class_name MyTileMap extends Node2D enum StructType { EMPTY_ROOM, # 0. Пустой модуль RESIDENTIAL_ROOM, # 1. Жилой Модуль LABORATORY_ROOM, # 2. Лабораторный Модуль ENERGY_ROOM, # 3. Энергетический Модуль FARM_ROOM, # 4. Фермерский Модуль LIFE_SUPPORT_ROOM, # 5. Модуль Жизнеобеспечения CONTROL_ROOM, # 6. Модуль Управления OBSERVATORY_ROOM, # 7. Модуль Обсерватории MEDICAL_ROOM, # 8. Медицинский Модуль GEOLOGICAL_ROOM, # 9. Геологический Модуль RESOURCE_EXTRACTION_ROOM, # 10. Модуль Добычи и Переработки Ресурсов COMMUNICATIONS_ROOM, # 11. Модуль Связи и Навигации_ V_WAY, H_WAY, WAY_UP, WAY_DOWN, WAY_LEFT, WAY_RIGHT, } enum struct_fields { SOURCE_ID, SIZE, POS_ATLAS, LAYER } @onready var structs = { StructType.EMPTY_ROOM: { struct_fields.SOURCE_ID: 1, struct_fields.SIZE: Vector2i(5,5), struct_fields.POS_ATLAS: Vector2i(0,0), struct_fields.LAYER: $buildings/buildings0 }, StructType.V_WAY: { struct_fields.SOURCE_ID: 1, struct_fields.SIZE: Vector2i(3,1), struct_fields.POS_ATLAS: Vector2i(0,6), struct_fields.LAYER: $buildings/buildings1 }, StructType.H_WAY: { struct_fields.SOURCE_ID: 1, struct_fields.SIZE: Vector2i(1,3), struct_fields.POS_ATLAS: Vector2i(4,5), struct_fields.LAYER: $buildings/buildings1 }, StructType.WAY_UP: { struct_fields.SOURCE_ID: 1, struct_fields.SIZE: Vector2i(3,1), struct_fields.POS_ATLAS: Vector2i(0,5), struct_fields.LAYER: $buildings/buildings1 }, StructType.WAY_DOWN: { struct_fields.SOURCE_ID: 1, struct_fields.SIZE: Vector2i(3,1), struct_fields.POS_ATLAS: Vector2i(0,7), struct_fields.LAYER: $buildings/buildings1 }, StructType.WAY_LEFT: { struct_fields.SOURCE_ID: 1, struct_fields.SIZE: Vector2i(1,3), struct_fields.POS_ATLAS: Vector2i(3,5), struct_fields.LAYER: $buildings/buildings1 }, StructType.WAY_RIGHT: { struct_fields.SOURCE_ID: 1, struct_fields.SIZE: Vector2i(1,3), struct_fields.POS_ATLAS: Vector2i(5,5), struct_fields.LAYER: $buildings/buildings1 }, } var layers: Array[TileMapLayer] var layers_dict: Dictionary var astar_grid: AStarGrid2D func _list_childrens(node: Node2D): for child in node.get_children(): if child is TileMapLayer: layers.append(child) layers_dict.get_or_add(child.name, child) elif child is Node2D: _list_childrens(child) pass func _ready() -> void: layers = [] _list_childrens(self) astar_grid = AStarGrid2D.new() astar_grid.region = layers_dict["ground"].get_used_rect() astar_grid.cell_size = Vector2i(16, 16) astar_grid.diagonal_mode = AStarGrid2D.DIAGONAL_MODE_NEVER astar_grid.update() for x in $ground.get_used_rect().size.x: for y in $ground.get_used_rect().size.y: var tile_pos = Vector2i(x,y) update_astar_tile(tile_pos) func get_maxZ(tile_pos: Vector2i) -> int: var max_z: int = -1024 for layer: TileMapLayer in layers: if layer.get_cell_source_id(tile_pos) != -1 and layer.z_index > max_z: max_z = layer.z_index return max_z func get_toplayer(pos: Vector2i) -> TileMapLayer: var toplayer: TileMapLayer = null for layer: TileMapLayer in layers: if layer.get_cell_tile_data(pos) != null: if toplayer == null: toplayer = layer elif layer.z_index > toplayer.z_index: toplayer = layer return toplayer func place_road(pos: Vector2i) -> bool: var layer: TileMapLayer = layers_dict["roads"] if get_maxZ(pos) >= layer.z_index: return false layer.set_cells_terrain_connect([pos], 0, 2, true) update_astar_tile(pos) return true func erase_road(pos: Vector2i) -> bool: var layer: TileMapLayer = layers_dict["roads"] layer.erase_cell(pos) update_astar_tile(pos) return true func place_way(pos1: Vector2i, pos2: Vector2i) -> bool: if pos1.x == pos2.x and pos1.y == pos2.y: return false if pos1.x != pos2.x and pos1.y != pos2.y: return false var tiledata1: TileData = layers_dict["buildings0"].get_cell_tile_data(pos1) var tiledata2: TileData = layers_dict["buildings0"].get_cell_tile_data(pos2) if tiledata1 == null or tiledata2 == null: return false if not (tiledata1.get_custom_data("is_center") and tiledata1.get_custom_data("struct_name")=="EMPTY_ROOM"): return false if not (tiledata2.get_custom_data("is_center") and tiledata2.get_custom_data("struct_name")=="EMPTY_ROOM"): return false #Check place is free if pos1.x != pos2.x: if abs(pos1.x-pos2.x)<=5: return false for x in range(min(pos1.x,pos2.x)+2, max(pos1.x,pos2.x)-1): if get_maxZ(Vector2i(x, pos1.y)) >= structs[StructType.H_WAY][struct_fields.LAYER].z_index: return false if pos1.y != pos2.y: if abs(pos1.y-pos2.y)<=5: return false for y in range(min(pos1.y,pos2.y)+2, max(pos1.y,pos2.y)-1): if get_maxZ(Vector2i(pos1.x, y)) >= structs[StructType.V_WAY][struct_fields.LAYER].z_index: return false if pos1.x != pos2.x: place_struct(Vector2i(min(pos1.x,pos2.x)+2, pos1.y), StructType.WAY_LEFT) place_struct(Vector2i(max(pos1.x,pos2.x)-2, pos1.y), StructType.WAY_RIGHT) for x in range(min(pos1.x,pos2.x)+3, max(pos1.x,pos2.x)-2): place_struct(Vector2i(x, pos1.y), StructType.H_WAY) if pos1.y != pos2.y: place_struct(Vector2i(pos1.x, min(pos1.y,pos2.y)+2), StructType.WAY_UP) place_struct(Vector2i(pos1.x, max(pos1.y,pos2.y)-2), StructType.WAY_DOWN) for y in range(min(pos1.y,pos2.y)+3, max(pos1.y,pos2.y)-2): place_struct(Vector2i(pos1.x, y), StructType.V_WAY) return true func destroy_building(pos: Vector2i, only_ways: bool = false): for layer in layers: var tiledata: TileData = layer.get_cell_tile_data(pos) if tiledata != null and tiledata.get_custom_data("is_center"): if tiledata.get_custom_data("struct_name") == "H_WAY": remove_struct(pos) destroy_building(pos+Vector2i.LEFT) destroy_building(pos+Vector2i.RIGHT) elif tiledata.get_custom_data("struct_name") == "V_WAY": remove_struct(pos) destroy_building(pos+Vector2i.UP) destroy_building(pos+Vector2i.DOWN) elif not only_ways and tiledata.get_custom_data("struct_name") == "EMPTY_ROOM": remove_struct(pos) destroy_building(pos+Vector2i.LEFT*3, true) destroy_building(pos+Vector2i.RIGHT*3, true) destroy_building(pos+Vector2i.UP*3, true) destroy_building(pos+Vector2i.DOWN*3, true) elif not only_ways: remove_struct(pos) return func remove_struct(pos: Vector2i): for layer in layers: var tiledata: TileData = layer.get_cell_tile_data(pos) if tiledata != null and tiledata.get_custom_data("is_center"): var struct_size = tiledata.get_custom_data("struct_size") var half_size = Vector2i(struct_size.x / 2, struct_size.y / 2) for x in range(struct_size.x): for y in range(struct_size.y): var offset = Vector2i(x, y) var tile_pos = pos+offset-half_size layer.erase_cell(tile_pos) update_astar_tile(tile_pos) return func place_struct(pos: Vector2i, type: StructType) -> bool: if not structs.has(type): return false var struct_size = structs[type][struct_fields.SIZE] var layer = structs[type][struct_fields.LAYER] var source_id = structs[type][struct_fields.SOURCE_ID] var pos_atlas = structs[type][struct_fields.POS_ATLAS] var half_size = Vector2i(struct_size.x / 2, struct_size.y / 2) #Is place free check for x in range(struct_size.x): for y in range(struct_size.y): var offset = Vector2i(x, y) var tile_pos = pos+offset-half_size if get_maxZ(tile_pos) >= layer.z_index: return false for x in range(struct_size.x): for y in range(struct_size.y): var offset = Vector2i(x, y) var tile_pos = pos+offset-half_size layer.set_cell(tile_pos, source_id, Vector2i(x,y)+pos_atlas) update_astar_tile(tile_pos) return true func is_walkable(pos: Vector2i) -> bool: var state: bool = true for layer in layers: var tiledata: TileData = layer.get_cell_tile_data(pos) if tiledata != null and not tiledata.get_custom_data("walkable"): state = false break return state func weight(pos: Vector2i) -> int: var layer = get_toplayer(pos) var tiledata: TileData = layer.get_cell_tile_data(pos) if tiledata != null: return tiledata.get_custom_data("astar_weight") else: return 5 func update_astar_tile(pos: Vector2i): astar_grid.set_point_solid(pos, not is_walkable(pos)) astar_grid.set_point_weight_scale(pos, weight(pos))