@tool class_name EnhancedGridMap extends GridMap signal mesh_library_changed signal grid_updated @export var columns: int = 10 : set = set_columns @export var rows: int = 10 : set = set_rows @export var floors: int = 3 : set = set_floors @export var auto_generate: bool = false : set = set_auto_generate @export var normal_items: Array[int] = [0] @export var non_walkable_items: Array[int] = [4] @export var hover_item: int = 1 @export var start_item: int = 2 @export var end_item: int = 3 var current_mesh_library: MeshLibrary var grid_data: Array = [] # 3D array [floor][row][column] # A* Pathfinding variables (per floor) var astar_by_floor = {} # Dictionary of AStar2D instances per floor var path = [] # Item states enum ItemState {NORMAL, HOVER, START, END, NON_WALKABLE} # Add this to the class variables var diagonal_movement: bool = false func _ready(): mesh_library_changed.connect(_on_mesh_library_changed) if not Engine.is_editor_hint() and auto_generate: generate_grid() # Validate item indices validate_item_indices() func set_floors(value: int): floors = value if auto_generate: generate_grid() else: update_grid_data() func validate_item_indices(): if not mesh_library: print("Warning: No MeshLibrary assigned to GridMap") return var item_list = mesh_library.get_item_list() var max_index = item_list.size() - 1 normal_items = normal_items.filter(func(item): return item >= 0 and item <= max_index) hover_item = clamp(hover_item, 0, max_index) start_item = clamp(start_item, 0, max_index) end_item = clamp(end_item, 0, max_index) non_walkable_items = non_walkable_items.filter(func(item): return item >= 0 and item <= max_index) if normal_items.is_empty(): normal_items = [0] if non_walkable_items.is_empty(): non_walkable_items = [max_index] func set_columns(value: int): columns = value if auto_generate: generate_grid() else: update_grid_data() func set_rows(value: int): rows = value if auto_generate: generate_grid() else: update_grid_data() func set_auto_generate(value: bool): auto_generate = value if auto_generate: generate_grid() # Modified generate_grid to support floors func generate_grid(floor_index: int = -1): if floor_index == -1: # Generate all floors clear() for y in range(floors): generate_floor(y) else: # Generate specific floor clear_floor(floor_index) generate_floor(floor_index) update_grid_data() initialize_astar() update_astar_costs() func generate_floor(floor_index: int): if not mesh_library: print("Error: No MeshLibrary assigned to GridMap") return validate_item_indices() current_mesh_library = mesh_library var item_list = mesh_library.get_item_list() if item_list.size() < 5: print("Warning: MeshLibrary should have at least 5 items") for x in range(columns): for z in range(rows): set_cell_item(Vector3i(x, floor_index, z), normal_items[0]) # Clear specific floor func clear_floor(floor_index: int): for x in range(columns): for z in range(rows): set_cell_item(Vector3i(x, floor_index, z), INVALID_CELL_ITEM) update_grid_data() # Modified clear_grid to support floors func clear_grid(floor_index: int = -1): if floor_index == -1: clear() else: clear_floor(floor_index) update_grid_data() # Modified randomize_grid to support floors func randomize_grid(floor_index: int = -1): if floor_index == -1: for y in range(floors): randomize_floor(y) else: randomize_floor(floor_index) update_grid_data() initialize_astar() update_astar_costs() func randomize_floor(floor_index: int): if not mesh_library: print("Error: No MeshLibrary assigned to GridMap") return validate_item_indices() var rng = RandomNumberGenerator.new() rng.randomize() for x in range(columns): for z in range(rows): var random_value = rng.randi() % 100 # Generate a random number between 0 and 99 var item_index if random_value < 80: item_index = normal_items[rng.randi() % normal_items.size()] else: item_index = non_walkable_items[rng.randi() % non_walkable_items.size()] set_cell_item(Vector3i(x, floor_index, z), item_index) # Modified randomize_grid_custom to properly handle mesh library items func randomize_grid_custom(randomize_states: Array, floor_index: int = -1): if not mesh_library: print("Error: No MeshLibrary assigned to GridMap") return if floor_index == -1: for y in range(floors): randomize_floor_custom(randomize_states, y) else: # Randomize specific floor if floor_index >= 0 and floor_index < floors: randomize_floor_custom(randomize_states, floor_index) else: print("Invalid floor index") update_grid_data() initialize_astar() update_astar_costs() func randomize_floor_custom(randomize_states: Array, floor_index: int): if randomize_states.is_empty(): print("No randomize states provided") return var rng = RandomNumberGenerator.new() rng.randomize() for x in range(columns): for z in range(rows): var cell_pos = Vector3i(x, floor_index, z) var random_value = rng.randf() * 100 var accumulated_percentage = 0 var selected_state = null for state in randomize_states: if state.include_in_randomize: accumulated_percentage += state.randomize_percentage if random_value <= accumulated_percentage: selected_state = state break # Get current cell orientation var current_orientation = get_cell_item_orientation(cell_pos) if selected_state: set_cell_item(cell_pos, selected_state.id, current_orientation) else: # Find first enabled state or use normal item as fallback var fallback_state = null for state in randomize_states: if state.include_in_randomize: fallback_state = state break if fallback_state: set_cell_item(cell_pos, fallback_state.id, current_orientation) else: set_cell_item(cell_pos, normal_items[0], current_orientation) # Fill grid for specific floor func fill_grid(item_index: int, floor_index: int = -1): if not mesh_library: print("No MeshLibrary assigned to GridMap") return if item_index < 0 or item_index >= mesh_library.get_item_list().size(): print("Invalid item index") return if floor_index == -1: for y in range(floors): fill_floor(item_index, y) else: # Fill specific floor if floor_index >= 0 and floor_index < floors: fill_floor(item_index, floor_index) else: print("Invalid floor index") update_grid_data() initialize_astar() update_astar_costs() func fill_floor(item_index: int, floor_index: int): for x in range(columns): for z in range(rows): var cell_pos = Vector3i(x, floor_index, z) # Preserve the current cell's orientation when filling var current_orientation = get_cell_item_orientation(cell_pos) set_cell_item(cell_pos, item_index, current_orientation) func _on_mesh_library_changed(): validate_item_indices() if auto_generate: generate_grid() func _set(property, value): if property == "mesh_library": mesh_library = value _on_mesh_library_changed() return true return false # Modified update_grid_data for 3D array func update_grid_data(): grid_data.clear() for y in range(floors): var floor_data = [] for z in range(rows): var row = [] for x in range(columns): row.append(get_cell_item(Vector3i(x, y, z))) floor_data.append(row) grid_data.append(floor_data) emit_signal("grid_updated") # New function to swap items on a specific floor func swap_items(old_item: int, new_item: int, floor_index: int = -1): if floor_index == -1: for y in range(floors): swap_items_on_floor(old_item, new_item, y) else: swap_items_on_floor(old_item, new_item, floor_index) update_grid_data() initialize_astar() update_astar_costs() func swap_items_on_floor(old_item: int, new_item: int, floor_index: int): for x in range(columns): for z in range(rows): var cell_pos = Vector3i(x, floor_index, z) if get_cell_item(cell_pos) == old_item: set_cell_item(cell_pos, new_item) # Modified A* pathfinding for multiple floors func initialize_astar(): astar_by_floor.clear() for y in range(floors): var astar = AStar2D.new() for x in range(columns): for z in range(rows): var point_id = z * columns + x astar.add_point(point_id, Vector2(x, z)) if x > 0: astar.connect_points(point_id, point_id - 1) if z > 0: astar.connect_points(point_id, point_id - columns) if diagonal_movement: if x > 0 and z > 0: astar.connect_points(point_id, point_id - columns - 1) # Top-left if x < columns - 1 and z > 0: astar.connect_points(point_id, point_id - columns + 1) # Top-right astar_by_floor[y] = astar update_astar_costs() func set_diagonal_movement(enable: bool): diagonal_movement = enable initialize_astar() # Reinitialize the A* graph with new connections func set_point_solid(x: int, z: int, floor_index: int, is_solid: bool): var astar = astar_by_floor.get(floor_index) if astar: var point_id = z * columns + x astar.set_point_disabled(point_id, is_solid) # Modified path finding for specific floor func find_path(start: Vector2, end: Vector2, floor_index: int = 0) -> Array: var astar = astar_by_floor.get(floor_index) if not astar: return [] var start_point = start.y * columns + start.x var end_point = end.y * columns + end.x path = astar.get_point_path(start_point, end_point) clear_path_visualization(floor_index) set_cell_item(Vector3i(start.x, floor_index, start.y), start_item) set_cell_item(Vector3i(end.x, floor_index, end.y), end_item) for point in path: if point != start and point != end: set_cell_item(Vector3i(point.x, floor_index, point.y), hover_item) return path # Modified path visualization clearing for specific floor func clear_path_visualization(floor_index: int = 0): for x in range(columns): for z in range(rows): var cell_item = get_cell_item(Vector3i(x, floor_index, z)) if cell_item == hover_item or cell_item == start_item or cell_item == end_item: set_cell_item(Vector3i(x, floor_index, z), normal_items[0]) func get_cell_cost(x: int, z: int, floor_index: int = 0) -> float: var cell_item = get_cell_item(Vector3i(x, floor_index, z)) if cell_item in non_walkable_items: return INF elif cell_item == hover_item: return 0.5 elif cell_item == start_item or cell_item == end_item: return 0.0 return 1.0 # Modified update_astar_costs for multiple floors func update_astar_costs(): for floor_index in range(floors): var astar = astar_by_floor.get(floor_index) if astar: for x in range(columns): for z in range(rows): var point_id = z * columns + x var cost = get_cell_cost(x, z, floor_index) if cost == INF: astar.set_point_disabled(point_id, true) else: astar.set_point_disabled(point_id, false) astar.set_point_weight_scale(point_id, cost) func get_cell_rotation(position: Vector3i) -> int: return get_cell_item_orientation(position) func set_cell_rotation(position: Vector3i, mode: int): var item = get_cell_item(position) if item != INVALID_CELL_ITEM: var orientation = int(mode) set_cell_item(position, item, orientation)