Files
tekton/addons/enhanced_gridmap/enhanced_gridmap.gd

697 lines
21 KiB
GDScript

@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 auto_randomize: bool = false # If true, randomizes grid on start
@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 = -1
@export var end_item: int = -1
@export var immutable_items: Array[int] = [1, 2, 3, 4, 16] # Items that cannot be randomized/reset (Start, Safe, Finish, Wall, Safe Zone Wall)
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 = []
# Direction and movement systems
enum Direction {
NORTHWEST, NORTH, NORTHEAST,
WEST, CENTER, EAST,
SOUTHWEST, SOUTH, SOUTHEAST
}
var diagonal_movement: bool = false
class NeighborInfo:
var position: Vector2i
var direction: Direction
var is_walkable: bool
func _init(pos: Vector2i, dir: Direction, walkable: bool):
position = pos
direction = dir
is_walkable = walkable
func _ready():
mesh_library_changed.connect(_on_mesh_library_changed)
if not Engine.is_editor_hint():
if auto_generate:
generate_grid()
if auto_randomize:
# Safety check: Don't auto-randomize if game mode manages its own arena
if not (ResourceLoader.exists("res://scripts/managers/lobby_manager.gd") \
and get_node_or_null("/root/LobbyManager") \
and (get_node("/root/LobbyManager").game_mode == "Stop n Go" \
or get_node("/root/LobbyManager").game_mode == "Tekton Doors")):
randomize_grid()
validate_item_indices()
# Core grid management functions
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_floors(value: int):
floors = value
if auto_generate:
generate_grid()
else:
update_grid_data()
func set_auto_generate(value: bool):
auto_generate = value
if auto_generate:
generate_grid()
# Item validation
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]
# Grid generation and management
func generate_grid(floor_index: int = -1):
if floor_index == -1:
clear()
# Generate Floor 0 using Modular Generator
var map_gen = load("res://scripts/generators/modular_map_generator.gd")
if map_gen:
var generator = map_gen.new()
# Pick random shape
var rng = RandomNumberGenerator.new()
rng.randomize()
var shape = rng.randi() % 4 # 0-3 (Rect, Islands, Maze, Rooms)
generator.generate_map(self , columns, rows, shape)
else:
generate_floor(0)
# Generate upper floors (just Items, initially empty or randomized)
for y in range(1, floors):
# Just clear them initially or fill based on generator?
# Usually Floor 1 is items on top of Floor 0.
# Let's clean them first.
clear_floor(y)
else:
if floor_index == 0:
var map_gen = load("res://scripts/generators/modular_map_generator.gd")
if map_gen:
var generator = map_gen.new()
var rng = RandomNumberGenerator.new()
rng.randomize()
var shape = rng.randi() % 4
generator.generate_map(self , columns, rows, shape)
else:
clear_floor(floor_index)
generate_floor(floor_index)
update_grid_data()
initialize_astar()
update_astar_costs()
# After generating map, if we are auto-randomizing, we should randomize items (Floor 1)
# ONLY on valid Floor 0 tiles.
if auto_randomize:
randomize_grid(1) # Floor 1 items
# Explicitly ensure Floor 0 is never randomized with items via standard randomize_grid
# (randomize_grid(0) would overwrite the map with items)
func generate_floor(floor_index: int):
# Fallback / Standard generation
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 floor_index == 0:
for x in range(columns):
for z in range(rows):
set_cell_item(Vector3i(x, floor_index, z), normal_items[0])
else:
# Upper floors start empty unless specified
pass
# Grid operations
func clear_floor(floor_index: int):
for x in range(columns):
for z in range(rows):
set_cell_item(Vector3i(x, floor_index, z), -1)
update_grid_data()
func clear_grid(floor_index: int = -1):
if floor_index == -1:
clear()
else:
clear_floor(floor_index)
update_grid_data()
# =============================================================================
# Data Serialization Helpers (For Networking)
# =============================================================================
func get_floor_data(floor_index: int) -> PackedInt32Array:
# Returns a flat PackedInt32Array [x, z, item_id, ...] for the specified floor.
var data = PackedInt32Array()
# Use get_used_cells() as the source of truth from the GridMap itself
for cell in get_used_cells():
if cell.y == floor_index:
data.append(cell.x)
data.append(cell.z)
data.append(get_cell_item(cell))
return data
func set_floor_data(floor_index: int, data: PackedInt32Array):
# Sets the floor items from a flat PackedInt32Array. Clears existing items on that floor first.
clear_floor(floor_index)
# Iterate by triplets [x, z, item]
var count = data.size()
if count % 3 != 0:
print("[EnhancedGridMap] Error: Malformed grid data array (size %d not divisible by 3)" % count)
return
for i in range(0, count, 3):
var x = data[i]
var z = data[i + 1]
var item = data[i + 2]
# WALL-SAFETY CHECK: Skip if item is a tile (7-20) and Floor 0 is a wall
if floor_index == 1 and item >= 7 and item <= 20:
var f0 = get_cell_item(Vector3i(x, 0, z))
if f0 != -1 and f0 in non_walkable_items:
# Skip illegal placement from synced data
continue
set_cell_item(Vector3i(x, floor_index, z), item)
update_grid_data()
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:
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)
var current_orientation = get_cell_item_orientation(cell_pos)
set_cell_item(cell_pos, item_index, current_orientation)
# Randomization functions
func randomize_grid(floor_index: int = -1, custom_rng_callable: Callable = Callable()):
if floor_index == -1:
# Default auto-randomize behavior:
# Preserve Floor 0 (Ground)
# Shuffle Floor 1 (Objects/Items)
shuffle_floor_objects(1)
else:
randomize_floor(floor_index, custom_rng_callable)
update_grid_data()
initialize_astar()
update_astar_costs()
func randomize_floor(floor_index: int, custom_rng_callable: Callable = Callable()):
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):
# Check if current item on this floor is immutable
var current_item_on_floor = get_cell_item(Vector3i(x, floor_index, z))
if current_item_on_floor in immutable_items:
continue
# IMPORTANT: Only place items if Floor 0 has a valid ground tile (Walkable, Safe Zone, etc)
var floor_0_item = get_cell_item(Vector3i(x, 0, z))
var is_ground = (floor_0_item != -1 and not floor_0_item in non_walkable_items)
if not is_ground:
set_cell_item(Vector3i(x, floor_index, z), -1) # Clear item if no ground
continue
# Use custom callable if provided, otherwise default to ScarcityController or internal logic
var item_index = -1
if custom_rng_callable.is_valid():
item_index = custom_rng_callable.call()
elif ResourceLoader.exists("res://scripts/controllers/scarcity_controller.gd"):
# Use ScarcityController by default if available (Project Specific)
# We use call() to avoid direct dependency if class_name isn't fully loaded in tool mode sometimes,
# but ScarcityController is a class_name so we can try valid access.
# To be safe in a tool script, we can check dynamic usage or just use the static method directly if known.
# Since this is "tekton-enet" specific codebase, we can directly use it.
item_index = ScarcityController.get_random_tile_id()
else:
# Fallback default behavior
var random_value = rng.randi() % 100
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)
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:
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
var current_orientation = get_cell_item_orientation(cell_pos)
if selected_state:
set_cell_item(cell_pos, selected_state.id, current_orientation)
else:
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)
func shuffle_floor_objects(floor_idx: int):
if not mesh_library:
print("Error: No MeshLibrary assigned to GridMap")
return
# 1. Collect all existing items and their positions on this floor
var positions: Array[Vector3i] = []
var items: Array[int] = []
for x in range(columns):
for z in range(rows):
var cell_pos = Vector3i(x, floor_idx, z)
var item = get_cell_item(cell_pos)
if item != -1:
positions.append(cell_pos)
items.append(item)
if positions.is_empty():
return
# 2. Shuffle the items list
var rng = RandomNumberGenerator.new()
rng.randomize()
items.shuffle()
# 3. Reassign items to the existing positions
# This preserves the location of "something exists here" (layout)
# but randomizes "what exists here" (type)
for i in range(positions.size()):
var pos = positions[i]
var new_item = items[i]
var orientation = get_cell_item_orientation(pos) # Keep orientation? Or reset? Keeping seems safer.
set_cell_item(pos, new_item, orientation)
print("Shuffled %d items on Floor %d" % [items.size(), floor_idx])
#func get_neighbors(current_pos: Vector2i, floor_index: int) -> Array[NeighborInfo]:
#var neighbors: Array[NeighborInfo] = []
#
#var directions = {
#Direction.NORTHWEST: Vector2i(-1, -1),
#Direction.NORTH: Vector2i(0, -1),
#Direction.NORTHEAST: Vector2i(1, -1),
#Direction.WEST: Vector2i(-1, 0),
#Direction.EAST: Vector2i(1, 0),
#Direction.SOUTHWEST: Vector2i(-1, 1),
#Direction.SOUTH: Vector2i(0, 1),
#Direction.SOUTHEAST: Vector2i(1, 1)
#}
#
#for dir in directions:
#var offset = directions[dir]
#var neighbor_pos = current_pos + offset
#
#if is_position_valid(neighbor_pos):
#var is_walkable = is_cell_walkable(neighbor_pos, floor_index)
#
## Check for obstacles - specifically for orthogonal movement
#if not is_diagonal_direction(dir) and is_blocked_by_obstacle(current_pos, neighbor_pos, 3):
#is_walkable = false
#
## Special handling for diagonal movement
#if is_diagonal_direction(dir):
#var adjacent1: Vector2i
#var adjacent2: Vector2i
#
#match dir:
#Direction.NORTHWEST:
#adjacent1 = current_pos + Vector2i(-1, 0) # West
#adjacent2 = current_pos + Vector2i(0, -1) # North
#Direction.NORTHEAST:
#adjacent1 = current_pos + Vector2i(1, 0) # East
#adjacent2 = current_pos + Vector2i(0, -1) # North
#Direction.SOUTHWEST:
#adjacent1 = current_pos + Vector2i(-1, 0) # West
#adjacent2 = current_pos + Vector2i(0, 1) # South
#Direction.SOUTHEAST:
#adjacent1 = current_pos + Vector2i(1, 0) # East
#adjacent2 = current_pos + Vector2i(0, 1) # South
#
## For diagonal movement, both adjacent cells must be walkable
## AND the movements to those adjacent cells must not be blocked
#is_walkable = is_walkable and \
#is_position_valid(adjacent1) and is_cell_walkable(adjacent1, floor_index) and \
#is_position_valid(adjacent2) and is_cell_walkable(adjacent2, floor_index) and \
#not is_blocked_by_obstacle(current_pos, adjacent1, 3) and \
#not is_blocked_by_obstacle(current_pos, adjacent2, 3)
#
#if diagonal_movement or not is_diagonal_direction(dir):
#neighbors.append(NeighborInfo.new(neighbor_pos, dir, is_walkable))
#
#return neighbors
func get_neighbors(current_pos: Vector2i, floor_index: int) -> Array[NeighborInfo]:
var neighbors: Array[NeighborInfo] = []
# Four orthogonal directions
var directions = {
Direction.NORTH: Vector2i(0, -1),
Direction.EAST: Vector2i(1, 0),
Direction.SOUTH: Vector2i(0, 1),
Direction.WEST: Vector2i(-1, 0)
}
# Add diagonal directions if enabled
if diagonal_movement:
directions[Direction.NORTHWEST] = Vector2i(-1, -1)
directions[Direction.NORTHEAST] = Vector2i(1, -1)
directions[Direction.SOUTHWEST] = Vector2i(-1, 1)
directions[Direction.SOUTHEAST] = Vector2i(1, 1)
for dir in directions:
var offset = directions[dir]
var neighbor_pos = current_pos + offset
if is_position_valid(neighbor_pos):
var is_walkable = is_cell_walkable(neighbor_pos, floor_index)
# Check if movement to this neighbor is blocked by obstacles
# if not is_diagonal_direction(dir) and is_movement_blocked(current_pos, neighbor_pos, floor_index):
# is_walkable = false
if is_diagonal_direction(dir):
# For diagonal movement, check if both orthogonal paths are blocked
var mid1 = Vector2i(neighbor_pos.x, current_pos.y)
var mid2 = Vector2i(current_pos.x, neighbor_pos.y)
if is_walkable:
neighbors.append(NeighborInfo.new(neighbor_pos, dir, is_walkable))
return neighbors
# Helper functions for neighbor checking
func is_diagonal_direction(direction: Direction) -> bool:
return direction in [Direction.NORTHWEST, Direction.NORTHEAST,
Direction.SOUTHWEST, Direction.SOUTHEAST]
func is_position_valid(pos: Vector2i) -> bool:
return pos.x >= 0 and pos.x < columns and pos.y >= 0 and pos.y < rows
func is_cell_walkable(pos: Vector2i, floor_index: int) -> bool:
var cell_item = get_cell_item(Vector3i(pos.x, floor_index, pos.y))
return cell_item != -1 and not (cell_item in non_walkable_items)
# Improved A* pathfinding
func initialize_astar():
astar_by_floor.clear()
for y in range(floors):
var astar = AStar2D.new()
# Add all points
for x in range(columns):
for z in range(rows):
var point_id = z * columns + x
astar.add_point(point_id, Vector2(x, z))
# Connect points based on neighbors
for x in range(columns):
for z in range(rows):
var current_pos = Vector2i(x, z)
var current_point_id = z * columns + x
if not is_cell_walkable(current_pos, y):
continue
var neighbors = get_neighbors(current_pos, y)
for neighbor in neighbors:
if neighbor.is_walkable:
var neighbor_id = neighbor.position.y * columns + neighbor.position.x
if not astar.are_points_connected(current_point_id, neighbor_id):
var weight = 1.0 if not is_diagonal_direction(neighbor.direction) else 1.4142
# Check if movement is allowed by obstacles
if true: # Obstacle check removed
astar.connect_points(current_point_id, neighbor_id, true)
astar.set_point_weight_scale(neighbor_id, weight)
astar_by_floor[y] = astar
update_astar_costs()
func find_path(start: Vector2, end: Vector2, floor_index: int = 0, clear_path_visual: bool = true, visualize: bool = true) -> 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
if not is_position_valid(Vector2i(int(start.x), int(start.y))) or not is_position_valid(Vector2i(int(end.x), int(end.y))):
return []
if not astar.has_point(start_point) or not astar.has_point(end_point):
return []
path = astar.get_point_path(start_point, end_point)
# TEMPORARY PATH VISUALIZATION - Moved to Layer 2 (Overlay) to protect Floor 0 and Floor 1
if visualize:
if clear_path_visual:
clear_path_visualization()
# Always use Layer 2 for these temporary markers
if start_item >= 0:
set_cell_item(Vector3i(start.x, 2, start.y), start_item)
if end_item >= 0:
set_cell_item(Vector3i(end.x, 2, end.y), end_item)
for point in path:
if Vector2(point.x, point.y) != start and Vector2(point.x, point.y) != end:
set_cell_item(Vector3i(point.x, 2, point.y), hover_item)
return path
# Path visualization - Standardized to Layer 2
func clear_path_visualization(unused_floor_idx: int = 0):
# We strictly clear Layer 2 (Overlay) and reset to -1 (Empty)
# This ensures we never overwrite Layer 0 (Floor) or Layer 1 (Items)
for x in range(columns):
for z in range(rows):
var cell_item = get_cell_item(Vector3i(x, 2, z))
# Protect Safe Zone (ID 2) from being cleared by path visualization
if cell_item == 2:
continue
if cell_item == hover_item or cell_item == start_item or cell_item == end_item:
set_cell_item(Vector3i(x, 2, z), -1)
# Cost calculation and updates
func get_cell_cost(x: int, z: int, floor_index: int = 0) -> float:
var cell_item = get_cell_item(Vector3i(x, floor_index, z))
# Block -1 (Void) and Non-Walkable Items
if cell_item == -1 or 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
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)
# Grid data management
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")
# Orientation helper
func get_cell_orientation(pos: Vector3i) -> int:
return get_cell_item_orientation(pos)
# Cell rotation handling
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 != -1:
set_cell_item(position, item, mode)
# Mesh library handling
func _on_mesh_library_changed():
validate_item_indices()
if auto_generate:
generate_grid()
_update_cell_option_buttons()
func _update_cell_option_buttons():
if not mesh_library:
return
var item_list = mesh_library.get_item_list()
for x in range(columns):
for z in range(rows):
var position = Vector3i(x, 0, z)
var cell_item = get_cell_item(position)
if cell_item != -1 and cell_item < item_list.size():
set_cell_item(position, cell_item)
else:
set_cell_item(position, 0)
func _set(property, value):
if property.begins_with("data/cells") and Engine.is_editor_hint():
call_deferred("_emit_grid_updated")
return false
func _emit_grid_updated():
emit_signal("grid_updated")
# Toggle diagonal movement
func set_diagonal_movement(enable: bool):
diagonal_movement = enable
initialize_astar()