253 lines
8.7 KiB
GDScript
253 lines
8.7 KiB
GDScript
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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update_astar_tile(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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update_astar_tile(pos)
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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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update_astar_tile(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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update_astar_tile(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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update_astar_tile(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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func weight(pos: Vector2i) -> int:
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var layer = get_toplayer(pos)
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var tiledata: TileData = layer.get_cell_tile_data(pos)
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if tiledata != null: return tiledata.get_custom_data("astar_weight")
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else: return 5
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func update_astar_tile(pos: Vector2i):
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astar_grid.set_point_solid(pos, not is_walkable(pos))
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astar_grid.set_point_weight_scale(pos, weight(pos))
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func check_indoors(pos: Vector2i) -> bool:
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var layer = get_toplayer(pos)
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var tiledata: TileData = layer.get_cell_tile_data(pos)
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if tiledata != null: return tiledata.get_custom_data("indoors")
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else: return false
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