testproject/world/tile_map.gd

253 lines
8.7 KiB
GDScript
Raw Permalink Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

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))
func check_indoors(pos: Vector2i) -> bool:
var layer = get_toplayer(pos)
var tiledata: TileData = layer.get_cell_tile_data(pos)
if tiledata != null: return tiledata.get_custom_data("indoors")
else: return false