665 lines
20 KiB
GDScript
665 lines
20 KiB
GDScript
@tool
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class_name EnhancedGridMap
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extends GridMap
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signal mesh_library_changed
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signal grid_updated
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@export var columns: int = 10: set = set_columns
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@export var rows: int = 10: set = set_rows
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@export var floors: int = 3: set = set_floors
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@export var auto_generate: bool = false: set = set_auto_generate
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@export var auto_randomize: bool = false # If true, randomizes grid on start
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@export var normal_items: Array[int] = [0]
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@export var non_walkable_items: Array[int] = [4]
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@export var hover_item: int = 1
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@export var start_item: int = 2
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@export var end_item: int = 3
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@export var immutable_items: Array[int] = [4] # Items that cannot be randomized/reset
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var current_mesh_library: MeshLibrary
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var grid_data: Array = [] # 3D array [floor][row][column]
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# A* Pathfinding variables (per floor)
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var astar_by_floor = {} # Dictionary of AStar2D instances per floor
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var path = []
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# Direction and movement systems
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enum Direction {
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NORTHWEST, NORTH, NORTHEAST,
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WEST, CENTER, EAST,
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SOUTHWEST, SOUTH, SOUTHEAST
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}
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var diagonal_movement: bool = false
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class NeighborInfo:
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var position: Vector2i
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var direction: Direction
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var is_walkable: bool
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func _init(pos: Vector2i, dir: Direction, walkable: bool):
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position = pos
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direction = dir
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is_walkable = walkable
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func _ready():
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mesh_library_changed.connect(_on_mesh_library_changed)
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if not Engine.is_editor_hint():
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if auto_generate:
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generate_grid()
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if auto_randomize:
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randomize_grid()
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validate_item_indices()
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# Core grid management functions
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func set_columns(value: int):
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columns = value
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if auto_generate:
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generate_grid()
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else:
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update_grid_data()
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func set_rows(value: int):
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rows = value
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if auto_generate:
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generate_grid()
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else:
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update_grid_data()
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func set_floors(value: int):
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floors = value
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if auto_generate:
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generate_grid()
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else:
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update_grid_data()
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func set_auto_generate(value: bool):
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auto_generate = value
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if auto_generate:
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generate_grid()
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# Item validation
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func validate_item_indices():
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if not mesh_library:
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print("Warning: No MeshLibrary assigned to GridMap")
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return
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var item_list = mesh_library.get_item_list()
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var max_index = item_list.size() - 1
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normal_items = normal_items.filter(func(item): return item >= 0 and item <= max_index)
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hover_item = clamp(hover_item, 0, max_index)
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start_item = clamp(start_item, 0, max_index)
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end_item = clamp(end_item, 0, max_index)
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non_walkable_items = non_walkable_items.filter(func(item): return item >= 0 and item <= max_index)
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if normal_items.is_empty():
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normal_items = [0]
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if non_walkable_items.is_empty():
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non_walkable_items = [max_index]
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# Grid generation and management
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func generate_grid(floor_index: int = -1):
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if floor_index == -1:
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clear()
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# Generate Floor 0 using Modular Generator
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var map_gen = load("res://scripts/generators/modular_map_generator.gd")
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if map_gen:
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var generator = map_gen.new()
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# Pick random shape
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var rng = RandomNumberGenerator.new()
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rng.randomize()
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var shape = rng.randi() % 4 # 0-3 (Rect, Islands, Maze, Rooms)
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generator.generate_map(self, columns, rows, shape)
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else:
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generate_floor(0)
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# Generate upper floors (just Items, initially empty or randomized)
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for y in range(1, floors):
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# Just clear them initially or fill based on generator?
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# Usually Floor 1 is items on top of Floor 0.
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# Let's clean them first.
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clear_floor(y)
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else:
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if floor_index == 0:
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var map_gen = load("res://scripts/generators/modular_map_generator.gd")
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if map_gen:
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var generator = map_gen.new()
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var rng = RandomNumberGenerator.new()
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rng.randomize()
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var shape = rng.randi() % 4
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generator.generate_map(self, columns, rows, shape)
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else:
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clear_floor(floor_index)
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generate_floor(floor_index)
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update_grid_data()
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initialize_astar()
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update_astar_costs()
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# After generating map, if we are auto-randomizing, we should randomize items (Floor 1)
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# ONLY on valid Floor 0 tiles.
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if auto_randomize:
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randomize_grid(1) # Floor 1 items
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# Explicitly ensure Floor 0 is never randomized with items via standard randomize_grid
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# (randomize_grid(0) would overwrite the map with items)
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func generate_floor(floor_index: int):
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# Fallback / Standard generation
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if not mesh_library:
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print("Error: No MeshLibrary assigned to GridMap")
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return
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validate_item_indices()
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current_mesh_library = mesh_library
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var item_list = mesh_library.get_item_list()
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if floor_index == 0:
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for x in range(columns):
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for z in range(rows):
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set_cell_item(Vector3i(x, floor_index, z), normal_items[0])
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else:
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# Upper floors start empty unless specified
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pass
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# Grid operations
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func clear_floor(floor_index: int):
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for x in range(columns):
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for z in range(rows):
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set_cell_item(Vector3i(x, floor_index, z), -1)
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update_grid_data()
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func clear_grid(floor_index: int = -1):
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if floor_index == -1:
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clear()
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else:
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clear_floor(floor_index)
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update_grid_data()
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# =============================================================================
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# Data Serialization Helpers (For Networking)
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# =============================================================================
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func get_floor_data(floor_index: int) -> PackedInt32Array:
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# Returns a flat PackedInt32Array [x, z, item_id, ...] for the specified floor.
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var data = PackedInt32Array()
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# Use get_used_cells() as the source of truth from the GridMap itself
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for cell in get_used_cells():
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if cell.y == floor_index:
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data.append(cell.x)
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data.append(cell.z)
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data.append(get_cell_item(cell))
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return data
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func set_floor_data(floor_index: int, data: PackedInt32Array):
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# Sets the floor items from a flat PackedInt32Array. Clears existing items on that floor first.
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clear_floor(floor_index)
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# Iterate by triplets [x, z, item]
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var count = data.size()
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if count % 3 != 0:
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print("[EnhancedGridMap] Error: Malformed grid data array (size %d not divisible by 3)" % count)
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return
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for i in range(0, count, 3):
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var x = data[i]
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var z = data[i+1]
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var item = data[i+2]
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set_cell_item(Vector3i(x, floor_index, z), item)
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update_grid_data()
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func fill_grid(item_index: int, floor_index: int = -1):
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if not mesh_library:
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print("No MeshLibrary assigned to GridMap")
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return
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if item_index < 0 or item_index >= mesh_library.get_item_list().size():
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print("Invalid item index")
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return
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if floor_index == -1:
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for y in range(floors):
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fill_floor(item_index, y)
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else:
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if floor_index >= 0 and floor_index < floors:
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fill_floor(item_index, floor_index)
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else:
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print("Invalid floor index")
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update_grid_data()
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initialize_astar()
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update_astar_costs()
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func fill_floor(item_index: int, floor_index: int):
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for x in range(columns):
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for z in range(rows):
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var cell_pos = Vector3i(x, floor_index, z)
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var current_orientation = get_cell_item_orientation(cell_pos)
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set_cell_item(cell_pos, item_index, current_orientation)
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# Randomization functions
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func randomize_grid(floor_index: int = -1, custom_rng_callable: Callable = Callable()):
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if floor_index == -1:
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# Default auto-randomize behavior:
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# Preserve Floor 0 (Ground)
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# Shuffle Floor 1 (Objects/Items)
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shuffle_floor_objects(1)
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else:
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randomize_floor(floor_index, custom_rng_callable)
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update_grid_data()
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initialize_astar()
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update_astar_costs()
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func randomize_floor(floor_index: int, custom_rng_callable: Callable = Callable()):
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if not mesh_library:
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print("Error: No MeshLibrary assigned to GridMap")
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return
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validate_item_indices()
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var rng = RandomNumberGenerator.new()
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rng.randomize()
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for x in range(columns):
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for z in range(rows):
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# Check if current item on this floor is immutable
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var current_item_on_floor = get_cell_item(Vector3i(x, floor_index, z))
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if current_item_on_floor in immutable_items:
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continue
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# IMPORTANT: Only place items if Floor 0 has a walkable tile
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var floor_0_item = get_cell_item(Vector3i(x, 0, z))
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var is_ground = (floor_0_item == normal_items[0]) # Assuming 0 is ground
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if not is_ground:
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set_cell_item(Vector3i(x, floor_index, z), -1) # Clear item if no ground
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continue
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# Use custom callable if provided, otherwise default to ScarcityController or internal logic
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var item_index = -1
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if custom_rng_callable.is_valid():
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item_index = custom_rng_callable.call()
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elif ResourceLoader.exists("res://scripts/controllers/scarcity_controller.gd"):
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# Use ScarcityController by default if available (Project Specific)
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# We use call() to avoid direct dependency if class_name isn't fully loaded in tool mode sometimes,
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# but ScarcityController is a class_name so we can try valid access.
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# To be safe in a tool script, we can check dynamic usage or just use the static method directly if known.
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# Since this is "tekton-enet" specific codebase, we can directly use it.
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item_index = ScarcityController.get_random_tile_id()
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else:
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# Fallback default behavior
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var random_value = rng.randi() % 100
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if random_value < 80:
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item_index = normal_items[rng.randi() % normal_items.size()]
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else:
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item_index = non_walkable_items[rng.randi() % non_walkable_items.size()]
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set_cell_item(Vector3i(x, floor_index, z), item_index)
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func randomize_grid_custom(randomize_states: Array, floor_index: int = -1):
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if not mesh_library:
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print("Error: No MeshLibrary assigned to GridMap")
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return
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if floor_index == -1:
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for y in range(floors):
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randomize_floor_custom(randomize_states, y)
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else:
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if floor_index >= 0 and floor_index < floors:
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randomize_floor_custom(randomize_states, floor_index)
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else:
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print("Invalid floor index")
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update_grid_data()
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initialize_astar()
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update_astar_costs()
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func randomize_floor_custom(randomize_states: Array, floor_index: int):
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if randomize_states.is_empty():
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print("No randomize states provided")
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return
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var rng = RandomNumberGenerator.new()
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rng.randomize()
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for x in range(columns):
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for z in range(rows):
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var cell_pos = Vector3i(x, floor_index, z)
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var random_value = rng.randf() * 100
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var accumulated_percentage = 0
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var selected_state = null
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for state in randomize_states:
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if state.include_in_randomize:
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accumulated_percentage += state.randomize_percentage
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if random_value <= accumulated_percentage:
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selected_state = state
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break
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var current_orientation = get_cell_item_orientation(cell_pos)
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if selected_state:
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set_cell_item(cell_pos, selected_state.id, current_orientation)
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else:
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var fallback_state = null
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for state in randomize_states:
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if state.include_in_randomize:
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fallback_state = state
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break
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if fallback_state:
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set_cell_item(cell_pos, fallback_state.id, current_orientation)
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else:
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set_cell_item(cell_pos, normal_items[0], current_orientation)
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func shuffle_floor_objects(floor_idx: int):
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if not mesh_library:
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print("Error: No MeshLibrary assigned to GridMap")
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return
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# 1. Collect all existing items and their positions on this floor
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var positions: Array[Vector3i] = []
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var items: Array[int] = []
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for x in range(columns):
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for z in range(rows):
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var cell_pos = Vector3i(x, floor_idx, z)
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var item = get_cell_item(cell_pos)
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if item != -1:
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positions.append(cell_pos)
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items.append(item)
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if positions.is_empty():
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return
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# 2. Shuffle the items list
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var rng = RandomNumberGenerator.new()
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rng.randomize()
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items.shuffle()
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# 3. Reassign items to the existing positions
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# This preserves the location of "something exists here" (layout)
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# but randomizes "what exists here" (type)
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for i in range(positions.size()):
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var pos = positions[i]
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var new_item = items[i]
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var orientation = get_cell_item_orientation(pos) # Keep orientation? Or reset? Keeping seems safer.
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set_cell_item(pos, new_item, orientation)
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print("Shuffled %d items on Floor %d" % [items.size(), floor_idx])
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#func get_neighbors(current_pos: Vector2i, floor_index: int) -> Array[NeighborInfo]:
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#var neighbors: Array[NeighborInfo] = []
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#
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#var directions = {
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#Direction.NORTHWEST: Vector2i(-1, -1),
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#Direction.NORTH: Vector2i(0, -1),
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#Direction.NORTHEAST: Vector2i(1, -1),
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#Direction.WEST: Vector2i(-1, 0),
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#Direction.EAST: Vector2i(1, 0),
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#Direction.SOUTHWEST: Vector2i(-1, 1),
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#Direction.SOUTH: Vector2i(0, 1),
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#Direction.SOUTHEAST: Vector2i(1, 1)
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#}
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#
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#for dir in directions:
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#var offset = directions[dir]
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#var neighbor_pos = current_pos + offset
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#
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#if is_position_valid(neighbor_pos):
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#var is_walkable = is_cell_walkable(neighbor_pos, floor_index)
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#
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## Check for obstacles - specifically for orthogonal movement
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#if not is_diagonal_direction(dir) and is_blocked_by_obstacle(current_pos, neighbor_pos, 3):
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#is_walkable = false
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#
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## Special handling for diagonal movement
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#if is_diagonal_direction(dir):
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#var adjacent1: Vector2i
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#var adjacent2: Vector2i
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#
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#match dir:
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#Direction.NORTHWEST:
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#adjacent1 = current_pos + Vector2i(-1, 0) # 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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#
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## For diagonal movement, both adjacent cells must be walkable
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## AND the movements to those adjacent cells must not be blocked
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#is_walkable = is_walkable and \
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#is_position_valid(adjacent1) and is_cell_walkable(adjacent1, floor_index) and \
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#is_position_valid(adjacent2) and is_cell_walkable(adjacent2, floor_index) and \
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#not is_blocked_by_obstacle(current_pos, adjacent1, 3) and \
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#not is_blocked_by_obstacle(current_pos, adjacent2, 3)
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#
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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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#
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#return neighbors
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func get_neighbors(current_pos: Vector2i, floor_index: int) -> Array[NeighborInfo]:
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var neighbors: Array[NeighborInfo] = []
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# Four orthogonal directions
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var directions = {
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Direction.NORTH: Vector2i(0, -1),
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Direction.EAST: Vector2i(1, 0),
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Direction.SOUTH: Vector2i(0, 1),
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Direction.WEST: Vector2i(-1, 0)
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}
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# Add diagonal directions if enabled
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if diagonal_movement:
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directions[Direction.NORTHWEST] = Vector2i(-1, -1)
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directions[Direction.NORTHEAST] = Vector2i(1, -1)
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directions[Direction.SOUTHWEST] = Vector2i(-1, 1)
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directions[Direction.SOUTHEAST] = Vector2i(1, 1)
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for dir in directions:
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var offset = directions[dir]
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var neighbor_pos = current_pos + offset
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if is_position_valid(neighbor_pos):
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var is_walkable = is_cell_walkable(neighbor_pos, floor_index)
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# Check if movement to this neighbor is blocked by obstacles
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# if not is_diagonal_direction(dir) and is_movement_blocked(current_pos, neighbor_pos, floor_index):
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# is_walkable = false
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if is_diagonal_direction(dir):
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# For diagonal movement, check if both orthogonal paths are blocked
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var mid1 = Vector2i(neighbor_pos.x, current_pos.y)
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var mid2 = Vector2i(current_pos.x, neighbor_pos.y)
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if is_walkable:
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neighbors.append(NeighborInfo.new(neighbor_pos, dir, is_walkable))
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return neighbors
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|
|
|
# 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
|
|
path = astar.get_point_path(start_point, end_point)
|
|
|
|
if visualize:
|
|
if clear_path_visual:
|
|
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
|
|
|
|
# Path visualization
|
|
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])
|
|
|
|
# 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))
|
|
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
|
|
|
|
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()
|