Files
MaidEngine/scripts/battle/player_controller.gd
2026-04-08 18:28:52 -04:00

168 lines
4.7 KiB
GDScript

class_name PlayerController extends Node
const SPEED = 192.0
@export var dl_map: CombatMap
signal combat_requested(attacker: Unit, defender: Unit)
signal mouse_grid_changed(coords: Vector2i)
signal camera_drag(delta: Vector2)
var input_disabled := false
var _selected_unit: Unit = null
var _target_pos: Vector2
var _goal_pos: Vector2
var _moving := false
var _left_pending := false
var _drag_start := Vector2.ZERO
var _dragging := false
var _current_grid_coords := Vector2i(-99999, -99999)
const DRAG_THRESHOLD := 8.0
func _ready() -> void:
for unit: Unit in get_tree().get_nodes_in_group("units"):
unit.unit_died.connect(_on_unit_died)
get_tree().node_added.connect(_on_node_added)
func _on_node_added(node: Node) -> void:
if node is Unit and node.is_in_group("units"):
if not node.unit_died.is_connected(_on_unit_died):
node.unit_died.connect(_on_unit_died)
func _on_unit_died(unit: Unit) -> void:
if _selected_unit == unit:
_selected_unit = null
_moving = false
func _process(_delta: float) -> void:
if input_disabled:
return
var mouse_pos := get_viewport().get_canvas_transform().affine_inverse() * get_viewport().get_mouse_position()
var coords := dl_map.world_to_coords(mouse_pos)
if coords != _current_grid_coords:
_current_grid_coords = coords
mouse_grid_changed.emit(coords)
func _unhandled_input(event: InputEvent) -> void:
if input_disabled:
return
if event is InputEventMouseButton:
match event.button_index:
MOUSE_BUTTON_LEFT:
if event.pressed:
_left_pending = true
_drag_start = event.position
else:
if _dragging:
_dragging = false
_left_pending = false
Input.set_default_cursor_shape(Input.CURSOR_ARROW)
get_viewport().set_input_as_handled()
else:
_left_pending = false
_handle_left_click(event.position)
MOUSE_BUTTON_MIDDLE:
if event.pressed:
_dragging = true
_drag_start = event.position
Input.set_default_cursor_shape(Input.CURSOR_DRAG)
else:
_dragging = false
Input.set_default_cursor_shape(Input.CURSOR_ARROW)
get_viewport().set_input_as_handled()
elif event is InputEventMouseMotion:
if _left_pending and not _dragging:
if event.position.distance_to(_drag_start) >= DRAG_THRESHOLD:
_dragging = true
_left_pending = false
Input.set_default_cursor_shape(Input.CURSOR_DRAG)
if _dragging:
var delta: Vector2 = _drag_start - event.position
_drag_start = event.position
camera_drag.emit(delta)
get_viewport().set_input_as_handled()
func _physics_process(delta: float) -> void:
if not _selected_unit or not _selected_unit.is_alive():
return
if _moving:
var remaining := _target_pos - _selected_unit.position
var step := SPEED * delta
if remaining.length() <= step:
_selected_unit.position = _target_pos
_moving = false
else:
_selected_unit.position += remaining.normalized() * step
return
if _selected_unit.position != _goal_pos:
var diff := _goal_pos - _selected_unit.position
var dir: Vector2
if absf(diff.x) >= absf(diff.y):
dir = Vector2(signf(diff.x), 0)
else:
dir = Vector2(0, signf(diff.y))
var next_pos := _selected_unit.position + dir * dl_map.TILE_SIZE
var grid_coords := dl_map.world_to_coords(next_pos)
var current_coords := dl_map.world_to_coords(_selected_unit.position)
if not dl_map.is_tile_passable(current_coords, grid_coords):
_goal_pos = _selected_unit.position
return
_target_pos = next_pos
_moving = true
func _handle_left_click(screen_pos: Vector2) -> void:
var world_pos: Vector2 = get_viewport().get_canvas_transform().affine_inverse() * screen_pos
var clicked_unit := _get_unit_at(world_pos)
if clicked_unit:
if _selected_unit and clicked_unit != _selected_unit and _selected_unit.is_alive() and clicked_unit.is_alive():
combat_requested.emit(_selected_unit, clicked_unit)
else:
_select_unit(clicked_unit)
get_viewport().set_input_as_handled()
elif _selected_unit:
var snapped_pos := dl_map.snap_to_grid(world_pos)
var grid_coords := dl_map.world_to_coords(world_pos)
if not dl_map.is_tile_valid(grid_coords):
return
_goal_pos = snapped_pos
get_viewport().set_input_as_handled()
func _select_unit(unit: Unit) -> void:
if _selected_unit:
_selected_unit.set_selected(false)
_selected_unit = unit
_selected_unit.set_selected(true)
_goal_pos = _selected_unit.position
_target_pos = _selected_unit.position
_moving = false
func _get_unit_at(world_pos: Vector2) -> Unit:
var snapped_coords := dl_map.snap_to_grid(world_pos)
for unit: Unit in get_tree().get_nodes_in_group("units"):
if not unit.is_alive():
continue
var unit_snapped := dl_map.snap_to_grid(unit.global_position)
if unit_snapped == snapped_coords:
return unit
return null