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Board: Start initial implementation.
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godot_ship/scenes/Game/Board.tscn
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13
godot_ship/scenes/Game/Board.tscn
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@ -0,0 +1,13 @@
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[gd_scene load_steps=3 format=2]
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[ext_resource path="res://script/game/Gameplay/Board.gd" type="Script" id=1]
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[ext_resource path="res://assets/game/board_dark.png" type="Texture" id=2]
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[node name="Board" type="Node2D"]
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position = Vector2( 36, 36 )
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script = ExtResource( 1 )
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[node name="TempBoardSprite" type="Sprite" parent="."]
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texture = ExtResource( 2 )
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centered = false
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offset = Vector2( -18, -18 )
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@ -1,36 +1,83 @@
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extends Node
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extends Node2D
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# Path to Ship class, for instantiating new Ships in code
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onready var Ship = load("res://script/game/Gameplay/Ship.gd")
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var bottom_board # Player board
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var top_board # Opponent board
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var ships # list of Ships
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var ship_count # number of 'active' (un-sunk) ships
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# Consts and enums
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const NO_SHIP = -1
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enum {MISS = -1, READY = 0, HIT = 1, SUNK = 2}
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# a board is square. This is its side lengths
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var bottom_board:Array # Player board
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var top_board:Array # Opponent board
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var ships = [] # list of Ships
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var ship_count = 0 # number of 'active' (un-sunk) ships
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# a board is square. This is its side length
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var board_len = 10
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# Called when the node enters the scene tree for the first time.
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func _ready():
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ships = []
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ship_count = 0
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# The top board must be marked by textures. This is where they are stored:
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var sprites = []
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# Here are where the hit/miss textures are loaded, so that they may be used:
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var hit_texture = preload("res://assets/game/Hit.png")
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var miss_texture = preload("res://assets/game/Miss.png")
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# TODO: What state?
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func getState():
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func get_state():
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pass
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# Evaluate being hit by an opponent
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# pos: board position opponent fired at
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func hit(pos):
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var res = MISS
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# Get the ship-metadata for that location
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var ship = bottom_board[pos.x][pos.y]
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# If there's a ship there, which exists, and hasn't been hit,
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if ship and ship[0] > NO_SHIP and ship[1] == READY:
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# Hit the ship, and store whether HIT or SUNK
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res = ships[ship[0]].hit(pos)
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# TODO: display KABOOM
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# Update the ship
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ships[ship[0]].update()
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# Mark the ship as hit
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ship[1] = HIT
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else:
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# Mark that position as a miss, with no ship
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bottom_board[pos.x][pos.y] = [NO_SHIP, MISS]
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# If ship sunk,
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if res == SUNK:
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# remove it from the count
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ship_count -= 1
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return res
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# fire: Store the results of firing on an opponent
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# pos: board position fired on
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# res: result of firing on the opponent
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func fire(pos, res):
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if top_board[pos.x][pos.y] == null:
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top_board[pos.x][pos.y] = res
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return true
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return false
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# Place a ship on the board at board-space coordinates
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func placeShip(in_position, in_size, in_orientation):
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ships.append(Ship.new(in_position, in_size, in_orientation))
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pass
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func place_ship(in_position, in_size, in_orientation, in_variant = 0):
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var ship = Ship.new(in_position, in_size, in_orientation, in_variant)
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for pos in ship.get_extent():
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bottom_board[pos.x][pos.y] = [ships.size(), READY]
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ships.append(ship)
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ship_count += 1
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add_child(ship)
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func getBottomBoard():
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pass
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# Not sure why this is necessary yet
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func get_bottom_board():
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return bottom_board
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func getShipCount():
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# Get the number of live ships
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func get_ship_count():
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return ship_count
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# _init: Constructor
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func _init():
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# Initialize the bottom_board to a 10x10 array
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for _row in range(board_len):
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@ -47,8 +94,3 @@ func _init():
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func worldspace_to_boardspace(coordinate:Vector2):
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# subtract 36 to get the position relative to (0,0) on the board, and integer divide by 32
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return Vector2(int(coordinate.x - 36) >> 5, int(coordinate.y-36) >> 5)
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# Coordinates of ship's center. Ship extends [-(size-1 >> 1), (size/2 >> 1)]
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func shiptoboard(ship:Ship):
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for i in range (ship.)
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pass
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