Files
tekton/addons/enhanced_gridmap/enhanced_gridmap_dock.gd
T

473 lines
17 KiB
GDScript

@tool
extends Control
var enhanced_gridmap: EnhancedGridMap
@onready var columns_spin = $VBoxContainer/Columns/SpinBox
@onready var rows_spin = $VBoxContainer/Rows/SpinBox
@onready var floor_spin = $VBoxContainer/FloorContainer/FloorSpinBox
@onready var floors_count_spin = $VBoxContainer/FloorsCount/SpinBox
@onready var auto_generate_check = $VBoxContainer/AutoGenerate
@onready var generate_button = $VBoxContainer/GridOperations/GenerateButton
@onready var clear_button = $VBoxContainer/GridOperations/ClearButton
@onready var randomize_button = $VBoxContainer/RandomizeButton
@onready var fill_options = $VBoxContainer/FillOptions
@onready var fill_button = $VBoxContainer/FillButton
@onready var grid_container = $VBoxContainer/GridScrollContainer/GridContainer
# A* Pathfinding UI elements
@onready var start_x_spin = $VBoxContainer/AStarContainer/StartX/SpinBox
@onready var start_z_spin = $VBoxContainer/AStarContainer/StartZ/SpinBox
@onready var end_x_spin = $VBoxContainer/AStarContainer/EndX/SpinBox
@onready var end_z_spin = $VBoxContainer/AStarContainer/EndZ/SpinBox
@onready var find_path_button = $VBoxContainer/AStarContainer/FindPathButton
@onready var path_result_label = $VBoxContainer/AStarContainer/PathResultLabel
@onready var diagonal_movement_check = $VBoxContainer/AStarContainer/DiagonalMovement
# Item state UI elements
@onready var normal_item_spin = $VBoxContainer/ItemStates/NormalItem/SpinBox
@onready var hover_item_spin = $VBoxContainer/ItemStates/HoverItem/SpinBox
@onready var start_item_spin = $VBoxContainer/ItemStates/StartItem/SpinBox
@onready var end_item_spin = $VBoxContainer/ItemStates/EndItem/SpinBox
@onready var non_walkable_item_spin = $VBoxContainer/ItemStates/NonWalkableItem/SpinBox
@onready var item_states_container = $VBoxContainer/ItemStates/ItemStatesContainer
@onready var add_item_state_button = $VBoxContainer/ItemStates/AddItemStateButton
# Item Management UI elements
@onready var old_item_spin = $VBoxContainer/ItemManagement/SwapItems/OldItem
@onready var new_item_spin = $VBoxContainer/ItemManagement/SwapItems/NewItem
@onready var swap_button = $VBoxContainer/ItemManagement/SwapItems/SwapButton
var row_containers: Array = []
var cell_options: Array = []
var custom_item_states: Dictionary = {}
func _ready():
connect_signals()
initialize_custom_item_states()
print("EnhancedGridMapDock ready")
func connect_signals():
columns_spin.value_changed.connect(_on_columns_changed)
rows_spin.value_changed.connect(_on_rows_changed)
floor_spin.value_changed.connect(_on_floor_changed)
floors_count_spin.value_changed.connect(_on_floors_count_changed)
auto_generate_check.toggled.connect(_on_auto_generate_toggled)
generate_button.pressed.connect(_on_generate_pressed)
clear_button.pressed.connect(_on_clear_pressed)
randomize_button.pressed.connect(_on_randomize_pressed)
fill_button.pressed.connect(_on_fill_pressed)
find_path_button.pressed.connect(_on_find_path_pressed)
diagonal_movement_check.toggled.connect(_on_diagonal_movement_toggled)
add_item_state_button.pressed.connect(_on_add_item_state_pressed)
normal_item_spin.value_changed.connect(_on_normal_item_changed)
hover_item_spin.value_changed.connect(_on_hover_item_changed)
start_item_spin.value_changed.connect(_on_start_item_changed)
end_item_spin.value_changed.connect(_on_end_item_changed)
non_walkable_item_spin.value_changed.connect(_on_non_walkable_item_changed)
swap_button.pressed.connect(_on_swap_items_pressed)
func initialize_custom_item_states():
# Add default item states
#add_custom_item_state("Normal", 0)
#add_custom_item_state("Non-Walkable", 4)
pass
func add_custom_item_state(name: String, id: int):
# Check if an item state with this ID already exists
if custom_item_states.has(id):
print("Item state with ID ", id, " already exists")
return
var new_state = CustomItemState.new(name, id)
custom_item_states[id] = new_state
add_item_state_ui(new_state)
#func add_item_state_ui(item_state: CustomItemState):
#var container = HBoxContainer.new()
#var name_edit = LineEdit.new()
#var id_spin = SpinBox.new()
#var randomize_check = CheckBox.new()
#var percentage_spin = SpinBox.new()
#var remove_button = Button.new()
#
#name_edit.text = item_state.name
#name_edit.size_flags_horizontal = Control.SIZE_EXPAND_FILL
#name_edit.text_changed.connect(_on_item_state_name_changed.bind(item_state))
#
#id_spin.value = item_state.id
#id_spin.min_value = 0
#id_spin.max_value = 9999
#id_spin.value_changed.connect(_on_item_state_id_changed.bind(item_state))
#
#randomize_check.text = "🎲"
#randomize_check.button_pressed = item_state.include_in_randomize
#randomize_check.toggled.connect(_on_item_state_randomize_toggled.bind(item_state))
#
#percentage_spin.min_value = 0
#percentage_spin.max_value = 100
#percentage_spin.value = item_state.randomize_percentage
#percentage_spin.suffix = "%"
#percentage_spin.value_changed.connect(_on_item_state_percentage_changed.bind(item_state))
#
#remove_button.text = "Del"
#remove_button.pressed.connect(_on_remove_item_state_pressed.bind(item_state, container))
#
#container.add_child(name_edit)
#container.add_child(id_spin)
#container.add_child(randomize_check)
#container.add_child(percentage_spin)
#container.add_child(remove_button)
#
#item_states_container.add_child(container)
func add_item_state_ui(item_state: CustomItemState):
var container = HBoxContainer.new()
# Create a new OptionButton instead of separate name_edit and id_spin
var item_selector = OptionButton.new()
item_selector.size_flags_horizontal = Control.SIZE_EXPAND_FILL
# Populate the selector with items from mesh_library
if enhanced_gridmap and enhanced_gridmap.mesh_library:
var item_list = enhanced_gridmap.mesh_library.get_item_list()
# Add an "Empty" option as item -1
item_selector.add_item("Empty", -1)
# Add all items from the mesh library
for item_id in item_list:
var item_name = enhanced_gridmap.mesh_library.get_item_name(item_id)
item_selector.add_item(item_name, item_id)
# Select the current item if it matches
if item_id == item_state.id:
item_selector.select(item_selector.get_item_count() - 1)
# Connect the item selection signal
item_selector.item_selected.connect(
func(index):
var selected_id = item_selector.get_item_id(index)
var selected_name = item_selector.get_item_text(index)
_on_item_state_selection_changed(selected_id, selected_name, item_state)
)
var randomize_check = CheckBox.new()
var percentage_spin = SpinBox.new()
var remove_button = Button.new()
randomize_check.text = "🎲"
randomize_check.button_pressed = item_state.include_in_randomize
randomize_check.toggled.connect(_on_item_state_randomize_toggled.bind(item_state))
percentage_spin.min_value = 0
percentage_spin.max_value = 100
percentage_spin.value = item_state.randomize_percentage
percentage_spin.suffix = "%"
percentage_spin.value_changed.connect(_on_item_state_percentage_changed.bind(item_state))
remove_button.text = "Del"
remove_button.pressed.connect(_on_remove_item_state_pressed.bind(item_state, container))
# Add all components to the container
container.add_child(item_selector)
container.add_child(randomize_check)
container.add_child(percentage_spin)
container.add_child(remove_button)
item_states_container.add_child(container)
# Add a new function to handle item selection changes
func _on_item_state_selection_changed(new_id: int, new_name: String, item_state: CustomItemState):
# Remove the item state from the dictionary with the old ID
custom_item_states.erase(item_state.id)
# Update the item state
item_state.id = new_id
item_state.name = new_name
# Add the item state back to the dictionary with the new ID
custom_item_states[new_id] = item_state
func _on_add_item_state_pressed():
var new_id = custom_item_states.size()
add_custom_item_state("New State {0}".format([new_id]), new_id)
func _on_item_state_name_changed(new_name: String, item_state: CustomItemState):
item_state.name = new_name
func _on_item_state_id_changed(new_id: int, item_state: CustomItemState):
custom_item_states.erase(item_state.id)
item_state.id = new_id
custom_item_states[new_id] = item_state
func _on_item_state_randomize_toggled(toggled: bool, item_state: CustomItemState):
item_state.include_in_randomize = toggled
func _on_item_state_percentage_changed(new_percentage: float, item_state: CustomItemState):
item_state.randomize_percentage = new_percentage
func _on_remove_item_state_pressed(item_state: CustomItemState, container: Container):
custom_item_states.erase(item_state.id)
container.queue_free()
class CustomItemState:
var name: String
var id: int
var include_in_randomize: bool = false
var randomize_percentage: float = 0
func _init(_name: String, _id: int):
name = _name
id = _id
func set_enhanced_gridmap(gridmap: EnhancedGridMap):
# Disconnect from previous gridmap if it exists
if enhanced_gridmap:
if enhanced_gridmap.grid_updated.is_connected(_on_grid_updated):
enhanced_gridmap.grid_updated.disconnect(_on_grid_updated)
enhanced_gridmap = gridmap
if enhanced_gridmap:
enhanced_gridmap.grid_updated.connect(_on_grid_updated)
floor_spin.max_value = enhanced_gridmap.floors - 1
floors_count_spin.value = enhanced_gridmap.floors
update_ui()
_update_fill_options() # Update the fill options when setting a new gridmap
diagonal_movement_check.button_pressed = enhanced_gridmap.diagonal_movement
print("EnhancedGridMap set: ", enhanced_gridmap)
func update_ui():
if enhanced_gridmap:
columns_spin.value = enhanced_gridmap.columns
rows_spin.value = enhanced_gridmap.rows
auto_generate_check.button_pressed = enhanced_gridmap.auto_generate
_update_fill_options()
_update_grid_ui()
_update_astar_ui()
_update_item_state_ui()
func _update_fill_options():
fill_options.clear()
if enhanced_gridmap and enhanced_gridmap.mesh_library:
var item_list = enhanced_gridmap.mesh_library.get_item_list()
for i in range(item_list.size()):
fill_options.add_item(enhanced_gridmap.mesh_library.get_item_name(item_list[i]), i)
# In enhanced_gridmap_dock.gd, update the _update_grid_ui function:
func _update_grid_ui():
for child in grid_container.get_children():
child.queue_free()
row_containers.clear()
cell_options.clear()
if not enhanced_gridmap or not enhanced_gridmap.mesh_library:
print("No EnhancedGridMap or MeshLibrary")
return
var item_list = enhanced_gridmap.mesh_library.get_item_list()
var current_floor = floor_spin.value as int
for z in range(enhanced_gridmap.rows):
var row_container = HBoxContainer.new()
row_container.size_flags_horizontal = Control.SIZE_EXPAND_FILL
grid_container.add_child(row_container)
row_containers.append(row_container)
for x in range(enhanced_gridmap.columns):
var cell_container = VBoxContainer.new()
cell_container.size_flags_horizontal = Control.SIZE_EXPAND_FILL
cell_container.size_flags_vertical = Control.SIZE_EXPAND_FILL
var coord_label = Label.new()
coord_label.text = "(%d,%d,%d)" % [x, current_floor, z]
coord_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
coord_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
coord_label.size_flags_vertical = Control.SIZE_SHRINK_CENTER
cell_container.add_child(coord_label)
var option = OptionButton.new()
option.set_meta("grid_position", Vector3i(x, current_floor, z))
# Add empty option at index 0
option.add_item("Empty", -1)
# Add items from the mesh library
for i in range(item_list.size()):
option.add_item(enhanced_gridmap.mesh_library.get_item_name(item_list[i]), i)
# Ensure the selected item in the OptionButton corresponds to the current cell item
var cell_item = enhanced_gridmap.get_cell_item(Vector3i(x, current_floor, z))
if cell_item != -1 and cell_item < option.get_item_count():
option.select(cell_item)
else:
option.select(0) # Select the first item if the cell is empty
option.item_selected.connect(_on_cell_item_selected.bind(option))
option.size_flags_horizontal = Control.SIZE_EXPAND_FILL
option.size_flags_vertical = Control.SIZE_EXPAND_FILL
cell_container.add_child(option)
var rotation_option = OptionButton.new()
rotation_option.add_item("0°", 0)
rotation_option.add_item("90°", 10)
rotation_option.add_item("180°", 16)
rotation_option.add_item("270°", 22)
rotation_option.size_flags_horizontal = Control.SIZE_EXPAND_FILL
rotation_option.size_flags_vertical = Control.SIZE_SHRINK_CENTER
rotation_option.set_meta("grid_position", Vector3i(x, current_floor, z))
var current_rotation = enhanced_gridmap.get_cell_rotation(Vector3i(x, current_floor, z))
match current_rotation:
0: rotation_option.select(0)
10: rotation_option.select(1)
16: rotation_option.select(2)
22: rotation_option.select(3)
rotation_option.item_selected.connect(_on_cell_rotation_changed.bind(rotation_option))
cell_container.add_child(rotation_option)
row_container.add_child(cell_container)
cell_options.append(option)
enhanced_gridmap._update_cell_option_buttons()
func _update_astar_ui():
start_x_spin.max_value = enhanced_gridmap.columns - 1
start_z_spin.max_value = enhanced_gridmap.rows - 1
end_x_spin.max_value = enhanced_gridmap.columns - 1
end_z_spin.max_value = enhanced_gridmap.rows - 1
func _update_item_state_ui():
normal_item_spin.value = enhanced_gridmap.normal_items[0]
hover_item_spin.value = enhanced_gridmap.hover_item
start_item_spin.value = enhanced_gridmap.start_item
end_item_spin.value = enhanced_gridmap.end_item
non_walkable_item_spin.value = enhanced_gridmap.non_walkable_items[0]
func _on_columns_changed(value):
if enhanced_gridmap:
enhanced_gridmap.columns = value
func _on_rows_changed(value):
if enhanced_gridmap:
enhanced_gridmap.rows = value
func _on_floors_count_changed(value):
if enhanced_gridmap:
enhanced_gridmap.floors = value as int
floor_spin.max_value = value - 1
func _on_floor_changed(value):
if enhanced_gridmap:
_update_grid_ui()
_update_astar_ui()
_update_item_state_ui()
enhanced_gridmap.update_grid_data()
func _on_auto_generate_toggled(button_pressed):
if enhanced_gridmap:
enhanced_gridmap.auto_generate = button_pressed
func _on_generate_pressed():
if enhanced_gridmap:
var current_floor = floor_spin.value as int
enhanced_gridmap.generate_grid(current_floor)
func _on_clear_pressed():
if enhanced_gridmap:
var current_floor = floor_spin.value as int
enhanced_gridmap.clear_grid(current_floor)
func _on_randomize_pressed():
if enhanced_gridmap:
var current_floor = floor_spin.value as int
var randomize_states = []
var total_percentage = 0
# Collect only enabled randomize states
for state in custom_item_states.values():
if state.include_in_randomize:
randomize_states.append(state)
total_percentage += state.randomize_percentage
if randomize_states.is_empty():
print("No states selected for randomization")
return
if total_percentage != 100:
print("Warning: Total randomize percentage is not 100%")
enhanced_gridmap.randomize_grid_custom(randomize_states, current_floor)
func _on_fill_pressed():
if enhanced_gridmap:
var current_floor = floor_spin.value as int
var selected_index = fill_options.get_selected_id()
if selected_index >= 0:
enhanced_gridmap.fill_grid(selected_index, current_floor)
else:
print("No item selected for filling")
# func _on_cell_item_selected(index: int, option: OptionButton):
# var position = option.get_meta("grid_position")
# if enhanced_gridmap:
# if index >= 0 and index < enhanced_gridmap.mesh_library.get_item_list().size():
# enhanced_gridmap.set_cell_item(position, index)
func _on_cell_item_selected(index: int, option: OptionButton):
var position = option.get_meta("grid_position")
if enhanced_gridmap:
var item_id = option.get_item_id(index)
if item_id == -1:
# Handle empty selection
enhanced_gridmap.set_cell_item(position, -1)
elif index > 0: # Skip the first item (Empty)
enhanced_gridmap.set_cell_item(position, item_id)
func _on_find_path_pressed():
if enhanced_gridmap:
var current_floor = floor_spin.value as int
var start = Vector2(start_x_spin.value, start_z_spin.value)
var end = Vector2(end_x_spin.value, end_z_spin.value)
var path = enhanced_gridmap.find_path(start, end, current_floor)
if path.is_empty():
path_result_label.text = "No path found"
else:
path_result_label.text = "Path found: " + str(path)
func _on_diagonal_movement_toggled(button_pressed):
if enhanced_gridmap:
enhanced_gridmap.set_diagonal_movement(button_pressed)
func _on_normal_item_changed(value):
if enhanced_gridmap:
enhanced_gridmap.normal_items[0] = value
func _on_hover_item_changed(value):
if enhanced_gridmap:
enhanced_gridmap.hover_item = value
func _on_start_item_changed(value):
if enhanced_gridmap:
enhanced_gridmap.start_item = value
func _on_end_item_changed(value):
if enhanced_gridmap:
enhanced_gridmap.end_item = value
func _on_non_walkable_item_changed(value):
if enhanced_gridmap:
enhanced_gridmap.non_walkable_items[0] = value
func _on_grid_updated():
update_ui()
enhanced_gridmap._update_cell_option_buttons()
func _on_cell_rotation_changed(index: int, option: OptionButton):
var position = option.get_meta("grid_position")
var rotation_value = option.get_item_id(index)
if enhanced_gridmap:
if index >= 0 and index < 4:
enhanced_gridmap.set_cell_rotation(position, rotation_value)
func _on_swap_items_pressed():
if enhanced_gridmap:
var old_item = old_item_spin.value as int
var new_item = new_item_spin.value as int
enhanced_gridmap.swap_items(old_item, new_item, floor_spin.value as int)