@tool extends Control var enhanced_gridmap: EnhancedGridMap @onready var columns_spin = $VBoxContainer/Columns/SpinBox @onready var rows_spin = $VBoxContainer/Rows/SpinBox @onready var floor_spin = $VBoxContainer/FloorContainer/FloorSpinBox @onready var floors_count_spin = $VBoxContainer/FloorsCount/SpinBox @onready var auto_generate_check = $VBoxContainer/AutoGenerate @onready var generate_button = $VBoxContainer/GridOperations/GenerateButton @onready var clear_button = $VBoxContainer/GridOperations/ClearButton @onready var randomize_button = $VBoxContainer/RandomizeButton @onready var fill_options = $VBoxContainer/FillOptions @onready var fill_button = $VBoxContainer/FillButton @onready var grid_container = $VBoxContainer/GridScrollContainer/GridContainer # A* Pathfinding UI elements @onready var start_x_spin = $VBoxContainer/AStarContainer/StartX/SpinBox @onready var start_z_spin = $VBoxContainer/AStarContainer/StartZ/SpinBox @onready var end_x_spin = $VBoxContainer/AStarContainer/EndX/SpinBox @onready var end_z_spin = $VBoxContainer/AStarContainer/EndZ/SpinBox @onready var find_path_button = $VBoxContainer/AStarContainer/FindPathButton @onready var path_result_label = $VBoxContainer/AStarContainer/PathResultLabel @onready var diagonal_movement_check = $VBoxContainer/AStarContainer/DiagonalMovement # Item state UI elements @onready var normal_item_spin = $VBoxContainer/ItemStates/NormalItem/SpinBox @onready var hover_item_spin = $VBoxContainer/ItemStates/HoverItem/SpinBox @onready var start_item_spin = $VBoxContainer/ItemStates/StartItem/SpinBox @onready var end_item_spin = $VBoxContainer/ItemStates/EndItem/SpinBox @onready var non_walkable_item_spin = $VBoxContainer/ItemStates/NonWalkableItem/SpinBox @onready var item_states_container = $VBoxContainer/ItemStates/ItemStatesContainer @onready var add_item_state_button = $VBoxContainer/ItemStates/AddItemStateButton # Item Management UI elements @onready var old_item_spin = $VBoxContainer/ItemManagement/SwapItems/OldItem @onready var new_item_spin = $VBoxContainer/ItemManagement/SwapItems/NewItem @onready var swap_button = $VBoxContainer/ItemManagement/SwapItems/SwapButton var row_containers: Array = [] var cell_options: Array = [] var custom_item_states: Dictionary = {} func _ready(): connect_signals() initialize_custom_item_states() print("EnhancedGridMapDock ready") func connect_signals(): columns_spin.value_changed.connect(_on_columns_changed) rows_spin.value_changed.connect(_on_rows_changed) floor_spin.value_changed.connect(_on_floor_changed) floors_count_spin.value_changed.connect(_on_floors_count_changed) auto_generate_check.toggled.connect(_on_auto_generate_toggled) generate_button.pressed.connect(_on_generate_pressed) clear_button.pressed.connect(_on_clear_pressed) randomize_button.pressed.connect(_on_randomize_pressed) fill_button.pressed.connect(_on_fill_pressed) find_path_button.pressed.connect(_on_find_path_pressed) diagonal_movement_check.toggled.connect(_on_diagonal_movement_toggled) add_item_state_button.pressed.connect(_on_add_item_state_pressed) normal_item_spin.value_changed.connect(_on_normal_item_changed) hover_item_spin.value_changed.connect(_on_hover_item_changed) start_item_spin.value_changed.connect(_on_start_item_changed) end_item_spin.value_changed.connect(_on_end_item_changed) non_walkable_item_spin.value_changed.connect(_on_non_walkable_item_changed) swap_button.pressed.connect(_on_swap_items_pressed) func initialize_custom_item_states(): # Add default item states #add_custom_item_state("Normal", 0) #add_custom_item_state("Non-Walkable", 4) pass func add_custom_item_state(name: String, id: int): # Check if an item state with this ID already exists if custom_item_states.has(id): print("Item state with ID ", id, " already exists") return var new_state = CustomItemState.new(name, id) custom_item_states[id] = new_state add_item_state_ui(new_state) #func add_item_state_ui(item_state: CustomItemState): #var container = HBoxContainer.new() #var name_edit = LineEdit.new() #var id_spin = SpinBox.new() #var randomize_check = CheckBox.new() #var percentage_spin = SpinBox.new() #var remove_button = Button.new() # #name_edit.text = item_state.name #name_edit.size_flags_horizontal = Control.SIZE_EXPAND_FILL #name_edit.text_changed.connect(_on_item_state_name_changed.bind(item_state)) # #id_spin.value = item_state.id #id_spin.min_value = 0 #id_spin.max_value = 9999 #id_spin.value_changed.connect(_on_item_state_id_changed.bind(item_state)) # #randomize_check.text = "🎲" #randomize_check.button_pressed = item_state.include_in_randomize #randomize_check.toggled.connect(_on_item_state_randomize_toggled.bind(item_state)) # #percentage_spin.min_value = 0 #percentage_spin.max_value = 100 #percentage_spin.value = item_state.randomize_percentage #percentage_spin.suffix = "%" #percentage_spin.value_changed.connect(_on_item_state_percentage_changed.bind(item_state)) # #remove_button.text = "Del" #remove_button.pressed.connect(_on_remove_item_state_pressed.bind(item_state, container)) # #container.add_child(name_edit) #container.add_child(id_spin) #container.add_child(randomize_check) #container.add_child(percentage_spin) #container.add_child(remove_button) # #item_states_container.add_child(container) func add_item_state_ui(item_state: CustomItemState): var container = HBoxContainer.new() # Create a new OptionButton instead of separate name_edit and id_spin var item_selector = OptionButton.new() item_selector.size_flags_horizontal = Control.SIZE_EXPAND_FILL # Populate the selector with items from mesh_library if enhanced_gridmap and enhanced_gridmap.mesh_library: var item_list = enhanced_gridmap.mesh_library.get_item_list() # Add an "Empty" option as item -1 item_selector.add_item("Empty", -1) # Add all items from the mesh library for item_id in item_list: var item_name = enhanced_gridmap.mesh_library.get_item_name(item_id) item_selector.add_item(item_name, item_id) # Select the current item if it matches if item_id == item_state.id: item_selector.select(item_selector.get_item_count() - 1) # Connect the item selection signal item_selector.item_selected.connect( func(index): var selected_id = item_selector.get_item_id(index) var selected_name = item_selector.get_item_text(index) _on_item_state_selection_changed(selected_id, selected_name, item_state) ) var randomize_check = CheckBox.new() var percentage_spin = SpinBox.new() var remove_button = Button.new() randomize_check.text = "🎲" randomize_check.button_pressed = item_state.include_in_randomize randomize_check.toggled.connect(_on_item_state_randomize_toggled.bind(item_state)) percentage_spin.min_value = 0 percentage_spin.max_value = 100 percentage_spin.value = item_state.randomize_percentage percentage_spin.suffix = "%" percentage_spin.value_changed.connect(_on_item_state_percentage_changed.bind(item_state)) remove_button.text = "Del" remove_button.pressed.connect(_on_remove_item_state_pressed.bind(item_state, container)) # Add all components to the container container.add_child(item_selector) container.add_child(randomize_check) container.add_child(percentage_spin) container.add_child(remove_button) item_states_container.add_child(container) # Add a new function to handle item selection changes func _on_item_state_selection_changed(new_id: int, new_name: String, item_state: CustomItemState): # Remove the item state from the dictionary with the old ID custom_item_states.erase(item_state.id) # Update the item state item_state.id = new_id item_state.name = new_name # Add the item state back to the dictionary with the new ID custom_item_states[new_id] = item_state func _on_add_item_state_pressed(): var new_id = custom_item_states.size() add_custom_item_state("New State {0}".format([new_id]), new_id) func _on_item_state_name_changed(new_name: String, item_state: CustomItemState): item_state.name = new_name func _on_item_state_id_changed(new_id: int, item_state: CustomItemState): custom_item_states.erase(item_state.id) item_state.id = new_id custom_item_states[new_id] = item_state func _on_item_state_randomize_toggled(toggled: bool, item_state: CustomItemState): item_state.include_in_randomize = toggled func _on_item_state_percentage_changed(new_percentage: float, item_state: CustomItemState): item_state.randomize_percentage = new_percentage func _on_remove_item_state_pressed(item_state: CustomItemState, container: Container): custom_item_states.erase(item_state.id) container.queue_free() class CustomItemState: var name: String var id: int var include_in_randomize: bool = false var randomize_percentage: float = 0 func _init(_name: String, _id: int): name = _name id = _id func set_enhanced_gridmap(gridmap: EnhancedGridMap): # Disconnect from previous gridmap if it exists if enhanced_gridmap: if enhanced_gridmap.grid_updated.is_connected(_on_grid_updated): enhanced_gridmap.grid_updated.disconnect(_on_grid_updated) enhanced_gridmap = gridmap if enhanced_gridmap: enhanced_gridmap.grid_updated.connect(_on_grid_updated) floor_spin.max_value = enhanced_gridmap.floors - 1 floors_count_spin.value = enhanced_gridmap.floors update_ui() _update_fill_options() # Update the fill options when setting a new gridmap diagonal_movement_check.button_pressed = enhanced_gridmap.diagonal_movement print("EnhancedGridMap set: ", enhanced_gridmap) func update_ui(): if enhanced_gridmap: columns_spin.value = enhanced_gridmap.columns rows_spin.value = enhanced_gridmap.rows auto_generate_check.button_pressed = enhanced_gridmap.auto_generate _update_fill_options() _update_grid_ui() _update_astar_ui() _update_item_state_ui() func _update_fill_options(): fill_options.clear() if enhanced_gridmap and enhanced_gridmap.mesh_library: var item_list = enhanced_gridmap.mesh_library.get_item_list() for i in range(item_list.size()): fill_options.add_item(enhanced_gridmap.mesh_library.get_item_name(item_list[i]), i) # In enhanced_gridmap_dock.gd, update the _update_grid_ui function: func _update_grid_ui(): for child in grid_container.get_children(): child.queue_free() row_containers.clear() cell_options.clear() if not enhanced_gridmap or not enhanced_gridmap.mesh_library: print("No EnhancedGridMap or MeshLibrary") return var item_list = enhanced_gridmap.mesh_library.get_item_list() var current_floor = floor_spin.value as int for z in range(enhanced_gridmap.rows): var row_container = HBoxContainer.new() row_container.size_flags_horizontal = Control.SIZE_EXPAND_FILL grid_container.add_child(row_container) row_containers.append(row_container) for x in range(enhanced_gridmap.columns): var cell_container = VBoxContainer.new() cell_container.size_flags_horizontal = Control.SIZE_EXPAND_FILL cell_container.size_flags_vertical = Control.SIZE_EXPAND_FILL var coord_label = Label.new() coord_label.text = "(%d,%d,%d)" % [x, current_floor, z] coord_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER coord_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER coord_label.size_flags_vertical = Control.SIZE_SHRINK_CENTER cell_container.add_child(coord_label) var option = OptionButton.new() option.set_meta("grid_position", Vector3i(x, current_floor, z)) # Add empty option at index 0 option.add_item("Empty", -1) # Add items from the mesh library for i in range(item_list.size()): option.add_item(enhanced_gridmap.mesh_library.get_item_name(item_list[i]), i) # Ensure the selected item in the OptionButton corresponds to the current cell item var cell_item = enhanced_gridmap.get_cell_item(Vector3i(x, current_floor, z)) if cell_item == -1: option.select(0) # "Empty" else: var item_index = cell_item + 1 # because "Empty" is index 0 if item_index < option.get_item_count(): option.select(item_index) else: option.select(0) option.item_selected.connect(_on_cell_item_selected.bind(option)) option.size_flags_horizontal = Control.SIZE_EXPAND_FILL option.size_flags_vertical = Control.SIZE_EXPAND_FILL cell_container.add_child(option) var rotation_option = OptionButton.new() rotation_option.add_item("0°", 0) rotation_option.add_item("90°", 10) rotation_option.add_item("180°", 16) rotation_option.add_item("270°", 22) rotation_option.size_flags_horizontal = Control.SIZE_EXPAND_FILL rotation_option.size_flags_vertical = Control.SIZE_SHRINK_CENTER rotation_option.set_meta("grid_position", Vector3i(x, current_floor, z)) var current_rotation = enhanced_gridmap.get_cell_rotation(Vector3i(x, current_floor, z)) match current_rotation: 0: rotation_option.select(0) 10: rotation_option.select(1) 16: rotation_option.select(2) 22: rotation_option.select(3) rotation_option.item_selected.connect(_on_cell_rotation_changed.bind(rotation_option)) cell_container.add_child(rotation_option) row_container.add_child(cell_container) cell_options.append(option) # enhanced_gridmap._update_cell_option_buttons() func _update_astar_ui(): start_x_spin.max_value = enhanced_gridmap.columns - 1 start_z_spin.max_value = enhanced_gridmap.rows - 1 end_x_spin.max_value = enhanced_gridmap.columns - 1 end_z_spin.max_value = enhanced_gridmap.rows - 1 func _update_item_state_ui(): normal_item_spin.value = enhanced_gridmap.normal_items[0] hover_item_spin.value = enhanced_gridmap.hover_item start_item_spin.value = enhanced_gridmap.start_item end_item_spin.value = enhanced_gridmap.end_item non_walkable_item_spin.value = enhanced_gridmap.non_walkable_items[0] func _on_columns_changed(value): if enhanced_gridmap: enhanced_gridmap.columns = value func _on_rows_changed(value): if enhanced_gridmap: enhanced_gridmap.rows = value func _on_floors_count_changed(value): if enhanced_gridmap: enhanced_gridmap.floors = value as int floor_spin.max_value = value - 1 func _on_floor_changed(value): if enhanced_gridmap: _update_grid_ui() _update_astar_ui() _update_item_state_ui() enhanced_gridmap.update_grid_data() func _on_auto_generate_toggled(button_pressed): if enhanced_gridmap: enhanced_gridmap.auto_generate = button_pressed func _on_generate_pressed(): if enhanced_gridmap: var current_floor = floor_spin.value as int enhanced_gridmap.generate_grid(current_floor) func _on_clear_pressed(): if enhanced_gridmap: var current_floor = floor_spin.value as int enhanced_gridmap.clear_grid(current_floor) func _on_randomize_pressed(): if enhanced_gridmap: var current_floor = floor_spin.value as int var randomize_states = [] var total_percentage = 0 # Collect only enabled randomize states for state in custom_item_states.values(): if state.include_in_randomize: randomize_states.append(state) total_percentage += state.randomize_percentage if randomize_states.is_empty(): print("No states selected for randomization") return if total_percentage != 100: print("Warning: Total randomize percentage is not 100%") enhanced_gridmap.randomize_grid_custom(randomize_states, current_floor) func _on_fill_pressed(): if enhanced_gridmap: var current_floor = floor_spin.value as int var selected_index = fill_options.get_selected_id() if selected_index >= 0: enhanced_gridmap.fill_grid(selected_index, current_floor) else: print("No item selected for filling") # func _on_cell_item_selected(index: int, option: OptionButton): # var position = option.get_meta("grid_position") # if enhanced_gridmap: # if index >= 0 and index < enhanced_gridmap.mesh_library.get_item_list().size(): # enhanced_gridmap.set_cell_item(position, index) func _on_cell_item_selected(index: int, option: OptionButton): var position = option.get_meta("grid_position") if enhanced_gridmap: var item_id = option.get_item_id(index) if item_id == -1: # Handle empty selection enhanced_gridmap.set_cell_item(position, -1) elif index > 0: # Skip the first item (Empty) enhanced_gridmap.set_cell_item(position, item_id) func _on_find_path_pressed(): if enhanced_gridmap: var current_floor = floor_spin.value as int var start = Vector2(start_x_spin.value, start_z_spin.value) var end = Vector2(end_x_spin.value, end_z_spin.value) var path = enhanced_gridmap.find_path(start, end, current_floor) if path.is_empty(): path_result_label.text = "No path found" else: path_result_label.text = "Path found: " + str(path) func _on_diagonal_movement_toggled(button_pressed): if enhanced_gridmap: enhanced_gridmap.set_diagonal_movement(button_pressed) func _on_normal_item_changed(value): if enhanced_gridmap: enhanced_gridmap.normal_items[0] = value func _on_hover_item_changed(value): if enhanced_gridmap: enhanced_gridmap.hover_item = value func _on_start_item_changed(value): if enhanced_gridmap: enhanced_gridmap.start_item = value func _on_end_item_changed(value): if enhanced_gridmap: enhanced_gridmap.end_item = value func _on_non_walkable_item_changed(value): if enhanced_gridmap: enhanced_gridmap.non_walkable_items[0] = value func _on_grid_updated(): update_ui() # enhanced_gridmap._update_cell_option_buttons() func _on_cell_rotation_changed(index: int, option: OptionButton): var position = option.get_meta("grid_position") var rotation_value = option.get_item_id(index) if enhanced_gridmap: if index >= 0 and index < 4: enhanced_gridmap.set_cell_rotation(position, rotation_value) func _on_swap_items_pressed(): if enhanced_gridmap: var old_item = old_item_spin.value as int var new_item = new_item_spin.value as int enhanced_gridmap.swap_items(old_item, new_item, floor_spin.value as int)