dcearth/territory.lua

82 lines
1.8 KiB
Lua

local t = {}
local bmp = require 'bmp'
local lg = assert( love.graphics )
local colours = {
africa = {1,0,0,0.5},
europe = {0,1,0,0.5},
northamerica = {0,0,1,0.5},
russia = {0,1,1,0.5},
southamerica = {1,0,1,0.5},
southasia = {1,1,0,0.5},
sailable = {1, 1, 1, 0.2},
}
function t.load( filename, name )
local img, imgd = assert( bmp.load( filename ) )
local territory = {
visible = true,
name = name,
colour = colours[name],
img = img,
imgd = imgd
}
if name == "sailable" then t.sailable = territory end
return setmetatable( territory, {__index = t } )
end
--World space coordinate.
function t.isValid( x, y )
end
function t.getPixel( territory, x, y )
--ZERO INDEXED
local imgx, imgy = math.floor( 512 * ( x + 180 ) / 360 ), math.floor( 285 * ( y + 100 ) / 200 )
--print( territory.name, imgx, imgy )
return territory.imgd:getPixel( imgx, imgy )
end
function t.toggleVisibility( territory )
end
--[[
0
20 -- once sailable.bmp is brighter than this, the area is traversable by ships
60 -- once sailable.bmp and territory.bmp are brighter than this, ships can be placed here
130 -- if territory.bmp is brighter than this and sailable is darker than 60, structures are placeable.
SO:
SAILABLE: 0 (not), 21 (traverse not place), 61 ( traverse and place )
TERRITORY: 131 ( place land if sailable <= 60 ), 61 ( place sea ), 0
]]
function t.isSailable( x, y )
local water = assert( t.sailable )
if water:getPixel( x, y ) > 20 / 255 then return true end
return false
end
function t.canPlaceShip( territory, x, y )
end
function t.canPlaceLand( territory, x, y )
end
function t.draw( territory )
lg.setColor( territory.colour )
lg.draw( territory.img )
end
function t.drawConnections( nodes )
end
function t.save( nodes, filename )
end
return t