Smooth map edge scrolling
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@@ -47,8 +47,9 @@ const UI_SFX_VOLUME_DB := -8.0
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const FLOATING_TEXT_LIFETIME := 1.0
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const FLOATING_TEXT_RISE := 42.0
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const OBJECTIVE_NOTICE_DURATION := 2.6
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const EDGE_SCROLL_MARGIN := 34.0
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const EDGE_SCROLL_SPEED := 360.0
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const EDGE_SCROLL_MARGIN := 48.0
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const EDGE_SCROLL_MIN_SPEED := 80.0
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const EDGE_SCROLL_MAX_SPEED := 430.0
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const UNIT_MOVE_ANIMATION_DURATION := 0.18
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const TARGET_PREVIEW_BADGE_SIZE := Vector2(104, 22)
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const LOW_HP_WARNING_RATIO := 0.35
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@@ -4316,26 +4317,58 @@ func _clamped_board_scroll_offset(offset: Vector2) -> Vector2:
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return Vector2(clampf(offset.x, min_x, 0.0), clampf(offset.y, min_y, 0.0))
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func _edge_scroll_velocity_for_position(mouse_position: Vector2, view_rect: Rect2) -> Vector2:
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if not view_rect.has_point(mouse_position):
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return Vector2.ZERO
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var velocity := Vector2(
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_edge_scroll_axis_velocity(mouse_position.x, view_rect.position.x, view_rect.end.x, 1.0),
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_edge_scroll_axis_velocity(mouse_position.y, view_rect.position.y, view_rect.end.y, 1.0)
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)
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return _capped_edge_scroll_velocity(velocity)
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func _capped_edge_scroll_velocity(velocity: Vector2) -> Vector2:
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if velocity == Vector2.ZERO or velocity.length() <= EDGE_SCROLL_MAX_SPEED:
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return velocity
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return velocity.normalized() * EDGE_SCROLL_MAX_SPEED
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func _edge_scroll_axis_velocity(position: float, start: float, end: float, direction_multiplier: float) -> float:
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var left_pressure := _edge_scroll_pressure(start + EDGE_SCROLL_MARGIN - position)
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if left_pressure > 0.0:
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return _edge_scroll_speed_for_pressure(left_pressure) * direction_multiplier
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var right_pressure := _edge_scroll_pressure(position - (end - EDGE_SCROLL_MARGIN))
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if right_pressure > 0.0:
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return -_edge_scroll_speed_for_pressure(right_pressure) * direction_multiplier
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return 0.0
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func _edge_scroll_pressure(distance_inside_margin: float) -> float:
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return clampf(distance_inside_margin / EDGE_SCROLL_MARGIN, 0.0, 1.0)
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func _edge_scroll_speed_for_pressure(pressure: float) -> float:
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var eased := pressure * pressure * (3.0 - 2.0 * pressure)
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return lerpf(EDGE_SCROLL_MIN_SPEED, EDGE_SCROLL_MAX_SPEED, eased)
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func _edge_scroll_next_offset(current_offset: Vector2, mouse_position: Vector2, view_rect: Rect2, delta: float) -> Vector2:
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var velocity := _edge_scroll_velocity_for_position(mouse_position, view_rect)
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if velocity == Vector2.ZERO:
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return current_offset
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return _clamped_board_scroll_offset(current_offset + velocity * delta)
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func _update_edge_scroll(delta: float) -> bool:
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if _is_input_locked():
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return false
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var view_rect := _map_view_rect()
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var mouse_position := get_viewport().get_mouse_position()
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if not view_rect.has_point(mouse_position):
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return false
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var velocity := Vector2.ZERO
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if mouse_position.x <= view_rect.position.x + EDGE_SCROLL_MARGIN:
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velocity.x += EDGE_SCROLL_SPEED
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elif mouse_position.x >= view_rect.end.x - EDGE_SCROLL_MARGIN:
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velocity.x -= EDGE_SCROLL_SPEED
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if mouse_position.y <= view_rect.position.y + EDGE_SCROLL_MARGIN:
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velocity.y += EDGE_SCROLL_SPEED
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elif mouse_position.y >= view_rect.end.y - EDGE_SCROLL_MARGIN:
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velocity.y -= EDGE_SCROLL_SPEED
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var velocity := _edge_scroll_velocity_for_position(mouse_position, view_rect)
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if velocity == Vector2.ZERO:
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return false
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var previous_offset := board_scroll_offset
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board_scroll_offset = _clamped_board_scroll_offset(board_scroll_offset + velocity * delta)
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board_scroll_offset = _edge_scroll_next_offset(board_scroll_offset, mouse_position, view_rect, delta)
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if previous_offset.distance_squared_to(board_scroll_offset) <= 0.01:
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return false
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var next_hover := _cell_from_screen(mouse_position)
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@@ -86,9 +86,71 @@ func _check_edge_scroll_layout_contract(failures: Array[String]) -> void:
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var first_cell_screen := scene._rect_for_cell(Vector2i(0, 0)).position + Vector2(4.0, 4.0)
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if scene._cell_from_screen(first_cell_screen) != Vector2i(0, 0):
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failures.append("screen-to-cell mapping should stay stable after scrolling")
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_check_edge_scroll_velocity_curve(scene, view_rect, failures)
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scene.free()
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func _check_edge_scroll_velocity_curve(scene, view_rect: Rect2, failures: Array[String]) -> void:
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for method_name in [
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"_edge_scroll_velocity_for_position",
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"_capped_edge_scroll_velocity",
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"_edge_scroll_axis_velocity",
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"_edge_scroll_pressure",
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"_edge_scroll_speed_for_pressure",
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"_edge_scroll_next_offset"
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]:
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if not scene.has_method(method_name):
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failures.append("missing edge-scroll helper: %s" % method_name)
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var center_velocity: Vector2 = scene._edge_scroll_velocity_for_position(view_rect.get_center(), view_rect)
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if center_velocity != Vector2.ZERO:
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failures.append("edge scroll should be idle away from map edges: %s" % str(center_velocity))
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var near_right: Vector2 = scene._edge_scroll_velocity_for_position(Vector2(view_rect.end.x - 36.0, view_rect.get_center().y), view_rect)
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var hard_right: Vector2 = scene._edge_scroll_velocity_for_position(Vector2(view_rect.end.x - 2.0, view_rect.get_center().y), view_rect)
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if near_right.x >= 0.0 or hard_right.x >= 0.0:
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failures.append("right-edge scroll should move the board left: near=%s hard=%s" % [str(near_right), str(hard_right)])
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if absf(hard_right.x) <= absf(near_right.x):
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failures.append("edge scroll should accelerate as the mouse reaches the outer edge")
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var near_left: Vector2 = scene._edge_scroll_velocity_for_position(Vector2(view_rect.position.x + 36.0, view_rect.get_center().y), view_rect)
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var hard_left: Vector2 = scene._edge_scroll_velocity_for_position(Vector2(view_rect.position.x + 2.0, view_rect.get_center().y), view_rect)
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if near_left.x <= 0.0 or hard_left.x <= 0.0:
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failures.append("left-edge scroll should move the board right: near=%s hard=%s" % [str(near_left), str(hard_left)])
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if hard_left.x <= near_left.x:
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failures.append("left-edge scroll should accelerate as the mouse reaches the outer edge")
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var top_left: Vector2 = scene._edge_scroll_velocity_for_position(view_rect.position + Vector2(2.0, 2.0), view_rect)
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if top_left.x <= 0.0 or top_left.y <= 0.0:
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failures.append("corner edge scroll should support diagonal movement: %s" % str(top_left))
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var max_edge_speed := float(scene._edge_scroll_speed_for_pressure(1.0))
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if top_left.length() > max_edge_speed + 0.01:
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failures.append("corner edge scroll should cap diagonal speed: %.2f > %.2f" % [top_left.length(), max_edge_speed])
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var outside_velocity: Vector2 = scene._edge_scroll_velocity_for_position(view_rect.position - Vector2(4.0, 4.0), view_rect)
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if outside_velocity != Vector2.ZERO:
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failures.append("edge scroll should ignore mouse positions outside the map view: %s" % str(outside_velocity))
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var hard_right_position := Vector2(view_rect.end.x - 2.0, view_rect.get_center().y)
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var moved_right: Vector2 = scene._edge_scroll_next_offset(Vector2.ZERO, hard_right_position, view_rect, 0.25)
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if moved_right.x >= 0.0:
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failures.append("edge scroll next offset should apply delta movement toward the right edge: %s" % str(moved_right))
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var hard_left_position := Vector2(view_rect.position.x + 2.0, view_rect.get_center().y)
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var min_offset: Vector2 = scene._clamped_board_scroll_offset(Vector2(-9999.0, -9999.0))
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var moved_left: Vector2 = scene._edge_scroll_next_offset(min_offset, hard_left_position, view_rect, 0.25)
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if moved_left.x <= min_offset.x:
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failures.append("edge scroll next offset should recover from the left clamp toward the map origin: %s -> %s" % [str(min_offset), str(moved_left)])
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var clamped_at_origin: Vector2 = scene._edge_scroll_next_offset(Vector2.ZERO, hard_left_position, view_rect, 0.25)
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if clamped_at_origin != Vector2.ZERO:
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failures.append("edge scroll next offset should not exceed the origin clamp: %s" % str(clamped_at_origin))
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var clamped_at_far_edge: Vector2 = scene._edge_scroll_next_offset(min_offset, hard_right_position, view_rect, 0.25)
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if clamped_at_far_edge.x < min_offset.x - 0.01:
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failures.append("edge scroll next offset should not exceed the far clamp: %s below %s" % [str(clamped_at_far_edge), str(min_offset)])
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func _check_readability_contract(failures: Array[String]) -> void:
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var scene = BattleSceneScript.new()
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scene._create_hud()
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