last update

This commit is contained in:
2024-10-24 17:40:10 +08:00
parent 941ad46e09
commit 8fe13a42ca
7 changed files with 320 additions and 142 deletions
+182 -131
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@@ -23,20 +23,46 @@ var grid_data: Array = [] # 3D array [floor][row][column]
var astar_by_floor = {} # Dictionary of AStar2D instances per floor
var path = []
# Item states
enum ItemState {NORMAL, HOVER, START, END, NON_WALKABLE}
# Direction and movement systems
enum Direction {
NORTHWEST, NORTH, NORTHEAST,
WEST, CENTER, EAST,
SOUTHWEST, SOUTH, SOUTHEAST
}
# Add this to the class variables
var diagonal_movement: bool = false
class NeighborInfo:
var position: Vector2i
var direction: Direction
var is_walkable: bool
func _init(pos: Vector2i, dir: Direction, walkable: bool):
position = pos
direction = dir
is_walkable = walkable
func _ready():
mesh_library_changed.connect(_on_mesh_library_changed)
if not Engine.is_editor_hint() and auto_generate:
generate_grid()
# Validate item indices
validate_item_indices()
# Core grid management functions
func set_columns(value: int):
columns = value
if auto_generate:
generate_grid()
else:
update_grid_data()
func set_rows(value: int):
rows = value
if auto_generate:
generate_grid()
else:
update_grid_data()
func set_floors(value: int):
floors = value
if auto_generate:
@@ -44,6 +70,12 @@ func set_floors(value: int):
else:
update_grid_data()
func set_auto_generate(value: bool):
auto_generate = value
if auto_generate:
generate_grid()
# Item validation
func validate_item_indices():
if not mesh_library:
print("Warning: No MeshLibrary assigned to GridMap")
@@ -63,34 +95,13 @@ func validate_item_indices():
if non_walkable_items.is_empty():
non_walkable_items = [max_index]
func set_columns(value: int):
columns = value
if auto_generate:
generate_grid()
else:
update_grid_data()
func set_rows(value: int):
rows = value
if auto_generate:
generate_grid()
else:
update_grid_data()
func set_auto_generate(value: bool):
auto_generate = value
if auto_generate:
generate_grid()
# Modified generate_grid to support floors
# Grid generation and management
func generate_grid(floor_index: int = -1):
if floor_index == -1:
# Generate all floors
clear()
for y in range(floors):
generate_floor(y)
else:
# Generate specific floor
clear_floor(floor_index)
generate_floor(floor_index)
@@ -114,14 +125,13 @@ func generate_floor(floor_index: int):
for z in range(rows):
set_cell_item(Vector3i(x, floor_index, z), normal_items[0])
# Clear specific floor
# Grid operations
func clear_floor(floor_index: int):
for x in range(columns):
for z in range(rows):
set_cell_item(Vector3i(x, floor_index, z), INVALID_CELL_ITEM)
set_cell_item(Vector3i(x, floor_index, z), -1)
update_grid_data()
# Modified clear_grid to support floors
func clear_grid(floor_index: int = -1):
if floor_index == -1:
clear()
@@ -129,7 +139,36 @@ func clear_grid(floor_index: int = -1):
clear_floor(floor_index)
update_grid_data()
# Modified randomize_grid to support floors
func fill_grid(item_index: int, floor_index: int = -1):
if not mesh_library:
print("No MeshLibrary assigned to GridMap")
return
if item_index < 0 or item_index >= mesh_library.get_item_list().size():
print("Invalid item index")
return
if floor_index == -1:
for y in range(floors):
fill_floor(item_index, y)
else:
if floor_index >= 0 and floor_index < floors:
fill_floor(item_index, floor_index)
else:
print("Invalid floor index")
update_grid_data()
initialize_astar()
update_astar_costs()
func fill_floor(item_index: int, floor_index: int):
for x in range(columns):
for z in range(rows):
var cell_pos = Vector3i(x, floor_index, z)
var current_orientation = get_cell_item_orientation(cell_pos)
set_cell_item(cell_pos, item_index, current_orientation)
# Randomization functions
func randomize_grid(floor_index: int = -1):
if floor_index == -1:
for y in range(floors):
@@ -153,7 +192,7 @@ func randomize_floor(floor_index: int):
for x in range(columns):
for z in range(rows):
var random_value = rng.randi() % 100 # Generate a random number between 0 and 99
var random_value = rng.randi() % 100
var item_index
if random_value < 80:
item_index = normal_items[rng.randi() % normal_items.size()]
@@ -161,7 +200,6 @@ func randomize_floor(floor_index: int):
item_index = non_walkable_items[rng.randi() % non_walkable_items.size()]
set_cell_item(Vector3i(x, floor_index, z), item_index)
# Modified randomize_grid_custom to properly handle mesh library items
func randomize_grid_custom(randomize_states: Array, floor_index: int = -1):
if not mesh_library:
print("Error: No MeshLibrary assigned to GridMap")
@@ -171,7 +209,6 @@ func randomize_grid_custom(randomize_states: Array, floor_index: int = -1):
for y in range(floors):
randomize_floor_custom(randomize_states, y)
else:
# Randomize specific floor
if floor_index >= 0 and floor_index < floors:
randomize_floor_custom(randomize_states, floor_index)
else:
@@ -203,13 +240,11 @@ func randomize_floor_custom(randomize_states: Array, floor_index: int):
selected_state = state
break
# Get current cell orientation
var current_orientation = get_cell_item_orientation(cell_pos)
if selected_state:
set_cell_item(cell_pos, selected_state.id, current_orientation)
else:
# Find first enabled state or use normal item as fallback
var fallback_state = null
for state in randomize_states:
if state.include_in_randomize:
@@ -221,117 +256,102 @@ func randomize_floor_custom(randomize_states: Array, floor_index: int):
else:
set_cell_item(cell_pos, normal_items[0], current_orientation)
# Fill grid for specific floor
func fill_grid(item_index: int, floor_index: int = -1):
if not mesh_library:
print("No MeshLibrary assigned to GridMap")
return
# Improved neighbor checking system
func get_neighbors(current_pos: Vector2i, floor_index: int) -> Array[NeighborInfo]:
var neighbors: Array[NeighborInfo] = []
if item_index < 0 or item_index >= mesh_library.get_item_list().size():
print("Invalid item index")
return
var directions = {
Direction.NORTHWEST: Vector2i(-1, -1),
Direction.NORTH: Vector2i(0, -1),
Direction.NORTHEAST: Vector2i(1, -1),
Direction.WEST: Vector2i(-1, 0),
Direction.EAST: Vector2i(1, 0),
Direction.SOUTHWEST: Vector2i(-1, 1),
Direction.SOUTH: Vector2i(0, 1),
Direction.SOUTHEAST: Vector2i(1, 1)
}
if floor_index == -1:
for y in range(floors):
fill_floor(item_index, y)
else:
# Fill specific floor
if floor_index >= 0 and floor_index < floors:
fill_floor(item_index, floor_index)
else:
print("Invalid floor index")
for dir in directions:
var offset = directions[dir]
var neighbor_pos = current_pos + offset
if is_position_valid(neighbor_pos):
var is_walkable = is_cell_walkable(neighbor_pos, floor_index)
if is_diagonal_direction(dir):
var adjacent1: Vector2i
var adjacent2: Vector2i
match dir:
Direction.NORTHWEST:
adjacent1 = current_pos + Vector2i(-1, 0)
adjacent2 = current_pos + Vector2i(0, -1)
Direction.NORTHEAST:
adjacent1 = current_pos + Vector2i(1, 0)
adjacent2 = current_pos + Vector2i(0, -1)
Direction.SOUTHWEST:
adjacent1 = current_pos + Vector2i(-1, 0)
adjacent2 = current_pos + Vector2i(0, 1)
Direction.SOUTHEAST:
adjacent1 = current_pos + Vector2i(1, 0)
adjacent2 = current_pos + Vector2i(0, 1)
is_walkable = is_walkable and \
is_position_valid(adjacent1) and is_cell_walkable(adjacent1, floor_index) and \
is_position_valid(adjacent2) and is_cell_walkable(adjacent2, floor_index)
if diagonal_movement or not is_diagonal_direction(dir):
neighbors.append(NeighborInfo.new(neighbor_pos, dir, is_walkable))
update_grid_data()
initialize_astar()
update_astar_costs()
return neighbors
func fill_floor(item_index: int, floor_index: int):
for x in range(columns):
for z in range(rows):
var cell_pos = Vector3i(x, floor_index, z)
# Preserve the current cell's orientation when filling
var current_orientation = get_cell_item_orientation(cell_pos)
set_cell_item(cell_pos, item_index, current_orientation)
# Helper functions for neighbor checking
func is_diagonal_direction(direction: Direction) -> bool:
return direction in [Direction.NORTHWEST, Direction.NORTHEAST,
Direction.SOUTHWEST, Direction.SOUTHEAST]
func _on_mesh_library_changed():
validate_item_indices()
if auto_generate:
generate_grid()
func is_position_valid(pos: Vector2i) -> bool:
return pos.x >= 0 and pos.x < columns and pos.y >= 0 and pos.y < rows
func _set(property, value):
if property == "mesh_library":
mesh_library = value
_on_mesh_library_changed()
return true
return false
func is_cell_walkable(pos: Vector2i, floor_index: int) -> bool:
var cell_item = get_cell_item(Vector3i(pos.x, floor_index, pos.y))
return cell_item != -1 and not (cell_item in non_walkable_items)
# Modified update_grid_data for 3D array
func update_grid_data():
grid_data.clear()
for y in range(floors):
var floor_data = []
for z in range(rows):
var row = []
for x in range(columns):
row.append(get_cell_item(Vector3i(x, y, z)))
floor_data.append(row)
grid_data.append(floor_data)
emit_signal("grid_updated")
# New function to swap items on a specific floor
func swap_items(old_item: int, new_item: int, floor_index: int = -1):
if floor_index == -1:
for y in range(floors):
swap_items_on_floor(old_item, new_item, y)
else:
swap_items_on_floor(old_item, new_item, floor_index)
update_grid_data()
initialize_astar()
update_astar_costs()
func swap_items_on_floor(old_item: int, new_item: int, floor_index: int):
for x in range(columns):
for z in range(rows):
var cell_pos = Vector3i(x, floor_index, z)
if get_cell_item(cell_pos) == old_item:
set_cell_item(cell_pos, new_item)
# Modified A* pathfinding for multiple floors
# Improved A* pathfinding
func initialize_astar():
astar_by_floor.clear()
for y in range(floors):
var astar = AStar2D.new()
# Add all points
for x in range(columns):
for z in range(rows):
var point_id = z * columns + x
astar.add_point(point_id, Vector2(x, z))
# Connect points based on neighbors
for x in range(columns):
for z in range(rows):
var current_pos = Vector2i(x, z)
var current_point_id = z * columns + x
if x > 0:
astar.connect_points(point_id, point_id - 1)
if z > 0:
astar.connect_points(point_id, point_id - columns)
if not is_cell_walkable(current_pos, y):
continue
if diagonal_movement:
if x > 0 and z > 0:
astar.connect_points(point_id, point_id - columns - 1) # Top-left
if x < columns - 1 and z > 0:
astar.connect_points(point_id, point_id - columns + 1) # Top-right
var neighbors = get_neighbors(current_pos, y)
for neighbor in neighbors:
if neighbor.is_walkable:
var neighbor_id = neighbor.position.y * columns + neighbor.position.x
if not astar.are_points_connected(current_point_id, neighbor_id):
var weight = 1.0 if not is_diagonal_direction(neighbor.direction) else 1.4142
astar.connect_points(current_point_id, neighbor_id, true)
astar.set_point_weight_scale(neighbor_id, weight)
astar_by_floor[y] = astar
update_astar_costs()
func set_diagonal_movement(enable: bool):
diagonal_movement = enable
initialize_astar() # Reinitialize the A* graph with new connections
func set_point_solid(x: int, z: int, floor_index: int, is_solid: bool):
var astar = astar_by_floor.get(floor_index)
if astar:
var point_id = z * columns + x
astar.set_point_disabled(point_id, is_solid)
# Modified path finding for specific floor
func find_path(start: Vector2, end: Vector2, floor_index: int = 0) -> Array:
var astar = astar_by_floor.get(floor_index)
if not astar:
@@ -350,7 +370,7 @@ func find_path(start: Vector2, end: Vector2, floor_index: int = 0) -> Array:
return path
# Modified path visualization clearing for specific floor
# Path visualization
func clear_path_visualization(floor_index: int = 0):
for x in range(columns):
for z in range(rows):
@@ -358,6 +378,7 @@ func clear_path_visualization(floor_index: int = 0):
if cell_item == hover_item or cell_item == start_item or cell_item == end_item:
set_cell_item(Vector3i(x, floor_index, z), normal_items[0])
# Cost calculation and updates
func get_cell_cost(x: int, z: int, floor_index: int = 0) -> float:
var cell_item = get_cell_item(Vector3i(x, floor_index, z))
if cell_item in non_walkable_items:
@@ -368,7 +389,6 @@ func get_cell_cost(x: int, z: int, floor_index: int = 0) -> float:
return 0.0
return 1.0
# Modified update_astar_costs for multiple floors
func update_astar_costs():
for floor_index in range(floors):
var astar = astar_by_floor.get(floor_index)
@@ -383,11 +403,42 @@ func update_astar_costs():
astar.set_point_disabled(point_id, false)
astar.set_point_weight_scale(point_id, cost)
# Grid data management
func update_grid_data():
grid_data.clear()
for y in range(floors):
var floor_data = []
for z in range(rows):
var row = []
for x in range(columns):
row.append(get_cell_item(Vector3i(x, y, z)))
floor_data.append(row)
grid_data.append(floor_data)
emit_signal("grid_updated")
# Cell rotation handling
func get_cell_rotation(position: Vector3i) -> int:
return get_cell_item_orientation(position)
func set_cell_rotation(position: Vector3i, mode: int):
var item = get_cell_item(position)
if item != INVALID_CELL_ITEM:
var orientation = int(mode)
set_cell_item(position, item, orientation)
if item != -1:
set_cell_item(position, item, mode)
# Mesh library handling
func _on_mesh_library_changed():
validate_item_indices()
if auto_generate:
generate_grid()
func _set(property, value):
if property == "mesh_library":
mesh_library = value
_on_mesh_library_changed()
return true
return false
# Toggle diagonal movement
func set_diagonal_movement(enable: bool):
diagonal_movement = enable
initialize_astar()
@@ -8,7 +8,7 @@
[ext_resource type="ArrayMesh" uid="uid://bgvropltcot0q" path="res://assets/models/meshes/normal.res" id="5_san4u"]
[ext_resource type="ArrayMesh" uid="uid://36tgon3b60db" path="res://assets/models/tiles/tile_heart.tres" id="6_r6sve"]
[ext_resource type="ArrayMesh" uid="uid://cv4bedhida00g" path="res://assets/models/tiles/tile_star.tres" id="7_v40i1"]
[ext_resource type="ArrayMesh" uid="uid://bhlvvdtiykgnn" path="res://assets/models/meshes/tiles.res" id="8_ul3lk"]
[ext_resource type="ArrayMesh" uid="uid://b5ta7tcw0iscd" path="res://assets/models/tiles/tile_coin.tres" id="9_44311"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_2vf4e"]
resource_name = "boost"
@@ -17,7 +17,7 @@ cull_mode = 2
albedo_color = Color(0.91, 0.91, 0.91, 0.45098)
albedo_texture = ExtResource("3_re0fd")
[sub_resource type="ArrayMesh" id="ArrayMesh_0evu4"]
[sub_resource type="ArrayMesh" id="ArrayMesh_ff8mg"]
_surfaces = [{
"aabb": AABB(-0.282176, -0.000324821, -0.282176, 0.564351, 0.050792, 0.564351),
"format": 34896613377,
@@ -31,7 +31,7 @@ _surfaces = [{
}]
blend_shape_mode = 0
[sub_resource type="ArrayMesh" id="ArrayMesh_pte2c"]
[sub_resource type="ArrayMesh" id="ArrayMesh_64nap"]
resource_name = "tile_diamond"
_surfaces = [{
"aabb": AABB(-0.282176, -0.000324821, -0.282176, 0.564351, 0.050792, 0.564351),
@@ -47,7 +47,7 @@ _surfaces = [{
"vertex_data": PackedByteArray("AAD//////78AAP//////vwAA/////6oqAAD+/wAAAAAAAP7/AAD/vwAA/v8AAKoq/////////7//////////v//////////////+/wAAAAD///7/AAD/v////v8AAP////8AAP///7///wAA////P///AAD///////8AAAAAAAD//wAAAAD/P///AAAAAP//AAAAAP///78AAAAA////PwAAAAD//6oqAAAAAAAAAAAAAAAAAAD/PwAAAAAAAKoq/////////39U1VTV/7//v////39U1VTV/////////3//v/9//7//v////3//v/9//////wAA/3//v/9//7//vwAA/3//v/9//////wAA/39U1VTV/7//vwAA/39U1VTV")
}]
blend_shape_mode = 0
shadow_mesh = SubResource("ArrayMesh_0evu4")
shadow_mesh = SubResource("ArrayMesh_ff8mg")
[sub_resource type="PlaneMesh" id="PlaneMesh_ti6kf"]
material = ExtResource("3_qi66w")
@@ -103,13 +103,13 @@ item/8/shapes = []
item/8/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
item/8/navigation_layers = 1
item/9/name = "tile_coin"
item/9/mesh = ExtResource("8_ul3lk")
item/9/mesh = ExtResource("9_44311")
item/9/mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.9, 0)
item/9/shapes = []
item/9/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
item/9/navigation_layers = 1
item/10/name = "tile_diamond"
item/10/mesh = SubResource("ArrayMesh_pte2c")
item/10/mesh = SubResource("ArrayMesh_64nap")
item/10/mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.9, 0)
item/10/shapes = []
item/10/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)