Добавлен функционал передвижения NPC
This commit is contained in:
33
world/npcs.gd
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33
world/npcs.gd
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extends Node2D
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const NPC_SCENE = preload("res://npc/npc.tscn")
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var npcs: Array[NPC]
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func add_npc(pos: Vector2i):
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var npc: NPC = NPC_SCENE.instantiate()
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npc.translate(pos*World.tile_size)
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npcs.append(npc)
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add_child(npc)
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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add_npc(Vector2i(16, 8))
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add_npc(Vector2i(40, 32))
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set_npc_target(npcs[0], Vector2i(24, 48))
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set_npc_target(npcs[1], Vector2i(24, 49))
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func set_npc_target(npc: NPC, target: Vector2i):
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var id_path = $"../TileMap".astar_grid.get_id_path(
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$"../TileMap/ground".local_to_map(npc.global_position+$"../TileMap/ground".global_position),
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target
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).slice(1)
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if not id_path.is_empty():
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npc.id_path = id_path
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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234
world/tile_map.gd
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234
world/tile_map.gd
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class_name MyTileMap
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extends Node2D
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enum StructType {
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EMPTY_ROOM, # 0. Пустой модуль
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RESIDENTIAL_ROOM, # 1. Жилой Модуль
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LABORATORY_ROOM, # 2. Лабораторный Модуль
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ENERGY_ROOM, # 3. Энергетический Модуль
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FARM_ROOM, # 4. Фермерский Модуль
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LIFE_SUPPORT_ROOM, # 5. Модуль Жизнеобеспечения
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CONTROL_ROOM, # 6. Модуль Управления
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OBSERVATORY_ROOM, # 7. Модуль Обсерватории
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MEDICAL_ROOM, # 8. Медицинский Модуль
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GEOLOGICAL_ROOM, # 9. Геологический Модуль
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RESOURCE_EXTRACTION_ROOM, # 10. Модуль Добычи и Переработки Ресурсов
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COMMUNICATIONS_ROOM, # 11. Модуль Связи и Навигации_
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V_WAY, H_WAY, WAY_UP, WAY_DOWN, WAY_LEFT, WAY_RIGHT,
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}
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enum struct_fields {
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SOURCE_ID,
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SIZE,
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POS_ATLAS,
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LAYER
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}
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@onready var structs = {
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StructType.EMPTY_ROOM: {
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struct_fields.SOURCE_ID: 1,
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struct_fields.SIZE: Vector2i(5,5),
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struct_fields.POS_ATLAS: Vector2i(0,0),
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struct_fields.LAYER: $buildings/buildings0
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},
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StructType.V_WAY: {
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struct_fields.SOURCE_ID: 1,
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struct_fields.SIZE: Vector2i(3,1),
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struct_fields.POS_ATLAS: Vector2i(0,6),
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struct_fields.LAYER: $buildings/buildings1
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},
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StructType.H_WAY: {
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struct_fields.SOURCE_ID: 1,
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struct_fields.SIZE: Vector2i(1,3),
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struct_fields.POS_ATLAS: Vector2i(4,5),
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struct_fields.LAYER: $buildings/buildings1
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},
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StructType.WAY_UP: {
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struct_fields.SOURCE_ID: 1,
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struct_fields.SIZE: Vector2i(3,1),
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struct_fields.POS_ATLAS: Vector2i(0,5),
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struct_fields.LAYER: $buildings/buildings1
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},
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StructType.WAY_DOWN: {
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struct_fields.SOURCE_ID: 1,
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struct_fields.SIZE: Vector2i(3,1),
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struct_fields.POS_ATLAS: Vector2i(0,7),
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struct_fields.LAYER: $buildings/buildings1
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},
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StructType.WAY_LEFT: {
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struct_fields.SOURCE_ID: 1,
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struct_fields.SIZE: Vector2i(1,3),
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struct_fields.POS_ATLAS: Vector2i(3,5),
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struct_fields.LAYER: $buildings/buildings1
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},
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StructType.WAY_RIGHT: {
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struct_fields.SOURCE_ID: 1,
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struct_fields.SIZE: Vector2i(1,3),
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struct_fields.POS_ATLAS: Vector2i(5,5),
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struct_fields.LAYER: $buildings/buildings1
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},
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}
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var layers: Array[TileMapLayer]
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var layers_dict: Dictionary
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var astar_grid: AStarGrid2D
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func _list_childrens(node: Node2D):
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for child in node.get_children():
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if child is TileMapLayer:
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layers.append(child)
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layers_dict.get_or_add(child.name, child)
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elif child is Node2D:
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_list_childrens(child)
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pass
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func _ready() -> void:
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layers = []
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_list_childrens(self)
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astar_grid = AStarGrid2D.new()
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astar_grid.region = layers_dict["ground"].get_used_rect()
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astar_grid.cell_size = Vector2i(16, 16)
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astar_grid.diagonal_mode = AStarGrid2D.DIAGONAL_MODE_NEVER
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astar_grid.update()
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for x in $ground.get_used_rect().size.x:
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for y in $ground.get_used_rect().size.y:
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var tile_pos = Vector2i(x,y)
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astar_grid.set_point_solid(tile_pos, not is_walkable(tile_pos))
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func get_maxZ(tile_pos: Vector2i) -> int:
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var max_z: int = -1024
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for layer: TileMapLayer in layers:
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if layer.get_cell_source_id(tile_pos) != -1 and layer.z_index > max_z:
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max_z = layer.z_index
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return max_z
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func get_toplayer(pos: Vector2i) -> TileMapLayer:
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var toplayer: TileMapLayer = null
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for layer: TileMapLayer in layers:
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if layer.get_cell_tile_data(pos) != null:
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if toplayer == null: toplayer = layer
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elif layer.z_index > toplayer.z_index: toplayer = layer
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return toplayer
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func place_road(pos: Vector2i) -> bool:
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var layer: TileMapLayer = layers_dict["roads"]
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if get_maxZ(pos) >= layer.z_index:
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return false
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layer.set_cells_terrain_connect([pos], 0, 2, true)
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return true
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func erase_road(pos: Vector2i) -> bool:
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var layer: TileMapLayer = layers_dict["roads"]
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layer.erase_cell(pos)
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return true
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func place_way(pos1: Vector2i, pos2: Vector2i) -> bool:
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if pos1.x == pos2.x and pos1.y == pos2.y: return false
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if pos1.x != pos2.x and pos1.y != pos2.y: return false
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var tiledata1: TileData = layers_dict["buildings0"].get_cell_tile_data(pos1)
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var tiledata2: TileData = layers_dict["buildings0"].get_cell_tile_data(pos2)
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if tiledata1 == null or tiledata2 == null: return false
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if not (tiledata1.get_custom_data("is_center") and tiledata1.get_custom_data("struct_name")=="EMPTY_ROOM"): return false
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if not (tiledata2.get_custom_data("is_center") and tiledata2.get_custom_data("struct_name")=="EMPTY_ROOM"): return false
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#Check place is free
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if pos1.x != pos2.x:
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if abs(pos1.x-pos2.x)<=5: return false
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for x in range(min(pos1.x,pos2.x)+2, max(pos1.x,pos2.x)-1):
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if get_maxZ(Vector2i(x, pos1.y)) >= structs[StructType.H_WAY][struct_fields.LAYER].z_index:
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return false
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if pos1.y != pos2.y:
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if abs(pos1.y-pos2.y)<=5: return false
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for y in range(min(pos1.y,pos2.y)+2, max(pos1.y,pos2.y)-1):
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if get_maxZ(Vector2i(pos1.x, y)) >= structs[StructType.V_WAY][struct_fields.LAYER].z_index:
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return false
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if pos1.x != pos2.x:
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place_struct(Vector2i(min(pos1.x,pos2.x)+2, pos1.y), StructType.WAY_LEFT)
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place_struct(Vector2i(max(pos1.x,pos2.x)-2, pos1.y), StructType.WAY_RIGHT)
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for x in range(min(pos1.x,pos2.x)+3, max(pos1.x,pos2.x)-2):
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place_struct(Vector2i(x, pos1.y), StructType.H_WAY)
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if pos1.y != pos2.y:
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place_struct(Vector2i(pos1.x, min(pos1.y,pos2.y)+2), StructType.WAY_UP)
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place_struct(Vector2i(pos1.x, max(pos1.y,pos2.y)-2), StructType.WAY_DOWN)
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for y in range(min(pos1.y,pos2.y)+3, max(pos1.y,pos2.y)-2):
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place_struct(Vector2i(pos1.x, y), StructType.V_WAY)
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return true
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func destroy_building(pos: Vector2i, only_ways: bool = false):
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for layer in layers:
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var tiledata: TileData = layer.get_cell_tile_data(pos)
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if tiledata != null and tiledata.get_custom_data("is_center"):
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if tiledata.get_custom_data("struct_name") == "H_WAY":
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remove_struct(pos)
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destroy_building(pos+Vector2i.LEFT)
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destroy_building(pos+Vector2i.RIGHT)
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elif tiledata.get_custom_data("struct_name") == "V_WAY":
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remove_struct(pos)
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destroy_building(pos+Vector2i.UP)
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destroy_building(pos+Vector2i.DOWN)
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elif not only_ways and tiledata.get_custom_data("struct_name") == "EMPTY_ROOM":
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remove_struct(pos)
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destroy_building(pos+Vector2i.LEFT*3, true)
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destroy_building(pos+Vector2i.RIGHT*3, true)
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destroy_building(pos+Vector2i.UP*3, true)
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destroy_building(pos+Vector2i.DOWN*3, true)
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elif not only_ways:
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remove_struct(pos)
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return
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func remove_struct(pos: Vector2i):
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for layer in layers:
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var tiledata: TileData = layer.get_cell_tile_data(pos)
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if tiledata != null and tiledata.get_custom_data("is_center"):
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var struct_size = tiledata.get_custom_data("struct_size")
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var half_size = Vector2i(struct_size.x / 2, struct_size.y / 2)
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for x in range(struct_size.x):
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for y in range(struct_size.y):
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var offset = Vector2i(x, y)
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var tile_pos = pos+offset-half_size
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layer.erase_cell(tile_pos)
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astar_grid.set_point_solid(tile_pos, not is_walkable(tile_pos))
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return
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func place_struct(pos: Vector2i, type: StructType) -> bool:
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if not structs.has(type):
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return false
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var struct_size = structs[type][struct_fields.SIZE]
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var layer = structs[type][struct_fields.LAYER]
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var source_id = structs[type][struct_fields.SOURCE_ID]
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var pos_atlas = structs[type][struct_fields.POS_ATLAS]
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var half_size = Vector2i(struct_size.x / 2, struct_size.y / 2)
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#Is place free check
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for x in range(struct_size.x):
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for y in range(struct_size.y):
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var offset = Vector2i(x, y)
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var tile_pos = pos+offset-half_size
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if get_maxZ(tile_pos) >= layer.z_index:
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return false
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for x in range(struct_size.x):
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for y in range(struct_size.y):
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var offset = Vector2i(x, y)
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var tile_pos = pos+offset-half_size
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layer.set_cell(tile_pos, source_id, Vector2i(x,y)+pos_atlas)
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astar_grid.set_point_solid(tile_pos, not is_walkable(tile_pos))
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return true
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func is_walkable(pos: Vector2i) -> bool:
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var state: bool = true
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for layer in layers:
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var tiledata: TileData = layer.get_cell_tile_data(pos)
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if tiledata != null and not tiledata.get_custom_data("walkable"):
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state = false
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break
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return state
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110
world/world.gd
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110
world/world.gd
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@@ -0,0 +1,110 @@
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class_name World
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extends Node2D
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const tile_size: int = 16
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# Переменная для хранения ссылки на TileMap
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@onready var ground: TileMapLayer = $TileMap/ground
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@onready var tileMap: Node2D = $TileMap
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const SELECTION_SCENE = preload("res://UI/selection/selection.tscn")
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var selected_instrument: instruments
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var selected_tile: Vector2i
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var selected_tile2: Vector2i
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var selected: bool
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var selected2: bool
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var selection: Node
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var selection2: Node
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var lmb: bool
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var rmb: bool
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func _ready():
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selection = SELECTION_SCENE.instantiate()
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selection2 = SELECTION_SCENE.instantiate()
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add_child(selection)
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add_child(selection2)
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change_instrument(instruments.NULL)
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enum instruments {
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NULL,
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DESTROY,
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CONSTRUCT,
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BUILD_ROAD
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}
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func select_tile(pos: Vector2i) -> Vector2i:
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var toplayer: TileMapLayer = tileMap.get_toplayer(pos)
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var tiledata: TileData = toplayer.get_cell_tile_data(pos)
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if tiledata == null: return pos
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while tiledata.get_custom_data("center_direction") != Vector2i.ZERO:
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pos+=tiledata.get_custom_data("center_direction")
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tiledata = toplayer.get_cell_tile_data(pos)
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return pos
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func _physics_process(delta: float) -> void:
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if Input.is_action_just_released("left_mouse") and lmb:
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selected_tile = select_tile(ground.local_to_map(get_global_mouse_position()-tileMap.global_position))
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selected = true
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if(selected_tile==selected_tile2):
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selected_tile2 = Vector2i(-128,-128)
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selected2 = false
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print(tileMap.is_walkable(selected_tile))
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if Input.is_action_just_released("right_mouse") and rmb:
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selected_tile2 = select_tile(ground.local_to_map(get_global_mouse_position()-tileMap.global_position))
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if(selected_tile!=selected_tile2): selected2 = true
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else:
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selected_tile2 = Vector2i(-128,-128)
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selected2 = false
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if Input.is_action_just_pressed("ui_cancel"):
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change_instrument(instruments.NULL)
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if Input.is_action_just_pressed("ui_right"):
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change_instrument(selected_instrument+1)
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if Input.is_action_just_pressed("ui_left"):
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change_instrument(selected_instrument-1)
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match selected_instrument:
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instruments.NULL:
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pass
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instruments.DESTROY:
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if Input.is_action_just_pressed("ui_accept") and selected:
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tileMap.destroy_building(selected_tile)
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instruments.CONSTRUCT:
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if Input.is_action_just_pressed("ui_accept") and selected and selected2:
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tileMap.place_way(selected_tile, selected_tile2)
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elif Input.is_action_just_pressed("ui_accept") and selected:
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tileMap.place_struct(selected_tile, tileMap.StructType.EMPTY_ROOM)
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instruments.BUILD_ROAD:
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selected_tile = ground.local_to_map(get_global_mouse_position()-tileMap.global_position)
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if Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT):
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tileMap.place_road(selected_tile)
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elif Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT):
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tileMap.erase_road(selected_tile)
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selection.offset = ground.map_to_local(selected_tile)+tileMap.global_position
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selection2.offset = ground.map_to_local(selected_tile2)+tileMap.global_position
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func change_instrument(new: instruments):
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selected_tile = Vector2i(-128, -128)
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selected_tile2 = Vector2i(-128, -128)
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selected = false
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selected2 = false
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selected_instrument = new
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match selected_instrument:
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instruments.NULL:
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lmb = true
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rmb = false
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instruments.DESTROY:
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lmb = true
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rmb = false
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instruments.CONSTRUCT:
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lmb = true
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rmb = true
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instruments.BUILD_ROAD:
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lmb = false
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rmb = false
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func _input(event):
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pass
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922
world/world.tscn
Normal file
922
world/world.tscn
Normal file
File diff suppressed because one or more lines are too long
Reference in New Issue
Block a user