Files
tekton/addons/enhanced_gridmap/enhanced_gridmap.gd
T
2024-11-04 17:25:09 +08:00

462 lines
13 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 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 = []
# 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() and auto_generate:
generate_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()
for y in range(floors):
generate_floor(y)
else:
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])
# 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()
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):
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
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)
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)
# Improved neighbor checking system
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)
if is_diagonal_direction(dir):
var adjacent1: Vector2i
var adjacent2: Vector2i
match dir:
Direction.NORTHWEST:
adjacent1 = current_pos + Vector2i(-1, 0)
adjacent2 = current_pos + Vector2i(0, -1)
Direction.NORTHEAST:
adjacent1 = current_pos + Vector2i(1, 0)
adjacent2 = current_pos + Vector2i(0, -1)
Direction.SOUTHWEST:
adjacent1 = current_pos + Vector2i(-1, 0)
adjacent2 = current_pos + Vector2i(0, 1)
Direction.SOUTHEAST:
adjacent1 = current_pos + Vector2i(1, 0)
adjacent2 = current_pos + Vector2i(0, 1)
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)
if diagonal_movement or not is_diagonal_direction(dir):
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
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) -> 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
# 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")
# 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 == "mesh_library":
mesh_library = value
_on_mesh_library_changed()
return true
return false
# Toggle diagonal movement
func set_diagonal_movement(enable: bool):
diagonal_movement = enable
initialize_astar()