Trying new stuff with the camera and grid. I want to be able to move a unit but there is a problem with the grid at the moment. I am now trying to implement a new way of handling the camera, maybe then I can move on to moving units...
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142
Scenes/Main/game_board.gd
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142
Scenes/Main/game_board.gd
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## Represents and manages the game board. Stores references to entities that are in each cell and
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## tells whether cells are occupied or not.
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## Units can only move around the grid one at a time.
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class_name GameBoard
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extends Node2D
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const DIRECTIONS = [Vector2.LEFT, Vector2.RIGHT, Vector2.UP, Vector2.DOWN]
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## Resource of type Grid.
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@export var grid: Resource
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## Mapping of coordinates of a cell to a reference to the unit it contains.
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var _units := {}
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var _active_unit: Unit
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var _walkable_cells := []
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#@onready var _unit_overlay: UnitOverlay = $UnitOverlay
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#@onready var _unit_path: UnitPath = $UnitPath
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func _ready() -> void:
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_reinitialize()
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func _unhandled_input(event: InputEvent) -> void:
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if _active_unit and event.is_action_pressed("ui_cancel"):
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_deselect_active_unit()
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_clear_active_unit()
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func _get_configuration_warning() -> String:
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var warning := ""
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if not grid:
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warning = "You need a Grid resource for this node to work."
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return warning
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## Returns `true` if the cell is occupied by a unit.
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func is_occupied(cell: Vector2) -> bool:
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return _units.has(cell)
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## Returns an array of cells a given unit can walk using the flood fill algorithm.
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func get_walkable_cells(unit: Unit) -> Array:
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return _flood_fill(unit.cell, unit.move_range)
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## Clears, and refills the `_units` dictionary with game objects that are on the board.
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func _reinitialize() -> void:
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_units.clear()
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for child in get_children():
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var unit := child as Unit
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if not unit:
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continue
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_units[unit.cell] = unit
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## Returns an array with all the coordinates of walkable cells based on the `max_distance`.
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func _flood_fill(cell: Vector2, max_distance: int) -> Array:
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var array := []
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var stack := [cell]
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while not stack.size() == 0:
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var current = stack.pop_back()
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if not grid.is_within_bounds(current):
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continue
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if current in array:
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continue
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var difference: Vector2 = (current - cell).abs()
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var distance := int(difference.x + difference.y)
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if distance > max_distance:
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continue
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array.append(current)
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for direction in DIRECTIONS:
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var coordinates: Vector2 = current + direction
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if is_occupied(coordinates):
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continue
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if coordinates in array:
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continue
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# Minor optimization: If this neighbor is already queued
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# to be checked, we don't need to queue it again
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if coordinates in stack:
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continue
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stack.append(coordinates)
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return array
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## Updates the _units dictionary with the target position for the unit and asks the _active_unit to walk to it.
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func _move_active_unit(new_cell: Vector2) -> void:
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if is_occupied(new_cell) or not new_cell in _walkable_cells:
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return
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# warning-ignore:return_value_discarded
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_units.erase(_active_unit.cell)
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_units[new_cell] = _active_unit
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_deselect_active_unit()
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# _active_unit.walk_along(_unit_path.current_path)
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await _active_unit.walk_finished
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_clear_active_unit()
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## Selects the unit in the `cell` if there's one there.
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## Sets it as the `_active_unit` and draws its walkable cells and interactive move path.
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func _select_unit(cell: Vector2) -> void:
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if not _units.has(cell):
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return
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_active_unit = _units[cell]
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_active_unit.is_selected = true
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_walkable_cells = get_walkable_cells(_active_unit)
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# _unit_overlay.draw(_walkable_cells)
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# _unit_path.initialize(_walkable_cells)
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## Deselects the active unit, clearing the cells overlay and interactive path drawing.
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func _deselect_active_unit() -> void:
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_active_unit.is_selected = false
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# _unit_overlay.clear()
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# _unit_path.stop()
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## Clears the reference to the _active_unit and the corresponding walkable cells.
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func _clear_active_unit() -> void:
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_active_unit = null
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_walkable_cells.clear()
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## Selects or moves a unit based on where the cursor is.
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func _on_Cursor_accept_pressed(cell: Vector2) -> void:
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if not _active_unit:
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_select_unit(cell)
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elif _active_unit.is_selected:
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_move_active_unit(cell)
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## Updates the interactive path's drawing if there's an active and selected unit.
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func _on_Cursor_moved(new_cell: Vector2) -> void:
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# if _active_unit and _active_unit.is_selected:
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# _unit_path.draw(_active_unit.cell, new_cell)
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pass
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