Files
tekton/addons/enhanced_gridmap/enhanced_gridmap.gd
T
2024-10-24 16:51:46 +08:00

394 lines
11 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 = []
# Item states
enum ItemState {NORMAL, HOVER, START, END, NON_WALKABLE}
# Add this to the class variables
var diagonal_movement: bool = false
func _ready():
mesh_library_changed.connect(_on_mesh_library_changed)
if not Engine.is_editor_hint() and auto_generate:
generate_grid()
# Validate item indices
validate_item_indices()
func set_floors(value: int):
floors = value
if auto_generate:
generate_grid()
else:
update_grid_data()
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]
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_auto_generate(value: bool):
auto_generate = value
if auto_generate:
generate_grid()
# Modified generate_grid to support floors
func generate_grid(floor_index: int = -1):
if floor_index == -1:
# Generate all floors
clear()
for y in range(floors):
generate_floor(y)
else:
# Generate specific floor
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])
# Clear specific floor
func clear_floor(floor_index: int):
for x in range(columns):
for z in range(rows):
set_cell_item(Vector3i(x, floor_index, z), INVALID_CELL_ITEM)
update_grid_data()
# Modified clear_grid to support floors
func clear_grid(floor_index: int = -1):
if floor_index == -1:
clear()
else:
clear_floor(floor_index)
update_grid_data()
# Modified randomize_grid to support floors
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 # Generate a random number between 0 and 99
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)
# Modified randomize_grid_custom to properly handle mesh library items
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:
# Randomize specific floor
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
# Get current cell orientation
var current_orientation = get_cell_item_orientation(cell_pos)
if selected_state:
set_cell_item(cell_pos, selected_state.id, current_orientation)
else:
# Find first enabled state or use normal item as fallback
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)
# Fill grid for specific floor
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:
# Fill specific floor
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)
# Preserve the current cell's orientation when filling
var current_orientation = get_cell_item_orientation(cell_pos)
set_cell_item(cell_pos, item_index, current_orientation)
func _on_mesh_library_changed():
validate_item_indices()
if auto_generate:
generate_grid()
func _set(property, value):
if property == "mesh_library":
mesh_library = value
_on_mesh_library_changed()
return true
return false
# Modified update_grid_data for 3D array
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")
# New function to swap items on a specific floor
func swap_items(old_item: int, new_item: int, floor_index: int = -1):
if floor_index == -1:
for y in range(floors):
swap_items_on_floor(old_item, new_item, y)
else:
swap_items_on_floor(old_item, new_item, floor_index)
update_grid_data()
initialize_astar()
update_astar_costs()
func swap_items_on_floor(old_item: int, new_item: int, floor_index: int):
for x in range(columns):
for z in range(rows):
var cell_pos = Vector3i(x, floor_index, z)
if get_cell_item(cell_pos) == old_item:
set_cell_item(cell_pos, new_item)
# Modified A* pathfinding for multiple floors
func initialize_astar():
astar_by_floor.clear()
for y in range(floors):
var astar = AStar2D.new()
for x in range(columns):
for z in range(rows):
var point_id = z * columns + x
astar.add_point(point_id, Vector2(x, z))
if x > 0:
astar.connect_points(point_id, point_id - 1)
if z > 0:
astar.connect_points(point_id, point_id - columns)
if diagonal_movement:
if x > 0 and z > 0:
astar.connect_points(point_id, point_id - columns - 1) # Top-left
if x < columns - 1 and z > 0:
astar.connect_points(point_id, point_id - columns + 1) # Top-right
astar_by_floor[y] = astar
update_astar_costs()
func set_diagonal_movement(enable: bool):
diagonal_movement = enable
initialize_astar() # Reinitialize the A* graph with new connections
func set_point_solid(x: int, z: int, floor_index: int, is_solid: bool):
var astar = astar_by_floor.get(floor_index)
if astar:
var point_id = z * columns + x
astar.set_point_disabled(point_id, is_solid)
# Modified path finding for specific floor
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
# Modified path visualization clearing for specific floor
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])
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
# Modified update_astar_costs for multiple floors
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)
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 != INVALID_CELL_ITEM:
var orientation = int(mode)
set_cell_item(position, item, orientation)