Some more work on hexes, chit distributions, added the cheatsheet for reference
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112b8fd88b
commit
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Doc/cheatsheet.jpg
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Doc/cheatsheet.jpg
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Doc/cheatsheet.jpg.import
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Doc/cheatsheet.jpg.import
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[remap]
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importer="texture"
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type="StreamTexture"
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path="res://.import/cheatsheet.jpg-5aca443ec63d30c6a25cb0069c5edba1.stex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://Doc/cheatsheet.jpg"
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dest_files=[ "res://.import/cheatsheet.jpg-5aca443ec63d30c6a25cb0069c5edba1.stex" ]
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[params]
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compress/mode=0
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compress/lossy_quality=0.7
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compress/hdr_mode=0
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compress/bptc_ldr=0
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compress/normal_map=0
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flags/repeat=0
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flags/filter=true
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flags/mipmaps=false
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flags/anisotropic=false
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flags/srgb=2
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/HDR_as_SRGB=false
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process/invert_color=false
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process/normal_map_invert_y=false
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stream=false
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size_limit=0
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detect_3d=true
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svg/scale=1.0
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7
Prefabs/Settlement.tscn
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Prefabs/Settlement.tscn
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://Assets/settlement.png" type="Texture" id=1]
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[node name="Settlement" type="Sprite"]
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scale = Vector2( 0.0534854, 0.0534854 )
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texture = ExtResource( 1 )
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@ -13,3 +13,4 @@ distribution = {
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"mountains": 3,
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"mountains": 3,
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"pasture": 4
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"pasture": 4
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}
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}
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chits = [ 5, 2, 6, 3, 8, 10, 9, 12, 11, 4, 8, 10, 9, 4, 5, 6, 3, 11 ]
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@ -13,3 +13,4 @@ distribution = {
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"mountains": 5,
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"mountains": 5,
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"pasture": 6
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"pasture": 6
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}
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}
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chits = [ 2, 5, 4, 6, 3, 9, 8, 11, 11, 10, 6, 3, 8, 4, 8, 10, 11, 12, 10, 5, 4, 9, 5, 9, 12, 3, 2, 6 ]
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Scenes/HUD.tscn
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Scenes/HUD.tscn
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[gd_scene load_steps=3 format=2]
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[ext_resource path="res://Assets/white-1.png" type="Texture" id=1]
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[ext_resource path="res://Assets/black-1.png" type="Texture" id=2]
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[node name="HUD" type="CanvasLayer"]
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[node name="Control" type="Control" parent="."]
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anchor_left = 1.0
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anchor_right = 1.0
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margin_left = -307.0
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margin_bottom = 65.0
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[node name="Dice1" type="Sprite" parent="Control"]
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position = Vector2( 179.876, 32.8762 )
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scale = Vector2( 0.0621776, 0.0621776 )
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texture = ExtResource( 1 )
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[node name="Dice2" type="Sprite" parent="Control"]
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position = Vector2( 241.876, 32.8762 )
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scale = Vector2( 0.0621776, 0.0621776 )
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texture = ExtResource( 2 )
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@ -1,7 +1,8 @@
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[gd_scene load_steps=3 format=2]
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[gd_scene load_steps=4 format=2]
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[ext_resource path="res://Scripts/GameCamera.gd" type="Script" id=1]
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[ext_resource path="res://Scripts/GameCamera.gd" type="Script" id=1]
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[ext_resource path="res://Prefabs/StdBoard.tscn" type="PackedScene" id=2]
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[ext_resource path="res://Prefabs/StdBoard.tscn" type="PackedScene" id=2]
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[ext_resource path="res://Scenes/HUD.tscn" type="PackedScene" id=3]
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[node name="Main" type="Node2D"]
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[node name="Main" type="Node2D"]
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current = true
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current = true
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zoom = Vector2( 2, 2 )
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zoom = Vector2( 2, 2 )
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script = ExtResource( 1 )
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script = ExtResource( 1 )
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[node name="HUD" parent="Camera2D" instance=ExtResource( 3 )]
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@ -16,6 +16,7 @@ export(Dictionary) var distribution = {
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"pasture": 0,
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"pasture": 0,
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"desert": 1,
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"desert": 1,
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}
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}
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export(Array, int) var chits = []
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func _ready():
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func _ready():
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var tiles = []
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var tiles = []
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@ -19,3 +19,13 @@ func _input(event):
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if event is InputEventMouseMotion:
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if event is InputEventMouseMotion:
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if pan:
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if pan:
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translate(-event.relative * zoom)
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translate(-event.relative * zoom)
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func get_corner(corner):
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return $Corners.get_node(str(corner))
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func place_corner(corner, item):
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get_corner(corner).add_child(item)
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func clear_corner(corner):
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for child in get_corner(corner).get_children():
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child.queue_free()
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