708 lines
22 KiB
GDScript
708 lines
22 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 = []
|
|
|
|
# Update the obstacle items array to use your specified item indices
|
|
@export var obstacle_items: Array[int] = [12, 13, 14, 15] # Obstacle items in mesh library
|
|
@export var obstacle_directions: Dictionary = {} # Store direction for each placed obstacle: {Vector3i position: Direction}
|
|
|
|
# Dictionary to store obstacle information: {cell_pos: orientation}
|
|
# orientation: 0=North, 1=East, 2=South, 3=West
|
|
var obstacles = {}
|
|
|
|
# Direction and movement systems
|
|
enum Direction {
|
|
NORTHWEST, NORTH, NORTHEAST,
|
|
WEST, CENTER, EAST,
|
|
SOUTHWEST, SOUTH, SOUTHEAST,
|
|
BLOCKED_NORTH = 10,
|
|
BLOCKED_EAST = 11,
|
|
BLOCKED_SOUTH = 12,
|
|
BLOCKED_WEST = 13
|
|
}
|
|
|
|
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)
|
|
|
|
|
|
#func get_neighbors(current_pos: Vector2i, floor_index: int) -> Array[NeighborInfo]:
|
|
#var neighbors: Array[NeighborInfo] = []
|
|
#
|
|
#var directions = {
|
|
#Direction.NORTHWEST: Vector2i(-1, -1),
|
|
#Direction.NORTH: Vector2i(0, -1),
|
|
#Direction.NORTHEAST: Vector2i(1, -1),
|
|
#Direction.WEST: Vector2i(-1, 0),
|
|
#Direction.EAST: Vector2i(1, 0),
|
|
#Direction.SOUTHWEST: Vector2i(-1, 1),
|
|
#Direction.SOUTH: Vector2i(0, 1),
|
|
#Direction.SOUTHEAST: Vector2i(1, 1)
|
|
#}
|
|
#
|
|
#for dir in directions:
|
|
#var offset = directions[dir]
|
|
#var neighbor_pos = current_pos + offset
|
|
#
|
|
#if is_position_valid(neighbor_pos):
|
|
#var is_walkable = is_cell_walkable(neighbor_pos, floor_index)
|
|
#
|
|
## Check for obstacles - specifically for orthogonal movement
|
|
#if not is_diagonal_direction(dir) and is_blocked_by_obstacle(current_pos, neighbor_pos, 3):
|
|
#is_walkable = false
|
|
#
|
|
## Special handling for diagonal movement
|
|
#if is_diagonal_direction(dir):
|
|
#var adjacent1: Vector2i
|
|
#var adjacent2: Vector2i
|
|
#
|
|
#match dir:
|
|
#Direction.NORTHWEST:
|
|
#adjacent1 = current_pos + Vector2i(-1, 0) # West
|
|
#adjacent2 = current_pos + Vector2i(0, -1) # North
|
|
#Direction.NORTHEAST:
|
|
#adjacent1 = current_pos + Vector2i(1, 0) # East
|
|
#adjacent2 = current_pos + Vector2i(0, -1) # North
|
|
#Direction.SOUTHWEST:
|
|
#adjacent1 = current_pos + Vector2i(-1, 0) # West
|
|
#adjacent2 = current_pos + Vector2i(0, 1) # South
|
|
#Direction.SOUTHEAST:
|
|
#adjacent1 = current_pos + Vector2i(1, 0) # East
|
|
#adjacent2 = current_pos + Vector2i(0, 1) # South
|
|
#
|
|
## For diagonal movement, both adjacent cells must be walkable
|
|
## AND the movements to those adjacent cells must not be blocked
|
|
#is_walkable = is_walkable and \
|
|
#is_position_valid(adjacent1) and is_cell_walkable(adjacent1, floor_index) and \
|
|
#is_position_valid(adjacent2) and is_cell_walkable(adjacent2, floor_index) and \
|
|
#not is_blocked_by_obstacle(current_pos, adjacent1, 3) and \
|
|
#not is_blocked_by_obstacle(current_pos, adjacent2, 3)
|
|
#
|
|
#if diagonal_movement or not is_diagonal_direction(dir):
|
|
#neighbors.append(NeighborInfo.new(neighbor_pos, dir, is_walkable))
|
|
#
|
|
#return neighbors
|
|
|
|
func get_neighbors(current_pos: Vector2i, floor_index: int) -> Array[NeighborInfo]:
|
|
var neighbors: Array[NeighborInfo] = []
|
|
|
|
# Four orthogonal directions
|
|
var directions = {
|
|
Direction.NORTH: Vector2i(0, -1),
|
|
Direction.EAST: Vector2i(1, 0),
|
|
Direction.SOUTH: Vector2i(0, 1),
|
|
Direction.WEST: Vector2i(-1, 0)
|
|
}
|
|
|
|
# Add diagonal directions if enabled
|
|
if diagonal_movement:
|
|
directions[Direction.NORTHWEST] = Vector2i(-1, -1)
|
|
directions[Direction.NORTHEAST] = Vector2i(1, -1)
|
|
directions[Direction.SOUTHWEST] = Vector2i(-1, 1)
|
|
directions[Direction.SOUTHEAST] = Vector2i(1, 1)
|
|
|
|
for dir in directions:
|
|
var offset = directions[dir]
|
|
var neighbor_pos = current_pos + offset
|
|
|
|
if is_position_valid(neighbor_pos):
|
|
var is_walkable = is_cell_walkable(neighbor_pos, floor_index)
|
|
|
|
# Check if movement to this neighbor is blocked by obstacles
|
|
if not is_diagonal_direction(dir) and is_movement_blocked(current_pos, neighbor_pos, floor_index):
|
|
is_walkable = false
|
|
|
|
if is_diagonal_direction(dir):
|
|
# For diagonal movement, check if both orthogonal paths are blocked
|
|
var mid1 = Vector2i(neighbor_pos.x, current_pos.y)
|
|
var mid2 = Vector2i(current_pos.x, neighbor_pos.y)
|
|
|
|
var path1_blocked = is_movement_blocked(current_pos, mid1, floor_index)
|
|
var path2_blocked = is_movement_blocked(current_pos, mid2, floor_index)
|
|
|
|
if path1_blocked and path2_blocked:
|
|
is_walkable = false
|
|
|
|
if is_walkable:
|
|
neighbors.append(NeighborInfo.new(neighbor_pos, dir, is_walkable))
|
|
|
|
return neighbors
|
|
|
|
# Helper functions for neighbor checking
|
|
func is_diagonal_direction(direction: Direction) -> bool:
|
|
return direction in [Direction.NORTHWEST, Direction.NORTHEAST,
|
|
Direction.SOUTHWEST, Direction.SOUTHEAST]
|
|
|
|
func is_position_valid(pos: Vector2i) -> bool:
|
|
return pos.x >= 0 and pos.x < columns and pos.y >= 0 and pos.y < rows
|
|
|
|
func is_cell_walkable(pos: Vector2i, floor_index: int) -> bool:
|
|
var cell_item = get_cell_item(Vector3i(pos.x, floor_index, pos.y))
|
|
return cell_item != -1 and not (cell_item in non_walkable_items)
|
|
|
|
# Improved A* pathfinding
|
|
func initialize_astar():
|
|
astar_by_floor.clear()
|
|
for y in range(floors):
|
|
var astar = AStar2D.new()
|
|
|
|
# Add all points
|
|
for x in range(columns):
|
|
for z in range(rows):
|
|
var point_id = z * columns + x
|
|
astar.add_point(point_id, Vector2(x, z))
|
|
|
|
# Connect points based on neighbors
|
|
for x in range(columns):
|
|
for z in range(rows):
|
|
var current_pos = Vector2i(x, z)
|
|
var current_point_id = z * columns + x
|
|
|
|
if not is_cell_walkable(current_pos, y):
|
|
continue
|
|
|
|
var neighbors = get_neighbors(current_pos, y)
|
|
for neighbor in neighbors:
|
|
if neighbor.is_walkable:
|
|
var neighbor_id = neighbor.position.y * columns + neighbor.position.x
|
|
|
|
if not astar.are_points_connected(current_point_id, neighbor_id):
|
|
var weight = 1.0 if not is_diagonal_direction(neighbor.direction) else 1.4142
|
|
|
|
# Check if movement is allowed by obstacles
|
|
if not is_blocked_by_obstacle(current_pos, neighbor.position, 3):
|
|
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) -> 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 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")
|
|
|
|
# Check the obstacle on a cell
|
|
func has_obstacle_at(pos: Vector3i) -> bool:
|
|
var item = get_cell_item(pos)
|
|
return item in obstacle_items
|
|
|
|
# Get orientation ( rotation )
|
|
func get_cell_orientation(pos: Vector3i) -> int:
|
|
return get_cell_item_orientation(pos)
|
|
|
|
# Get obstacle direction
|
|
# Get the direction of an obstacle at a specific position
|
|
func get_obstacle_direction(pos: Vector3i) -> Direction:
|
|
if obstacle_directions.has(pos):
|
|
return obstacle_directions[pos]
|
|
return Direction.CENTER
|
|
|
|
func get_obstacle_orientation(pos: Vector3i) -> int:
|
|
return get_cell_item_orientation(pos)
|
|
|
|
func is_movement_blocked(from_pos: Vector2i, to_pos: Vector2i, floor_index: int = 3) -> bool:
|
|
# Must be adjacent cells for direct blocking check
|
|
if abs(from_pos.x - to_pos.x) + abs(from_pos.y - to_pos.y) != 1:
|
|
return false
|
|
|
|
# Get 3D positions for the cells
|
|
var from_pos3d = Vector3i(from_pos.x, floor_index, from_pos.y)
|
|
var to_pos3d = Vector3i(to_pos.x, floor_index, to_pos.y)
|
|
|
|
# Check if the starting cell has an obstacle
|
|
if has_obstacle_at(from_pos3d):
|
|
var orientation = get_obstacle_orientation(from_pos3d)
|
|
|
|
# Check if the obstacle is blocking the requested movement direction
|
|
if from_pos.y > to_pos.y and orientation == 0: # Moving NORTH, obstacle faces NORTH
|
|
return true
|
|
elif from_pos.x < to_pos.x and orientation == 1: # Moving EAST, obstacle faces EAST
|
|
return true
|
|
elif from_pos.y < to_pos.y and orientation == 2: # Moving SOUTH, obstacle faces SOUTH
|
|
return true
|
|
elif from_pos.x > to_pos.x and orientation == 3: # Moving WEST, obstacle faces WEST
|
|
return true
|
|
|
|
# Check if the destination cell has an obstacle blocking entry
|
|
if has_obstacle_at(to_pos3d):
|
|
var orientation = get_obstacle_orientation(to_pos3d)
|
|
|
|
# Check if the obstacle is blocking entry from the requested direction
|
|
if to_pos.y < from_pos.y and orientation == 2: # Coming from SOUTH, obstacle faces SOUTH
|
|
return true
|
|
elif to_pos.x > from_pos.x and orientation == 3: # Coming from WEST, obstacle faces WEST
|
|
return true
|
|
elif to_pos.y > from_pos.y and orientation == 0: # Coming from NORTH, obstacle faces NORTH
|
|
return true
|
|
elif to_pos.x < from_pos.x and orientation == 1: # Coming from EAST, obstacle faces EAST
|
|
return true
|
|
|
|
return false
|
|
|
|
# Function to check if a cell is blocked by any obstacles in its vicinity
|
|
func is_cell_blocked_by_obstacles(pos: Vector2i, floor_index: int = 3) -> bool:
|
|
var pos3d = Vector3i(pos.x, floor_index, pos.y)
|
|
|
|
# Check if this cell itself has an obstacle
|
|
if has_obstacle_at(pos3d):
|
|
return true
|
|
|
|
# Check all adjacent cells for obstacles that might block this cell
|
|
var adjacent_positions = [
|
|
Vector2i(pos.x, pos.y - 1), # North
|
|
Vector2i(pos.x + 1, pos.y), # East
|
|
Vector2i(pos.x, pos.y + 1), # South
|
|
Vector2i(pos.x - 1, pos.y), # West
|
|
]
|
|
|
|
for adj_pos in adjacent_positions:
|
|
var adj_pos3d = Vector3i(adj_pos.x, floor_index, adj_pos.y)
|
|
|
|
# Check if position is valid
|
|
if is_position_valid(adj_pos) and has_obstacle_at(adj_pos3d):
|
|
var orientation = get_obstacle_orientation(adj_pos3d)
|
|
|
|
# Check if the obstacle is blocking this cell
|
|
if adj_pos.y < pos.y and orientation == 0: # Obstacle to NORTH facing NORTH
|
|
return true
|
|
elif adj_pos.x > pos.x and orientation == 1: # Obstacle to EAST facing EAST
|
|
return true
|
|
elif adj_pos.y > pos.y and orientation == 2: # Obstacle to SOUTH facing SOUTH
|
|
return true
|
|
elif adj_pos.x < pos.x and orientation == 3: # Obstacle to WEST facing WEST
|
|
return true
|
|
|
|
return false
|
|
|
|
# Function to get all cells blocked by an obstacle at a specific position
|
|
func get_cells_blocked_by_obstacle(obstacle_pos: Vector2i, orientation: int, floor_index: int = 3) -> Array:
|
|
var blocked_cells = []
|
|
|
|
# Determine which cells are blocked based on orientation
|
|
match orientation:
|
|
0: # NORTH - blocks the row above
|
|
for x in range(max(0, obstacle_pos.x - 1), min(columns, obstacle_pos.x + 2)):
|
|
blocked_cells.append(Vector2i(x, obstacle_pos.y - 1))
|
|
|
|
1: # EAST - blocks the column to the right
|
|
for y in range(max(0, obstacle_pos.y - 1), min(rows, obstacle_pos.y + 2)):
|
|
blocked_cells.append(Vector2i(obstacle_pos.x + 1, y))
|
|
|
|
2: # SOUTH - blocks the row below
|
|
for x in range(max(0, obstacle_pos.x - 1), min(columns, obstacle_pos.x + 2)):
|
|
blocked_cells.append(Vector2i(x, obstacle_pos.y + 1))
|
|
|
|
3: # WEST - blocks the column to the left
|
|
for y in range(max(0, obstacle_pos.y - 1), min(rows, obstacle_pos.y + 2)):
|
|
blocked_cells.append(Vector2i(obstacle_pos.x - 1, y))
|
|
|
|
# Filter out invalid positions
|
|
return blocked_cells.filter(func(pos): return is_position_valid(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 == "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()
|
|
|
|
func is_blocked_by_obstacle(from_pos: Vector2i, to_pos: Vector2i, floor_index: int = 3) -> bool:
|
|
# For direct orthogonal movement (up, down, left, right)
|
|
if (from_pos.x == to_pos.x and abs(from_pos.y - to_pos.y) == 1) or (from_pos.y == to_pos.y and abs(from_pos.x - to_pos.x) == 1):
|
|
return is_movement_blocked(from_pos, to_pos, floor_index)
|
|
|
|
# For diagonal or longer distances, build a path and check each step
|
|
var path = []
|
|
|
|
# Simple path planning for orthogonal movement
|
|
if from_pos.x == to_pos.x or from_pos.y == to_pos.y:
|
|
var dx = sign(to_pos.x - from_pos.x)
|
|
var dy = sign(to_pos.y - from_pos.y)
|
|
var current = from_pos
|
|
|
|
while current != to_pos:
|
|
var next = Vector2i(current.x + dx, current.y + dy)
|
|
path.append([current, next])
|
|
current = next
|
|
else:
|
|
# For diagonal movement, check both possible paths
|
|
# Path 1: Move horizontally first, then vertically
|
|
var mid1 = Vector2i(to_pos.x, from_pos.y)
|
|
var path1_blocked = is_blocked_by_obstacle(from_pos, mid1, floor_index) or is_blocked_by_obstacle(mid1, to_pos, floor_index)
|
|
|
|
# Path 2: Move vertically first, then horizontally
|
|
var mid2 = Vector2i(from_pos.x, to_pos.y)
|
|
var path2_blocked = is_blocked_by_obstacle(from_pos, mid2, floor_index) or is_blocked_by_obstacle(mid2, to_pos, floor_index)
|
|
|
|
# Movement is blocked if both paths are blocked
|
|
return path1_blocked and path2_blocked
|
|
|
|
# Check each step in the path
|
|
for step in path:
|
|
if is_movement_blocked(step[0], step[1], floor_index):
|
|
return true
|
|
|
|
return false
|
|
|
|
# Place an obstacle at the specified position with a specific orientation
|
|
func place_obstacle(pos: Vector3i, obstacle_item: int, orientation: int) -> bool:
|
|
# Always place on floor 3
|
|
pos.y = 3
|
|
|
|
if get_cell_item(pos) != -1:
|
|
return false # Cell is already occupied
|
|
|
|
# Set the obstacle item with the specified orientation
|
|
set_cell_item(pos, obstacle_item, orientation)
|
|
|
|
# Store the obstacle information
|
|
obstacles[pos] = orientation
|
|
|
|
# Re-initialize A* pathfinding to account for the new obstacle
|
|
initialize_astar()
|
|
|
|
return true
|