Chessistics/Scripts/Board/CellView.cs
Samuel Bouchet a7280b1a5a Overhaul turn mechanics, collision destruction, and visual animations
- New turn order: produce -> transfer -> move -> collision resolution
- Collisions now destroy weaker pieces (status > level > mutual destruction)
  instead of halting the simulation. SimPhase.Collision removed.
- Add piece Level property (all level 1 in proto, prepared for future)
- Production fires every turn (interval concept removed), buffer = Amount
  (default 1, future 2-4), leftovers overwritten each turn
- Transfer tiebreaker: status > level > clockwise direction (alternating
  even/odd turns in y-up coords), replaces distance-to-production
- Demands always accept matching cargo even when already satisfied
- TurnNumber added to all turn events for animation grouping
- Simultaneous animations: produce flash, cargo slide, parallel piece moves
- Camera centering fix + middle-click pan
- GDD updated with new rules + lore section added

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 21:44:12 +02:00

141 lines
4.4 KiB
C#

using Godot;
using Chessistics.Engine.Model;
namespace Chessistics.Scripts.Board;
public partial class CellView : Node2D
{
private ColorRect _background = null!;
private ColorRect _highlight = null!;
private Label _label = null!;
// Hover outline (4 thin rects forming a border)
private ColorRect _hoverTop = null!;
private ColorRect _hoverBottom = null!;
private ColorRect _hoverLeft = null!;
private ColorRect _hoverRight = null!;
public Coords Coords { get; private set; }
private static readonly Color LightColor = new("#F0D9B5");
private static readonly Color DarkColor = new("#B58863");
private static readonly Color WallColor = new("#555555");
private static readonly Color ProductionColor = new("#6B8E5A");
private static readonly Color DemandColor = new("#C9A833");
private static readonly Color HighlightColor = new("#44FF4444");
private static readonly Color HoverOutlineColor = new("#FFFFFFAA");
private const int OutlineWidth = 2;
public void Setup(Coords coords, CellType cellType, int cellSize)
{
Coords = coords;
Position = new Vector2(coords.Col * cellSize, -coords.Row * cellSize);
_background = new ColorRect
{
Size = new Vector2(cellSize, cellSize),
Position = Vector2.Zero,
MouseFilter = Control.MouseFilterEnum.Ignore
};
var baseColor = coords.IsLight ? LightColor : DarkColor;
_background.Color = cellType switch
{
CellType.Wall => WallColor,
CellType.Production => ProductionColor,
CellType.Demand => DemandColor,
_ => baseColor
};
AddChild(_background);
_highlight = new ColorRect
{
Size = new Vector2(cellSize, cellSize),
Position = Vector2.Zero,
Color = HighlightColor,
Visible = false,
MouseFilter = Control.MouseFilterEnum.Ignore
};
AddChild(_highlight);
// Hover outline (4 border rects)
_hoverTop = new ColorRect
{
Size = new Vector2(cellSize, OutlineWidth),
Position = Vector2.Zero,
Color = HoverOutlineColor,
Visible = false,
MouseFilter = Control.MouseFilterEnum.Ignore
};
AddChild(_hoverTop);
_hoverBottom = new ColorRect
{
Size = new Vector2(cellSize, OutlineWidth),
Position = new Vector2(0, cellSize - OutlineWidth),
Color = HoverOutlineColor,
Visible = false,
MouseFilter = Control.MouseFilterEnum.Ignore
};
AddChild(_hoverBottom);
_hoverLeft = new ColorRect
{
Size = new Vector2(OutlineWidth, cellSize),
Position = Vector2.Zero,
Color = HoverOutlineColor,
Visible = false,
MouseFilter = Control.MouseFilterEnum.Ignore
};
AddChild(_hoverLeft);
_hoverRight = new ColorRect
{
Size = new Vector2(OutlineWidth, cellSize),
Position = new Vector2(cellSize - OutlineWidth, 0),
Color = HoverOutlineColor,
Visible = false,
MouseFilter = Control.MouseFilterEnum.Ignore
};
AddChild(_hoverRight);
_label = new Label
{
Position = new Vector2(2, 2),
Text = "",
MouseFilter = Control.MouseFilterEnum.Ignore
};
_label.AddThemeFontSizeOverride("font_size", 10);
AddChild(_label);
}
public void SetLabel(string text) => _label.Text = text;
public void SetHighlight(bool on) => _highlight.Visible = on;
public void SetHover(bool on)
{
_hoverTop.Visible = on;
_hoverBottom.Visible = on;
_hoverLeft.Visible = on;
_hoverRight.Visible = on;
}
public void SetHighlightColor(Color color)
{
_highlight.Color = color;
_highlight.Visible = true;
}
/// <summary>
/// Brief white flash on the cell to signal production.
/// </summary>
public void FlashProduce(float duration = 0.3f)
{
_highlight.Color = new Color(1, 1, 1, 0.5f);
_highlight.Visible = true;
var tween = CreateTween();
tween.TweenProperty(_highlight, "color", new Color(1, 1, 1, 0f), duration);
tween.TweenCallback(Callable.From(() => _highlight.Visible = false));
}
}