make the orientation of obstacle align with four side of cell on gridmap
This commit is contained in:
@@ -266,7 +266,7 @@ func randomize_floor_custom(randomize_states: Array, floor_index: int):
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else:
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set_cell_item(cell_pos, normal_items[0], current_orientation)
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# Improved neighbor checking system
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#func get_neighbors(current_pos: Vector2i, floor_index: int) -> Array[NeighborInfo]:
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#var neighbors: Array[NeighborInfo] = []
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#
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@@ -288,29 +288,36 @@ func randomize_floor_custom(randomize_states: Array, floor_index: int):
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#if is_position_valid(neighbor_pos):
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#var is_walkable = is_cell_walkable(neighbor_pos, floor_index)
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#
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## Check for obstacles - specifically for orthogonal movement
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#if not is_diagonal_direction(dir) and is_blocked_by_obstacle(current_pos, neighbor_pos, 3):
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#is_walkable = false
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#
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## Special handling for diagonal movement
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#if is_diagonal_direction(dir):
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#var adjacent1: Vector2i
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#var adjacent2: Vector2i
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#
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#match dir:
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#Direction.NORTHWEST:
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#adjacent1 = current_pos + Vector2i(-1, 0)
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#adjacent2 = current_pos + Vector2i(0, -1)
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#adjacent1 = current_pos + Vector2i(-1, 0) # West
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#adjacent2 = current_pos + Vector2i(0, -1) # North
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#Direction.NORTHEAST:
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#adjacent1 = current_pos + Vector2i(1, 0)
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#adjacent2 = current_pos + Vector2i(0, -1)
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#adjacent1 = current_pos + Vector2i(1, 0) # East
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#adjacent2 = current_pos + Vector2i(0, -1) # North
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#Direction.SOUTHWEST:
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#adjacent1 = current_pos + Vector2i(-1, 0)
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#adjacent2 = current_pos + Vector2i(0, 1)
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#adjacent1 = current_pos + Vector2i(-1, 0) # West
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#adjacent2 = current_pos + Vector2i(0, 1) # South
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#Direction.SOUTHEAST:
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#adjacent1 = current_pos + Vector2i(1, 0)
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#adjacent2 = current_pos + Vector2i(0, 1)
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#adjacent1 = current_pos + Vector2i(1, 0) # East
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#adjacent2 = current_pos + Vector2i(0, 1) # South
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#
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## For diagonal movement, both adjacent cells must be walkable
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## AND the movements to those adjacent cells must not be blocked
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#is_walkable = is_walkable and \
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#is_position_valid(adjacent1) and is_cell_walkable(adjacent1, floor_index) and \
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#is_position_valid(adjacent2) and is_cell_walkable(adjacent2, floor_index) and \
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#not is_blocked_by_obstacle(current_pos, adjacent1, floor_index) and \
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#not is_blocked_by_obstacle(current_pos, adjacent2, floor_index)
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#is_position_valid(adjacent1) and is_cell_walkable(adjacent1, floor_index) and \
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#is_position_valid(adjacent2) and is_cell_walkable(adjacent2, floor_index) and \
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#not is_blocked_by_obstacle(current_pos, adjacent1, 3) and \
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#not is_blocked_by_obstacle(current_pos, adjacent2, 3)
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#
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#if diagonal_movement or not is_diagonal_direction(dir):
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#neighbors.append(NeighborInfo.new(neighbor_pos, dir, is_walkable))
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@@ -320,17 +327,21 @@ func randomize_floor_custom(randomize_states: Array, floor_index: int):
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func get_neighbors(current_pos: Vector2i, floor_index: int) -> Array[NeighborInfo]:
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var neighbors: Array[NeighborInfo] = []
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# Four orthogonal directions
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var directions = {
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Direction.NORTHWEST: Vector2i(-1, -1),
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Direction.NORTH: Vector2i(0, -1),
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Direction.NORTHEAST: Vector2i(1, -1),
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Direction.WEST: Vector2i(-1, 0),
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Direction.EAST: Vector2i(1, 0),
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Direction.SOUTHWEST: Vector2i(-1, 1),
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Direction.SOUTH: Vector2i(0, 1),
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Direction.SOUTHEAST: Vector2i(1, 1)
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Direction.WEST: Vector2i(-1, 0)
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}
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# Add diagonal directions if enabled
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if diagonal_movement:
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directions[Direction.NORTHWEST] = Vector2i(-1, -1)
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directions[Direction.NORTHEAST] = Vector2i(1, -1)
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directions[Direction.SOUTHWEST] = Vector2i(-1, 1)
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directions[Direction.SOUTHEAST] = Vector2i(1, 1)
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for dir in directions:
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var offset = directions[dir]
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var neighbor_pos = current_pos + offset
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@@ -338,38 +349,22 @@ func get_neighbors(current_pos: Vector2i, floor_index: int) -> Array[NeighborInf
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if is_position_valid(neighbor_pos):
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var is_walkable = is_cell_walkable(neighbor_pos, floor_index)
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# Check for obstacles - specifically for orthogonal movement
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if not is_diagonal_direction(dir) and is_blocked_by_obstacle(current_pos, neighbor_pos, 3):
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# Check if movement to this neighbor is blocked by obstacles
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if not is_diagonal_direction(dir) and is_movement_blocked(current_pos, neighbor_pos, floor_index):
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is_walkable = false
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# Special handling for diagonal movement
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if is_diagonal_direction(dir):
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var adjacent1: Vector2i
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var adjacent2: Vector2i
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# For diagonal movement, check if both orthogonal paths are blocked
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var mid1 = Vector2i(neighbor_pos.x, current_pos.y)
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var mid2 = Vector2i(current_pos.x, neighbor_pos.y)
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match dir:
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Direction.NORTHWEST:
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adjacent1 = current_pos + Vector2i(-1, 0) # West
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adjacent2 = current_pos + Vector2i(0, -1) # North
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Direction.NORTHEAST:
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adjacent1 = current_pos + Vector2i(1, 0) # East
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adjacent2 = current_pos + Vector2i(0, -1) # North
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Direction.SOUTHWEST:
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adjacent1 = current_pos + Vector2i(-1, 0) # West
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adjacent2 = current_pos + Vector2i(0, 1) # South
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Direction.SOUTHEAST:
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adjacent1 = current_pos + Vector2i(1, 0) # East
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adjacent2 = current_pos + Vector2i(0, 1) # South
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var path1_blocked = is_movement_blocked(current_pos, mid1, floor_index)
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var path2_blocked = is_movement_blocked(current_pos, mid2, floor_index)
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# For diagonal movement, both adjacent cells must be walkable
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# AND the movements to those adjacent cells must not be blocked
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is_walkable = is_walkable and \
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is_position_valid(adjacent1) and is_cell_walkable(adjacent1, floor_index) and \
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is_position_valid(adjacent2) and is_cell_walkable(adjacent2, floor_index) and \
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not is_blocked_by_obstacle(current_pos, adjacent1, 3) and \
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not is_blocked_by_obstacle(current_pos, adjacent2, 3)
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if path1_blocked and path2_blocked:
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is_walkable = false
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if diagonal_movement or not is_diagonal_direction(dir):
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if is_walkable:
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neighbors.append(NeighborInfo.new(neighbor_pos, dir, is_walkable))
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return neighbors
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@@ -490,6 +485,99 @@ func update_grid_data():
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grid_data.append(floor_data)
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emit_signal("grid_updated")
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# Check the obstacle on a cell
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func has_obstacle_at(pos: Vector3i) -> bool:
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var item = get_cell_item(pos)
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return item in obstacle_items
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# Get orientation ( rotation )
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func get_cell_orientation(pos: Vector3i) -> int:
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return get_cell_item_orientation(pos)
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# Get obstacle direction
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# Get the direction of an obstacle at a specific position
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func get_obstacle_direction(pos: Vector3i) -> Direction:
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if obstacle_directions.has(pos):
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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 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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# Determine movement direction
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var direction: int
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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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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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if orientation == opposite_dir: # Obstacle blocks entrance from this direction
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return true
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return false
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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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@@ -586,122 +674,164 @@ func set_diagonal_movement(enable: bool):
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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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# 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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# 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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# 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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# 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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# For orthogonal movement (up, down, left, right)
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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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# 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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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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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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var mid1 = Vector2i(to_pos.x, from_pos.y)
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var mid2 = Vector2i(from_pos.x, to_pos.y)
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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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# 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
|
||||
var path1_blocked = is_blocked_by_obstacle(from_pos, mid1, floor_index)
|
||||
var path2_blocked = is_blocked_by_obstacle(from_pos, mid2, floor_index)
|
||||
|
||||
# Use safe dictionary access
|
||||
if obstacle_directions.has(to_pos_3d):
|
||||
to_dir = obstacle_directions[to_pos_3d]
|
||||
|
||||
# Block movement based on obstacle direction (from opposite side)
|
||||
match to_dir:
|
||||
Direction.NORTH: # Blocks south movement (coming from north)
|
||||
if dir_y < 0: return true
|
||||
Direction.EAST: # Blocks west movement (coming from east)
|
||||
if dir_x > 0: return true
|
||||
Direction.SOUTH: # Blocks north movement (coming from south)
|
||||
if dir_y > 0: return true
|
||||
Direction.WEST: # Blocks east movement (coming from west)
|
||||
if dir_x < 0: return true
|
||||
return path1_blocked and path2_blocked
|
||||
|
||||
# Check intermediate cell for vertical/horizontal movement
|
||||
if from_pos.x != to_pos.x and from_pos.y == to_pos.y: # Horizontal movement
|
||||
var x_step = 1 if to_pos.x > from_pos.x else -1
|
||||
var intermediate_x = from_pos.x + x_step
|
||||
while intermediate_x != to_pos.x:
|
||||
var inter_obstacle = get_cell_item(Vector3i(intermediate_x, floor_index, from_pos.y))
|
||||
if inter_obstacle in obstacle_items:
|
||||
var inter_pos_3d = Vector3i(intermediate_x, floor_index, from_pos.y)
|
||||
var inter_dir = Direction.CENTER
|
||||
|
||||
# Use safe dictionary access
|
||||
if obstacle_directions.has(inter_pos_3d):
|
||||
inter_dir = obstacle_directions[inter_pos_3d]
|
||||
|
||||
if inter_dir == Direction.NORTH or inter_dir == Direction.SOUTH:
|
||||
return true
|
||||
intermediate_x += x_step
|
||||
elif from_pos.x == to_pos.x and from_pos.y != to_pos.y: # Vertical movement
|
||||
var y_step = 1 if to_pos.y > from_pos.y else -1
|
||||
var intermediate_y = from_pos.y + y_step
|
||||
while intermediate_y != to_pos.y:
|
||||
var inter_obstacle = get_cell_item(Vector3i(from_pos.x, floor_index, intermediate_y))
|
||||
if inter_obstacle in obstacle_items:
|
||||
var inter_pos_3d = Vector3i(from_pos.x, floor_index, intermediate_y)
|
||||
var inter_dir = Direction.CENTER
|
||||
|
||||
# Use safe dictionary access
|
||||
if obstacle_directions.has(inter_pos_3d):
|
||||
inter_dir = obstacle_directions[inter_pos_3d]
|
||||
|
||||
if inter_dir == Direction.EAST or inter_dir == Direction.WEST:
|
||||
return true
|
||||
intermediate_y += y_step
|
||||
|
||||
# If none of the above conditions triggered, movement is allowed
|
||||
return false
|
||||
|
||||
func place_obstacle(pos: Vector3i, obstacle_item: int, direction: Direction) -> bool:
|
||||
|
||||
#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
|
||||
|
||||
func place_obstacle(pos: Vector3i, obstacle_item: int, orientation: int) -> 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 correctly 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 the obstacle item with the specified orientation
|
||||
set_cell_item(pos, obstacle_item, orientation)
|
||||
|
||||
# Re-initialize A* pathfinding to account for the new obstacle
|
||||
|
||||
Reference in New Issue
Block a user