feat: Introduce an enhanced gridmap addon with procedural generation, pathfinding, and initial core game scripts and assets.
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@@ -105,7 +105,7 @@ func highlight_empty_adjacent_cells():
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var current_cell = Vector3i(player.current_position.x, 1, player.current_position.y)
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if enhanced_gridmap.get_cell_item(current_cell) == -1:
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highlighted_cells.append(player.current_position)
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enhanced_gridmap.set_cell_item(Vector3i(player.current_position.x, 0, player.current_position.y),
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enhanced_gridmap.set_cell_item(Vector3i(player.current_position.x, 2, player.current_position.y),
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enhanced_gridmap.hover_item)
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print("Highlighted current position: ", player.current_position)
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@@ -117,7 +117,7 @@ func highlight_empty_adjacent_cells():
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var cell = Vector3i(cell_pos.x, 1, cell_pos.y)
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if enhanced_gridmap.get_cell_item(cell) == -1: # Check if cell is empty
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highlighted_cells.append(cell_pos)
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enhanced_gridmap.set_cell_item(Vector3i(cell_pos.x, 0, cell_pos.y),
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enhanced_gridmap.set_cell_item(Vector3i(cell_pos.x, 2, cell_pos.y),
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enhanced_gridmap.hover_item)
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print("Highlighted adjacent cell: ", cell_pos)
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@@ -132,7 +132,7 @@ func highlight_random_valid_cells():
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var current_item = enhanced_gridmap.get_cell_item(current_cell)
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if current_item != -1:
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highlighted_cells.append(player.current_position)
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enhanced_gridmap.set_cell_item(Vector3i(player.current_position.x, 0, player.current_position.y),
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enhanced_gridmap.set_cell_item(Vector3i(player.current_position.x, 2, player.current_position.y),
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enhanced_gridmap.hover_item)
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# Then check all adjacent cells for items
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@@ -143,7 +143,7 @@ func highlight_random_valid_cells():
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var cell = Vector3i(cell_pos.x, 1, cell_pos.y)
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if enhanced_gridmap.get_cell_item(cell) != -1: # Only highlight cells with items
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highlighted_cells.append(cell_pos)
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enhanced_gridmap.set_cell_item(Vector3i(cell_pos.x, 0, cell_pos.y),
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enhanced_gridmap.set_cell_item(Vector3i(cell_pos.x, 2, cell_pos.y),
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enhanced_gridmap.hover_item)
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func highlight_occupied_playerboard_slots():
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@@ -196,12 +196,6 @@ func clear_highlights():
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# Safest is to check against hover_id or typical highlight IDs.
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if l2_item != -1:
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enhanced_gridmap.set_cell_item(l2_pos, -1)
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# Check Layer 0 (Floor Highlight)
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var l0_pos = Vector3i(cell.x, 0, cell.y)
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var l0_item = enhanced_gridmap.get_cell_item(l0_pos)
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if l0_item == hover_id:
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enhanced_gridmap.set_cell_item(l0_pos, enhanced_gridmap.normal_items[0])
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highlighted_cells.clear()
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