Added combat simulation display
This commit is contained in:
parent
db3ec0aa67
commit
c31a4740ae
|
@ -0,0 +1,2 @@
|
|||
static func play(arena, hero, hand):
|
||||
hand.emit_turn_end()
|
|
@ -14,16 +14,16 @@ func _process(delta):
|
|||
modulate = Color(1, 0.8, 0.2)
|
||||
else:
|
||||
modulate = Color(1, 1, 1)
|
||||
|
||||
|
||||
func _ready():
|
||||
add_to_group("anchors")
|
||||
|
||||
|
||||
func is_connected_to(other: Anchor) -> bool:
|
||||
for route in get_tree().get_nodes_in_group("routes"):
|
||||
if route is Route and route.is_connecting(self, other):
|
||||
return true
|
||||
return false
|
||||
|
||||
|
||||
func set_content(val):
|
||||
if val is Node:
|
||||
var old_parent = val.get_parent()
|
||||
|
@ -35,12 +35,12 @@ func set_content(val):
|
|||
content = val.get_path()
|
||||
else:
|
||||
content = null
|
||||
|
||||
|
||||
func get_content():
|
||||
if content:
|
||||
return get_node_or_null(content)
|
||||
else:
|
||||
return null
|
||||
|
||||
|
||||
func is_empty() -> bool:
|
||||
return not get_content()
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
tool
|
||||
extends Node2D
|
||||
|
||||
signal played(card, anchor)
|
||||
signal played(card, anchor, unit)
|
||||
|
||||
const AnimHelper = preload("res://helpers/anims.gd")
|
||||
const BattleHelper = preload("res://helpers/battle.gd")
|
||||
|
@ -20,7 +20,7 @@ func _ready():
|
|||
set_title(title)
|
||||
set_spawned_unit(spawned_unit)
|
||||
base_position = position
|
||||
|
||||
|
||||
func set_title(val):
|
||||
title = val
|
||||
if has_node("title"):
|
||||
|
@ -43,10 +43,10 @@ func set_spawned_unit(val):
|
|||
$points.visible = true
|
||||
else:
|
||||
$points.visible = false
|
||||
|
||||
|
||||
func set_hero(val: Node):
|
||||
hero = val
|
||||
|
||||
|
||||
func can_be_used_on_anchor(anchor):
|
||||
if anchor is Anchor:
|
||||
if spawned_unit:
|
||||
|
@ -55,22 +55,25 @@ func can_be_used_on_anchor(anchor):
|
|||
return true
|
||||
else:
|
||||
return false
|
||||
|
||||
|
||||
func set_hand_location(loc: Vector2):
|
||||
position = loc
|
||||
base_position = loc
|
||||
|
||||
|
||||
func update_anchors():
|
||||
var position = global_position if dragged else null
|
||||
selected_anchor = BattleHelper.update_anchors(get_tree(), position, funcref(self, "can_be_used_on_anchor"))
|
||||
|
||||
func play(anchor):
|
||||
var unit
|
||||
|
||||
if spawned_unit:
|
||||
var unit = spawned_unit.instance()
|
||||
unit = spawned_unit.instance()
|
||||
unit.attacker = hero.attacker if hero else false
|
||||
anchor.set_content(unit)
|
||||
emit_signal("played", self, anchor)
|
||||
|
||||
|
||||
emit_signal("played", self, anchor, unit)
|
||||
|
||||
func return_to_base():
|
||||
AnimHelper.linear_goto(self, base_position, 0.3)
|
||||
|
||||
|
@ -87,5 +90,5 @@ func on_dragged(active, relative, absolute):
|
|||
|
||||
if relative:
|
||||
set_position(position + relative)
|
||||
|
||||
|
||||
update_anchors()
|
||||
|
|
|
@ -13,12 +13,12 @@ static func update_anchors(tree: SceneTree, position, acceptability) -> Anchor:
|
|||
if distance < 150 and distance < selected_distance:
|
||||
selected_anchor = anchor
|
||||
selected_distance = distance
|
||||
|
||||
|
||||
for anchor in anchors:
|
||||
anchor.selected = (anchor == selected_anchor)
|
||||
|
||||
|
||||
return selected_anchor
|
||||
|
||||
|
||||
static func spawn_unit(name: String, anchor: Anchor, attacker: bool) -> Node:
|
||||
""" Spawn a unit on an empty anchor
|
||||
"""
|
||||
|
@ -27,7 +27,7 @@ static func spawn_unit(name: String, anchor: Anchor, attacker: bool) -> Node:
|
|||
anchor.set_content(node)
|
||||
node.attacker = attacker
|
||||
return node
|
||||
|
||||
|
||||
static func list_units(tree: SceneTree):
|
||||
""" List all units in battle
|
||||
"""
|
||||
|
@ -37,21 +37,40 @@ static func list_units(tree: SceneTree):
|
|||
var content = anchor.get_content()
|
||||
if content:
|
||||
units.append(content)
|
||||
|
||||
|
||||
return units
|
||||
|
||||
|
||||
static func apply_combat(attacker: UnitPoints, defender: UnitPoints):
|
||||
""" Apply a unit combat to points
|
||||
"""
|
||||
while attacker.damage:
|
||||
attacker.damage -= 1
|
||||
|
||||
if defender.shield:
|
||||
defender.shield -= 1
|
||||
elif defender.hull:
|
||||
defender.hull -= 1
|
||||
|
||||
while defender.damage:
|
||||
defender.damage -= 1
|
||||
|
||||
if attacker.shield:
|
||||
attacker.shield -= 1
|
||||
elif attacker.hull:
|
||||
attacker.hull -= 1
|
||||
|
||||
static func get_state(tree: SceneTree):
|
||||
""" Build the simple state associated with current battle scene
|
||||
"""
|
||||
var nodes = []
|
||||
var routes = []
|
||||
|
||||
|
||||
for anchor in tree.get_nodes_in_group("anchors"):
|
||||
pass
|
||||
|
||||
|
||||
for route in tree.get_nodes_in_group("routes"):
|
||||
pass
|
||||
|
||||
|
||||
return {
|
||||
"nodes": nodes,
|
||||
"routes": routes
|
||||
|
|
|
@ -5,7 +5,7 @@ signal dragged(active, relative, absolute)
|
|||
func _gui_input(event):
|
||||
if event is InputEventMouseButton and event.button_index == 1:
|
||||
emit_signal("dragged", event.pressed, Vector2(), event.global_position)
|
||||
|
||||
|
||||
if event is InputEventMouseMotion:
|
||||
if event.button_mask == BUTTON_LEFT:
|
||||
emit_signal("dragged", true, event.relative, event.global_position)
|
||||
|
|
|
@ -4,6 +4,7 @@ const BattleHelper = preload("res://helpers/battle.gd")
|
|||
|
||||
export(PackedScene) var deck_attack
|
||||
export(PackedScene) var deck_defend
|
||||
export(Script) var defend_ai
|
||||
|
||||
onready var deck_attack_cards = deck_attack.instance()
|
||||
onready var deck_defend_cards = deck_defend.instance()
|
||||
|
@ -14,30 +15,32 @@ var turn_attack = true
|
|||
func _ready():
|
||||
hero_attack = create_hero_unit("tomahawk", "attack_start", true)
|
||||
hero_defend = create_hero_unit("rhino", "defend_start", false)
|
||||
|
||||
fill_hand($hand_attack, deck_attack_cards, hero_attack)
|
||||
fill_hand($hand_defend, deck_defend_cards, hero_defend)
|
||||
|
||||
|
||||
$hand_attack.connect("turn_end", self, "end_turn")
|
||||
$hand_defend.connect("turn_end", self, "end_turn")
|
||||
|
||||
|
||||
$combat_info.visible = false
|
||||
|
||||
fill_hands()
|
||||
adjust_playable()
|
||||
|
||||
|
||||
#print(BattleHelper.get_state(get_tree()))
|
||||
|
||||
|
||||
func find_free_anchor(anchor_type: String):
|
||||
for anchor in get_tree().get_nodes_in_group("anchors"):
|
||||
if anchor.anchor_type == anchor_type and anchor.is_empty():
|
||||
return anchor
|
||||
return null
|
||||
|
||||
|
||||
func create_hero_unit(name: String, anchor_type: String, attacker: bool):
|
||||
var anchor = find_free_anchor(anchor_type)
|
||||
if anchor:
|
||||
return BattleHelper.spawn_unit("heroes/" + name, anchor, attacker)
|
||||
var unit = BattleHelper.spawn_unit("heroes/" + name, anchor, attacker)
|
||||
unit.connect("combat_simulation", self, "_on_combat_simulation")
|
||||
return unit
|
||||
else:
|
||||
return null
|
||||
|
||||
|
||||
func fill_hand(hand: Node, deck: Node, hero: Node, limit=4):
|
||||
while hand.get_card_count() < 4:
|
||||
var count = deck.get_child_count()
|
||||
|
@ -47,13 +50,37 @@ func fill_hand(hand: Node, deck: Node, hero: Node, limit=4):
|
|||
hand.add_card(card)
|
||||
|
||||
hand.rearrange()
|
||||
|
||||
|
||||
func fill_hands():
|
||||
fill_hand($hand_attack, deck_attack_cards, hero_attack)
|
||||
fill_hand($hand_defend, deck_defend_cards, hero_defend)
|
||||
|
||||
func end_turn():
|
||||
turn_attack = not turn_attack
|
||||
adjust_playable()
|
||||
|
||||
fill_hands()
|
||||
adjust_playable()
|
||||
for unit in BattleHelper.list_units(get_tree()):
|
||||
unit.turn_ended()
|
||||
|
||||
func _process(delta):
|
||||
if not turn_attack and defend_ai:
|
||||
defend_ai.play($arena, hero_defend, $hand_defend)
|
||||
|
||||
func adjust_playable():
|
||||
$hand_attack.visible = turn_attack
|
||||
|
||||
for unit in BattleHelper.list_units(get_tree()):
|
||||
unit.playable = unit.attacker == turn_attack
|
||||
|
||||
func _on_unit_created(unit):
|
||||
unit.connect("combat_simulation", self, "_on_combat_simulation")
|
||||
|
||||
func _on_combat_simulation(attacker, defender):
|
||||
if attacker and defender:
|
||||
$combat_info/attacker_points.set_from(attacker.get_points())
|
||||
$combat_info/defender_points.set_from(defender.get_points())
|
||||
BattleHelper.apply_combat($combat_info/attacker_points, $combat_info/defender_points)
|
||||
$combat_info.visible = true
|
||||
$hand_attack.visible = false
|
||||
else:
|
||||
$combat_info.visible = false
|
||||
$hand_attack.visible = turn_attack
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
[gd_scene load_steps=8 format=2]
|
||||
[gd_scene load_steps=10 format=2]
|
||||
|
||||
[ext_resource path="res://screens/battle/mechanolith.ogg" type="AudioStream" id=1]
|
||||
[ext_resource path="res://theme/ui.tres" type="Theme" id=2]
|
||||
|
@ -6,6 +6,8 @@
|
|||
[ext_resource path="res://screens/battle/background.jpg" type="Texture" id=4]
|
||||
[ext_resource path="res://screens/battle/battle.gd" type="Script" id=5]
|
||||
[ext_resource path="res://screens/battle/hand.gd" type="Script" id=6]
|
||||
[ext_resource path="res://units/points.tscn" type="PackedScene" id=7]
|
||||
[ext_resource path="res://ai/dumb.gd" type="Script" id=8]
|
||||
[ext_resource path="res://decks/all.tscn" type="PackedScene" id=9]
|
||||
|
||||
[node name="view" type="Panel"]
|
||||
|
@ -14,10 +16,12 @@ anchor_bottom = 1.0
|
|||
theme = ExtResource( 2 )
|
||||
script = ExtResource( 5 )
|
||||
__meta__ = {
|
||||
"_edit_lock_": true,
|
||||
"_edit_use_anchors_": false
|
||||
}
|
||||
deck_attack = ExtResource( 9 )
|
||||
deck_defend = ExtResource( 9 )
|
||||
defend_ai = ExtResource( 8 )
|
||||
|
||||
[node name="background" type="Sprite" parent="."]
|
||||
position = Vector2( 540, 970 )
|
||||
|
@ -27,7 +31,7 @@ __meta__ = {
|
|||
"_edit_lock_": true
|
||||
}
|
||||
|
||||
[node name="arena_normal1" parent="." instance=ExtResource( 3 )]
|
||||
[node name="arena" parent="." instance=ExtResource( 3 )]
|
||||
|
||||
[node name="bgm" type="AudioStreamPlayer" parent="."]
|
||||
stream = ExtResource( 1 )
|
||||
|
@ -69,3 +73,20 @@ script = ExtResource( 6 )
|
|||
__meta__ = {
|
||||
"_edit_use_anchors_": false
|
||||
}
|
||||
|
||||
[node name="combat_info" type="Control" parent="."]
|
||||
anchor_top = 1.0
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
__meta__ = {
|
||||
"_edit_use_anchors_": false
|
||||
}
|
||||
|
||||
[node name="attacker_points" parent="combat_info" instance=ExtResource( 7 )]
|
||||
position = Vector2( 260, -167.5 )
|
||||
|
||||
[node name="defender_points" parent="combat_info" instance=ExtResource( 7 )]
|
||||
position = Vector2( 840, -167.5 )
|
||||
[connection signal="unit_created" from="hand_attack" to="." method="_on_unit_created"]
|
||||
[connection signal="pressed" from="hand_attack/skip" to="hand_attack" method="emit_turn_end"]
|
||||
[connection signal="unit_created" from="hand_defend" to="." method="_on_unit_created"]
|
||||
|
|
|
@ -2,22 +2,19 @@ extends Control
|
|||
|
||||
const NodesHelpers = preload("res://helpers/nodes.gd")
|
||||
|
||||
signal unit_created(unit)
|
||||
signal turn_end
|
||||
|
||||
export var attack = false
|
||||
var cards = []
|
||||
|
||||
func _ready():
|
||||
if has_node("skip"):
|
||||
$skip.connect("pressed", self, "emit_turn_end")
|
||||
|
||||
func add_card(card):
|
||||
""" Add a card to the hand
|
||||
"""
|
||||
cards.append(card)
|
||||
NodesHelpers.set_parent(card, self)
|
||||
card.connect("played", self, "on_card_played")
|
||||
|
||||
|
||||
func get_card_count():
|
||||
""" Get the number of cards in hand
|
||||
"""
|
||||
|
@ -30,14 +27,16 @@ func rearrange():
|
|||
for card in cards:
|
||||
card.set_hand_location(Vector2(i * 210, 0))
|
||||
i += 1
|
||||
|
||||
func on_card_played(card, anchor):
|
||||
|
||||
func on_card_played(card, anchor, unit):
|
||||
""" Called when a card is played
|
||||
"""
|
||||
card.queue_free()
|
||||
cards.erase(card)
|
||||
rearrange()
|
||||
if unit:
|
||||
emit_signal("unit_created", unit)
|
||||
emit_turn_end()
|
||||
|
||||
|
||||
func emit_turn_end():
|
||||
emit_signal("turn_end")
|
||||
|
|
|
@ -3,6 +3,8 @@ extends Node2D
|
|||
|
||||
class_name BaseUnit
|
||||
|
||||
signal combat_simulation(attacker, defender)
|
||||
|
||||
const AnimHelper = preload("res://helpers/anims.gd")
|
||||
const BattleHelper = preload("res://helpers/battle.gd")
|
||||
|
||||
|
@ -19,29 +21,26 @@ var dragged
|
|||
|
||||
func _ready():
|
||||
$move_hint.visible = false
|
||||
|
||||
|
||||
set_sprite(sprite)
|
||||
|
||||
|
||||
set_base_damage_points(base_damage_points)
|
||||
set_base_move_points(base_move_points)
|
||||
set_base_hull_points(base_hull_points)
|
||||
set_base_shield_points(base_shield_points)
|
||||
set_attacker(attacker)
|
||||
set_playable(playable)
|
||||
|
||||
|
||||
func destroy():
|
||||
if get_parent() is Anchor:
|
||||
(get_parent() as Anchor).set_content(null)
|
||||
|
||||
|
||||
queue_free()
|
||||
|
||||
|
||||
func set_attacker(val):
|
||||
attacker = val
|
||||
if has_node("points"):
|
||||
if attacker:
|
||||
$points.modulate = Color(1.0, 1.0, 1.0)
|
||||
else:
|
||||
$points.modulate = Color(1.0, 0.3, 0.3)
|
||||
$points.enemy = not attacker
|
||||
|
||||
func set_playable(val):
|
||||
playable = val
|
||||
|
@ -49,7 +48,7 @@ func set_playable(val):
|
|||
modulate = Color(1.0, 1.0, 1.0)
|
||||
else:
|
||||
modulate = Color(0.5, 0.5, 0.5)
|
||||
|
||||
|
||||
func set_sprite(val):
|
||||
sprite = val
|
||||
if has_node("sprite"):
|
||||
|
@ -80,23 +79,34 @@ func can_target(other):
|
|||
return false
|
||||
else:
|
||||
return other.attacker != attacker
|
||||
|
||||
|
||||
func can_be_used_on_anchor(anchor):
|
||||
return playable and anchor is Anchor and anchor.is_connected_to(get_parent()) and (anchor.is_empty() or can_target(anchor.get_content()))
|
||||
|
||||
|
||||
func update_anchors():
|
||||
selected_anchor = BattleHelper.update_anchors(get_tree(), dragged, funcref(self, "can_be_used_on_anchor"))
|
||||
|
||||
func play(anchor):
|
||||
if playable:
|
||||
if playable and anchor:
|
||||
if anchor.is_empty():
|
||||
move_to(anchor)
|
||||
else:
|
||||
var other = anchor.get_content()
|
||||
if other.has_method("get_points"):
|
||||
attack(other)
|
||||
return_to_base()
|
||||
|
||||
|
||||
reset_state()
|
||||
|
||||
func simulate(anchor):
|
||||
if playable and anchor and not anchor.is_empty():
|
||||
var other = anchor.get_content()
|
||||
if other.has_method("get_points"):
|
||||
emit_signal("combat_simulation", self, other)
|
||||
else:
|
||||
emit_signal("combat_simulation", null, null)
|
||||
else:
|
||||
emit_signal("combat_simulation", null, null)
|
||||
|
||||
func move_to(anchor):
|
||||
if $points.move:
|
||||
$points.move -= 1
|
||||
|
@ -105,54 +115,43 @@ func move_to(anchor):
|
|||
set_position(old_position - anchor.position)
|
||||
$sprite.rotation = atan2(-position.y, -position.x)
|
||||
AnimHelper.linear_goto(self, Vector2())
|
||||
|
||||
|
||||
func get_points() -> UnitPoints:
|
||||
if $points is UnitPoints:
|
||||
return $points as UnitPoints
|
||||
else:
|
||||
return null
|
||||
|
||||
func attack(other) -> bool:
|
||||
|
||||
func attack(other):
|
||||
var selfpoints = get_points()
|
||||
var otherpoints = other.get_points()
|
||||
|
||||
while selfpoints.damage:
|
||||
selfpoints.damage -= 1
|
||||
|
||||
if otherpoints.shield:
|
||||
otherpoints.shield -= 1
|
||||
elif otherpoints.hull:
|
||||
otherpoints.hull -= 1
|
||||
|
||||
while otherpoints.damage:
|
||||
otherpoints.damage -= 1
|
||||
|
||||
if selfpoints.shield:
|
||||
selfpoints.shield -= 1
|
||||
elif selfpoints.hull:
|
||||
selfpoints.hull -= 1
|
||||
|
||||
BattleHelper.apply_combat(selfpoints, otherpoints)
|
||||
|
||||
if selfpoints.hull <= 0:
|
||||
destroy()
|
||||
if otherpoints.hull <= 0:
|
||||
other.destroy()
|
||||
|
||||
return selfpoints.hull > 0 && otherpoints.hull == 0
|
||||
|
||||
func return_to_base():
|
||||
|
||||
func reset_state():
|
||||
dragged = null
|
||||
$move_hint.visible = false
|
||||
$move_hint.set_point_position(1, Vector2(0, 0))
|
||||
|
||||
func turn_ended():
|
||||
$points.move = base_move_points
|
||||
$points.damage = base_damage_points
|
||||
$points.shield = base_shield_points
|
||||
|
||||
func on_dragged(active, relative, absolute):
|
||||
if not playable:
|
||||
return
|
||||
|
||||
if dragged and not active:
|
||||
if selected_anchor:
|
||||
play(selected_anchor)
|
||||
else:
|
||||
return_to_base()
|
||||
if active:
|
||||
simulate(selected_anchor)
|
||||
elif dragged:
|
||||
simulate(null)
|
||||
play(selected_anchor)
|
||||
|
||||
$move_hint.visible = active
|
||||
|
||||
|
@ -160,8 +159,8 @@ func on_dragged(active, relative, absolute):
|
|||
dragged = absolute
|
||||
else:
|
||||
dragged = null
|
||||
|
||||
|
||||
update_anchors()
|
||||
|
||||
|
||||
if dragged:
|
||||
$move_hint.set_point_position(1, (selected_anchor.global_position if selected_anchor else dragged) - global_position)
|
||||
|
|
|
@ -7,12 +7,14 @@ export var move = 0 setget set_move
|
|||
export var hull = 0 setget set_hull
|
||||
export var shield = 0 setget set_shield
|
||||
export var damage = 0 setget set_damage
|
||||
export var enemy = false setget set_enemy
|
||||
|
||||
func _ready():
|
||||
set_move(move)
|
||||
set_hull(hull)
|
||||
set_shield(shield)
|
||||
set_damage(damage)
|
||||
set_enemy(enemy)
|
||||
|
||||
func set_move(val):
|
||||
move = val
|
||||
|
@ -23,14 +25,27 @@ func set_hull(val):
|
|||
hull = val
|
||||
if has_node("hud/hull"):
|
||||
$hud/hull.text = String(val)
|
||||
|
||||
|
||||
func set_shield(val):
|
||||
shield = val
|
||||
if has_node("hud/shield"):
|
||||
$hud/shield.text = String(val)
|
||||
|
||||
|
||||
func set_damage(val):
|
||||
damage = val
|
||||
if has_node("hud/damage"):
|
||||
$hud/damage.text = String(val)
|
||||
|
||||
func set_enemy(val):
|
||||
enemy = val
|
||||
if enemy:
|
||||
modulate = Color(1.0, 0.3, 0.3)
|
||||
else:
|
||||
modulate = Color(1.0, 1.0, 1.0)
|
||||
|
||||
func set_from(other):
|
||||
set_move(other.move)
|
||||
set_hull(other.hull)
|
||||
set_shield(other.shield)
|
||||
set_damage(other.damage)
|
||||
set_enemy(other.enemy)
|
||||
|
|
Loading…
Reference in New Issue