tool extends Spatial const num_mountains = {"easy" : 0, "medium" : 3, "hard" : 6} const num_hills = {"easy" : 4, "medium" : 6, "hard" : 8} export var hex_side_length = 6 setget set_hex_side_len export var airports_per_color = 6 setget set_airports_per_color export var num_airport_colors = 3 setget set_num_airport_colors export var _generate_board_editor: bool = false setget generate_board_editor export (String, "easy", "medium", "hard") var game_difficulty = "easy" # hex board represented in square-grid form like so (e.g., 3-length-side hex grid): # x x x # x x x x # x x x x x # x x x x # x x x # going up and to the right is done by decreasing the row by 1 # going up and to the left is done by decreasing the row by 1 and the column by 1 var board = [] var available_board_coords = [] enum { GROUND_LAYER, WEATHER_LAYER, PLANES_LAYER } # Y R B G var airport_colors = [ Color(1, 1, 0), Color(1, 0, 0), Color(0.3, 0.3, 1), Color(0, 0.8, 0) ] var airports = {} # id : HexSpace of cell_type airport onready var hex_space = preload("res://objects/HexSpace.tscn") # directions: E, NE, NW, W, SW, SE const adjacent_offsets = [ [0,1] , [-1, 0], [-1, -1], [0, -1], [1, 0], [1, 1] ] # indices of the offsets that are valid cells to approach from const approaches_i = {"easy": [0, 1, 2, 3, 4, 5], "medium" : [0,1,3,4], "hard" : [0,3]} func _ready(): if not Engine.editor_hint: generate_hex_board() generate_board_cells() populate_board() func set_hex_side_len(side_length): hex_side_length = side_length func set_airports_per_color(num_airports): airports_per_color = num_airports func set_num_airport_colors(num_colors): num_airport_colors = num_colors func generate_hex_board(): var number_of_cells = 3*( pow(hex_side_length, 2) - hex_side_length) + 1 var player_spaces = number_of_cells - 1 # center should always be a mountain for node in $Board.get_children(): $Board.remove_child(node) board = [] # reset board + contents available_board_coords = [] var board_diameter = hex_side_length * 2 - 1 for r in range(board_diameter): var row_length: int = board_diameter - abs(r-(hex_side_length-1)) var row = [] row.resize(board_diameter) row.fill(null) # not in hex grid if r <= (hex_side_length - 1): for i in range(row_length): row[i] = [ 1, [], [] ] # ground cell, weather effects, planes else: for i in range(row_length): row[board_diameter-1-i] = [ 1, [], [] ] # ground cell, weather effects, planes board.append(row) func generate_board_cells(): var cell_size_x = 1 # distance between center of two adjacent hex cells var row_offset_y:float = cos(deg2rad(30)) * cell_size_x var board_diam:int = len(board) var side_len:int = ( board_diam + 1 ) / 2 for r in range(board_diam): var row = board[r] var z = row_offset_y * (r - board_diam/2) var offset_x = abs(side_len - (r+1)) * (cell_size_x / 2.0) if (r+1) <= side_len else -1*abs(side_len - (r+1)) * (cell_size_x/2.0) offset_x -= board_diam/2 * cell_size_x for c in range(board_diam): if row[c] == null: continue var x = offset_x + c * cell_size_x var new_cell = hex_space.instance() new_cell.call_deferred("set", "global_position", Vector3(x, randf()/15, z)) $Board.add_child(new_cell) board[r][c][GROUND_LAYER] = new_cell if (r == c) and (r == (board_diam/2)): # central cell always a mountain var cell_type = "mountain" var args = {} args["rotation"] = randi() % 6 new_cell.set_up(cell_type, args) else: available_board_coords.push_back( [r, c] ) # populate board with airports, hills, and mountains # depending on game settings func populate_board(): var board_diam:int = len(board) for _m in range(num_mountains[game_difficulty]): if len(available_board_coords) < 1: return null var spot_i:int = randi() % len(available_board_coords) var spot = available_board_coords[ spot_i ] var args = {"rotation" : randi() % 6} board[spot[0]][spot[1]][GROUND_LAYER].set_up("mountain", args) available_board_coords.pop_at(spot_i) for _h in range(num_hills[game_difficulty]): if len(available_board_coords) < 1: return null var spot_i:int = randi() % len(available_board_coords) var spot = available_board_coords[ spot_i ] var args = {"rotation" : randi() % 6} board[spot[0]][spot[1]][GROUND_LAYER].set_up("hills", args) available_board_coords.pop_at(spot_i) var airport_id:int = 0 for c in range(num_airport_colors): for a in range(airports_per_color): # find valid spot var spot_okay:bool = false var rot:int var spot_r:int var spot_c:int var spot_i:int var valid_approaches = [] while (not spot_okay) and (len(available_board_coords) > 0): spot_i = randi() % len(available_board_coords) var spot = available_board_coords[ spot_i ] spot_r = spot[0] spot_c = spot[1] # should no longer be necessary #if board[spot_r][spot_c] == null: continue var has_adjacent_airport = false for offset in adjacent_offsets: # away from other airports var new_r: int = spot_r + offset[0] var new_c: int = spot_c + offset[1] if new_r < 0 or new_c < 0 or new_r >= board_diam or new_c >= board_diam: # offset out of square grid continue var adjacent_cell = board[new_r][new_c] if adjacent_cell != null and adjacent_cell[GROUND_LAYER].cell_type == "airport": has_adjacent_airport = true break if has_adjacent_airport: available_board_coords.pop_at(spot_i) continue spot_okay = true # find rotation that leaves at least 1 runway open rot = randi() % 3 var rot_okay = false for _i in range(3): var rot_approaches = adjacent_offsets.slice(rot, 5) if rot != 0: rot_approaches += adjacent_offsets.slice(0, rot - 1) var possible_approaches = [] for approach_index in approaches_i[game_difficulty]: possible_approaches.push_back(rot_approaches[approach_index]) var has_runway = false for approach in possible_approaches: var app_r: int = spot_r + approach[0] var app_c: int = spot_c + approach[1] if app_r < 0 or app_r >= board_diam or app_c < 0 or app_c >= board_diam: continue # out of square map if board[app_r][app_c] == null: continue # out of hex map if board[app_r][app_c][GROUND_LAYER].cell_type in ["hills", "mountain"]: continue # invalid approach square has_runway = true valid_approaches.push_back(approach) if has_runway: rot_okay = true break else: rot += 1 # rotate 60 deg (effectively) if not rot_okay: available_board_coords.pop_at(spot_i) continue if not spot_okay: print('couldnt find spot') return null # could not form valid map #print(c, " ", a, "(", spot_r, ", ", spot_c, ")") var args = {"rotation" : rot, "airport_color" : airport_colors[c], "airport_number" : a+1, "airport_id" : airport_id, "difficulty" : game_difficulty, 'valid_approaches' : valid_approaches} board[spot_r][spot_c][GROUND_LAYER].set_up("airport", args) available_board_coords.pop_at(spot_i) airport_id += 1 func generate_board_editor(_gbe): generate_hex_board() generate_board_cells() populate_board()