Files
tekton/addons/enhanced_gridmap/enhanced_gridmap.gd
T

841 lines
27 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}
# 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 is_movement_blocked(from_pos: Vector2i, to_pos: Vector2i, floor_index: int = 3) -> bool:
## Must be adjacent cells
#if abs(from_pos.x - to_pos.x) + abs(from_pos.y - to_pos.y) != 1:
#return false
#
## Determine which direction we're moving
#var direction: Direction
#
#if to_pos.y < from_pos.y: # Moving NORTH
#direction = Direction.NORTH
#elif to_pos.x > from_pos.x: # Moving EAST
#direction = Direction.EAST
#elif to_pos.y > from_pos.y: # Moving SOUTH
#direction = Direction.SOUTH
#elif to_pos.x < from_pos.x: # Moving WEST
#direction = Direction.WEST
#
## Check if the current cell has an obstacle blocking the exit
#var from_obstacle_pos = Vector3i(from_pos.x, floor_index, from_pos.y)
#if has_obstacle_at(from_obstacle_pos):
#var obs_dir = get_obstacle_direction(from_obstacle_pos)
#if obs_dir == direction: # Obstacle blocks exit in this direction
#return true
#
## Check if the destination cell has an obstacle blocking the entrance
#var to_obstacle_pos = Vector3i(to_pos.x, floor_index, to_pos.y)
#if has_obstacle_at(to_obstacle_pos):
#var opposite_dir: Direction
#
## Calculate the opposite direction
#match direction:
#Direction.NORTH: opposite_dir = Direction.SOUTH
#Direction.EAST: opposite_dir = Direction.WEST
#Direction.SOUTH: opposite_dir = Direction.NORTH
#Direction.WEST: opposite_dir = Direction.EAST
#
#var obs_dir = get_obstacle_direction(to_obstacle_pos)
#if obs_dir == opposite_dir: # Obstacle blocks entrance from this direction
#return true
#
#return false
func is_movement_blocked(from_pos: Vector2i, to_pos: Vector2i, floor_index: int = 3) -> bool:
# Must be adjacent cells
if abs(from_pos.x - to_pos.x) + abs(from_pos.y - to_pos.y) != 1:
return false
# Determine movement direction
var direction: int
if to_pos.y < from_pos.y: # Moving NORTH
direction = 0 # North
elif to_pos.x > from_pos.x: # Moving EAST
direction = 1 # East
elif to_pos.y > from_pos.y: # Moving SOUTH
direction = 2 # South
elif to_pos.x < from_pos.x: # Moving WEST
direction = 3 # West
# Check if the current cell has an obstacle blocking the exit
var from_obstacle_pos = Vector3i(from_pos.x, floor_index, from_pos.y)
if has_obstacle_at(from_obstacle_pos):
var orientation = get_cell_orientation(from_obstacle_pos)
if orientation == direction: # Obstacle blocks exit in this direction
return true
# Check if the destination cell has an obstacle blocking the entrance
var to_obstacle_pos = Vector3i(to_pos.x, floor_index, to_pos.y)
if has_obstacle_at(to_obstacle_pos):
var orientation = get_cell_orientation(to_obstacle_pos)
var opposite_dir = (direction + 2) % 4 # Opposite direction (0→2, 1→3, 2→0, 3→1)
if orientation == opposite_dir: # Obstacle blocks entrance from this direction
return true
return false
# 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()
# Add this function to check if a movement is blocked by an obstacle
#func is_blocked_by_obstacle(from_pos: Vector2i, to_pos: Vector2i, floor_index: int = 3) -> bool:
## Detect movement direction
#var diff_x = to_pos.x - from_pos.x
#var diff_y = to_pos.y - from_pos.y
#
## Case 1: Moving along X axis (horizontally)
#if diff_y == 0 and diff_x != 0:
## Check if there's a vertical obstacle blocking horizontal movement
#var min_x = min(from_pos.x, to_pos.x)
#var max_x = max(from_pos.x, to_pos.x)
#for x in range(min_x, max_x + 1):
#var cell_pos = Vector3i(x, floor_index, from_pos.y)
#var cell_index = get_cell_item(cell_pos)
#if cell_index in obstacle_items:
#var obstacle_idx = obstacle_items.find(cell_index)
#if obstacle_idx != -1 and obstacle_idx < obstacle_directions.size():
#var dir = obstacle_directions[obstacle_idx]
#if dir == Direction.BLOCKED_NORTH or dir == Direction.BLOCKED_SOUTH:
#return true
#
## Case 2: Moving along Y axis (vertically)
#if diff_x == 0 and diff_y != 0:
## Check if there's a horizontal obstacle blocking vertical movement
#var min_y = min(from_pos.y, to_pos.y)
#var max_y = max(from_pos.y, to_pos.y)
#for y in range(min_y, max_y + 1):
#var cell_pos = Vector3i(from_pos.x, floor_index, y)
#var cell_index = get_cell_item(cell_pos)
#if cell_index in obstacle_items:
#var obstacle_idx = obstacle_items.find(cell_index)
#if obstacle_idx != -1 and obstacle_idx < obstacle_directions.size():
#var dir = obstacle_directions[obstacle_idx]
#if dir == Direction.BLOCKED_EAST or dir == Direction.BLOCKED_WEST:
#return true
#
## Case 3: Diagonal movement - check if both direct paths are blocked
## This will force the player to take the longer route
#if diff_x != 0 and diff_y != 0:
## Check if moving horizontally first then vertically would be blocked
#var horiz_first = is_blocked_by_obstacle(from_pos, Vector2i(to_pos.x, from_pos.y), floor_index)
#var vert_second = is_blocked_by_obstacle(Vector2i(to_pos.x, from_pos.y), to_pos, floor_index)
#
## Check if moving vertically first then horizontally would be blocked
#var vert_first = is_blocked_by_obstacle(from_pos, Vector2i(from_pos.x, to_pos.y), floor_index)
#var horiz_second = is_blocked_by_obstacle(Vector2i(from_pos.x, to_pos.y), to_pos, floor_index)
#
## If both paths are blocked, then the diagonal movement is blocked
#if (horiz_first or vert_second) and (vert_first or horiz_second):
#return true
#
#return false
#func is_blocked_by_obstacle(from_pos: Vector2i, to_pos: Vector2i, floor_index: int = 3) -> bool:
## Determine movement direction (without using normalized for Vector2i)
#var diff_x = to_pos.x - from_pos.x
#var diff_y = to_pos.y - from_pos.y
#
## Convert to direction based on sign
#var dir_x = 0
#var dir_y = 0
#if diff_x != 0: dir_x = 1 if diff_x > 0 else -1
#if diff_y != 0: dir_y = 1 if diff_y > 0 else -1
#
## Check for obstacles at both cells
#var from_obstacle = get_cell_item(Vector3i(from_pos.x, floor_index, from_pos.y))
#var to_obstacle = get_cell_item(Vector3i(to_pos.x, floor_index, to_pos.y))
#
## Check obstacle at starting position
#if from_obstacle in obstacle_items:
#var from_pos_3d = Vector3i(from_pos.x, floor_index, from_pos.y)
#var from_dir = Direction.CENTER
#
## Use safe dictionary access
#if obstacle_directions.has(from_pos_3d):
#from_dir = obstacle_directions[from_pos_3d]
#
## Block movement based on obstacle direction
#match from_dir:
#Direction.NORTH: # Blocks south movement
#if dir_y > 0: return true
#Direction.EAST: # Blocks west movement
#if dir_x < 0: return true
#Direction.SOUTH: # Blocks north movement
#if dir_y < 0: return true
#Direction.WEST: # Blocks east movement
#if dir_x > 0: return true
#
## Check obstacle at destination position
#if to_obstacle in obstacle_items:
#var to_pos_3d = Vector3i(to_pos.x, floor_index, to_pos.y)
#var to_dir = Direction.CENTER
#
## Use safe dictionary access
#if obstacle_directions.has(to_pos_3d):
#to_dir = obstacle_directions[to_pos_3d]
#
## Block movement based on obstacle direction (from opposite side)
#match to_dir:
#Direction.NORTH: # Blocks south movement (coming from north)
#if dir_y < 0: return true
#Direction.EAST: # Blocks west movement (coming from east)
#if dir_x > 0: return true
#Direction.SOUTH: # Blocks north movement (coming from south)
#if dir_y > 0: return true
#Direction.WEST: # Blocks east movement (coming from west)
#if dir_x < 0: return true
#
## Check intermediate cell for vertical/horizontal movement
#if from_pos.x != to_pos.x and from_pos.y == to_pos.y: # Horizontal movement
#var x_step = 1 if to_pos.x > from_pos.x else -1
#var intermediate_x = from_pos.x + x_step
#while intermediate_x != to_pos.x:
#var inter_obstacle = get_cell_item(Vector3i(intermediate_x, floor_index, from_pos.y))
#if inter_obstacle in obstacle_items:
#var inter_pos_3d = Vector3i(intermediate_x, floor_index, from_pos.y)
#var inter_dir = Direction.CENTER
#
## Use safe dictionary access
#if obstacle_directions.has(inter_pos_3d):
#inter_dir = obstacle_directions[inter_pos_3d]
#
#if inter_dir == Direction.NORTH or inter_dir == Direction.SOUTH:
#return true
#intermediate_x += x_step
#elif from_pos.x == to_pos.x and from_pos.y != to_pos.y: # Vertical movement
#var y_step = 1 if to_pos.y > from_pos.y else -1
#var intermediate_y = from_pos.y + y_step
#while intermediate_y != to_pos.y:
#var inter_obstacle = get_cell_item(Vector3i(from_pos.x, floor_index, intermediate_y))
#if inter_obstacle in obstacle_items:
#var inter_pos_3d = Vector3i(from_pos.x, floor_index, intermediate_y)
#var inter_dir = Direction.CENTER
#
## Use safe dictionary access
#if obstacle_directions.has(inter_pos_3d):
#inter_dir = obstacle_directions[inter_pos_3d]
#
#if inter_dir == Direction.EAST or inter_dir == Direction.WEST:
#return true
#intermediate_y += y_step
#
## If none of the above conditions triggered, movement is allowed
#return false
# Updated is_blocked_by_obstacle to check for each step in the path
func is_blocked_by_obstacle(from_pos: Vector2i, to_pos: Vector2i, floor_index: int = 3) -> bool:
# For orthogonal movement (up, down, left, right)
if from_pos.x == to_pos.x or from_pos.y == to_pos.y:
# Check each step along the path
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)
if is_movement_blocked(current, next, floor_index):
return true
current = next
else:
# For diagonal movement, check if both orthogonal paths are blocked
var mid1 = Vector2i(to_pos.x, from_pos.y)
var mid2 = Vector2i(from_pos.x, to_pos.y)
var path1_blocked = is_blocked_by_obstacle(from_pos, mid1, floor_index)
var path2_blocked = is_blocked_by_obstacle(from_pos, mid2, floor_index)
return path1_blocked and path2_blocked
return false
#func place_obstacle(pos: Vector3i, obstacle_item: int, direction: Direction) -> bool:
## Always place on floor 3
#pos.y = 3
#
#if get_cell_item(pos) != -1:
#return false # Cell is already occupied
#
#set_cell_item(pos, obstacle_item)
#
## Store the direction of the obstacle in the dictionary
#obstacle_directions[pos] = direction
#
## Update the cell's orientation based on direction
#var orientation = 0
#match direction:
#Direction.NORTH:
#orientation = 0 # Default orientation
#Direction.EAST:
#orientation = 1 # 90 degrees clockwise
#Direction.SOUTH:
#orientation = 2 # 180 degrees
#Direction.WEST:
#orientation = 3 # 270 degrees clockwise
#
#set_cell_item(pos, obstacle_item, orientation)
#
## Re-initialize A* pathfinding to account for the new obstacle
#initialize_astar()
#
#return true
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)
# Re-initialize A* pathfinding to account for the new obstacle
initialize_astar()
return true