Add Godot conversion extensions and update related code for integration

This commit is contained in:
2025-08-08 16:03:25 +02:00
parent cabf13d164
commit ba366157fd
15 changed files with 50 additions and 23 deletions

View File

@@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using Civilization.Core.Game;
using Civilization.GodotIntegration.Utils;
using Godot;
namespace Civilization.GodotIntegration;
@@ -20,7 +21,7 @@ public partial class CityRenderer : Node2D
foreach (var city in state.Cities)
{
var cityNode = CityScene.Instantiate<Node2D>();
cityNode.Position = MapRenderer.MapToWorld(city.Position);
cityNode.Position = MapRenderer.MapToWorld(city.Position.ToGodot());
AddChild(cityNode);
_cityViews[city.Id] = cityNode;
}

View File

@@ -1,4 +1,4 @@
<Project Sdk="Godot.NET.Sdk/4.2.0">
<Project Sdk="Godot.NET.Sdk/4.4.1">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
@@ -9,5 +9,4 @@
<ProjectReference Include="../../Lib/Civilization.Core/Civilization.Core.csproj" />
<ProjectReference Include="../../Lib/Civilization.Shared/Civilization.Shared.csproj" />
</ItemGroup>
</Project>

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@@ -3,6 +3,7 @@ using Civilization.Core;
using Civilization.Core.Game;
using Civilization.Core.Grid;
using Civilization.Core.Units;
using Civilization.GodotIntegration.Utils;
using Godot;
namespace Civilization.GodotIntegration;
@@ -26,8 +27,8 @@ public partial class GameController : Node
var players = new List<Player>
{
new Player(0, "Player 1", Colors.Red),
new Player(1, "Player 2", Colors.Blue)
new Player(0, "Player 1", Colors.Red.ToCore()),
new Player(1, "Player 2", Colors.Blue.ToCore())
};
var gameState = new GameState(gameMap, players);
@@ -38,7 +39,7 @@ public partial class GameController : Node
InputSystem.OnStateChanged = Redraw;
// Add one settler to start
var settler = new Unit(0, UnitType.Settler, new Vector2I(2, 2));
var settler = new Unit(0, UnitType.Settler, new Vector2I(2, 2).ToCore());
gameState.AddUnit(settler);
GD.Print($"Added settler unit at {settler.Position}");

View File

@@ -1,5 +1,6 @@
using System;
using Civilization.Core.Actions;
using Civilization.GodotIntegration.Utils;
using Godot;
namespace Civilization.GodotIntegration;
@@ -31,7 +32,7 @@ public partial class InputSystem : Node
if (selected != null)
{
if (!isRightClick) return;
var move = new MoveUnitAction(selected.Id, position);
var move = new MoveUnitAction(selected.Id, position.ToCore());
if (!move.CanExecute(context)) return;

View File

@@ -1,4 +1,5 @@
using Civilization.Core;
using Civilization.GodotIntegration.Utils;
using Godot;
namespace Civilization.GodotIntegration;
@@ -33,7 +34,7 @@ public partial class MapRenderer : Node2D
var pos = tile.Position;
var tileId = (int)tile.Type + TileIndexOffset;
var atlasCoords = tileSetSource.GetTileId(tileId);
TileMapLayer.SetCell(pos, tileId, atlasCoords);
TileMapLayer.SetCell(pos.ToGodot(), tileId, atlasCoords);
}
}

View File

@@ -6,21 +6,21 @@ namespace Civilization.GodotIntegration;
public partial class SelectedUnitPanel : Control
{
[Export] public Label UnitInfoLabel;
[Export] public Button SettleButton;
public Action? OnSettleClicked;
// [Export] public Label UnitInfoLabel;
// [Export] public Button SettleButton;
//
// public Action? OnSettleClicked;
public override void _Ready()
{
SettleButton.Pressed += () => OnSettleClicked?.Invoke();
// SettleButton.Pressed += () => OnSettleClicked?.Invoke();
Hide();
}
public void ShowFor(Unit unit)
{
GD.Print($"Showing unit panel for {unit.Id} at {unit.Position} ({unit.Type})");
UnitInfoLabel.Text = $"{unit.Type} at {unit.Position} ({unit.ActionPoints} AP)";
// UnitInfoLabel.Text = $"{unit.Type} at {unit.Position} ({unit.ActionPoints} AP)";
Show();
}

View File

@@ -1,6 +1,7 @@
using System.Linq;
using Civilization.Core.Game;
using Civilization.Core.Units;
using Civilization.GodotIntegration.Utils;
using Godot;
namespace Civilization.GodotIntegration;
@@ -13,7 +14,8 @@ public partial class SelectionSystem : Node2D
public bool TrySelectUnitAt(Vector2I tilePos, GameState state)
{
var unit = state.GetUnitsForPlayer(state.CurrentPlayer.Id).FirstOrDefault(u => u.Position == tilePos);
var coreTilePos = tilePos.ToCore();
var unit = state.GetUnitsForPlayer(state.CurrentPlayer.Id).FirstOrDefault(u => u.Position == coreTilePos);
if (unit == null) return false;
SelectedUnit = unit;

View File

@@ -14,7 +14,7 @@ public partial class UiController : Node
public override void _Ready()
{
UnitPanel.OnSettleClicked = TrySettleCity;
// UnitPanel.OnSettleClicked = TrySettleCity;
}
public override void _Process(double delta)

View File

@@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using Civilization.Core.Game;
using Civilization.GodotIntegration.Utils;
using Godot;
namespace Civilization.GodotIntegration;
@@ -20,7 +21,7 @@ public partial class UnitRenderer : Node2D
foreach (var unit in state.Units)
{
var unitNode = UnitScene.Instantiate<Node2D>();
unitNode.Position = MapRenderer.MapToWorld(unit.Position);
unitNode.Position = MapRenderer.MapToWorld(unit.Position.ToGodot());
AddChild(unitNode);
_unitViews[unit.Id] = unitNode;
}

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@@ -0,0 +1,13 @@
using Civilization.Core;
using Godot;
namespace Civilization.GodotIntegration.Utils;
public static class GodotConversionExtensions
{
public static Vector2I ToGodot(this Vec2I v) => new(v.X, v.Y);
public static Vec2I ToCore(this Vector2I v) => new(v.X, v.Y);
public static Color ToGodot(this ColorRGBA c) => new(c.R / 255f, c.G / 255f, c.B / 255f, c.A / 255f);
public static ColorRGBA ToCore(this Color c) => new((byte)(c.R * 255), (byte)(c.G * 255), (byte)(c.B * 255), (byte)(c.A * 255));
}