Files
tekton/scripts/managers/static_tekton_manager.gd
T

162 lines
4.9 KiB
GDScript

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