feat: Introduce EnhancedGridMap addon for advanced grid management and procedural generation, and StaticTektonManager for tekton spawning and placement.

This commit is contained in:
Yogi Wiguna
2026-02-13 10:40:13 +08:00
parent 450ad2ce1f
commit 0ee5051ebd
7 changed files with 215 additions and 18 deletions
+16 -1
View File
@@ -382,6 +382,21 @@ func _execute_block_floor(target_pos: Vector2i):
var pos = n.position
var block_pos = Vector3i(pos.x, 0, pos.y)
# Check current item first
var current_item = enhanced_gridmap.get_cell_item(block_pos)
# Skip if already a wall or immutable
# We assume Item 4 is the wall/stand.
# Also check enhanced_gridmap.immutable_items if available
var is_immutable = false
if "immutable_items" in enhanced_gridmap:
if current_item in enhanced_gridmap.immutable_items:
is_immutable = true
if current_item == 4 or is_immutable:
# Don't overwrite existing walls/stands, and don't schedule them for "restoration" (deletion)
continue
if player.is_multiplayer_authority():
var main = player.get_tree().get_root().get_node_or_null("Main")
if main:
@@ -390,7 +405,7 @@ func _execute_block_floor(target_pos: Vector2i):
# Record for restoration
blocked_tiles.append({
"position": block_pos,
"original_item": 0,
"original_item": current_item, # Restore the ACTUAL item that was there (e.g. ground 0 or maybe a dropped item?)
"timer": BLOCK_DURATION
})
+90
View File
@@ -0,0 +1,90 @@
extends Node
# StaticTektonManager
# Handles spawning and placement of Static Tektons in restricted zones.
const STAND_SCENE_PATH = "res://scenes/static_tekton_stand.tscn"
const TEKTON_SCENE_PATH = "res://scenes/tekton.tscn"
const STATIC_CONTROLLER_SCRIPT = "res://scripts/static_tekton_controller.gd"
# Zone Definitions based on CameraContextManager logic
# 9 Zones in a 3x3 grid (approximate for 14x14 map)
# Top-Left, Top-Mid, Top-Right
# Mid-Left, Mid-Mid, Mid-Right
# Bot-Left, Bot-Mid, Bot-Right
func calculate_spawn_points(count: int, gridmap: Node) -> Array:
"""
Calculates random spawn positions for static tektons.
Returns an Array of Vector2i positions.
"""
if count <= 0 or not gridmap: return []
print("[StaticTektonManager] Calculating %d static tekton positions..." % count)
# 1. Define Zones
var width = gridmap.columns
var depth = gridmap.rows
# Simple 3x3 grid partition
var zone_w = width / 3
var zone_d = depth / 3
var all_zones = []
for z in range(3):
for x in range(3):
# Create Rect2i for each zone (x, y, w, h)
var zone_rect = Rect2i(x * zone_w, z * zone_d, zone_w, zone_d)
all_zones.append(zone_rect)
# 2. Select Zones (Random Distinct)
all_zones.shuffle()
var selected_zones = all_zones.slice(0, count)
var spawn_points = []
# 3. Pick Point in each Selected Zone
for i in range(selected_zones.size()):
var zone = selected_zones[i]
var pos = _pick_spot_in_zone(zone, gridmap)
if pos != Vector2i(-1, -1):
spawn_points.append(pos)
return spawn_points
func _pick_spot_in_zone(zone: Rect2i, gridmap: Node) -> Vector2i:
# Find a valid 3x3 spot in the zone
# The returned position is the CENTER of the 3x3 area
var attempts = 0
while attempts < 30:
attempts += 1
# Ensure center is at least 1 tile away from edges of the map to fit 3x3
# zone.position might be 0,0.
var min_x = max(1, zone.position.x + 1)
var max_x = min(gridmap.columns - 2, zone.position.x + zone.size.x - 2)
var min_y = max(1, zone.position.y + 1)
var max_y = min(gridmap.rows - 2, zone.position.y + zone.size.y - 2)
if min_x > max_x or min_y > max_y:
break # Zone too small
var x = randi_range(min_x, max_x)
var y = randi_range(min_y, max_y)
var center = Vector2i(x, y)
# Check 3x3 area validity
var valid_area = true
for dx in range(-1, 2):
for dy in range(-1, 2):
var check_pos = Vector3i(center.x + dx, 0, center.y + dy)
if gridmap.get_cell_item(check_pos) == -1:
valid_area = false # Void/Hole
break
# Optionally check for other obstacles?
if valid_area:
return center
print("[StaticTektonManager] Failed to find 3x3 spot in zone %s" % zone)
return Vector2i(-1, -1)
@@ -0,0 +1 @@
uid://dqgkrld6qe54a