update obstacles
This commit is contained in:
@@ -27,6 +27,9 @@ var path = []
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@export var obstacle_items: Array[int] = [12, 13, 14, 15] # Obstacle items in mesh library
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@export var obstacle_directions: Dictionary = {} # Store direction for each placed obstacle: {Vector3i position: Direction}
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# Dictionary to store obstacle information: {cell_pos: orientation}
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# orientation: 0=North, 1=East, 2=South, 3=West
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var obstacles = {}
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# Direction and movement systems
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enum Direction {
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@@ -501,83 +504,108 @@ func get_obstacle_direction(pos: Vector3i) -> Direction:
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return obstacle_directions[pos]
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return Direction.CENTER
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#func is_movement_blocked(from_pos: Vector2i, to_pos: Vector2i, floor_index: int = 3) -> bool:
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## Must be adjacent cells
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#if abs(from_pos.x - to_pos.x) + abs(from_pos.y - to_pos.y) != 1:
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#return false
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#
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## Determine which direction we're moving
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#var direction: Direction
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#
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#if to_pos.y < from_pos.y: # Moving NORTH
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#direction = Direction.NORTH
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#elif to_pos.x > from_pos.x: # Moving EAST
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#direction = Direction.EAST
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#elif to_pos.y > from_pos.y: # Moving SOUTH
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#direction = Direction.SOUTH
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#elif to_pos.x < from_pos.x: # Moving WEST
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#direction = Direction.WEST
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#
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## Check if the current cell has an obstacle blocking the exit
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#var from_obstacle_pos = Vector3i(from_pos.x, floor_index, from_pos.y)
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#if has_obstacle_at(from_obstacle_pos):
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#var obs_dir = get_obstacle_direction(from_obstacle_pos)
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#if obs_dir == direction: # Obstacle blocks exit in this direction
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#return true
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#
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## Check if the destination cell has an obstacle blocking the entrance
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#var to_obstacle_pos = Vector3i(to_pos.x, floor_index, to_pos.y)
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#if has_obstacle_at(to_obstacle_pos):
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#var opposite_dir: Direction
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#
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## Calculate the opposite direction
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#match direction:
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#Direction.NORTH: opposite_dir = Direction.SOUTH
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#Direction.EAST: opposite_dir = Direction.WEST
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#Direction.SOUTH: opposite_dir = Direction.NORTH
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#Direction.WEST: opposite_dir = Direction.EAST
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#
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#var obs_dir = get_obstacle_direction(to_obstacle_pos)
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#if obs_dir == opposite_dir: # Obstacle blocks entrance from this direction
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#return true
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#
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#return false
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func get_obstacle_orientation(pos: Vector3i) -> int:
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return get_cell_item_orientation(pos)
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func is_movement_blocked(from_pos: Vector2i, to_pos: Vector2i, floor_index: int = 3) -> bool:
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# Must be adjacent cells
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# Must be adjacent cells for direct blocking check
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if abs(from_pos.x - to_pos.x) + abs(from_pos.y - to_pos.y) != 1:
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return false
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# Determine movement direction
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var direction: int
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# Get 3D positions for the cells
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var from_pos3d = Vector3i(from_pos.x, floor_index, from_pos.y)
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var to_pos3d = Vector3i(to_pos.x, floor_index, to_pos.y)
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if to_pos.y < from_pos.y: # Moving NORTH
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direction = 0 # North
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elif to_pos.x > from_pos.x: # Moving EAST
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direction = 1 # East
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elif to_pos.y > from_pos.y: # Moving SOUTH
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direction = 2 # South
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elif to_pos.x < from_pos.x: # Moving WEST
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direction = 3 # West
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# Check if the current cell has an obstacle blocking the exit
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var from_obstacle_pos = Vector3i(from_pos.x, floor_index, from_pos.y)
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if has_obstacle_at(from_obstacle_pos):
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var orientation = get_cell_orientation(from_obstacle_pos)
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if orientation == direction: # Obstacle blocks exit in this direction
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# Check if the starting cell has an obstacle
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if has_obstacle_at(from_pos3d):
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var orientation = get_obstacle_orientation(from_pos3d)
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# Check if the obstacle is blocking the requested movement direction
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if from_pos.y > to_pos.y and orientation == 0: # Moving NORTH, obstacle faces NORTH
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return true
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elif from_pos.x < to_pos.x and orientation == 1: # Moving EAST, obstacle faces EAST
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return true
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elif from_pos.y < to_pos.y and orientation == 2: # Moving SOUTH, obstacle faces SOUTH
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return true
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elif from_pos.x > to_pos.x and orientation == 3: # Moving WEST, obstacle faces WEST
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return true
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# Check if the destination cell has an obstacle blocking the entrance
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var to_obstacle_pos = Vector3i(to_pos.x, floor_index, to_pos.y)
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if has_obstacle_at(to_obstacle_pos):
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var orientation = get_cell_orientation(to_obstacle_pos)
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var opposite_dir = (direction + 2) % 4 # Opposite direction (0→2, 1→3, 2→0, 3→1)
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# Check if the destination cell has an obstacle blocking entry
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if has_obstacle_at(to_pos3d):
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var orientation = get_obstacle_orientation(to_pos3d)
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if orientation == opposite_dir: # Obstacle blocks entrance from this direction
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# Check if the obstacle is blocking entry from the requested direction
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if to_pos.y < from_pos.y and orientation == 2: # Coming from SOUTH, obstacle faces SOUTH
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return true
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elif to_pos.x > from_pos.x and orientation == 3: # Coming from WEST, obstacle faces WEST
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return true
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elif to_pos.y > from_pos.y and orientation == 0: # Coming from NORTH, obstacle faces NORTH
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return true
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elif to_pos.x < from_pos.x and orientation == 1: # Coming from EAST, obstacle faces EAST
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return true
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return false
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# Function to check if a cell is blocked by any obstacles in its vicinity
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func is_cell_blocked_by_obstacles(pos: Vector2i, floor_index: int = 3) -> bool:
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var pos3d = Vector3i(pos.x, floor_index, pos.y)
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# Check if this cell itself has an obstacle
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if has_obstacle_at(pos3d):
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return true
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# Check all adjacent cells for obstacles that might block this cell
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var adjacent_positions = [
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Vector2i(pos.x, pos.y - 1), # North
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Vector2i(pos.x + 1, pos.y), # East
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Vector2i(pos.x, pos.y + 1), # South
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Vector2i(pos.x - 1, pos.y), # West
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]
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for adj_pos in adjacent_positions:
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var adj_pos3d = Vector3i(adj_pos.x, floor_index, adj_pos.y)
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# Check if position is valid
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if is_position_valid(adj_pos) and has_obstacle_at(adj_pos3d):
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var orientation = get_obstacle_orientation(adj_pos3d)
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# Check if the obstacle is blocking this cell
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if adj_pos.y < pos.y and orientation == 0: # Obstacle to NORTH facing NORTH
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return true
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elif adj_pos.x > pos.x and orientation == 1: # Obstacle to EAST facing EAST
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return true
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elif adj_pos.y > pos.y and orientation == 2: # Obstacle to SOUTH facing SOUTH
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return true
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elif adj_pos.x < pos.x and orientation == 3: # Obstacle to WEST facing WEST
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return true
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return false
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# Function to get all cells blocked by an obstacle at a specific position
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func get_cells_blocked_by_obstacle(obstacle_pos: Vector2i, orientation: int, floor_index: int = 3) -> Array:
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var blocked_cells = []
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# Determine which cells are blocked based on orientation
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match orientation:
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0: # NORTH - blocks the row above
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for x in range(max(0, obstacle_pos.x - 1), min(columns, obstacle_pos.x + 2)):
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blocked_cells.append(Vector2i(x, obstacle_pos.y - 1))
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1: # EAST - blocks the column to the right
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for y in range(max(0, obstacle_pos.y - 1), min(rows, obstacle_pos.y + 2)):
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blocked_cells.append(Vector2i(obstacle_pos.x + 1, y))
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2: # SOUTH - blocks the row below
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for x in range(max(0, obstacle_pos.x - 1), min(columns, obstacle_pos.x + 2)):
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blocked_cells.append(Vector2i(x, obstacle_pos.y + 1))
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3: # WEST - blocks the column to the left
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for y in range(max(0, obstacle_pos.y - 1), min(rows, obstacle_pos.y + 2)):
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blocked_cells.append(Vector2i(obstacle_pos.x - 1, y))
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# Filter out invalid positions
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return blocked_cells.filter(func(pos): return is_position_valid(pos))
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# Cell rotation handling
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func get_cell_rotation(position: Vector3i) -> int:
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return get_cell_item_orientation(position)
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@@ -621,209 +649,45 @@ func set_diagonal_movement(enable: bool):
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diagonal_movement = enable
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initialize_astar()
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# Add this function to check if a movement is blocked by an obstacle
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#func is_blocked_by_obstacle(from_pos: Vector2i, to_pos: Vector2i, floor_index: int = 3) -> bool:
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## Detect movement direction
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#var diff_x = to_pos.x - from_pos.x
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#var diff_y = to_pos.y - from_pos.y
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#
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## Case 1: Moving along X axis (horizontally)
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#if diff_y == 0 and diff_x != 0:
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## Check if there's a vertical obstacle blocking horizontal movement
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#var min_x = min(from_pos.x, to_pos.x)
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#var max_x = max(from_pos.x, to_pos.x)
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#for x in range(min_x, max_x + 1):
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#var cell_pos = Vector3i(x, floor_index, from_pos.y)
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#var cell_index = get_cell_item(cell_pos)
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#if cell_index in obstacle_items:
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#var obstacle_idx = obstacle_items.find(cell_index)
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#if obstacle_idx != -1 and obstacle_idx < obstacle_directions.size():
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#var dir = obstacle_directions[obstacle_idx]
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#if dir == Direction.BLOCKED_NORTH or dir == Direction.BLOCKED_SOUTH:
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#return true
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#
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## Case 2: Moving along Y axis (vertically)
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#if diff_x == 0 and diff_y != 0:
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## Check if there's a horizontal obstacle blocking vertical movement
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#var min_y = min(from_pos.y, to_pos.y)
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#var max_y = max(from_pos.y, to_pos.y)
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#for y in range(min_y, max_y + 1):
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#var cell_pos = Vector3i(from_pos.x, floor_index, y)
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#var cell_index = get_cell_item(cell_pos)
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#if cell_index in obstacle_items:
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#var obstacle_idx = obstacle_items.find(cell_index)
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#if obstacle_idx != -1 and obstacle_idx < obstacle_directions.size():
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#var dir = obstacle_directions[obstacle_idx]
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#if dir == Direction.BLOCKED_EAST or dir == Direction.BLOCKED_WEST:
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#return true
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#
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## Case 3: Diagonal movement - check if both direct paths are blocked
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## This will force the player to take the longer route
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#if diff_x != 0 and diff_y != 0:
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## Check if moving horizontally first then vertically would be blocked
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#var horiz_first = is_blocked_by_obstacle(from_pos, Vector2i(to_pos.x, from_pos.y), floor_index)
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#var vert_second = is_blocked_by_obstacle(Vector2i(to_pos.x, from_pos.y), to_pos, floor_index)
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#
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## Check if moving vertically first then horizontally would be blocked
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#var vert_first = is_blocked_by_obstacle(from_pos, Vector2i(from_pos.x, to_pos.y), floor_index)
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#var horiz_second = is_blocked_by_obstacle(Vector2i(from_pos.x, to_pos.y), to_pos, floor_index)
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#
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## If both paths are blocked, then the diagonal movement is blocked
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#if (horiz_first or vert_second) and (vert_first or horiz_second):
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#return true
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#
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#return false
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#func is_blocked_by_obstacle(from_pos: Vector2i, to_pos: Vector2i, floor_index: int = 3) -> bool:
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## Determine movement direction (without using normalized for Vector2i)
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#var diff_x = to_pos.x - from_pos.x
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#var diff_y = to_pos.y - from_pos.y
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#
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## Convert to direction based on sign
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#var dir_x = 0
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#var dir_y = 0
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#if diff_x != 0: dir_x = 1 if diff_x > 0 else -1
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#if diff_y != 0: dir_y = 1 if diff_y > 0 else -1
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#
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## Check for obstacles at both cells
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#var from_obstacle = get_cell_item(Vector3i(from_pos.x, floor_index, from_pos.y))
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#var to_obstacle = get_cell_item(Vector3i(to_pos.x, floor_index, to_pos.y))
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#
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## Check obstacle at starting position
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#if from_obstacle in obstacle_items:
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#var from_pos_3d = Vector3i(from_pos.x, floor_index, from_pos.y)
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#var from_dir = Direction.CENTER
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#
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## Use safe dictionary access
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#if obstacle_directions.has(from_pos_3d):
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#from_dir = obstacle_directions[from_pos_3d]
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#
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## Block movement based on obstacle direction
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#match from_dir:
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#Direction.NORTH: # Blocks south movement
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#if dir_y > 0: return true
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#Direction.EAST: # Blocks west movement
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#if dir_x < 0: return true
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#Direction.SOUTH: # Blocks north movement
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#if dir_y < 0: return true
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#Direction.WEST: # Blocks east movement
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#if dir_x > 0: return true
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#
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## Check obstacle at destination position
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#if to_obstacle in obstacle_items:
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#var to_pos_3d = Vector3i(to_pos.x, floor_index, to_pos.y)
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#var to_dir = Direction.CENTER
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#
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## Use safe dictionary access
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#if obstacle_directions.has(to_pos_3d):
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#to_dir = obstacle_directions[to_pos_3d]
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#
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## Block movement based on obstacle direction (from opposite side)
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#match to_dir:
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#Direction.NORTH: # Blocks south movement (coming from north)
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#if dir_y < 0: return true
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#Direction.EAST: # Blocks west movement (coming from east)
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#if dir_x > 0: return true
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#Direction.SOUTH: # Blocks north movement (coming from south)
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#if dir_y > 0: return true
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#Direction.WEST: # Blocks east movement (coming from west)
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#if dir_x < 0: return true
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#
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## Check intermediate cell for vertical/horizontal movement
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#if from_pos.x != to_pos.x and from_pos.y == to_pos.y: # Horizontal movement
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#var x_step = 1 if to_pos.x > from_pos.x else -1
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#var intermediate_x = from_pos.x + x_step
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#while intermediate_x != to_pos.x:
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#var inter_obstacle = get_cell_item(Vector3i(intermediate_x, floor_index, from_pos.y))
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#if inter_obstacle in obstacle_items:
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#var inter_pos_3d = Vector3i(intermediate_x, floor_index, from_pos.y)
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#var inter_dir = Direction.CENTER
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#
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## Use safe dictionary access
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#if obstacle_directions.has(inter_pos_3d):
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#inter_dir = obstacle_directions[inter_pos_3d]
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#
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#if inter_dir == Direction.NORTH or inter_dir == Direction.SOUTH:
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#return true
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#intermediate_x += x_step
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#elif from_pos.x == to_pos.x and from_pos.y != to_pos.y: # Vertical movement
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#var y_step = 1 if to_pos.y > from_pos.y else -1
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#var intermediate_y = from_pos.y + y_step
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#while intermediate_y != to_pos.y:
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#var inter_obstacle = get_cell_item(Vector3i(from_pos.x, floor_index, intermediate_y))
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#if inter_obstacle in obstacle_items:
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#var inter_pos_3d = Vector3i(from_pos.x, floor_index, intermediate_y)
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#var inter_dir = Direction.CENTER
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#
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## Use safe dictionary access
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#if obstacle_directions.has(inter_pos_3d):
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#inter_dir = obstacle_directions[inter_pos_3d]
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#
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#if inter_dir == Direction.EAST or inter_dir == Direction.WEST:
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#return true
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#intermediate_y += y_step
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#
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## If none of the above conditions triggered, movement is allowed
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#return false
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# Updated is_blocked_by_obstacle to check for each step in the path
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func is_blocked_by_obstacle(from_pos: Vector2i, to_pos: Vector2i, floor_index: int = 3) -> bool:
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# For orthogonal movement (up, down, left, right)
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# For direct orthogonal movement (up, down, left, right)
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if (from_pos.x == to_pos.x and abs(from_pos.y - to_pos.y) == 1) or (from_pos.y == to_pos.y and abs(from_pos.x - to_pos.x) == 1):
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return is_movement_blocked(from_pos, to_pos, floor_index)
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# For diagonal or longer distances, build a path and check each step
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var path = []
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# Simple path planning for orthogonal movement
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if from_pos.x == to_pos.x or from_pos.y == to_pos.y:
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# Check each step along the path
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var dx = sign(to_pos.x - from_pos.x)
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var dy = sign(to_pos.y - from_pos.y)
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var current = from_pos
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while current != to_pos:
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var next = Vector2i(current.x + dx, current.y + dy)
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if is_movement_blocked(current, next, floor_index):
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return true
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path.append([current, next])
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current = next
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else:
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# For diagonal movement, check if both orthogonal paths are blocked
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# For diagonal movement, check both possible paths
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# Path 1: Move horizontally first, then vertically
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var mid1 = Vector2i(to_pos.x, from_pos.y)
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var path1_blocked = is_blocked_by_obstacle(from_pos, mid1, floor_index) or is_blocked_by_obstacle(mid1, to_pos, floor_index)
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# Path 2: Move vertically first, then horizontally
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var mid2 = Vector2i(from_pos.x, to_pos.y)
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var path2_blocked = is_blocked_by_obstacle(from_pos, mid2, floor_index) or is_blocked_by_obstacle(mid2, to_pos, floor_index)
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var path1_blocked = is_blocked_by_obstacle(from_pos, mid1, floor_index)
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var path2_blocked = is_blocked_by_obstacle(from_pos, mid2, floor_index)
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# Movement is blocked if both paths are blocked
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return path1_blocked and path2_blocked
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# Check each step in the path
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for step in path:
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if is_movement_blocked(step[0], step[1], floor_index):
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return true
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return false
|
||||
|
||||
|
||||
#func place_obstacle(pos: Vector3i, obstacle_item: int, direction: Direction) -> bool:
|
||||
## Always place on floor 3
|
||||
#pos.y = 3
|
||||
#
|
||||
#if get_cell_item(pos) != -1:
|
||||
#return false # Cell is already occupied
|
||||
#
|
||||
#set_cell_item(pos, obstacle_item)
|
||||
#
|
||||
## Store the direction of the obstacle in the dictionary
|
||||
#obstacle_directions[pos] = direction
|
||||
#
|
||||
## Update the cell's orientation based on direction
|
||||
#var orientation = 0
|
||||
#match direction:
|
||||
#Direction.NORTH:
|
||||
#orientation = 0 # Default orientation
|
||||
#Direction.EAST:
|
||||
#orientation = 1 # 90 degrees clockwise
|
||||
#Direction.SOUTH:
|
||||
#orientation = 2 # 180 degrees
|
||||
#Direction.WEST:
|
||||
#orientation = 3 # 270 degrees clockwise
|
||||
#
|
||||
#set_cell_item(pos, obstacle_item, orientation)
|
||||
#
|
||||
## Re-initialize A* pathfinding to account for the new obstacle
|
||||
#initialize_astar()
|
||||
#
|
||||
#return true
|
||||
|
||||
# Place an obstacle at the specified position with a specific orientation
|
||||
func place_obstacle(pos: Vector3i, obstacle_item: int, orientation: int) -> bool:
|
||||
# Always place on floor 3
|
||||
pos.y = 3
|
||||
@@ -834,6 +698,9 @@ func place_obstacle(pos: Vector3i, obstacle_item: int, orientation: int) -> bool
|
||||
# Set the obstacle item with the specified orientation
|
||||
set_cell_item(pos, obstacle_item, orientation)
|
||||
|
||||
# Store the obstacle information
|
||||
obstacles[pos] = orientation
|
||||
|
||||
# Re-initialize A* pathfinding to account for the new obstacle
|
||||
initialize_astar()
|
||||
|
||||
|
||||
@@ -25,4 +25,5 @@ func _get_plugin_name():
|
||||
|
||||
func _edit(object):
|
||||
if dock and object is EnhancedGridMap:
|
||||
dock.set_enhanced_gridmap(object)
|
||||
if is_instance_valid(dock) and dock.has_method("set_enhanced_gridmap"):
|
||||
dock.set_enhanced_gridmap(object)
|
||||
|
||||
Reference in New Issue
Block a user