165 lines
5.0 KiB
GDScript
165 lines
5.0 KiB
GDScript
extends Node
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# StaticTektonManager
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# Handles spawning and placement of Static Tektons in restricted zones.
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const STAND_SCENE_PATH = "res://scenes/static_tekton_stand.tscn"
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const TEKTON_SCENE_PATH = "res://scenes/tekton.tscn"
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const STATIC_CONTROLLER_SCRIPT = "res://scripts/static_tekton_controller.gd"
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# Zone Definitions based on CameraContextManager logic
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# 9 Zones in a 3x3 grid (approximate for 14x14 map)
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# Top-Left, Top-Mid, Top-Right
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# Mid-Left, Mid-Mid, Mid-Right
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# Bot-Left, Bot-Mid, Bot-Right
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func calculate_spawn_points(count: int, gridmap: Node) -> Array[Vector2i]:
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"""
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Calculates random spawn positions for static tektons.
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Returns an Array of Vector2i positions.
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"""
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if count <= 0 or not gridmap: return []
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print("[StaticTektonManager] Calculating static tekton positions (Fixed 5-Zone + Center)...")
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# 1. Define Zones (3x3 Grid)
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var width = gridmap.columns
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var depth = gridmap.rows
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var zone_w = width / 3
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var zone_d = depth / 3
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var zones = []
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for z in range(3):
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for x in range(3):
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zones.append(Rect2i(x * zone_w, z * zone_d, zone_w, zone_d))
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# 2. Select Fixed Targets: TL(0), TR(2), Center(4), BL(6), BR(8)
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# This ensures they are never adjacent (always separated by a middle zone)
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var target_indices = [0, 2, 6, 8, 4]
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target_indices.shuffle() # Randomize which of the 5 zones we pick
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# If count < 5, we prioritize corners then center
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# If count > 5, we only return 5 because that's the max safe non-adjacent set in 3x3
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var spawn_points: Array[Vector2i] = []
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var iterations = min(count, target_indices.size())
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for i in range(iterations):
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var zone_idx = target_indices[i]
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var zone = zones[zone_idx]
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# Determine Position Type for Bias
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# 0:TL, 1:TR, 2:BL, 3:BR, 4:Center
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var pos_type = -1
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match zone_idx:
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0: pos_type = 0 # TL
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2: pos_type = 1 # TR
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6: pos_type = 2 # BL
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8: pos_type = 3 # BR
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4: pos_type = 4 # Center
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# Use PURE RANDOM spot in zone (User Request #2)
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# instead of biased corner/center logic
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var pos = _pick_spot_in_zone(zone, gridmap)
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if pos != Vector2i(-1, -1):
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spawn_points.append(pos)
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return spawn_points
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func _pick_spot_in_zone_biased(zone: Rect2i, gridmap: Node, type: int) -> Vector2i:
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# type: 0=TL, 1=TR, 2=BL, 3=BR, 4=Center
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# ideal target relative to map
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var target = Vector2i.ZERO
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match type:
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0: target = Vector2i(0, 0)
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1: target = Vector2i(gridmap.columns, 0)
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2: target = Vector2i(0, gridmap.rows)
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3: target = Vector2i(gridmap.columns, gridmap.rows)
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4: target = Vector2i(gridmap.columns / 2, gridmap.rows / 2)
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# Clamp target to be inside valid area (taking 3x3 margin into account)
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# Center of 3x3 must be at least 1 tile from edge
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var min_x = max(1, zone.position.x + 1)
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var max_x = min(gridmap.columns - 2, zone.position.x + zone.size.x - 2)
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var min_y = max(1, zone.position.y + 1)
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var max_y = min(gridmap.rows - 2, zone.position.y + zone.size.y - 2)
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if min_x > max_x or min_y > max_y:
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return Vector2i(-1, -1)
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var clamped_target = Vector2i(
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clamp(target.x, min_x, max_x),
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clamp(target.y, min_y, max_y)
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)
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# BFS to find nearest valid 3x3 spot to clamped_target
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var queue = [clamped_target]
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var visited = {clamped_target: true}
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# Limit search to avoid hanging
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var checks = 0
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while not queue.is_empty() and checks < 200:
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var current = queue.pop_front()
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checks += 1
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if _is_valid_3x3(current, gridmap):
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return current
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var neighbors = [
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Vector2i(0, 1), Vector2i(0, -1), Vector2i(1, 0), Vector2i(-1, 0)
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]
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for n in neighbors:
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var next = current + n
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if next.x >= min_x and next.x <= max_x and next.y >= min_y and next.y <= max_y:
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if not visited.has(next):
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visited[next] = true
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queue.append(next)
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return Vector2i(-1, -1)
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func _is_valid_3x3(center: Vector2i, gridmap: Node) -> bool:
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for dx in range(-1, 2):
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for dy in range(-1, 2):
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var check_pos = Vector3i(center.x + dx, 0, center.y + dy)
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if gridmap.get_cell_item(check_pos) == -1:
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return false
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return true
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func _pick_spot_in_zone(zone: Rect2i, gridmap: Node) -> Vector2i:
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# Find a valid 3x3 spot in the zone
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# The returned position is the CENTER of the 3x3 area
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var attempts = 0
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while attempts < 30:
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attempts += 1
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# Ensure center is at least 1 tile away from edges of the map to fit 3x3
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# zone.position might be 0,0.
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var min_x = max(1, zone.position.x + 1)
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var max_x = min(gridmap.columns - 2, zone.position.x + zone.size.x - 2)
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var min_y = max(1, zone.position.y + 1)
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var max_y = min(gridmap.rows - 2, zone.position.y + zone.size.y - 2)
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if min_x > max_x or min_y > max_y:
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break # Zone too small
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var x = randi_range(min_x, max_x)
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var y = randi_range(min_y, max_y)
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var center = Vector2i(x, y)
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# Check 3x3 area validity
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var valid_area = true
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for dx in range(-1, 2):
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for dy in range(-1, 2):
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var check_pos = Vector3i(center.x + dx, 0, center.y + dy)
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if gridmap.get_cell_item(check_pos) == -1:
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valid_area = false # Void/Hole
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break
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# Optionally check for other obstacles?
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if valid_area:
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return center
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print("[StaticTektonManager] Failed to find 3x3 spot in zone %s" % zone)
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return Vector2i(-1, -1)
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