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@tool
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class_name EnhancedGridMap
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extends GridMap
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signal mesh_library_changed
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signal grid_updated
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@export var columns: int = 10 : set = set_columns
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@export var rows: int = 10 : set = set_rows
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@export var auto_generate: bool = false : set = set_auto_generate
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@export var normal_items: Array[int] = [0]
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@export var non_walkable_items: Array[int] = [4]
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@export var hover_item: int = 1
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@export var start_item: int = 2
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@export var end_item: int = 3
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var current_mesh_library: MeshLibrary
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var grid_data: Array = []
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# A* Pathfinding variables
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var astar = AStar2D.new()
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var path = []
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# Item states
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enum ItemState {NORMAL, HOVER, START, END, NON_WALKABLE}
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# Add this to the class variables
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var diagonal_movement: bool = false
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func _ready():
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mesh_library_changed.connect(_on_mesh_library_changed)
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if not Engine.is_editor_hint() and auto_generate:
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generate_grid()
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# Validate item indices
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validate_item_indices()
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func validate_item_indices():
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if not mesh_library:
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print("Warning: No MeshLibrary assigned to GridMap")
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return
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var item_list = mesh_library.get_item_list()
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var max_index = item_list.size() - 1
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normal_items = normal_items.filter(func(item): return item >= 0 and item <= max_index)
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hover_item = clamp(hover_item, 0, max_index)
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start_item = clamp(start_item, 0, max_index)
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end_item = clamp(end_item, 0, max_index)
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non_walkable_items = non_walkable_items.filter(func(item): return item >= 0 and item <= max_index)
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if normal_items.is_empty():
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normal_items = [0]
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if non_walkable_items.is_empty():
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non_walkable_items = [max_index]
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func set_columns(value: int):
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columns = value
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if auto_generate:
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generate_grid()
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else:
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update_grid_data()
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func set_rows(value: int):
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rows = value
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if auto_generate:
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generate_grid()
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else:
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update_grid_data()
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func set_auto_generate(value: bool):
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auto_generate = value
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if auto_generate:
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generate_grid()
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# Override the existing functions to update A* data
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func generate_grid():
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clear()
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if not mesh_library:
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print("Error: No MeshLibrary assigned to GridMap")
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return
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validate_item_indices()
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current_mesh_library = mesh_library
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var item_list = mesh_library.get_item_list()
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if item_list.size() < 5:
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print("Warning: MeshLibrary should have at least 5 items")
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for x in range(columns):
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for z in range(rows):
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set_cell_item(Vector3i(x, 0, z), normal_items[0])
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update_grid_data()
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initialize_astar()
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update_astar_costs()
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func clear_grid():
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clear()
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update_grid_data()
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func randomize_grid():
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if not mesh_library:
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print("Error: No MeshLibrary assigned to GridMap")
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return
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validate_item_indices()
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var rng = RandomNumberGenerator.new()
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rng.randomize()
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for x in range(columns):
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for z in range(rows):
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var random_value = rng.randi() % 100 # Generate a random number between 0 and 99
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var item_index
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if random_value < 80:
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item_index = normal_items[rng.randi() % normal_items.size()]
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else:
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item_index = non_walkable_items[rng.randi() % non_walkable_items.size()]
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set_cell_from_data(x, z, item_index)
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update_grid_data()
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initialize_astar()
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update_astar_costs()
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emit_signal("grid_updated")
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func randomize_grid_custom(randomize_states: Array):
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if not mesh_library:
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print("Error: No MeshLibrary assigned to GridMap")
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return
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var rng = RandomNumberGenerator.new()
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rng.randomize()
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for x in range(columns):
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for z in range(rows):
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var random_value = rng.randf() * 100 # Generate a random number between 0 and 100
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var accumulated_percentage = 0
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var selected_state = null
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for state in randomize_states:
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accumulated_percentage += state.randomize_percentage
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if random_value <= accumulated_percentage:
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selected_state = state
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break
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if selected_state:
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set_cell_from_data(x, z, selected_state.id)
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else:
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set_cell_from_data(x, z, randomize_states[0].id) # Default to the first state if no match
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update_grid_data()
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initialize_astar()
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update_astar_costs()
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emit_signal("grid_updated")
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func fill_grid(item_index: int):
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if not mesh_library:
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print("No MeshLibrary assigned to GridMap")
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return
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if item_index < 0 or item_index >= mesh_library.get_item_list().size():
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print("Invalid item index")
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return
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for x in range(columns):
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for z in range(rows):
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set_cell_item(Vector3i(x, 0, z), item_index)
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update_grid_data()
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func _on_mesh_library_changed():
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validate_item_indices()
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if auto_generate:
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generate_grid()
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func _set(property, value):
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if property == "mesh_library":
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mesh_library = value
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_on_mesh_library_changed()
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return true
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return false
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func update_grid_data():
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grid_data.clear()
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for z in range(rows):
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var row = []
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for x in range(columns):
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row.append(get_cell_item(Vector3i(x, 0, z)))
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grid_data.append(row)
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emit_signal("grid_updated")
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func set_cell_from_data(x: int, z: int, item_index: int):
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if x >= 0 and x < columns and z >= 0 and z < rows:
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if not mesh_library:
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print("Error: No MeshLibrary assigned to GridMap")
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return
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var item_list = mesh_library.get_item_list()
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var max_index = item_list.size() - 1
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var valid_index = clamp(item_index, 0, max_index)
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set_cell_item(Vector3i(x, 0, z), valid_index)
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grid_data[z][x] = valid_index
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var point_id = z * columns + x
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var cost = get_cell_cost(x, z)
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if cost == INF:
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astar.set_point_disabled(point_id, true)
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else:
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astar.set_point_disabled(point_id, false)
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astar.set_point_weight_scale(point_id, cost)
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# New A* Pathfinding functions
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# Modify the initialize_astar function
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func initialize_astar():
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astar.clear()
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for x in range(columns):
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for z in range(rows):
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var point_id = z * columns + x
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astar.add_point(point_id, Vector2(x, z))
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# Connect to neighboring points
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if x > 0:
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astar.connect_points(point_id, point_id - 1)
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if z > 0:
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astar.connect_points(point_id, point_id - columns)
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# Add diagonal connections if diagonal movement is enabled
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if diagonal_movement:
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if x > 0 and z > 0:
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astar.connect_points(point_id, point_id - columns - 1) # Top-left
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if x < columns - 1 and z > 0:
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astar.connect_points(point_id, point_id - columns + 1) # Top-right
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update_astar_costs()
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# Add this function to toggle diagonal movement
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func set_diagonal_movement(enable: bool):
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diagonal_movement = enable
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initialize_astar() # Reinitialize the A* graph with new connections
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func set_point_solid(x: int, z: int, is_solid: bool):
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var point_id = z * columns + x
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astar.set_point_disabled(point_id, is_solid)
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func find_path(start: Vector2, end: Vector2) -> Array:
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var start_point = start.y * columns + start.x
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var end_point = end.y * columns + end.x
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path = astar.get_point_path(start_point, end_point)
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# Visualize the path
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clear_path_visualization()
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set_cell_item(Vector3i(start.x, 0, start.y), start_item)
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set_cell_item(Vector3i(end.x, 0, end.y), end_item)
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for point in path:
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if point != start and point != end:
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set_cell_item(Vector3i(point.x, 0, point.y), hover_item)
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return path
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func clear_path_visualization():
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for x in range(columns):
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for z in range(rows):
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var cell_item = get_cell_item(Vector3i(x, 0, z))
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if cell_item == hover_item or cell_item == start_item or cell_item == end_item:
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set_cell_item(Vector3i(x, 0, z), normal_items[0])
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func get_cell_cost(x: int, z: int) -> float:
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var cell_item = get_cell_item(Vector3i(x, 0, z))
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if cell_item in non_walkable_items:
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return INF
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elif cell_item == hover_item:
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return 0.5
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elif cell_item == start_item or cell_item == end_item:
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return 0.0
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return 1.0
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func update_astar_costs():
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for x in range(columns):
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for z in range(rows):
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var point_id = z * columns + x
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var cost = get_cell_cost(x, z)
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if cost == INF:
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astar.set_point_disabled(point_id, true)
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else:
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astar.set_point_disabled(point_id, false)
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astar.set_point_weight_scale(point_id, cost)
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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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func set_cell_rotation(position: Vector3i, mode: int):
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var item = get_cell_item(position)
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if item != INVALID_CELL_ITEM:
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var orientation = int(mode)
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set_cell_item(position, item, orientation)
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