Add Godot conversion extensions and update related code for integration
This commit is contained in:
@@ -7,6 +7,9 @@ public readonly struct Vec2I(int x, int y) : IEquatable<Vec2I>
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public static Vec2I operator +(Vec2I a, Vec2I b) => new(a.X + b.X, a.Y + b.Y);
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public static Vec2I operator +(Vec2I a, Vec2I b) => new(a.X + b.X, a.Y + b.Y);
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public static Vec2I operator -(Vec2I a, Vec2I b) => new(a.X - b.X, a.Y - b.Y);
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public static Vec2I operator -(Vec2I a, Vec2I b) => new(a.X - b.X, a.Y - b.Y);
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public static bool operator ==(Vec2I left, Vec2I right) => left.Equals(right);
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public static bool operator !=(Vec2I left, Vec2I right) => !left.Equals(right);
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public override string ToString() => $"({X}, {Y})";
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public override string ToString() => $"({X}, {Y})";
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public bool Equals(Vec2I other) => X == other.X && Y == other.Y;
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public bool Equals(Vec2I other) => X == other.X && Y == other.Y;
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5
global.json
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5
global.json
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@@ -0,0 +1,5 @@
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{
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"sdk": {
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"version": "8.0.100"
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}
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}
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@@ -1,6 +1,7 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using Civilization.Core.Game;
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using Civilization.Core.Game;
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using Civilization.GodotIntegration.Utils;
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using Godot;
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using Godot;
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namespace Civilization.GodotIntegration;
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namespace Civilization.GodotIntegration;
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@@ -20,7 +21,7 @@ public partial class CityRenderer : Node2D
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foreach (var city in state.Cities)
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foreach (var city in state.Cities)
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{
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{
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var cityNode = CityScene.Instantiate<Node2D>();
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var cityNode = CityScene.Instantiate<Node2D>();
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cityNode.Position = MapRenderer.MapToWorld(city.Position);
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cityNode.Position = MapRenderer.MapToWorld(city.Position.ToGodot());
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AddChild(cityNode);
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AddChild(cityNode);
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_cityViews[city.Id] = cityNode;
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_cityViews[city.Id] = cityNode;
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}
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}
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@@ -1,4 +1,4 @@
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<Project Sdk="Godot.NET.Sdk/4.2.0">
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<Project Sdk="Godot.NET.Sdk/4.4.1">
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<PropertyGroup>
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<PropertyGroup>
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<TargetFramework>net8.0</TargetFramework>
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<TargetFramework>net8.0</TargetFramework>
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@@ -9,5 +9,4 @@
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<ProjectReference Include="../../Lib/Civilization.Core/Civilization.Core.csproj" />
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<ProjectReference Include="../../Lib/Civilization.Core/Civilization.Core.csproj" />
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<ProjectReference Include="../../Lib/Civilization.Shared/Civilization.Shared.csproj" />
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<ProjectReference Include="../../Lib/Civilization.Shared/Civilization.Shared.csproj" />
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</ItemGroup>
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</ItemGroup>
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</Project>
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</Project>
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@@ -3,6 +3,7 @@ using Civilization.Core;
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using Civilization.Core.Game;
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using Civilization.Core.Game;
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using Civilization.Core.Grid;
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using Civilization.Core.Grid;
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using Civilization.Core.Units;
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using Civilization.Core.Units;
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using Civilization.GodotIntegration.Utils;
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using Godot;
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using Godot;
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namespace Civilization.GodotIntegration;
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namespace Civilization.GodotIntegration;
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@@ -26,8 +27,8 @@ public partial class GameController : Node
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var players = new List<Player>
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var players = new List<Player>
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{
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{
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new Player(0, "Player 1", Colors.Red),
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new Player(0, "Player 1", Colors.Red.ToCore()),
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new Player(1, "Player 2", Colors.Blue)
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new Player(1, "Player 2", Colors.Blue.ToCore())
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};
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};
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var gameState = new GameState(gameMap, players);
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var gameState = new GameState(gameMap, players);
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@@ -38,7 +39,7 @@ public partial class GameController : Node
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InputSystem.OnStateChanged = Redraw;
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InputSystem.OnStateChanged = Redraw;
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// Add one settler to start
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// Add one settler to start
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var settler = new Unit(0, UnitType.Settler, new Vector2I(2, 2));
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var settler = new Unit(0, UnitType.Settler, new Vector2I(2, 2).ToCore());
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gameState.AddUnit(settler);
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gameState.AddUnit(settler);
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GD.Print($"Added settler unit at {settler.Position}");
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GD.Print($"Added settler unit at {settler.Position}");
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@@ -1,5 +1,6 @@
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using System;
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using System;
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using Civilization.Core.Actions;
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using Civilization.Core.Actions;
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using Civilization.GodotIntegration.Utils;
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using Godot;
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using Godot;
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namespace Civilization.GodotIntegration;
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namespace Civilization.GodotIntegration;
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@@ -31,7 +32,7 @@ public partial class InputSystem : Node
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if (selected != null)
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if (selected != null)
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{
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{
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if (!isRightClick) return;
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if (!isRightClick) return;
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var move = new MoveUnitAction(selected.Id, position);
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var move = new MoveUnitAction(selected.Id, position.ToCore());
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if (!move.CanExecute(context)) return;
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if (!move.CanExecute(context)) return;
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@@ -1,4 +1,5 @@
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using Civilization.Core;
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using Civilization.Core;
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using Civilization.GodotIntegration.Utils;
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using Godot;
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using Godot;
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namespace Civilization.GodotIntegration;
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namespace Civilization.GodotIntegration;
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@@ -33,7 +34,7 @@ public partial class MapRenderer : Node2D
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var pos = tile.Position;
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var pos = tile.Position;
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var tileId = (int)tile.Type + TileIndexOffset;
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var tileId = (int)tile.Type + TileIndexOffset;
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var atlasCoords = tileSetSource.GetTileId(tileId);
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var atlasCoords = tileSetSource.GetTileId(tileId);
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TileMapLayer.SetCell(pos, tileId, atlasCoords);
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TileMapLayer.SetCell(pos.ToGodot(), tileId, atlasCoords);
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}
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}
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}
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}
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@@ -6,21 +6,21 @@ namespace Civilization.GodotIntegration;
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public partial class SelectedUnitPanel : Control
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public partial class SelectedUnitPanel : Control
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{
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{
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[Export] public Label UnitInfoLabel;
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// [Export] public Label UnitInfoLabel;
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[Export] public Button SettleButton;
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// [Export] public Button SettleButton;
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//
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public Action? OnSettleClicked;
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// public Action? OnSettleClicked;
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public override void _Ready()
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public override void _Ready()
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{
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{
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SettleButton.Pressed += () => OnSettleClicked?.Invoke();
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// SettleButton.Pressed += () => OnSettleClicked?.Invoke();
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Hide();
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Hide();
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}
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}
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public void ShowFor(Unit unit)
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public void ShowFor(Unit unit)
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{
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{
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GD.Print($"Showing unit panel for {unit.Id} at {unit.Position} ({unit.Type})");
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GD.Print($"Showing unit panel for {unit.Id} at {unit.Position} ({unit.Type})");
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UnitInfoLabel.Text = $"{unit.Type} at {unit.Position} ({unit.ActionPoints} AP)";
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// UnitInfoLabel.Text = $"{unit.Type} at {unit.Position} ({unit.ActionPoints} AP)";
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Show();
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Show();
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}
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}
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@@ -1,6 +1,7 @@
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using System.Linq;
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using System.Linq;
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using Civilization.Core.Game;
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using Civilization.Core.Game;
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using Civilization.Core.Units;
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using Civilization.Core.Units;
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using Civilization.GodotIntegration.Utils;
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using Godot;
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using Godot;
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namespace Civilization.GodotIntegration;
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namespace Civilization.GodotIntegration;
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@@ -13,7 +14,8 @@ public partial class SelectionSystem : Node2D
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public bool TrySelectUnitAt(Vector2I tilePos, GameState state)
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public bool TrySelectUnitAt(Vector2I tilePos, GameState state)
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{
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{
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var unit = state.GetUnitsForPlayer(state.CurrentPlayer.Id).FirstOrDefault(u => u.Position == tilePos);
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var coreTilePos = tilePos.ToCore();
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var unit = state.GetUnitsForPlayer(state.CurrentPlayer.Id).FirstOrDefault(u => u.Position == coreTilePos);
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if (unit == null) return false;
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if (unit == null) return false;
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SelectedUnit = unit;
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SelectedUnit = unit;
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@@ -14,7 +14,7 @@ public partial class UiController : Node
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public override void _Ready()
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public override void _Ready()
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{
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{
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UnitPanel.OnSettleClicked = TrySettleCity;
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// UnitPanel.OnSettleClicked = TrySettleCity;
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}
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}
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public override void _Process(double delta)
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public override void _Process(double delta)
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@@ -1,6 +1,7 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using Civilization.Core.Game;
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using Civilization.Core.Game;
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using Civilization.GodotIntegration.Utils;
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using Godot;
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using Godot;
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namespace Civilization.GodotIntegration;
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namespace Civilization.GodotIntegration;
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@@ -20,7 +21,7 @@ public partial class UnitRenderer : Node2D
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foreach (var unit in state.Units)
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foreach (var unit in state.Units)
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{
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{
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var unitNode = UnitScene.Instantiate<Node2D>();
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var unitNode = UnitScene.Instantiate<Node2D>();
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unitNode.Position = MapRenderer.MapToWorld(unit.Position);
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unitNode.Position = MapRenderer.MapToWorld(unit.Position.ToGodot());
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AddChild(unitNode);
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AddChild(unitNode);
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_unitViews[unit.Id] = unitNode;
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_unitViews[unit.Id] = unitNode;
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}
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}
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@@ -0,0 +1,13 @@
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using Civilization.Core;
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using Godot;
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namespace Civilization.GodotIntegration.Utils;
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public static class GodotConversionExtensions
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{
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public static Vector2I ToGodot(this Vec2I v) => new(v.X, v.Y);
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public static Vec2I ToCore(this Vector2I v) => new(v.X, v.Y);
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public static Color ToGodot(this ColorRGBA c) => new(c.R / 255f, c.G / 255f, c.B / 255f, c.A / 255f);
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public static ColorRGBA ToCore(this Color c) => new((byte)(c.R * 255), (byte)(c.G * 255), (byte)(c.B * 255), (byte)(c.A * 255));
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}
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@@ -27,8 +27,8 @@ tile_map_data = PackedByteArray("AADj/+j/AQAAAAAAAADj/+n/AQAAAAAAAADj/+r/AQAAAAA
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[node name="MapRenderer" type="Node2D" parent="." node_paths=PackedStringArray("TileMapLayer")]
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[node name="MapRenderer" type="Node2D" parent="." node_paths=PackedStringArray("TileMapLayer")]
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script = ExtResource("2_5a7ea")
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script = ExtResource("2_5a7ea")
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TileMapLayer = NodePath("../TileMapLayer")
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TileSet = ExtResource("2_8j60k")
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TileSet = ExtResource("2_8j60k")
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TileMapLayer = NodePath("../TileMapLayer")
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[node name="Camera2D" type="Camera2D" parent="."]
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[node name="Camera2D" type="Camera2D" parent="."]
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zoom = Vector2(30, 30)
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zoom = Vector2(30, 30)
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@@ -64,6 +64,7 @@ text = "End turn"
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offset_top = 482.0
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offset_top = 482.0
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offset_right = -480.0
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offset_right = -480.0
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offset_bottom = 1.0
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offset_bottom = 1.0
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script = null
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[node name="UIController" type="Node" parent="." node_paths=PackedStringArray("TurnLabel", "UnitPanel", "StateProvider", "SelectionSystem", "GameController")]
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[node name="UIController" type="Node" parent="." node_paths=PackedStringArray("TurnLabel", "UnitPanel", "StateProvider", "SelectionSystem", "GameController")]
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script = ExtResource("6_5ukr8")
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script = ExtResource("6_5ukr8")
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@@ -1,8 +1,8 @@
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[gd_scene load_steps=2 format=3 uid="uid://na1o6j7stseb"]
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[gd_scene load_steps=2 format=3 uid="uid://na1o6j7stseb"]
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[ext_resource type="Script" uid="uid://c3mt3skudb7ky" path="res://GodotIntegration/SelectedUnitPanel.cs" id="1_sosfk"]
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[ext_resource type="Script" uid="uid://qqlmdir1bdjd" path="res://Civilization.GodotIntegration/SelectedUnitPanel.cs" id="1_sosfk"]
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[node name="SelectedUnitPanel" type="MarginContainer" node_paths=PackedStringArray("UnitInfoLabel", "SettleButton")]
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[node name="SelectedUnitPanel" type="MarginContainer"]
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anchors_preset = 15
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anchors_preset = 15
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anchor_right = 1.0
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anchor_right = 1.0
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anchor_bottom = 1.0
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anchor_bottom = 1.0
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@@ -13,8 +13,6 @@ theme_override_constants/margin_top = 8
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theme_override_constants/margin_right = 8
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theme_override_constants/margin_right = 8
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theme_override_constants/margin_bottom = 8
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theme_override_constants/margin_bottom = 8
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script = ExtResource("1_sosfk")
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script = ExtResource("1_sosfk")
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UnitInfoLabel = NodePath("UnitInfoLabel")
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SettleButton = NodePath("SettleButton")
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[node name="UnitInfoLabel" type="Label" parent="."]
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[node name="UnitInfoLabel" type="Label" parent="."]
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layout_mode = 2
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layout_mode = 2
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@@ -17,7 +17,8 @@ config/icon="res://icon.svg"
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[dotnet]
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[dotnet]
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project/assembly_name="civilization"
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project/assembly_name="Civilization.GodotIntegration"
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project/solution_directory="res://../"
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[rendering]
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[rendering]
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