saumwacht-godot/scripts/luneraria/core/lune_map.gd
Martin Stickelbroeck c27a0097c3 M1: spielbarer Drei-Lane-Kern mit Karte, HUD, Menü und Abnahme
Hauptszene scenes/luneraria.tscn, Saumwacht bleibt über --legacy und die
alten QA-Schalter erreichbar. Karte aus Bestandsassets plus neuem Turm,
HUD mit Planung, Lanes und Minimap, Menü umbenannt, Einstellungen werden
aus dem alten Benutzerordner übernommen. Simulation 6,6x schneller
(Raster, Caches, faire Staffelung) und exakt spiegelsymmetrisch.
Regeln 91/91, echte Anwendung 38/38, Legacy unverändert grün.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 21:37:23 +02:00

168 lines
7.1 KiB
GDScript

class_name LuneMap
extends RefCounted
## Map data in ground coordinates Vector2(x, z): Blau (team 0) in the south-west,
## Rot (team 1) in the north-east. Rot is the mirror image of Blau across x = z
## (mirror(v) = Vector2(v.y, v.x)), Bottom is Top mirrored across the Mid line.
## Both hold by construction, so strecken, towers and spawns are functionally equal.
const LANES: Array[String] = ["top", "mid", "bot"]
const LANE_NAMES: Dictionary = {"top": "Top", "mid": "Mid", "bot": "Bottom"}
# First halves from the Blau end to the centre line; the Rot half is mirrored.
const TOP_HALF: Array[Vector2] = [Vector2(-24, 22), Vector2(-26, 6), Vector2(-26.5, -12), Vector2(-25, -25)]
const MID_HALF: Array[Vector2] = [Vector2(-21, 21), Vector2(-11, 10), Vector2(0, 0)]
const CORE_BLUE := Vector2(-30, 30)
const BASE_TOWERS_BLUE: Array[Vector2] = [Vector2(-28.8, 24.6), Vector2(-24.6, 28.8)]
## Neutral boss grotto, north-west of Mid and on the symmetry axis (M2).
const GROTTO := Vector2(-11.5, -11.5)
const HALF_EXTENT: float = 36.0
var balance: LuneBalance
var lanes: Dictionary = {}
var buildings: Array[Dictionary] = []
class LanePath:
extends RefCounted
var points: PackedVector2Array
var cumulative: PackedFloat32Array
var length: float = 0.0
func _init(source: Array[Vector2]) -> void:
points = PackedVector2Array(source)
cumulative.append(0.0)
for i: int in range(1, points.size()):
length += points[i].distance_to(points[i - 1])
cumulative.append(length)
func point_at(s: float) -> Vector2:
var d: float = clampf(s, 0.0, length)
for i: int in range(1, points.size()):
if d <= cumulative[i] or i == points.size() - 1:
var span: float = maxf(0.0001, cumulative[i] - cumulative[i - 1])
return points[i - 1].lerp(points[i], clampf((d - cumulative[i - 1]) / span, 0.0, 1.0))
return points[points.size() - 1]
func tangent_at(s: float) -> Vector2:
var d: float = clampf(s, 0.0, length)
for i: int in range(1, points.size()):
if d <= cumulative[i] or i == points.size() - 1:
return (points[i] - points[i - 1]).normalized()
return Vector2.RIGHT
## Point and unit tangent at s in one pass.
func sample(s: float) -> Array:
var d: float = clampf(s, 0.0, length)
for i: int in range(1, points.size()):
if d <= cumulative[i] or i == points.size() - 1:
var a: Vector2 = points[i - 1]
var b: Vector2 = points[i]
var span: float = maxf(0.0001, cumulative[i] - cumulative[i - 1])
return [a.lerp(b, clampf((d - cumulative[i - 1]) / span, 0.0, 1.0)), (b - a) / span]
return [points[points.size() - 1], Vector2.RIGHT]
func project(position: Vector2) -> float:
var best: float = INF
var best_s: float = 0.0
for i: int in range(1, points.size()):
var a: Vector2 = points[i - 1]
var b: Vector2 = points[i]
var ab: Vector2 = b - a
var t: float = clampf((position - a).dot(ab) / maxf(0.0001, ab.length_squared()), 0.0, 1.0)
var d: float = position.distance_squared_to(a + ab * t)
if d < best:
best = d
best_s = cumulative[i - 1] + ab.length() * t
return best_s
static func mirror(v: Vector2) -> Vector2:
return Vector2(v.y, v.x)
static func mirror_mid(v: Vector2) -> Vector2:
return Vector2(-v.y, -v.x)
static func full_lane(half: Array[Vector2]) -> Array[Vector2]:
var result: Array[Vector2] = half.duplicate()
for i: int in range(half.size() - 2, -1, -1):
result.append(mirror(half[i]))
return result
func _init(config: LuneBalance = null) -> void:
balance = config if config != null else LuneBalance.default_balance()
var bot_half: Array[Vector2] = []
for point: Vector2 in TOP_HALF:
bot_half.append(mirror_mid(point))
lanes["top"] = LanePath.new(full_lane(TOP_HALF))
lanes["mid"] = LanePath.new(full_lane(MID_HALF))
lanes["bot"] = LanePath.new(full_lane(bot_half))
_build_buildings()
## Lane coordinate s for a team's own marching progress p (0 at its own base).
func s_for(team: int, lane: String, progress: float) -> float:
var path: LanePath = lanes[lane]
return progress if team == 0 else path.length - progress
func progress_for(team: int, lane: String, s: float) -> float:
var path: LanePath = lanes[lane]
return s if team == 0 else path.length - s
## Blau frame point, mirrored for Rot so both sides are exact images.
func lane_point(team: int, lane: String, progress: float, lateral: float = 0.0) -> Vector2:
var path: LanePath = lanes[lane]
var sampled: Array = path.sample(progress)
var tangent: Vector2 = sampled[1]
var blue: Vector2 = sampled[0] + Vector2(-tangent.y, tangent.x) * lateral
return blue if team == 0 else Vector2(blue.y, blue.x)
func lane_forward(team: int, lane: String, progress: float) -> Vector2:
var path: LanePath = lanes[lane]
var tangent: Vector2 = path.tangent_at(clampf(progress, 0.0, path.length))
return tangent if team == 0 else mirror(tangent)
func core_position(team: int) -> Vector2:
return CORE_BLUE if team == 0 else mirror(CORE_BLUE)
func _build_buildings() -> void:
buildings.clear()
for team: int in range(2):
for lane: String in LANES:
var path: LanePath = lanes[lane]
for tier: String in ["inner", "outer"]:
var fraction: float = balance.inner_tower_fraction if tier == "inner" else balance.outer_tower_fraction
var progress: float = path.length * fraction
buildings.append({"id": "%s_%s_%s" % ["blau" if team == 0 else "rot", lane, tier], "team": team, "lane": lane,
"tier": tier, "progress": progress, "position": lane_point(team, lane, progress, balance.tower_side_offset),
"max_hp": balance.tower_inner_hp if tier == "inner" else balance.tower_outer_hp,
"damage": balance.tower_damage, "range": balance.tower_range,
"bounty": balance.bounty_inner_tower if tier == "inner" else balance.bounty_outer_tower})
for index: int in range(2):
var point: Vector2 = BASE_TOWERS_BLUE[index]
buildings.append({"id": "%s_base_%d" % ["blau" if team == 0 else "rot", index + 1], "team": team, "lane": "base",
"tier": "base", "progress": -1.0, "position": point if team == 0 else mirror(point),
"max_hp": balance.base_tower_hp, "damage": balance.base_tower_damage, "range": balance.tower_range,
"bounty": balance.bounty_base_tower})
buildings.append({"id": "%s_ancient" % ("blau" if team == 0 else "rot"), "team": team, "lane": "base", "tier": "core",
"progress": -1.0, "position": core_position(team), "max_hp": balance.core_hp, "damage": 0.0, "range": 0.0, "bounty": 0})
var _index: Dictionary = {}
func building_def(id: String) -> Dictionary:
if _index.is_empty():
for entry: Dictionary in buildings:
_index[entry.id] = entry
return _index.get(id, {})
## Gate rule shared by every damage source. alive maps building id -> bool.
static func is_attackable(definition: Dictionary, alive: Dictionary) -> bool:
var prefix: String = "blau" if int(definition.team) == 0 else "rot"
match str(definition.tier):
"outer":
return true
"inner":
return not alive.get("%s_%s_outer" % [prefix, definition.lane], false)
"base":
for lane: String in LANES:
if not alive.get("%s_%s_outer" % [prefix, lane], false) and not alive.get("%s_%s_inner" % [prefix, lane], false):
return true
return false
"core":
return not alive.get(prefix + "_base_1", false) and not alive.get(prefix + "_base_2", false)
return false