyList)keyEvent.Scancode;
|
|
||||||
|
|
||||||
if (key == KeyList.Escape)
|
|
||||||
{
|
|
||||||
if (SelectedTileType != null)
|
|
||||||
{
|
|
||||||
SelectedTileType = null;
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
Disable();
|
|
||||||
}
|
|
||||||
|
|
||||||
foreach (var tt in BuildableTiles)
|
|
||||||
{
|
|
||||||
if (key != tt.Key)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
SelectedTileType = tt;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void HandleMouseInput(InputEventMouse mouseEvent)
|
|
||||||
{
|
|
||||||
if (!(mouseEvent is InputEventMouseButton buttonEvent))
|
|
||||||
return;
|
|
||||||
|
|
||||||
if (!buttonEvent.Pressed)
|
|
||||||
return;
|
|
||||||
|
|
||||||
var button = (ButtonList)buttonEvent.ButtonIndex;
|
|
||||||
if (button != ButtonList.Left)
|
|
||||||
return;
|
|
||||||
|
|
||||||
if (SelectedTileType == null)
|
|
||||||
return;
|
|
||||||
|
|
||||||
_grid.SetTileType(_cursor.X, _cursor.Y, SelectedTileType);
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void _Input(InputEvent @event)
|
|
||||||
{
|
|
||||||
base._Input(@event);
|
|
||||||
|
|
||||||
if (!Active)
|
|
||||||
return;
|
|
||||||
|
|
||||||
if (@event is InputEventKey keyEvent)
|
|
||||||
{
|
|
||||||
HandleKeyInput(keyEvent);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (@event is InputEventMouse mouseEvent)
|
|
||||||
{
|
|
||||||
HandleMouseInput(mouseEvent);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override void OnEnabled()
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override void OnDisabled()
|
|
||||||
{
|
|
||||||
SelectedTileType = null;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -6,52 +6,70 @@ public class InteractionModes : Node
|
||||||
[Export]
|
[Export]
|
||||||
private NodePath _buildModePath;
|
private NodePath _buildModePath;
|
||||||
private BuildMode _buildMode;
|
private BuildMode _buildMode;
|
||||||
|
[Export]
|
||||||
|
private NodePath _selectionModePath;
|
||||||
|
private SelectionMode _selectionMode;
|
||||||
|
|
||||||
[Signal]
|
[Signal]
|
||||||
delegate void OnInteractionModeChanged(Mode oldMode, Mode newMode);
|
delegate void OnInteractionModeChanged(Mode oldMode, Mode newMode);
|
||||||
|
|
||||||
private Mode Mode
|
|
||||||
{
|
|
||||||
get => _current;
|
|
||||||
set
|
|
||||||
{
|
|
||||||
if (_current == value)
|
|
||||||
return;
|
|
||||||
|
|
||||||
if (value != null)
|
|
||||||
{
|
|
||||||
GD.Print($"set interaction mode: {value}");
|
|
||||||
}
|
|
||||||
else if (_current != null)
|
|
||||||
{
|
|
||||||
GD.Print($"clear interaction mode");
|
|
||||||
}
|
|
||||||
|
|
||||||
var old = _current;
|
|
||||||
_current = value;
|
|
||||||
EmitSignal(nameof(OnInteractionModeChanged), old, _current);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
private Mode _current = null;
|
private Mode _current = null;
|
||||||
|
|
||||||
public override void _Ready()
|
public override void _Ready()
|
||||||
{
|
{
|
||||||
base._Ready();
|
base._Ready();
|
||||||
|
|
||||||
|
_selectionMode = GetNode<SelectionMode>(_selectionModePath);
|
||||||
_buildMode = GetNode<BuildMode>(_buildModePath);
|
_buildMode = GetNode<BuildMode>(_buildModePath);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public override void _Process(float delta)
|
||||||
|
{
|
||||||
|
base._Process(delta);
|
||||||
|
|
||||||
|
if (_current == null)
|
||||||
|
{
|
||||||
|
Reset();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public void _on_Build_Mode_OnModeEntered()
|
public void _on_Build_Mode_OnModeEntered()
|
||||||
{
|
{
|
||||||
Mode = _buildMode;
|
_selectionMode.Disable();
|
||||||
|
ChangeMode(_selectionMode, _buildMode);
|
||||||
}
|
}
|
||||||
public void _on_Build_Mode_OnModeExited()
|
public void _on_Build_Mode_OnModeExited()
|
||||||
{
|
{
|
||||||
Mode = null;
|
}
|
||||||
|
|
||||||
|
public void _on_Selection_Mode_OnModeEntered()
|
||||||
|
{
|
||||||
|
_buildMode.Disable();
|
||||||
|
ChangeMode(_buildMode, _selectionMode);
|
||||||
|
}
|
||||||
|
public void _on_Selection_Mode_OnModeExited()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ChangeMode(Mode oldMode, Mode newMode)
|
||||||
|
{
|
||||||
|
if (oldMode == newMode)
|
||||||
|
{
|
||||||
|
throw new InvalidOperationException();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_current != null && oldMode != _current)
|
||||||
|
{
|
||||||
|
throw new InvalidOperationException();
|
||||||
|
}
|
||||||
|
|
||||||
|
_current = newMode;
|
||||||
|
EmitSignal(nameof(OnInteractionModeChanged), oldMode, newMode);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Reset()
|
public void Reset()
|
||||||
{
|
{
|
||||||
_buildMode.Disable();
|
_buildMode.Disable();
|
||||||
|
_selectionMode.Enable();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -50,16 +50,11 @@ public abstract class Mode : Node
|
||||||
public void Enable()
|
public void Enable()
|
||||||
{
|
{
|
||||||
Active = true;
|
Active = true;
|
||||||
OnEnabled();
|
|
||||||
}
|
}
|
||||||
protected abstract void OnEnabled();
|
|
||||||
|
|
||||||
public void Disable()
|
public void Disable()
|
||||||
{
|
{
|
||||||
Active = false;
|
Active = false;
|
||||||
OnDisabled();
|
|
||||||
}
|
}
|
||||||
protected abstract void OnDisabled();
|
|
||||||
|
|
||||||
public override string ToString()
|
public override string ToString()
|
||||||
{
|
{
|
||||||
|
|
|
@ -3,11 +3,4 @@ using System;
|
||||||
|
|
||||||
public class SelectionMode : Mode
|
public class SelectionMode : Mode
|
||||||
{
|
{
|
||||||
protected override void OnDisabled()
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override void OnEnabled()
|
|
||||||
{
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,6 +1,5 @@
|
||||||
using Godot;
|
using Godot;
|
||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
|
||||||
|
|
||||||
public class BuildModeUI : Control
|
public class BuildModeUI : Control
|
||||||
{
|
{
|
||||||
|
@ -11,63 +10,19 @@ public class BuildModeUI : Control
|
||||||
private NodePath _buildModePath;
|
private NodePath _buildModePath;
|
||||||
private BuildMode _buildMode;
|
private BuildMode _buildMode;
|
||||||
|
|
||||||
private readonly Dictionary<TileType, Button> _typeButtons
|
|
||||||
= new Dictionary<TileType, Button>();
|
|
||||||
|
|
||||||
// Called when the node enters the scene tree for the first time.
|
// Called when the node enters the scene tree for the first time.
|
||||||
public override void _Ready()
|
public override void _Ready()
|
||||||
{
|
{
|
||||||
_buildMode = GetNode<BuildMode>(_buildModePath);
|
_buildMode = GetNode<BuildMode>(_buildModePath);
|
||||||
|
Visible = false;
|
||||||
var buttonHeight = 40;
|
|
||||||
var tileType = _buildMode.BuildableTiles[0];
|
|
||||||
int x = 50;
|
|
||||||
|
|
||||||
SpawnButton(tileType, buttonHeight, ref x);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void UpdateButtonToggleState(TileType tileType)
|
public void _on_Exit_pressed()
|
||||||
{
|
{
|
||||||
foreach (var kvp in _typeButtons)
|
Exit();
|
||||||
{
|
|
||||||
var button = _typeButtons[kvp.Key];
|
|
||||||
button.SetPressedNoSignal(kvp.Key == tileType);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void SpawnButton(TileType tileType, int buttonHeight, ref int x)
|
private void Exit()
|
||||||
{
|
|
||||||
const int MARGIN = 5;
|
|
||||||
|
|
||||||
var button = new Button();
|
|
||||||
this.AddChild(button);
|
|
||||||
|
|
||||||
button.Text = tileType.BuildLabel;
|
|
||||||
var parameters = new Godot.Collections.Array(button, tileType);
|
|
||||||
button.Connect("pressed", this, nameof(SelectTileType), parameters);
|
|
||||||
|
|
||||||
button.SetAnchorsPreset(LayoutPreset.BottomLeft);
|
|
||||||
button.MarginBottom = 0;
|
|
||||||
|
|
||||||
var size = button.RectSize;
|
|
||||||
button.RectSize = new Vector2(size.x, buttonHeight);
|
|
||||||
|
|
||||||
button.ToggleMode = true;
|
|
||||||
|
|
||||||
button.SetPosition(new Vector2(x, -buttonHeight));
|
|
||||||
x += Mathf.RoundToInt(size.x) + MARGIN;
|
|
||||||
|
|
||||||
_typeButtons[tileType] = button;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void SelectTileType(Button button, TileType tileType)
|
|
||||||
{
|
|
||||||
_buildMode.SelectedTileType = button.Pressed
|
|
||||||
? tileType
|
|
||||||
: null;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Exit()
|
|
||||||
{
|
{
|
||||||
EmitSignal(nameof(OnExit));
|
EmitSignal(nameof(OnExit));
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,24 +0,0 @@
|
||||||
using Godot;
|
|
||||||
using System;
|
|
||||||
|
|
||||||
public class ModeSelectionUI : Control
|
|
||||||
{
|
|
||||||
[Signal]
|
|
||||||
delegate void BuildModeEnabled();
|
|
||||||
|
|
||||||
public override void _Process(float delta)
|
|
||||||
{
|
|
||||||
base._Process(delta);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void EnableBuildMode()
|
|
||||||
{
|
|
||||||
EmitSignal(nameof(BuildModeEnabled));
|
|
||||||
Visible = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Enable()
|
|
||||||
{
|
|
||||||
Visible = true;
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -0,0 +1,26 @@
|
||||||
|
using Godot;
|
||||||
|
using System;
|
||||||
|
|
||||||
|
public class SelectionModeUI : Control
|
||||||
|
{
|
||||||
|
[Signal]
|
||||||
|
delegate void EnableBuildMode();
|
||||||
|
|
||||||
|
[Export]
|
||||||
|
private NodePath _selectionModePath;
|
||||||
|
public SelectionMode _selectionMode;
|
||||||
|
|
||||||
|
public void _on_Build_Mode_pressed() => EmitSignal(nameof(EnableBuildMode));
|
||||||
|
|
||||||
|
public override void _Ready()
|
||||||
|
{
|
||||||
|
_selectionMode = GetNode<SelectionMode>(_selectionModePath);
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void _Process(float delta)
|
||||||
|
{
|
||||||
|
base._Process(delta);
|
||||||
|
|
||||||
|
Visible = _selectionMode.Active;
|
||||||
|
}
|
||||||
|
}
|
Loading…
Reference in New Issue