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_ } 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 } } var layers: Array[TileMapLayer] var layers_dict: Dictionary 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) func get_maxZ(tile_pos: Vector2i) -> int: for layer in layers: if layer.get_cell_source_id(tile_pos) != -1: return layer.z_index return -1 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) return func place_struct(pos: Vector2i, type: StructType): if not structs.has(type): return 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 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)