initialize repo

This commit is contained in:
2025-08-08 15:36:09 +02:00
parent d6a2c37a5f
commit cabf13d164
92 changed files with 2160 additions and 2 deletions

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using System;
using System.Collections.Generic;
using Civilization.Core.Game;
using Godot;
namespace Civilization.GodotIntegration;
public partial class CityRenderer : Node2D
{
[Export] public PackedScene CityScene;
[Export] public MapRenderer MapRenderer;
private readonly Dictionary<Guid, Node2D> _cityViews = new();
public void Render(GameState state)
{
foreach (var view in _cityViews.Values) view.QueueFree();
_cityViews.Clear();
foreach (var city in state.Cities)
{
var cityNode = CityScene.Instantiate<Node2D>();
cityNode.Position = MapRenderer.MapToWorld(city.Position);
AddChild(cityNode);
_cityViews[city.Id] = cityNode;
}
}
}

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<Project Sdk="Godot.NET.Sdk/4.2.0">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<LangVersion>latest</LangVersion>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="../../Lib/Civilization.Core/Civilization.Core.csproj" />
<ProjectReference Include="../../Lib/Civilization.Shared/Civilization.Shared.csproj" />
</ItemGroup>
</Project>

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using System.Collections.Generic;
using Civilization.Core;
using Civilization.Core.Game;
using Civilization.Core.Grid;
using Civilization.Core.Units;
using Godot;
namespace Civilization.GodotIntegration;
public partial class GameController : Node
{
private const int DefaultWorldSize = 10;
[Export] public GameStateProvider StateProvider;
[Export] public MapRenderer MapRenderer;
[Export] public UnitRenderer UnitRenderer;
[Export] public CityRenderer CityRenderer;
[Export] public InputSystem InputSystem;
[Export] public SelectionSystem SelectionSystem;
public override void _Ready()
{
// Setup initial game state
var grid = new SquareGrid(DefaultWorldSize, DefaultWorldSize);
var gameMap = new GameMap(grid);
var players = new List<Player>
{
new Player(0, "Player 1", Colors.Red),
new Player(1, "Player 2", Colors.Blue)
};
var gameState = new GameState(gameMap, players);
StateProvider.Initialize(gameState);
// Setup UI systems
MapRenderer.RenderMap(gameMap);
InputSystem.OnStateChanged = Redraw;
// Add one settler to start
var settler = new Unit(0, UnitType.Settler, new Vector2I(2, 2));
gameState.AddUnit(settler);
GD.Print($"Added settler unit at {settler.Position}");
Redraw();
GD.Print($"Turn {gameState.TurnManager.TurnNumber}: {gameState.CurrentPlayer.Name}'s turn");
}
public void OnEndTurnPressed()
{
StateProvider.GameState.NextTurn();
Redraw();
GD.Print($"Turn {StateProvider.GameState.TurnManager.TurnNumber}: {StateProvider.GameState.CurrentPlayer.Name}'s turn");
}
public void Redraw()
{
UnitRenderer.Render(StateProvider.GameState);
CityRenderer.Render(StateProvider.GameState);
}
}

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using Civilization.Core.Game;
using Godot;
namespace Civilization.GodotIntegration;
public partial class GameStateProvider : Node
{
public GameState GameState { get; private set; }
public void Initialize(GameState gameState)
{
GameState = gameState;
GD.Print("GameStateProvider initialized with game state.");
}
}

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using System;
using Civilization.Core.Actions;
using Godot;
namespace Civilization.GodotIntegration;
public partial class InputSystem : Node
{
[Export] public MapRenderer MapRenderer;
[Export] public SelectionSystem SelectionSystem;
[Export] public GameStateProvider StateProvider;
public Action? OnStateChanged;
public override void _Ready()
{
MapRenderer.TileClicked += HandleTileClick;
}
public override void _ExitTree()
{
MapRenderer.TileClicked -= HandleTileClick;
}
private void HandleTileClick(Vector2I position, bool isRightClick)
{
var state = StateProvider.GameState;
var context = new GameActionContext(state);
var selected = SelectionSystem.SelectedUnit;
if (selected != null)
{
if (!isRightClick) return;
var move = new MoveUnitAction(selected.Id, position);
if (!move.CanExecute(context)) return;
state.ActionQueue.Enqueue(move);
state.ActionQueue.ExecuteAll(context);
OnStateChanged?.Invoke();
return;
}
if (SelectionSystem.TrySelectUnitAt(position, state))
{
GD.Print($"InputSystem: unit {selected?.Id} selected at {position}");
}
}
}

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using Civilization.Core;
using Godot;
namespace Civilization.GodotIntegration;
public partial class MapRenderer : Node2D
{
private const int TileIndexOffset = 1;
[Export] public TileMapLayer TileMapLayer;
[Export] public TileSet TileSet;
[Signal] public delegate void TileClickedEventHandler(Vector2I position, bool isRightClick);
public override void _Input(InputEvent @event)
{
if (@event is not InputEventMouseButton { Pressed: true }) return;
var worldPos = GetGlobalMousePosition();
var localPos = TileMapLayer.ToLocal(worldPos);
var tilePos = TileMapLayer.LocalToMap(localPos);
EmitSignalTileClicked(tilePos, @event is InputEventMouseButton { ButtonIndex: MouseButton.Right });
}
public void RenderMap(GameMap map)
{
TileMapLayer.SetTileSet(TileSet);
var tileSetSource = TileSet.GetSource(1);
TileMapLayer.Clear();
foreach (var tile in map.GetTiles())
{
var pos = tile.Position;
var tileId = (int)tile.Type + TileIndexOffset;
var atlasCoords = tileSetSource.GetTileId(tileId);
TileMapLayer.SetCell(pos, tileId, atlasCoords);
}
}
public Vector2 MapToWorld(Vector2I position) => TileMapLayer.MapToLocal(position);
}

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using System;
using Civilization.Core.Units;
using Godot;
namespace Civilization.GodotIntegration;
public partial class SelectedUnitPanel : Control
{
[Export] public Label UnitInfoLabel;
[Export] public Button SettleButton;
public Action? OnSettleClicked;
public override void _Ready()
{
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)";
Show();
}
public void HidePanel() => Hide();
}

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using System.Linq;
using Civilization.Core.Game;
using Civilization.Core.Units;
using Godot;
namespace Civilization.GodotIntegration;
public partial class SelectionSystem : Node2D
{
public Unit? SelectedUnit { get; private set; }
[Export] public SelectedUnitPanel UnitPanel;
public bool TrySelectUnitAt(Vector2I tilePos, GameState state)
{
var unit = state.GetUnitsForPlayer(state.CurrentPlayer.Id).FirstOrDefault(u => u.Position == tilePos);
if (unit == null) return false;
SelectedUnit = unit;
GD.Print($"Selected unit {unit.Id} at {tilePos} ({unit.Type})");
UnitPanel.ShowFor(unit);
return true;
}
public void Deselect()
{
SelectedUnit = null;
UnitPanel.HidePanel();
}
}

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using Civilization.Core.Actions;
using Civilization.Core.Game;
using Godot;
namespace Civilization.GodotIntegration;
public partial class UiController : Node
{
[Export] public Label TurnLabel;
[Export] public SelectedUnitPanel UnitPanel;
[Export] public GameStateProvider StateProvider;
[Export] public SelectionSystem SelectionSystem;
[Export] public GameController GameController;
public override void _Ready()
{
UnitPanel.OnSettleClicked = TrySettleCity;
}
public override void _Process(double delta)
{
TurnLabel.Text = $"Turn: {StateProvider.GameState.TurnManager.TurnNumber} - {StateProvider.GameState.CurrentPlayer.Name}";
}
private void TrySettleCity()
{
var selected = SelectionSystem.SelectedUnit;
if (selected == null) return;
var context = new GameActionContext(StateProvider.GameState);
var settle = new SettleCityAction(selected.Id);
if (!settle.CanExecute(context))
{
GD.PrintErr($"Cannot settle city with unit {selected.Id} at {selected.Position}");
return;
}
StateProvider.GameState.ActionQueue.Enqueue(settle);
StateProvider.GameState.ActionQueue.ExecuteAll(context);
SelectionSystem.Deselect();
GameController.Redraw();
}
}

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using System;
using System.Collections.Generic;
using Civilization.Core.Game;
using Godot;
namespace Civilization.GodotIntegration;
public partial class UnitRenderer : Node2D
{
[Export] public PackedScene UnitScene;
[Export] public MapRenderer MapRenderer;
private readonly Dictionary<Guid, Node2D> _unitViews = new();
public void Render(GameState state)
{
foreach (var view in _unitViews.Values) view.QueueFree();
_unitViews.Clear();
foreach (var unit in state.Units)
{
var unitNode = UnitScene.Instantiate<Node2D>();
unitNode.Position = MapRenderer.MapToWorld(unit.Position);
AddChild(unitNode);
_unitViews[unit.Id] = unitNode;
}
}
}

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