350 lines
13 KiB
GDScript
350 lines
13 KiB
GDScript
@tool
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extends Control
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var enhanced_gridmap: EnhancedGridMap
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@onready var columns_spin = $VBoxContainer/Columns/SpinBox
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@onready var rows_spin = $VBoxContainer/Rows/SpinBox
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@onready var auto_generate_check = $VBoxContainer/AutoGenerate
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@onready var generate_button = $VBoxContainer/GenerateButton
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@onready var clear_button = $VBoxContainer/ClearButton
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@onready var randomize_button = $VBoxContainer/RandomizeButton
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@onready var fill_options = $VBoxContainer/FillOptions
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@onready var fill_button = $VBoxContainer/FillButton
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@onready var grid_container = $VBoxContainer/GridScrollContainer/GridContainer
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# A* Pathfinding UI elements
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@onready var start_x_spin = $VBoxContainer/AStarContainer/StartX/SpinBox
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@onready var start_z_spin = $VBoxContainer/AStarContainer/StartZ/SpinBox
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@onready var end_x_spin = $VBoxContainer/AStarContainer/EndX/SpinBox
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@onready var end_z_spin = $VBoxContainer/AStarContainer/EndZ/SpinBox
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@onready var find_path_button = $VBoxContainer/AStarContainer/FindPathButton
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@onready var path_result_label = $VBoxContainer/AStarContainer/PathResultLabel
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@onready var diagonal_movement_check = $VBoxContainer/AStarContainer/DiagonalMovement
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# Item state UI elements
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@onready var normal_item_spin = $VBoxContainer/ItemStates/NormalItem/SpinBox
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@onready var hover_item_spin = $VBoxContainer/ItemStates/HoverItem/SpinBox
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@onready var start_item_spin = $VBoxContainer/ItemStates/StartItem/SpinBox
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@onready var end_item_spin = $VBoxContainer/ItemStates/EndItem/SpinBox
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@onready var non_walkable_item_spin = $VBoxContainer/ItemStates/NonWalkableItem/SpinBox
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# Custom item states UI elements
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@onready var item_states_container = $VBoxContainer/ItemStates/ItemStatesContainer
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@onready var add_item_state_button = $VBoxContainer/ItemStates/AddItemStateButton
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var row_containers: Array = []
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var cell_options: Array = []
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var custom_item_states: Dictionary = {}
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func _ready():
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connect_signals()
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initialize_custom_item_states()
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print("EnhancedGridMapDock ready")
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func connect_signals():
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columns_spin.value_changed.connect(_on_columns_changed)
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rows_spin.value_changed.connect(_on_rows_changed)
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auto_generate_check.toggled.connect(_on_auto_generate_toggled)
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generate_button.pressed.connect(_on_generate_pressed)
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clear_button.pressed.connect(_on_clear_pressed)
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randomize_button.pressed.connect(_on_randomize_pressed)
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fill_button.pressed.connect(_on_fill_pressed)
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find_path_button.pressed.connect(_on_find_path_pressed)
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diagonal_movement_check.toggled.connect(_on_diagonal_movement_toggled)
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add_item_state_button.pressed.connect(_on_add_item_state_pressed)
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normal_item_spin.value_changed.connect(_on_normal_item_changed)
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hover_item_spin.value_changed.connect(_on_hover_item_changed)
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start_item_spin.value_changed.connect(_on_start_item_changed)
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end_item_spin.value_changed.connect(_on_end_item_changed)
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non_walkable_item_spin.value_changed.connect(_on_non_walkable_item_changed)
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func initialize_custom_item_states():
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# Add default item states
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add_custom_item_state("Normal", 0)
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#add_custom_item_state("Hover", 1)
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#add_custom_item_state("Start", 2)
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#add_custom_item_state("End", 3)
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add_custom_item_state("Non-Walkable", 4)
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func add_custom_item_state(name: String, id: int):
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var new_state = CustomItemState.new(name, id)
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custom_item_states[id] = new_state
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add_item_state_ui(new_state)
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func add_item_state_ui(item_state: CustomItemState):
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var container = HBoxContainer.new()
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var name_edit = LineEdit.new()
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var id_spin = SpinBox.new()
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var randomize_check = CheckBox.new()
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var percentage_spin = SpinBox.new()
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var remove_button = Button.new()
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name_edit.text = item_state.name
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name_edit.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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name_edit.text_changed.connect(_on_item_state_name_changed.bind(item_state))
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id_spin.value = item_state.id
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id_spin.min_value = 0
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id_spin.max_value = 9999
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id_spin.value_changed.connect(_on_item_state_id_changed.bind(item_state))
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randomize_check.text = "🎲"
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randomize_check.button_pressed = item_state.include_in_randomize # Changed from 'pressed' to 'button_pressed'
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randomize_check.toggled.connect(_on_item_state_randomize_toggled.bind(item_state))
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percentage_spin.min_value = 0
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percentage_spin.max_value = 100
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percentage_spin.value = item_state.randomize_percentage
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percentage_spin.suffix = "%"
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percentage_spin.value_changed.connect(_on_item_state_percentage_changed.bind(item_state))
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remove_button.text = "Del"
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remove_button.pressed.connect(_on_remove_item_state_pressed.bind(item_state, container))
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container.add_child(name_edit)
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container.add_child(id_spin)
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container.add_child(randomize_check)
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container.add_child(percentage_spin)
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container.add_child(remove_button)
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item_states_container.add_child(container)
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func _on_add_item_state_pressed():
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var new_id = custom_item_states.size()
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add_custom_item_state("New State {0}".format([new_id]), new_id)
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func _on_item_state_name_changed(new_name: String, item_state: CustomItemState):
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item_state.name = new_name
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func _on_item_state_id_changed(new_id: int, item_state: CustomItemState):
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custom_item_states.erase(item_state.id)
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item_state.id = new_id
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custom_item_states[new_id] = item_state
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func _on_item_state_randomize_toggled(toggled: bool, item_state: CustomItemState):
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item_state.include_in_randomize = toggled
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func _on_item_state_percentage_changed(new_percentage: float, item_state: CustomItemState):
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item_state.randomize_percentage = new_percentage
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func _on_remove_item_state_pressed(item_state: CustomItemState, container: Container):
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custom_item_states.erase(item_state.id)
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container.queue_free()
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class CustomItemState:
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var name: String
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var id: int
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var include_in_randomize: bool = false
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var randomize_percentage: float = 0
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func _init(_name: String, _id: int):
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name = _name
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id = _id
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func set_enhanced_gridmap(gridmap: EnhancedGridMap):
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enhanced_gridmap = gridmap
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enhanced_gridmap.grid_updated.connect(_on_grid_updated)
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update_ui()
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diagonal_movement_check.button_pressed = enhanced_gridmap.diagonal_movement
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print("EnhancedGridMap set: ", enhanced_gridmap)
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func update_ui():
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if enhanced_gridmap:
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columns_spin.value = enhanced_gridmap.columns
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rows_spin.value = enhanced_gridmap.rows
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auto_generate_check.button_pressed = enhanced_gridmap.auto_generate
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_update_fill_options()
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_update_grid_ui()
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_update_astar_ui()
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_update_item_state_ui()
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print("UI updated. Columns: ", enhanced_gridmap.columns, " Rows: ", enhanced_gridmap.rows)
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func _update_fill_options():
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fill_options.clear()
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if enhanced_gridmap and enhanced_gridmap.mesh_library:
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var item_list = enhanced_gridmap.mesh_library.get_item_list()
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for i in range(item_list.size()):
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fill_options.add_item(enhanced_gridmap.mesh_library.get_item_name(item_list[i]), i)
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func _update_grid_ui():
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for child in grid_container.get_children():
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child.queue_free()
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row_containers.clear()
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cell_options.clear()
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if not enhanced_gridmap or not enhanced_gridmap.mesh_library:
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print("No EnhancedGridMap or MeshLibrary")
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return
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var item_list = enhanced_gridmap.mesh_library.get_item_list()
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print("Updating grid UI. Columns: ", enhanced_gridmap.columns, " Rows: ", enhanced_gridmap.rows)
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for z in range(enhanced_gridmap.rows):
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var row_container = HBoxContainer.new()
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row_container.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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grid_container.add_child(row_container)
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row_containers.append(row_container)
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for x in range(enhanced_gridmap.columns):
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var cell_container = VBoxContainer.new()
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cell_container.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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cell_container.size_flags_vertical = Control.SIZE_EXPAND_FILL
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var coord_label = Label.new()
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coord_label.text = "(%d,%d)" % [x, z]
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coord_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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coord_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
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coord_label.size_flags_vertical = Control.SIZE_SHRINK_CENTER
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cell_container.add_child(coord_label)
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var option = OptionButton.new()
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option.set_meta("grid_position", Vector2i(x, z))
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for i in range(item_list.size()):
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option.add_item(enhanced_gridmap.mesh_library.get_item_name(item_list[i]), i)
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var cell_item = enhanced_gridmap.get_cell_item(Vector3i(x, 0, z))
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option.select(cell_item)
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option.item_selected.connect(_on_cell_item_selected.bind(option))
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option.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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option.size_flags_vertical = Control.SIZE_EXPAND_FILL
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cell_container.add_child(option)
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# Add rotation Option for each cell
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var rotation_option = OptionButton.new()
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rotation_option.add_item("0°", 0)
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rotation_option.add_item("90°", 10)
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rotation_option.add_item("180°", 16)
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rotation_option.add_item("270°", 22)
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rotation_option.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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rotation_option.size_flags_vertical = Control.SIZE_SHRINK_CENTER
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rotation_option.set_meta("grid_position", Vector2i(x, z))
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# Set the current item based on the cell's rotation
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var current_rotation = enhanced_gridmap.get_cell_rotation(Vector3i(x, 0, z))
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match current_rotation:
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0: rotation_option.select(0)
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10: rotation_option.select(1)
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16: rotation_option.select(2)
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22: rotation_option.select(3)
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rotation_option.item_selected.connect(_on_cell_rotation_changed.bind(rotation_option))
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cell_container.add_child(rotation_option)
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row_container.add_child(cell_container)
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cell_options.append(option)
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print("Grid UI updated. Total cells: ", cell_options.size())
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func _update_astar_ui():
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start_x_spin.max_value = enhanced_gridmap.columns - 1
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start_z_spin.max_value = enhanced_gridmap.rows - 1
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end_x_spin.max_value = enhanced_gridmap.columns - 1
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end_z_spin.max_value = enhanced_gridmap.rows - 1
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func _update_item_state_ui():
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normal_item_spin.value = enhanced_gridmap.normal_item
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hover_item_spin.value = enhanced_gridmap.hover_item
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start_item_spin.value = enhanced_gridmap.start_item
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end_item_spin.value = enhanced_gridmap.end_item
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non_walkable_item_spin.value = enhanced_gridmap.non_walkable_item
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func _on_columns_changed(value):
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if enhanced_gridmap:
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enhanced_gridmap.columns = value
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print("Columns changed to: ", value)
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func _on_rows_changed(value):
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if enhanced_gridmap:
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enhanced_gridmap.rows = value
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print("Rows changed to: ", value)
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func _on_auto_generate_toggled(button_pressed):
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if enhanced_gridmap:
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enhanced_gridmap.auto_generate = button_pressed
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func _on_generate_pressed():
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if enhanced_gridmap:
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enhanced_gridmap.generate_grid()
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print("Generate grid pressed")
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func _on_clear_pressed():
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if enhanced_gridmap:
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enhanced_gridmap.clear_grid()
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print("Clear grid pressed")
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func _on_randomize_pressed():
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if enhanced_gridmap:
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var randomize_states = []
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var total_percentage = 0
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for state in custom_item_states.values():
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if state.include_in_randomize:
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randomize_states.append(state)
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total_percentage += state.randomize_percentage
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if total_percentage != 100:
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print("Warning: Total randomize percentage is not 100%")
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enhanced_gridmap.randomize_grid_custom(randomize_states)
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func _on_fill_pressed():
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if enhanced_gridmap:
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var selected_index = fill_options.get_selected_id()
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enhanced_gridmap.fill_grid(selected_index)
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print("Fill grid pressed with item index: ", selected_index)
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func _on_cell_item_selected(index: int, option: OptionButton):
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var position = option.get_meta("grid_position")
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if enhanced_gridmap:
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enhanced_gridmap.set_cell_from_data(position.x, position.y, index)
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print("Cell item selected: ", index, " at position: ", position)
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func _on_find_path_pressed():
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if enhanced_gridmap:
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var start = Vector2(start_x_spin.value, start_z_spin.value)
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var end = Vector2(end_x_spin.value, end_z_spin.value)
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var path = enhanced_gridmap.find_path(start, end)
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if path.is_empty():
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path_result_label.text = "No path found"
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else:
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path_result_label.text = "Path found: " + str(path)
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print("Find path pressed. Start: ", start, " End: ", end)
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func _on_diagonal_movement_toggled(button_pressed):
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if enhanced_gridmap:
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enhanced_gridmap.set_diagonal_movement(button_pressed)
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print("Diagonal movement toggled: ", button_pressed)
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func _on_normal_item_changed(value):
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if enhanced_gridmap:
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enhanced_gridmap.normal_item = value
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print("Normal item changed to: ", value)
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func _on_hover_item_changed(value):
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if enhanced_gridmap:
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enhanced_gridmap.hover_item = value
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print("Hover item changed to: ", value)
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func _on_start_item_changed(value):
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if enhanced_gridmap:
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enhanced_gridmap.start_item = value
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print("Start item changed to: ", value)
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func _on_end_item_changed(value):
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if enhanced_gridmap:
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enhanced_gridmap.end_item = value
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print("End item changed to: ", value)
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func _on_non_walkable_item_changed(value):
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if enhanced_gridmap:
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enhanced_gridmap.non_walkable_item = value
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print("Non-walkable item changed to: ", value)
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func _on_grid_updated():
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update_ui()
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func _on_cell_rotation_changed(index: int, option: OptionButton):
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var position = option.get_meta("grid_position")
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var rotation_value = option.get_item_id(index)
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if enhanced_gridmap:
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enhanced_gridmap.set_cell_rotation(Vector3i(position.x, 0, position.y), rotation_value)
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print("Cell rotation changed: ", rotation_value, " at position: ", position)
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