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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else:
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set_cell_item(cell_pos, normal_items[0], current_orientation)
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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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#func get_neighbors(current_pos: Vector2i, floor_index: int) -> Array[NeighborInfo]:
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#var neighbors: Array[NeighborInfo] = []
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#var neighbors: Array[NeighborInfo] = []
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#
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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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#if is_position_valid(neighbor_pos):
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#var is_walkable = is_cell_walkable(neighbor_pos, floor_index)
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#var is_walkable = is_cell_walkable(neighbor_pos, floor_index)
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#
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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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#if is_diagonal_direction(dir):
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#var adjacent1: Vector2i
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#var adjacent1: Vector2i
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#var adjacent2: Vector2i
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#var adjacent2: Vector2i
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#
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#
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#match dir:
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#match dir:
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#Direction.NORTHWEST:
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#Direction.NORTHWEST:
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#adjacent1 = current_pos + Vector2i(-1, 0)
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#adjacent1 = current_pos + Vector2i(-1, 0) # West
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#adjacent2 = current_pos + Vector2i(0, -1)
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#adjacent2 = current_pos + Vector2i(0, -1) # North
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#Direction.NORTHEAST:
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#Direction.NORTHEAST:
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#adjacent1 = current_pos + Vector2i(1, 0)
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#adjacent1 = current_pos + Vector2i(1, 0) # East
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#adjacent2 = current_pos + Vector2i(0, -1)
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#adjacent2 = current_pos + Vector2i(0, -1) # North
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#Direction.SOUTHWEST:
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#Direction.SOUTHWEST:
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#adjacent1 = current_pos + Vector2i(-1, 0)
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#adjacent1 = current_pos + Vector2i(-1, 0) # West
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#adjacent2 = current_pos + Vector2i(0, 1)
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#adjacent2 = current_pos + Vector2i(0, 1) # South
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#Direction.SOUTHEAST:
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#Direction.SOUTHEAST:
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#adjacent1 = current_pos + Vector2i(1, 0)
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#adjacent1 = current_pos + Vector2i(1, 0) # East
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#adjacent2 = current_pos + Vector2i(0, 1)
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#adjacent2 = current_pos + Vector2i(0, 1) # South
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#
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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_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(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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#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, adjacent1, 3) and \
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#not is_blocked_by_obstacle(current_pos, adjacent2, floor_index)
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#not is_blocked_by_obstacle(current_pos, adjacent2, 3)
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#
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#
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#if diagonal_movement or not is_diagonal_direction(dir):
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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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#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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func get_neighbors(current_pos: Vector2i, floor_index: int) -> Array[NeighborInfo]:
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var neighbors: 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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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.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.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.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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}
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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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for dir in directions:
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var offset = directions[dir]
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var offset = directions[dir]
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var neighbor_pos = current_pos + offset
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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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if is_position_valid(neighbor_pos):
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var is_walkable = is_cell_walkable(neighbor_pos, floor_index)
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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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# Check if movement to this neighbor is blocked by obstacles
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if not is_diagonal_direction(dir) and is_blocked_by_obstacle(current_pos, neighbor_pos, 3):
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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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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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if is_diagonal_direction(dir):
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var adjacent1: Vector2i
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# For diagonal movement, check if both orthogonal paths are blocked
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var adjacent2: Vector2i
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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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var path1_blocked = is_movement_blocked(current_pos, mid1, floor_index)
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Direction.NORTHWEST:
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var path2_blocked = is_movement_blocked(current_pos, mid2, floor_index)
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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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# For diagonal movement, both adjacent cells must be walkable
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if path1_blocked and path2_blocked:
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# AND the movements to those adjacent cells must not be blocked
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is_walkable = false
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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 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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neighbors.append(NeighborInfo.new(neighbor_pos, dir, is_walkable))
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return neighbors
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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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grid_data.append(floor_data)
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emit_signal("grid_updated")
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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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# Cell rotation handling
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func get_cell_rotation(position: Vector3i) -> int:
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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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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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#
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#return false
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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
|
||||||
|
#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
|
||||||
|
|
||||||
|
# Updated is_blocked_by_obstacle to check for each step in the path
|
||||||
func is_blocked_by_obstacle(from_pos: Vector2i, to_pos: Vector2i, floor_index: int = 3) -> bool:
|
func is_blocked_by_obstacle(from_pos: Vector2i, to_pos: Vector2i, floor_index: int = 3) -> bool:
|
||||||
# Determine movement direction (without using normalized for Vector2i)
|
# For orthogonal movement (up, down, left, right)
|
||||||
var diff_x = to_pos.x - from_pos.x
|
if from_pos.x == to_pos.x or from_pos.y == to_pos.y:
|
||||||
var diff_y = to_pos.y - from_pos.y
|
# Check each step along the path
|
||||||
|
var dx = sign(to_pos.x - from_pos.x)
|
||||||
# Convert to direction based on sign
|
var dy = sign(to_pos.y - from_pos.y)
|
||||||
var dir_x = 0
|
|
||||||
var dir_y = 0
|
|
||||||
if diff_x != 0: dir_x = 1 if diff_x > 0 else -1
|
|
||||||
if diff_y != 0: dir_y = 1 if diff_y > 0 else -1
|
|
||||||
|
|
||||||
# Check for obstacles at both cells
|
|
||||||
var from_obstacle = get_cell_item(Vector3i(from_pos.x, floor_index, from_pos.y))
|
|
||||||
var to_obstacle = get_cell_item(Vector3i(to_pos.x, floor_index, to_pos.y))
|
|
||||||
|
|
||||||
# Check obstacle at starting position
|
|
||||||
if from_obstacle in obstacle_items:
|
|
||||||
var from_pos_3d = Vector3i(from_pos.x, floor_index, from_pos.y)
|
|
||||||
var from_dir = Direction.CENTER
|
|
||||||
|
|
||||||
# Use safe dictionary access
|
var current = from_pos
|
||||||
if obstacle_directions.has(from_pos_3d):
|
while current != to_pos:
|
||||||
from_dir = obstacle_directions[from_pos_3d]
|
var next = Vector2i(current.x + dx, current.y + dy)
|
||||||
|
if is_movement_blocked(current, next, floor_index):
|
||||||
|
return true
|
||||||
|
current = next
|
||||||
|
else:
|
||||||
|
# For diagonal movement, check if both orthogonal paths are blocked
|
||||||
|
var mid1 = Vector2i(to_pos.x, from_pos.y)
|
||||||
|
var mid2 = Vector2i(from_pos.x, to_pos.y)
|
||||||
|
|
||||||
# Block movement based on obstacle direction
|
var path1_blocked = is_blocked_by_obstacle(from_pos, mid1, floor_index)
|
||||||
match from_dir:
|
var path2_blocked = is_blocked_by_obstacle(from_pos, mid2, floor_index)
|
||||||
Direction.NORTH: # Blocks south movement
|
|
||||||
if dir_y > 0: return true
|
|
||||||
Direction.EAST: # Blocks west movement
|
|
||||||
if dir_x < 0: return true
|
|
||||||
Direction.SOUTH: # Blocks north movement
|
|
||||||
if dir_y < 0: return true
|
|
||||||
Direction.WEST: # Blocks east movement
|
|
||||||
if dir_x > 0: return true
|
|
||||||
|
|
||||||
# Check obstacle at destination position
|
|
||||||
if to_obstacle in obstacle_items:
|
|
||||||
var to_pos_3d = Vector3i(to_pos.x, floor_index, to_pos.y)
|
|
||||||
var to_dir = Direction.CENTER
|
|
||||||
|
|
||||||
# Use safe dictionary access
|
return path1_blocked and path2_blocked
|
||||||
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
|
|
||||||
|
|
||||||
# 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
|
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
|
# Always place on floor 3
|
||||||
pos.y = 3
|
pos.y = 3
|
||||||
|
|
||||||
if get_cell_item(pos) != -1:
|
if get_cell_item(pos) != -1:
|
||||||
return false # Cell is already occupied
|
return false # Cell is already occupied
|
||||||
|
|
||||||
set_cell_item(pos, obstacle_item)
|
# Set the obstacle item with the specified orientation
|
||||||
|
|
||||||
# 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_cell_item(pos, obstacle_item, orientation)
|
set_cell_item(pos, obstacle_item, orientation)
|
||||||
|
|
||||||
# Re-initialize A* pathfinding to account for the new obstacle
|
# Re-initialize A* pathfinding to account for the new obstacle
|
||||||
|
|||||||
@@ -95,7 +95,7 @@ item/11/navigation_mesh_transform = Transform3D(0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0,
|
|||||||
item/11/navigation_layers = 1
|
item/11/navigation_layers = 1
|
||||||
item/12/name = "obstacle_block_h"
|
item/12/name = "obstacle_block_h"
|
||||||
item/12/mesh = ExtResource("4_8v5xv")
|
item/12/mesh = ExtResource("4_8v5xv")
|
||||||
item/12/mesh_transform = Transform3D(1.65, 0, 0, 0, 1, 0, 0, 0, 1, 0, -2, 0.5)
|
item/12/mesh_transform = Transform3D(1.65, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.4, 0.5)
|
||||||
item/12/mesh_cast_shadow = 1
|
item/12/mesh_cast_shadow = 1
|
||||||
item/12/shapes = []
|
item/12/shapes = []
|
||||||
item/12/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
|
item/12/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
|
||||||
|
|||||||
@@ -3,5 +3,5 @@
|
|||||||
name="Enchaced Gridmap"
|
name="Enchaced Gridmap"
|
||||||
description=""
|
description=""
|
||||||
author="Bengski"
|
author="Bengski"
|
||||||
version="1.0"
|
version="1.4"
|
||||||
script="plugin.gd"
|
script="plugin.gd"
|
||||||
|
|||||||
+75
-38
@@ -68,7 +68,7 @@ enum ActionState {
|
|||||||
|
|
||||||
# Obstacle
|
# Obstacle
|
||||||
# Add these properties to track the current obstacle direction
|
# Add these properties to track the current obstacle direction
|
||||||
var current_obstacle_direction = EnhancedGridMap.Direction.NORTH # Default to NORTH
|
var current_obstacle_orientation = ObstacleOrientation.NORTH # Default to NORTH
|
||||||
var current_obstacle_item = 12 # Starting with first obstacle item (12)
|
var current_obstacle_item = 12 # Starting with first obstacle item (12)
|
||||||
|
|
||||||
enum ObstacleDirection {
|
enum ObstacleDirection {
|
||||||
@@ -76,6 +76,13 @@ enum ObstacleDirection {
|
|||||||
HORIZONTAL
|
HORIZONTAL
|
||||||
}
|
}
|
||||||
|
|
||||||
|
enum ObstacleOrientation {
|
||||||
|
NORTH = 0,
|
||||||
|
EAST = 1,
|
||||||
|
SOUTH = 2,
|
||||||
|
WEST = 3
|
||||||
|
}
|
||||||
|
|
||||||
var current_action_state = ActionState.NONE
|
var current_action_state = ActionState.NONE
|
||||||
|
|
||||||
@onready var action_menu = $ActionMenu
|
@onready var action_menu = $ActionMenu
|
||||||
@@ -223,46 +230,92 @@ func set_action_state(new_state):
|
|||||||
local_player_character.highlight_valid_obstacle_cells()
|
local_player_character.highlight_valid_obstacle_cells()
|
||||||
|
|
||||||
# Update the place_obstacle function for floor 3
|
# Update the place_obstacle function for floor 3
|
||||||
|
#func place_obstacle(grid_position: Vector2i):
|
||||||
|
#if not local_player_character or local_player_character.action_points < 1:
|
||||||
|
#return false
|
||||||
|
#
|
||||||
|
#var floor_index = 3 # Always place on floor 3
|
||||||
|
#var direction = EnhancedGridMap.Direction.BLOCKED_NORTH
|
||||||
|
#
|
||||||
|
#match current_obstacle_direction:
|
||||||
|
#ObstacleDirection.VERTICAL:
|
||||||
|
#direction = EnhancedGridMap.Direction.BLOCKED_NORTH # Block movement along east-west axis
|
||||||
|
#ObstacleDirection.HORIZONTAL:
|
||||||
|
#direction = EnhancedGridMap.Direction.BLOCKED_EAST # Block movement along north-south axis
|
||||||
|
#
|
||||||
|
#var success = $EnhancedGridMap.place_obstacle(
|
||||||
|
#Vector3i(grid_position.x, floor_index, grid_position.y),
|
||||||
|
#current_obstacle_item,
|
||||||
|
#direction
|
||||||
|
#)
|
||||||
|
#
|
||||||
|
#if success:
|
||||||
|
#local_player_character.action_points -= 1
|
||||||
|
#local_player_character.clear_highlights()
|
||||||
|
#
|
||||||
|
## Don't exit the obstacle placement mode to allow multiple placements
|
||||||
|
#local_player_character.highlight_valid_obstacle_cells()
|
||||||
|
#
|
||||||
|
## Exit obstacle placement mode and return to default state
|
||||||
|
#set_action_state(ActionState.NONE)
|
||||||
|
#
|
||||||
|
## Sync the obstacle with other clients
|
||||||
|
#if is_multiplayer_authority():
|
||||||
|
#rpc("sync_place_obstacle", grid_position.x, grid_position.y, floor_index, current_obstacle_item, direction)
|
||||||
|
#
|
||||||
|
#return true
|
||||||
|
#return false
|
||||||
|
|
||||||
func place_obstacle(grid_position: Vector2i):
|
func place_obstacle(grid_position: Vector2i):
|
||||||
if not local_player_character or local_player_character.action_points < 1:
|
if not local_player_character or local_player_character.action_points < 1:
|
||||||
return false
|
return false
|
||||||
|
|
||||||
var floor_index = 3 # Always place on floor 3
|
|
||||||
var direction = EnhancedGridMap.Direction.BLOCKED_NORTH
|
|
||||||
|
|
||||||
match current_obstacle_direction:
|
var floor_index = 3 # Always place on floor 3
|
||||||
ObstacleDirection.VERTICAL:
|
|
||||||
direction = EnhancedGridMap.Direction.BLOCKED_NORTH # Block movement along east-west axis
|
|
||||||
ObstacleDirection.HORIZONTAL:
|
|
||||||
direction = EnhancedGridMap.Direction.BLOCKED_EAST # Block movement along north-south axis
|
|
||||||
|
|
||||||
var success = $EnhancedGridMap.place_obstacle(
|
var success = $EnhancedGridMap.place_obstacle(
|
||||||
Vector3i(grid_position.x, floor_index, grid_position.y),
|
Vector3i(grid_position.x, floor_index, grid_position.y),
|
||||||
current_obstacle_item,
|
current_obstacle_item,
|
||||||
direction
|
current_obstacle_orientation
|
||||||
)
|
)
|
||||||
|
|
||||||
if success:
|
if success:
|
||||||
local_player_character.action_points -= 1
|
local_player_character.action_points -= 1
|
||||||
local_player_character.clear_highlights()
|
|
||||||
|
|
||||||
# Don't exit the obstacle placement mode to allow multiple placements
|
# Clear all highlights after placing obstacle
|
||||||
local_player_character.highlight_valid_obstacle_cells()
|
local_player_character.clear_highlights()
|
||||||
|
|
||||||
# Exit obstacle placement mode and return to default state
|
# Exit obstacle placement mode and return to default state
|
||||||
set_action_state(ActionState.NONE)
|
set_action_state(ActionState.NONE)
|
||||||
|
|
||||||
# Sync the obstacle with other clients
|
# Sync the obstacle with other clients
|
||||||
if is_multiplayer_authority():
|
if is_multiplayer_authority():
|
||||||
rpc("sync_place_obstacle", grid_position.x, grid_position.y, floor_index, current_obstacle_item, direction)
|
rpc("sync_place_obstacle", grid_position.x, grid_position.y, floor_index, current_obstacle_item, current_obstacle_orientation)
|
||||||
|
|
||||||
return true
|
return true
|
||||||
return false
|
return false
|
||||||
|
|
||||||
|
# Updated function to cycle through the four orientations
|
||||||
|
func cycle_obstacle_orientation():
|
||||||
|
var orientations = [ObstacleOrientation.NORTH, ObstacleOrientation.EAST, ObstacleOrientation.SOUTH, ObstacleOrientation.WEST]
|
||||||
|
var current_index = orientations.find(current_obstacle_orientation)
|
||||||
|
current_index = (current_index + 1) % orientations.size()
|
||||||
|
current_obstacle_orientation = orientations[current_index]
|
||||||
|
|
||||||
|
var direction_names = ["North", "East", "South", "West"]
|
||||||
|
return "Direction: " + direction_names[current_index]
|
||||||
|
|
||||||
|
# Function to cycle through obstacle types
|
||||||
|
func cycle_obstacle_type():
|
||||||
|
var obstacle_types = [12, 13, 14, 15]
|
||||||
|
var current_index = obstacle_types.find(current_obstacle_item)
|
||||||
|
current_index = (current_index + 1) % obstacle_types.size()
|
||||||
|
current_obstacle_item = obstacle_types[current_index]
|
||||||
|
return "Type: " + str(current_index + 1)
|
||||||
|
|
||||||
# Update the RPC for obstacle synchronization
|
# Update the RPC for obstacle synchronization
|
||||||
@rpc("any_peer", "call_local")
|
@rpc("any_peer", "call_local")
|
||||||
func sync_place_obstacle(x: int, y: int, floor_index: int, item_index: int, direction: int):
|
func sync_place_obstacle(x: int, y: int, floor_index: int, item_index: int, orientation: int):
|
||||||
$EnhancedGridMap.place_obstacle(Vector3i(x, floor_index, y), item_index, direction)
|
$EnhancedGridMap.place_obstacle(Vector3i(x, floor_index, y), item_index, orientation)
|
||||||
|
|
||||||
func update_button_states():
|
func update_button_states():
|
||||||
if not local_player_character or local_player_character.is_in_group("Bots"):
|
if not local_player_character or local_player_character.is_in_group("Bots"):
|
||||||
@@ -997,13 +1050,13 @@ func setup_obstacle_ui():
|
|||||||
obstacle_button.pressed.connect(func(): set_action_state(ActionState.PLACING_OBSTACLE))
|
obstacle_button.pressed.connect(func(): set_action_state(ActionState.PLACING_OBSTACLE))
|
||||||
$ActionMenu/ActionButtonContainer.add_child(obstacle_button)
|
$ActionMenu/ActionButtonContainer.add_child(obstacle_button)
|
||||||
|
|
||||||
# Create the direction cycle button
|
# Create the rotation/orientation cycle button
|
||||||
var direction_button = Button.new()
|
var orientation_button = Button.new()
|
||||||
direction_button.text = "Direction: North"
|
orientation_button.text = "Direction: North"
|
||||||
direction_button.pressed.connect(func():
|
orientation_button.pressed.connect(func():
|
||||||
direction_button.text = cycle_obstacle_direction()
|
orientation_button.text = cycle_obstacle_orientation()
|
||||||
)
|
)
|
||||||
$ActionMenu/ActionButtonContainer.add_child(direction_button)
|
$ActionMenu/ActionButtonContainer.add_child(orientation_button)
|
||||||
|
|
||||||
# Create the type cycle button
|
# Create the type cycle button
|
||||||
var type_button = Button.new()
|
var type_button = Button.new()
|
||||||
@@ -1013,22 +1066,6 @@ func setup_obstacle_ui():
|
|||||||
)
|
)
|
||||||
$ActionMenu/ActionButtonContainer.add_child(type_button)
|
$ActionMenu/ActionButtonContainer.add_child(type_button)
|
||||||
|
|
||||||
# Add a function to cycle through obstacle types
|
|
||||||
func cycle_obstacle_type():
|
|
||||||
var obstacle_types = [12, 13, 14, 15]
|
|
||||||
var current_index = obstacle_types.find(current_obstacle_item)
|
|
||||||
current_index = (current_index + 1) % obstacle_types.size()
|
|
||||||
current_obstacle_item = obstacle_types[current_index]
|
|
||||||
return "Type: " + str(current_index + 1)
|
|
||||||
|
|
||||||
func cycle_obstacle_direction():
|
|
||||||
var directions = [EnhancedGridMap.Direction.NORTH, EnhancedGridMap.Direction.EAST, EnhancedGridMap.Direction.SOUTH, EnhancedGridMap.Direction.WEST]
|
|
||||||
var current_index = directions.find(current_obstacle_direction)
|
|
||||||
current_index = (current_index + 1) % directions.size()
|
|
||||||
current_obstacle_direction = directions[current_index]
|
|
||||||
|
|
||||||
var direction_names = ["North", "East", "South", "West"]
|
|
||||||
return "Direction: " + direction_names[current_index]
|
|
||||||
|
|
||||||
func update_board_slot(board_ui: Node, slot_idx: int, value: int):
|
func update_board_slot(board_ui: Node, slot_idx: int, value: int):
|
||||||
var slot_node = board_ui.get_node_or_null("Slot%d" % (slot_idx + 1))
|
var slot_node = board_ui.get_node_or_null("Slot%d" % (slot_idx + 1))
|
||||||
|
|||||||
+1
-2
@@ -39,13 +39,12 @@ turn_based_mode = false
|
|||||||
mesh_library = ExtResource("1_110wo")
|
mesh_library = ExtResource("1_110wo")
|
||||||
cell_size = Vector3(1, 1, 1)
|
cell_size = Vector3(1, 1, 1)
|
||||||
data = {
|
data = {
|
||||||
"cells": PackedInt32Array(0, 0, 0, 0, 1, 0, 0, 2, 0, 0, 3, 0, 0, 4, 0, 0, 5, 0, 0, 6, 0, 0, 7, 0, 0, 8, 0, 0, 9, 0, 0, 10, 0, 0, 11, 0, 1, 0, 0, 1, 1, 0, 1, 2, 0, 1, 3, 0, 1, 4, 0, 1, 5, 0, 1, 6, 0, 1, 7, 0, 1, 8, 0, 1, 9, 0, 1, 10, 0, 1, 11, 0, 2, 0, 0, 2, 1, 0, 2, 2, 0, 2, 3, 0, 2, 4, 0, 2, 5, 0, 2, 6, 0, 2, 7, 0, 2, 8, 0, 2, 9, 0, 2, 10, 0, 2, 11, 0, 3, 0, 0, 3, 1, 0, 3, 2, 0, 3, 3, 0, 3, 4, 0, 3, 5, 0, 3, 6, 0, 3, 7, 0, 3, 8, 0, 3, 9, 0, 3, 10, 0, 3, 11, 0, 4, 0, 0, 4, 1, 0, 4, 2, 0, 4, 3, 0, 4, 4, 0, 4, 5, 0, 4, 6, 0, 4, 7, 0, 4, 8, 0, 4, 9, 0, 4, 10, 0, 4, 11, 0, 5, 0, 0, 5, 1, 0, 5, 2, 0, 5, 3, 0, 5, 4, 0, 5, 5, 0, 5, 6, 0, 5, 7, 0, 5, 8, 0, 5, 9, 0, 5, 10, 0, 5, 11, 0, 6, 0, 0, 6, 1, 0, 6, 2, 0, 6, 3, 0, 6, 4, 0, 6, 5, 0, 6, 6, 0, 6, 7, 0, 6, 8, 0, 6, 9, 0, 6, 10, 0, 6, 11, 0, 7, 0, 0, 7, 1, 0, 7, 2, 0, 7, 3, 0, 7, 4, 0, 7, 5, 0, 7, 6, 0, 7, 7, 0, 7, 8, 0, 7, 9, 0, 7, 10, 0, 7, 11, 0, 8, 0, 0, 8, 1, 0, 8, 2, 0, 8, 3, 0, 8, 4, 0, 8, 5, 0, 8, 6, 0, 8, 7, 0, 8, 8, 0, 8, 9, 0, 8, 10, 0, 8, 11, 0, 9, 0, 0, 9, 1, 0, 9, 2, 0, 9, 3, 0, 9, 4, 0, 9, 5, 0, 9, 6, 0, 9, 7, 0, 9, 8, 0, 9, 9, 0, 9, 10, 0, 9, 11, 0, 10, 0, 0, 10, 1, 0, 10, 2, 0, 10, 3, 0, 10, 4, 0, 10, 5, 0, 10, 6, 0, 10, 7, 0, 10, 8, 0, 10, 9, 0, 10, 10, 0, 10, 11, 0, 11, 0, 0, 11, 1, 0, 11, 2, 0, 11, 3, 0, 11, 4, 0, 11, 5, 0, 11, 6, 0, 11, 7, 0, 11, 8, 0, 11, 9, 0, 11, 10, 0, 11, 11, 0, 12, 0, 0, 12, 1, 0, 12, 2, 0, 12, 3, 0, 12, 4, 0, 12, 5, 0, 12, 6, 0, 12, 7, 0, 12, 8, 0, 12, 9, 0, 12, 10, 0, 12, 11, 0, 13, 0, 0, 13, 1, 0, 13, 2, 0, 13, 3, 0, 13, 4, 0, 13, 5, 0, 13, 6, 0, 13, 7, 0, 13, 8, 0, 13, 9, 0, 13, 10, 0, 13, 11, 0, 65537, 1, 9, 65537, 2, 9, 65537, 3, 10, 65537, 4, 7, 65537, 5, 10, 65537, 6, 7, 65537, 7, 7, 65537, 8, 8, 65537, 9, 7, 65537, 10, 10, 65537, 11, 8, 65538, 1, 8, 65538, 2, 8, 65538, 3, 10, 65538, 4, 8, 65538, 5, 10, 65538, 6, 8, 65538, 7, 9, 65538, 8, 9, 65538, 9, 7, 65538, 10, 7, 65538, 11, 9, 65539, 0, 8, 65539, 1, 9, 65539, 2, 7, 65539, 3, 10, 65539, 4, 9, 65539, 5, 7, 65539, 6, 8, 65539, 7, 9, 65539, 8, 7, 65539, 9, 7, 65539, 10, 7, 65539, 11, 9, 65540, 0, 9, 65540, 1, 9, 65540, 2, 10, 65540, 3, 8, 65540, 4, 9, 65540, 5, 10, 65540, 6, 7, 65540, 7, 10, 65540, 8, 9, 65540, 9, 10, 65540, 10, 9, 65540, 11, 10, 65541, 0, 8, 65541, 1, 8, 65541, 2, 8, 65541, 3, 10, 65541, 4, 7, 65541, 5, 9, 65541, 6, 8, 65541, 7, 10, 65541, 8, 9, 65541, 9, 8, 65541, 10, 10, 65541, 11, 9, 65542, 0, 7, 65542, 1, 8, 65542, 2, 9, 65542, 3, 10, 65542, 4, 9, 65542, 5, 10, 65542, 6, 10, 65542, 7, 7, 65542, 8, 7, 65542, 9, 10, 65542, 10, 7, 65542, 11, 7, 65543, 0, 9, 65543, 1, 8, 65543, 2, 10, 65543, 3, 7, 65543, 4, 7, 65543, 5, 10, 65543, 6, 9, 65543, 7, 8, 65543, 8, 9, 65543, 9, 7, 65543, 10, 7, 65543, 11, 9, 65544, 0, 7, 65544, 1, 7, 65544, 2, 10, 65544, 3, 10, 65544, 4, 7, 65544, 5, 7, 65544, 6, 9, 65544, 7, 10, 65544, 8, 7, 65544, 9, 7, 65544, 10, 8, 65544, 11, 9, 65545, 0, 9, 65545, 1, 10, 65545, 2, 9, 65545, 3, 9, 65545, 4, 9, 65545, 5, 9, 65545, 6, 9, 65545, 7, 9, 65545, 8, 10, 65545, 9, 7, 65545, 10, 7, 65545, 11, 9, 65546, 0, 8, 65546, 1, 8, 65546, 2, 7, 65546, 3, 10, 65546, 4, 7, 65546, 5, 9, 65546, 6, 9, 65546, 7, 9, 65546, 8, 7, 65546, 9, 9, 65546, 10, 10, 65546, 11, 10, 65547, 0, 10, 65547, 1, 8, 65547, 2, 7, 65547, 3, 8, 65547, 4, 10, 65547, 5, 7, 65547, 6, 10, 65547, 7, 7, 65547, 8, 10, 65547, 9, 8, 65547, 10, 7, 65547, 11, 8, 65548, 0, 7, 65548, 1, 9, 65548, 2, 10, 65548, 3, 9, 65548, 4, 7, 65548, 5, 9, 65548, 6, 8, 65548, 7, 10, 65548, 8, 10, 65548, 9, 8, 65548, 10, 9, 65548, 11, 9, 65538, 0, 10, 65537, 0, 7)
|
"cells": PackedInt32Array(0, 0, 0, 0, 1, 0, 0, 2, 0, 0, 3, 0, 0, 4, 0, 0, 5, 0, 0, 6, 0, 0, 7, 0, 0, 8, 0, 0, 9, 0, 0, 10, 0, 0, 11, 0, 1, 0, 0, 1, 1, 0, 1, 2, 0, 1, 3, 0, 1, 4, 0, 1, 5, 0, 1, 6, 0, 1, 7, 0, 1, 8, 0, 1, 9, 0, 1, 10, 0, 1, 11, 0, 2, 0, 0, 2, 1, 0, 2, 2, 0, 2, 3, 0, 2, 4, 0, 2, 5, 0, 2, 6, 0, 2, 7, 0, 2, 8, 0, 2, 9, 0, 2, 10, 0, 2, 11, 0, 3, 0, 0, 3, 1, 0, 3, 2, 0, 3, 3, 0, 3, 4, 0, 3, 5, 0, 3, 6, 0, 3, 7, 0, 3, 8, 0, 3, 9, 0, 3, 10, 0, 3, 11, 0, 4, 0, 0, 4, 1, 0, 4, 2, 0, 4, 3, 0, 4, 4, 0, 4, 5, 0, 4, 6, 0, 4, 7, 0, 4, 8, 0, 4, 9, 0, 4, 10, 0, 4, 11, 0, 5, 0, 0, 5, 1, 0, 5, 2, 0, 5, 3, 0, 5, 4, 0, 5, 5, 0, 5, 6, 0, 5, 7, 0, 5, 8, 0, 5, 9, 0, 5, 10, 0, 5, 11, 0, 6, 0, 0, 6, 1, 0, 6, 2, 0, 6, 3, 0, 6, 4, 0, 6, 5, 0, 6, 6, 0, 6, 7, 0, 6, 8, 0, 6, 9, 0, 6, 10, 0, 6, 11, 0, 7, 0, 0, 7, 1, 0, 7, 2, 0, 7, 3, 0, 7, 4, 0, 7, 5, 0, 7, 6, 0, 7, 7, 0, 7, 8, 0, 7, 9, 0, 7, 10, 0, 7, 11, 0, 8, 0, 0, 8, 1, 0, 8, 2, 0, 8, 3, 0, 8, 4, 0, 8, 5, 0, 8, 6, 0, 8, 7, 0, 8, 8, 0, 8, 9, 0, 8, 10, 0, 8, 11, 0, 9, 0, 0, 9, 1, 0, 9, 2, 0, 9, 3, 0, 9, 4, 0, 9, 5, 0, 9, 6, 0, 9, 7, 0, 9, 8, 0, 9, 9, 0, 9, 10, 0, 9, 11, 0, 10, 0, 0, 10, 1, 0, 10, 2, 0, 10, 3, 0, 10, 4, 0, 10, 5, 0, 10, 6, 0, 10, 7, 0, 10, 8, 0, 10, 9, 0, 10, 10, 0, 10, 11, 0, 11, 0, 0, 11, 1, 0, 11, 2, 0, 11, 3, 0, 11, 4, 0, 11, 5, 0, 11, 6, 0, 11, 7, 0, 11, 8, 0, 11, 9, 0, 11, 10, 0, 11, 11, 0, 12, 0, 0, 12, 1, 0, 12, 2, 0, 12, 3, 0, 12, 4, 0, 12, 5, 0, 12, 6, 0, 12, 7, 0, 12, 8, 0, 12, 9, 0, 12, 10, 0, 12, 11, 0, 13, 0, 0, 13, 1, 0, 13, 2, 0, 13, 3, 0, 13, 4, 0, 13, 5, 0, 13, 6, 0, 13, 7, 0, 13, 8, 0, 13, 9, 0, 13, 10, 0, 13, 11, 0, 65537, 1, 9, 65537, 2, 9, 65537, 3, 10, 65537, 4, 7, 65537, 5, 10, 65537, 6, 7, 65537, 7, 7, 65537, 8, 8, 65537, 9, 7, 65537, 10, 10, 65537, 11, 8, 65538, 1, 8, 65538, 2, 8, 65538, 3, 10, 65538, 4, 8, 65538, 5, 10, 65538, 6, 8, 65538, 7, 9, 65538, 8, 9, 65538, 9, 7, 65538, 10, 7, 65538, 11, 9, 65539, 0, 8, 65539, 1, 9, 65539, 2, 7, 65539, 3, 10, 65539, 4, 9, 65539, 5, 7, 65539, 6, 8, 65539, 7, 9, 65539, 8, 7, 65539, 9, 7, 65539, 10, 7, 65539, 11, 9, 65540, 0, 9, 65540, 1, 9, 65540, 2, 10, 65540, 3, 8, 65540, 4, 9, 65540, 5, 10, 65540, 6, 7, 65540, 7, 10, 65540, 8, 9, 65540, 9, 10, 65540, 10, 9, 65540, 11, 10, 65541, 0, 8, 65541, 1, 8, 65541, 2, 8, 65541, 3, 10, 65541, 4, 7, 65541, 5, 9, 65541, 6, 8, 65541, 7, 10, 65541, 8, 9, 65541, 9, 8, 65541, 10, 10, 65541, 11, 9, 65542, 0, 7, 65542, 1, 8, 65542, 2, 9, 65542, 3, 10, 65542, 4, 9, 65542, 5, 10, 65542, 6, 10, 65542, 7, 7, 65542, 8, 7, 65542, 9, 10, 65542, 10, 7, 65542, 11, 7, 65543, 0, 9, 65543, 1, 8, 65543, 2, 10, 65543, 3, 7, 65543, 4, 7, 65543, 5, 10, 65543, 6, 9, 65543, 7, 8, 65543, 8, 9, 65543, 9, 7, 65543, 10, 7, 65543, 11, 9, 65544, 0, 7, 65544, 1, 7, 65544, 2, 10, 65544, 3, 10, 65544, 4, 7, 65544, 5, 7, 65544, 6, 9, 65544, 7, 10, 65544, 8, 7, 65544, 9, 7, 65544, 10, 8, 65544, 11, 9, 65545, 0, 9, 65545, 1, 10, 65545, 2, 9, 65545, 3, 9, 65545, 4, 9, 65545, 5, 9, 65545, 6, 9, 65545, 7, 9, 65545, 8, 10, 65545, 9, 7, 65545, 10, 7, 65545, 11, 9, 65546, 0, 8, 65546, 1, 8, 65546, 2, 7, 65546, 3, 10, 65546, 4, 7, 65546, 5, 9, 65546, 6, 9, 65546, 7, 9, 65546, 8, 7, 65546, 9, 9, 65546, 10, 10, 65546, 11, 10, 65547, 0, 10, 65547, 1, 8, 65547, 2, 7, 65547, 3, 8, 65547, 4, 10, 65547, 5, 7, 65547, 6, 10, 65547, 7, 7, 65547, 8, 10, 65547, 9, 8, 65547, 10, 7, 65547, 11, 8, 65548, 0, 7, 65548, 1, 9, 65548, 2, 10, 65548, 3, 9, 65548, 4, 7, 65548, 5, 9, 65548, 6, 8, 65548, 7, 10, 65548, 8, 10, 65548, 9, 8, 65548, 10, 9, 65548, 11, 9, 65538, 0, 10, 65537, 0, 7, 131075, 8, 524300, 131075, 7, 524300)
|
||||||
}
|
}
|
||||||
script = ExtResource("2_hbe1v")
|
script = ExtResource("2_hbe1v")
|
||||||
columns = 14
|
columns = 14
|
||||||
rows = 12
|
rows = 12
|
||||||
obstacle_items = Array[int]([12])
|
obstacle_items = Array[int]([12])
|
||||||
obstacle_directions = Array[int]([11, 10, 12, 13])
|
|
||||||
metadata/_editor_floor_ = Vector3(0, 2, 0)
|
metadata/_editor_floor_ = Vector3(0, 2, 0)
|
||||||
|
|
||||||
[node name="Camera3D" type="Camera3D" parent="."]
|
[node name="Camera3D" type="Camera3D" parent="."]
|
||||||
|
|||||||
+22
-6
@@ -851,9 +851,9 @@ func highlight_movement_range():
|
|||||||
|
|
||||||
var cells_to_highlight = []
|
var cells_to_highlight = []
|
||||||
|
|
||||||
# Only highlight cells within movement range that aren't blocked by obstacles
|
# For each position within movement range
|
||||||
for x in range(enhanced_gridmap.columns):
|
for x in range(max(0, current_position.x - movement_range), min(enhanced_gridmap.columns, current_position.x + movement_range + 1)):
|
||||||
for z in range(enhanced_gridmap.rows):
|
for z in range(max(0, current_position.y - movement_range), min(enhanced_gridmap.rows, current_position.y + movement_range + 1)):
|
||||||
var test_pos = Vector2i(x, z)
|
var test_pos = Vector2i(x, z)
|
||||||
|
|
||||||
# Skip the current position
|
# Skip the current position
|
||||||
@@ -864,10 +864,26 @@ func highlight_movement_range():
|
|||||||
if is_within_movement_range(test_pos):
|
if is_within_movement_range(test_pos):
|
||||||
var cell_item = enhanced_gridmap.get_cell_item(Vector3i(x, 0, z))
|
var cell_item = enhanced_gridmap.get_cell_item(Vector3i(x, 0, z))
|
||||||
|
|
||||||
# Check if cell is walkable and not occupied
|
# Basic walkability check
|
||||||
if cell_item != -1 and not (cell_item in enhanced_gridmap.non_walkable_items) and not is_position_occupied(test_pos):
|
if cell_item != -1 and not (cell_item in enhanced_gridmap.non_walkable_items) and not is_position_occupied(test_pos):
|
||||||
# Most importantly, check if movement is blocked by obstacles
|
# Check if there's a direct path without obstacles
|
||||||
if not enhanced_gridmap.is_blocked_by_obstacle(current_position, test_pos, 3):
|
var path_blocked = false
|
||||||
|
|
||||||
|
# For orthogonal movement
|
||||||
|
if test_pos.x == current_position.x or test_pos.y == current_position.y:
|
||||||
|
path_blocked = enhanced_gridmap.is_blocked_by_obstacle(current_position, test_pos, 3)
|
||||||
|
else:
|
||||||
|
# For diagonal movement, check if both orthogonal paths are blocked
|
||||||
|
var mid1 = Vector2i(test_pos.x, current_position.y)
|
||||||
|
var mid2 = Vector2i(current_position.x, test_pos.y)
|
||||||
|
|
||||||
|
var path1_blocked = enhanced_gridmap.is_blocked_by_obstacle(current_position, mid1, 3)
|
||||||
|
var path2_blocked = enhanced_gridmap.is_blocked_by_obstacle(current_position, mid2, 3)
|
||||||
|
|
||||||
|
# Only completely block if both paths are blocked
|
||||||
|
path_blocked = path1_blocked and path2_blocked
|
||||||
|
|
||||||
|
if not path_blocked:
|
||||||
cells_to_highlight.append(test_pos)
|
cells_to_highlight.append(test_pos)
|
||||||
|
|
||||||
highlight_cells_if_authorized(cells_to_highlight)
|
highlight_cells_if_authorized(cells_to_highlight)
|
||||||
|
|||||||
Reference in New Issue
Block a user