Basic map creation and saving

This commit is contained in:
effie 2025-07-25 23:19:53 +10:00
parent 949bc9f4ff
commit 99da16474a
15 changed files with 523 additions and 377 deletions

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@ -0,0 +1,57 @@
extends Node3D
class_name Actor
enum ACTOR_STATE {INACTIVE, ACTIVE}
var actor_state = null: set = state_change
const red = preload("res://tiles/base_tile/red.tres")
var target = null
var next_step = null
var temp_speed = 4
var time = 0
var current_tile = null: set = change_current_tile
var current_room = null
signal current_tile_request
func state_change(state):
actor_state = state
match state:
ACTOR_STATE.ACTIVE:
$SelfMesh.set_material_override(red)
next_step = Vector3(1, 0, 1)
func _process(delta: float) -> void:
#var velocity = Vector3.ZERO
if actor_state == ACTOR_STATE.ACTIVE:
get_current_tile()
if next_step:
if self.position.distance_to(next_step) > .1:
#velocity = self.position.direction_to(next_step) * temp_speed
position = lerp(next_step, self.position, 0.995)
else:
actor_state = ACTOR_STATE.INACTIVE
func get_current_tile():
emit_signal("current_tile_request", self)
func change_current_tile(new_tile):
if current_tile != new_tile:
current_tile = new_tile
get_room()
prints(current_tile, current_room)
func get_room():
if current_tile.lookup_tile_to_room:
current_room = current_tile.lookup_tile_to_room[0]
else:
current_room = null

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@ -0,0 +1 @@
uid://dilighbu5t233

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@ -1,3 +1,11 @@
[gd_scene format=3 uid="uid://jcmf542by4e6"] [gd_scene load_steps=3 format=3 uid="uid://jcmf542by4e6"]
[ext_resource type="Script" uid="uid://dilighbu5t233" path="res://actors/base_actor/base_actor.gd" id="1_fkyrj"]
[sub_resource type="CapsuleMesh" id="CapsuleMesh_wghh8"]
[node name="BaseActor" type="Node3D"] [node name="BaseActor" type="Node3D"]
script = ExtResource("1_fkyrj")
[node name="SelfMesh" type="MeshInstance3D" parent="."]
mesh = SubResource("CapsuleMesh_wghh8")

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@ -41,10 +41,24 @@ offset_right = 1142.0
offset_bottom = 604.0 offset_bottom = 604.0
text = "Load Map" text = "Load Map"
[node name="Button" type="Button" parent="InterfaceLayer"] [node name="GridButton" type="Button" parent="InterfaceLayer"]
offset_left = 18.0
offset_top = 568.0
offset_right = 89.0
offset_bottom = 599.0
text = "Init Grid"
[node name="DoorButton" type="Button" parent="InterfaceLayer"]
offset_left = 255.0
offset_top = 603.0
offset_right = 347.0
offset_bottom = 634.0
text = "Place Door"
[node name="WorkerButton" type="Button" parent="InterfaceLayer"]
offset_right = 8.0 offset_right = 8.0
offset_bottom = 8.0 offset_bottom = 8.0
text = "Init Grid" text = "Place Worker"
[node name="GameCam" type="Camera3D" parent="."] [node name="GameCam" type="Camera3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 0.182236, 0.983255, 0, -0.983255, 0.182236, 24.5127, 23.2849, 20.9667) transform = Transform3D(1, 0, 0, 0, 0.182236, 0.983255, 0, -0.983255, 0.182236, 24.5127, 23.2849, 20.9667)
@ -60,5 +74,6 @@ script = ExtResource("5_7jktm")
[connection signal="pressed" from="InterfaceLayer/BuildButton" to="PlaceManager" method="_on_confirm_button_pressed"] [connection signal="pressed" from="InterfaceLayer/BuildButton" to="PlaceManager" method="_on_confirm_button_pressed"]
[connection signal="pressed" from="InterfaceLayer/SaveButton" to="SaveLoad" method="_on_save_button_pressed"] [connection signal="pressed" from="InterfaceLayer/SaveButton" to="SaveLoad" method="_on_save_button_pressed"]
[connection signal="pressed" from="InterfaceLayer/LoadButton" to="SaveLoad" method="_on_load_button_pressed"] [connection signal="pressed" from="InterfaceLayer/LoadButton" to="SaveLoad" method="_on_load_button_pressed"]
[connection signal="pressed" from="InterfaceLayer/Button" to="PlaceManager" method="_on_init_grid_button_pressed"] [connection signal="pressed" from="InterfaceLayer/GridButton" to="PlaceManager" method="_on_init_grid_button_pressed"]
[connection signal="room_built" from="PlaceManager" to="InterfaceLayer/BuildToggle" method="_on_room_built"] [connection signal="pressed" from="InterfaceLayer/DoorButton" to="PlaceManager" method="_on_door_button_pressed"]
[connection signal="pressed" from="InterfaceLayer/WorkerButton" to="PlaceManager" method="_on_worker_button_pressed"]

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@ -1,27 +1,35 @@
extends Node extends Node
class SaveData: class SaveData:
var id: int
var type: String var type: String
var position: Vector3
var parent: String var parent: String
var scene_file_path: String var scene_file_path: String
var id: int
var position: Vector3
var rotation_degrees
#Connections #Connections
var place_id: int var place_id: int
var room_array: Array var room_ids: Array
var tile_ids: Array
var door_to_tile: Dictionary
#Tile data #Tile data
var grid_pos: Vector3i var grid_pos: Vector3i
var face_dict: Array var face_dict: Array
var construction_mode: int var construction_mode: int
#
func _init(): func _init():
ObjectSerializer.register_scripts({ ObjectSerializer.register_scripts({
"SaveData": SaveData, "SaveData": SaveData,
"Tile": Tile, "Tile": Tile,
"Room": Room, "Room": Room,
"Wall": Wall, "Wall": Wall,
"Door": Door,
}) })
func _on_save_button_pressed() -> void: func _on_save_button_pressed() -> void:
@ -57,22 +65,20 @@ func _on_load_button_pressed():
if i: if i:
i.free() i.free()
#if get_node("/root/Game/PlaceManager/BasePlace"):
#get_node("/root/Game/PlaceManager/BasePlace").free()
var save_file = FileAccess.open("user://savegame.save", FileAccess.READ) var save_file = FileAccess.open("user://savegame.save", FileAccess.READ)
var place_id_dict: Dictionary = {} var place_id_dict: Dictionary = {}
var room_id_dict: Dictionary = {} var room_id_dict: Dictionary = {}
var tile_id_dict: Dictionary = {}
var load_place_room_array: Dictionary = {} var load_place_to_room: Dictionary = {}
var load_place_tile_dict: Dictionary = {} var load_place_to_tile: Dictionary = {}
var load_room_tile_array: Dictionary = {} var load_room_to_tile: Dictionary = {}
var load_room_to_door: Dictionary = {}
var load_tile_to_door: Array = []
while save_file.get_position() < save_file.get_length(): while save_file.get_position() < save_file.get_length():
var next_load_bytes = save_file.get_var() var next_load_bytes = save_file.get_var()
var next_load = bytes_to_var(next_load_bytes) var next_load = bytes_to_var(next_load_bytes)
var load_object = load(next_load["scene_file_path"]).instantiate() var load_object = load(next_load["scene_file_path"]).instantiate()
@ -80,55 +86,100 @@ func _on_load_button_pressed():
match next_load["type"]: match next_load["type"]:
"Place": "Place":
var new_place_id = load_object.get_instance_id() place_id_dict[id] = load_object.get_instance_id()
place_id_dict[id] = new_place_id load_place_to_room[load_object] = []
load_place_room_array[load_object] = [] load_place_to_tile[load_object] = {}
load_place_tile_dict[load_object] = {}
for j in next_load.keys(): for j in next_load.keys():
load_object.set(j, next_load[j]) load_object.set(j, next_load[j])
get_node(next_load["parent"]).add_child(load_object) get_node(next_load["parent"]).add_child(load_object)
"Room": "Room":
room_id_dict[id] = load_object.get_instance_id() room_id_dict[id] = load_object.get_instance_id()
load_room_tile_array[load_object] = [] load_room_to_tile[load_object] = []
load_room_to_door[load_object] = []
for j in next_load.keys(): for j in next_load.keys():
if j == "place_id": if j == "place_id":
var new_place_id = place_id_dict[next_load[j]] var new_place_id = place_id_dict[next_load[j]]
var place = instance_from_id(new_place_id) var place = instance_from_id(new_place_id)
load_place_room_array[place].append(load_object) load_place_to_room[place].append(load_object)
load_object.set(j, new_place_id) load_object.set(j, new_place_id)
else: else:
load_object.set(j, next_load[j]) load_object.set(j, next_load[j])
get_node(next_load["parent"]).add_child(load_object) instance_from_id(load_object["place_id"]).get_node("RoomContainer").add_child(load_object)
"Tile": "Tile":
tile_id_dict[id] = load_object.get_instance_id()
for j in next_load.keys(): for j in next_load.keys():
if j == "place_id": if j == "place_id":
var new_place_id = place_id_dict[next_load[j]] var new_place_id = place_id_dict[next_load[j]]
var place = instance_from_id(new_place_id) var place = instance_from_id(new_place_id)
load_place_tile_dict[place].merge({next_load["grid_pos"]: load_object}) load_place_to_tile[place].merge({next_load["grid_pos"]: load_object})
load_object.set(j, new_place_id) load_object.set(j, new_place_id)
elif j == "room_array": elif j == "room_ids":
for k in next_load["room_array"]: for k in next_load["room_ids"]:
var new_room_id = room_id_dict[k] var new_room_id = room_id_dict[k]
var room = instance_from_id(new_room_id) var room = instance_from_id(new_room_id)
load_room_tile_array[room].append(load_object) load_room_to_tile[room].append(load_object)
load_object[j].append(room) load_object["lookup_tile_to_room"].append(room)
elif j == "face_dict":
if next_load[j]:
var temp_new_dict: Dictionary
for k in next_load[j]:
temp_new_dict[k] = null
load_object[j] = temp_new_dict.duplicate()
else: else:
load_object.set(j, next_load[j]) load_object.set(j, next_load[j])
get_node(next_load["parent"]).add_child(load_object) instance_from_id(load_object["place_id"]).get_node("TileContainer").add_child(load_object)
"Door":
for j in next_load.keys():
if j == "place_id":
var new_place_id = place_id_dict[next_load[j]]
var place = instance_from_id(new_place_id)
load_object.set(j, new_place_id)
elif j == "room_ids":
for k in next_load["room_ids"]:
var new_room_id = room_id_dict[k]
var room = instance_from_id(new_room_id)
load_room_to_door[room].append(load_object)
load_object["lookup_door_to_room"].append(room)
elif j == "door_to_tile":
var tile_dict = next_load["door_to_tile"]
for k in tile_dict.keys():
var new_tile_id = tile_id_dict[tile_dict[k]]
var tile = instance_from_id(new_tile_id)
load_tile_to_door.append({tile: {k: load_object}})
load_object["lookup_door_to_tile"].merge({k: tile})
else:
load_object.set(j, next_load[j])
instance_from_id(load_object["place_id"]).get_node("ObjectContainer").add_child(load_object)
_: _:
for j in next_load.keys(): for j in next_load.keys():
load_object.set(j, next_load[j]) load_object.set(j, next_load[j])
get_node(next_load["parent"]).add_child(load_object) get_node(next_load["parent"]).add_child(load_object)
for i in load_place_room_array.keys(): for i in load_place_to_room.keys():
i.place_room_array = load_place_room_array[i] i.lookup_place_to_room = load_place_to_room[i]
for i in load_place_tile_dict.keys(): for i in load_place_to_tile.keys():
i.place_tile_dict.merge(load_place_tile_dict[i]) i.lookup_place_to_tile.merge(load_place_to_tile[i])
for i in load_room_tile_array.keys(): for i in load_room_to_tile.keys():
i.room_tile_array = load_room_tile_array[i] i.room_to_tile = load_room_to_tile[i]
for i in load_room_to_door.keys():
i.room_to_door = load_room_to_door[i]
for i in load_tile_to_door:
for j in i.keys():
for k in i[j].keys():
var one = i[j]
var two = one[k]
j.face_dict[k] = two

5
objects/base_object.gd Normal file
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@ -0,0 +1,5 @@
extends Node3D
class_name GameObject
enum PLACEMENTS {DOOR}

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@ -0,0 +1 @@
uid://ca63k51v37jyg

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@ -1,24 +1,26 @@
extends Node3D extends Node3D
class_name Place class_name Place
var tile_grid_size: int = 8 var tile_grid_size: int = 32
var load_tile = preload("res://tiles/base_tile/base_tile.tscn") var load_tile = preload("res://tiles/base_tile/base_tile.tscn")
var load_room = preload("res://places/base_place/base_room.tscn") var load_room = preload("res://places/base_place/base_room.tscn")
var load_door = preload("res://tiles/base_tile/base_door.tscn") var load_door = preload("res://tiles/base_tile/base_door.tscn")
var load_actor = preload("res://actors/base_actor/base_actor.tscn")
#Contains all tiles in a workplace. #Contains all tiles in a workplace.
var place_tile_dict: Dictionary = {} var lookup_place_to_tile: Dictionary = {}
#Contains all rooms in a workplace.
var lookup_place_to_room: Array = []
#Contains the tiles in the current selection drag #Contains the tiles in the current selection drag
var selection_drag_dict: Dictionary = {} var selection_drag_dict: Dictionary = {}
#Contains all the tiles that have been selected in the current build #Contains all the tiles that have been selected in the current build
var selection_dict: Dictionary = {} var selection_dict: Dictionary = {}
#Contains all rooms in a workplace.
var place_room_array: Array = []
#Tracks the previous amount of tiles counted in a selection drac #Tracks the previous amount of tiles counted in a selection drac
var tile_count_x_hist: int = 0 var tile_count_x_hist: int = 0
var tile_count_z_hist: int = 0 var tile_count_z_hist: int = 0
@ -26,64 +28,17 @@ var tile_count_z_hist: int = 0
#Tracks is confirming a build is allowed #Tracks is confirming a build is allowed
var build_confirm_allowed: bool = true var build_confirm_allowed: bool = true
var current_object: Object = null
var current_placement: Array = []
#Tracks parts of the room currently being built #Tracks parts of the room currently being built
var current_room: Object = null var current_room: Object = null
var current_room_walls: Array = []
var current_door: Object = null
func _ready():
pass
func place_tile_check(new_dict):
place_tile_dict = new_dict
#if type_string(typeof(new_dict)) == "Array":
#for i in new_dict:
#
#place_tile_dict[]
func init_grid():
#TEMP: Sets up a simple 2D grid of blank tiles.
for x in range(tile_grid_size):
for z in range (tile_grid_size):
var pos = Vector3i(x, 0, z)
var tile: Object = load_tile.instantiate()
tile.set_position(pos)
tile.grid_pos = pos
tile.name = str("Tile", tile.get_instance_id())
tile.place_id = self.get_instance_id()
tile.selection_mode = Tile.SEL_MODE.NONE
tile.construction_mode = Tile.CON_MODE.CLOSED
place_tile_dict[pos] = tile
$TileContainer.add_child(tile)
#var pos = Vector3i(1, 0, 1)
#
#var tile = place_tile_dict[pos]
#
#var trickydict = {pos: tile}
#
#tile.room = create_room(trickydict)
#
#tile.construction_mode = Tile.CON_MODE.BUILT
#
#selection_drag_dict[pos] = tile
#end_select_drag()
#build_selection()
func save(): func save():
var save_data = { var save_data = {
# Basics # Basics
"name": name,
"type": "Place",
"id": self.get_instance_id(), "id": self.get_instance_id(),
"type": "Place",
"scene_file_path": scene_file_path, "scene_file_path": scene_file_path,
"parent": get_parent().get_path(), "parent": get_parent().get_path(),
# Connections # Connections
@ -91,13 +46,30 @@ func save():
} }
return save_data return save_data
func init_grid():
#TEMP: Sets up a simple 2D grid of blank tiles.
for x in range(tile_grid_size):
for z in range (tile_grid_size):
var pos = Vector3i(x, 0, z)
var tile: Object = load_tile.instantiate()
tile.set_position(pos)
tile.grid_pos = pos
tile.name = str("Tile", tile.get_instance_id())
tile.place_id = self.get_instance_id()
tile.selection_mode = Tile.SEL_MODE.NONE
tile.construction_mode = Tile.CON_MODE.CLOSED
$TileContainer.add_child(tile)
func draw_tile_click(click_pos): func draw_tile_click(click_pos):
#starts a selection drag #starts a selection drag
var build_start_pos: Vector3i = click_pos.floor() var build_start_pos: Vector3i = click_pos.floor()
if place_tile_dict.has(build_start_pos): if lookup_place_to_tile.has(build_start_pos):
if not place_tile_dict[build_start_pos].construction_mode == Tile.CON_MODE.BUILT: if not lookup_place_to_tile[build_start_pos].construction_mode == Tile.CON_MODE.BUILT:
select_tile(build_start_pos) select_tile(build_start_pos)
func init_select_drag(float_build_start_pos, float_build_mouse_pos): func init_select_drag(float_build_start_pos, float_build_mouse_pos):
@ -119,8 +91,8 @@ func init_select_drag(float_build_start_pos, float_build_mouse_pos):
for x in range(min(0, tile_count_x), max(0, tile_count_x) + 1): for x in range(min(0, tile_count_x), max(0, tile_count_x) + 1):
for z in range(min(0, tile_count_z), max(0, tile_count_z) + 1): for z in range(min(0, tile_count_z), max(0, tile_count_z) + 1):
var select_drag_pos: Vector3i = build_start_pos + Vector3i(x, 0, z) var select_drag_pos: Vector3i = build_start_pos + Vector3i(x, 0, z)
if place_tile_dict.has(select_drag_pos): if lookup_place_to_tile.has(select_drag_pos):
if not place_tile_dict[select_drag_pos].construction_mode == Tile.CON_MODE.BUILT: if not lookup_place_to_tile[select_drag_pos].construction_mode == Tile.CON_MODE.BUILT:
select_drag_array.append(select_drag_pos) select_drag_array.append(select_drag_pos)
if select_drag_array: if select_drag_array:
@ -129,9 +101,9 @@ func init_select_drag(float_build_start_pos, float_build_mouse_pos):
func draw_select_drag(array): func draw_select_drag(array):
#Clears previous drag, then calls tile selection on all currently dragged tiles #Clears previous drag, then calls tile selection on all currently dragged tiles
for i in place_tile_dict: for i in lookup_place_to_tile:
if not selection_dict.has(i): if not selection_dict.has(i):
var tile: Object = place_tile_dict[i] var tile: Object = lookup_place_to_tile[i]
tile.selection_mode = Tile.SEL_MODE.NONE tile.selection_mode = Tile.SEL_MODE.NONE
selection_drag_dict.clear() selection_drag_dict.clear()
@ -142,7 +114,7 @@ func draw_select_drag(array):
func select_tile(pos): func select_tile(pos):
#Tells tiles to be selected #Tells tiles to be selected
var tile: Object = place_tile_dict[pos] var tile: Object = lookup_place_to_tile[pos]
selection_drag_dict[pos] = tile selection_drag_dict[pos] = tile
@ -165,7 +137,7 @@ func verify_room():
var verify_pos: Vector3i = verify_queue_array.pop_back() var verify_pos: Vector3i = verify_queue_array.pop_back()
var verify_neighbor_array: Array = place_tile_dict[verify_pos].direction_vector_dict.values() var verify_neighbor_array: Array = lookup_place_to_tile[verify_pos].direction_vector_dict.values()
for n in verify_neighbor_array: for n in verify_neighbor_array:
@ -181,28 +153,22 @@ func verify_room():
func end_select_drag(): func end_select_drag():
#Adds dragged tiles to the current selection on mouse-up #Adds dragged tiles to the current selection on mouse-up
if not selection_drag_dict:
return
tile_count_x_hist = 0 tile_count_x_hist = 0
tile_count_z_hist = 0 tile_count_z_hist = 0
selection_dict.merge(selection_drag_dict) selection_dict.merge(selection_drag_dict)
#for i in selection_dict.keys():
#var tile:Object = selection_dict[i]
#for j in range(4):
#tile.update_face(j, Tile.FACE_MODE.NONE)
#for j in range(4):
#if not selection_dict.has(i + tile.direction_vector_array[j]):
#tile.update_face(j, Tile.FACE_MODE.FULL)
if verify_room(): if verify_room():
build_confirm_allowed = true build_confirm_allowed = true
for i in selection_dict: for i in selection_dict:
place_tile_dict[i].selection_mode = Tile.SEL_MODE.BUILD lookup_place_to_tile[i].selection_mode = Tile.SEL_MODE.BUILD
else: else:
build_confirm_allowed = false build_confirm_allowed = false
for i in selection_dict: for i in selection_dict:
place_tile_dict[i].selection_mode = Tile.SEL_MODE.INVALID lookup_place_to_tile[i].selection_mode = Tile.SEL_MODE.INVALID
selection_drag_dict.clear() selection_drag_dict.clear()
@ -217,13 +183,13 @@ func build_selection():
var room: Object = create_room(selection_dict) var room: Object = create_room(selection_dict)
for i in selection_dict: for i in selection_dict:
var tile: Object = place_tile_dict[i] var tile: Object = lookup_place_to_tile[i]
tile.selection_mode = Tile.SEL_MODE.NONE tile.selection_mode = Tile.SEL_MODE.NONE
tile.construction_mode = Tile.CON_MODE.BUILT tile.construction_mode = Tile.CON_MODE.BUILT
selection_dict.clear() selection_dict.clear()
#return room return room
func clear_selection(): func clear_selection():
#When the clear button is clicked, it clears the selected tiles without doing anything. #When the clear button is clicked, it clears the selected tiles without doing anything.
@ -233,13 +199,11 @@ func clear_selection():
tile.selection_mode = Tile.SEL_MODE.NONE tile.selection_mode = Tile.SEL_MODE.NONE
build_confirm_allowed = true build_confirm_allowed = true
#for i in selection_dict.keys():
#var tile: Object = selection_dict[i]
#for j in range(4):
#tile.update_face(j, Tile.FACE_MODE.NONE)
selection_dict.clear() selection_dict.clear()
func create_room(selection): func create_room(selection):
#Creates a room from the selected tiles. #Creates a room from the selected tiles.
@ -247,99 +211,150 @@ func create_room(selection):
room.position = (selection.keys().min()) room.position = (selection.keys().min())
room.room_tile_array = selection.values() room.room_to_tile = selection.values()
room.place_id = self.get_instance_id() room.place_id = self.get_instance_id()
room.name = str("Room", room.get_instance_id()) room.name = str("Room", room.get_instance_id())
$RoomContainer.add_child(room) $RoomContainer.add_child(room)
for i in room.room_tile_array: for i in room.room_to_tile:
i.room_array.append(room) i.lookup_tile_to_room.append(room)
place_room_array.append(room) lookup_place_to_room.append(room)
return room return room
func create_door():
#Creates a door to be placed.
for i in current_room.room_tile_dict.keys():
for j in current_room.room_tile_dict[i].wall_dict.keys():
current_room_walls.append((Vector3(i) + Vector3(0.5, 0, 0.5)) + Vector3(j) / 2)
var door: Object = load_door.instantiate()
door.room = current_room func init_object(object):
add_child(door) match object:
"door":
var door: Object = load_door.instantiate()
current_door = door init_object_locations(door)
func hover_door(mouse_pos): door.place_id = self.get_instance_id()
door.visible = false
$ObjectContainer.add_child(door)
current_object = door
"actor":
var actor: Actor = load_actor.instantiate()
current_object = actor
actor.visible = false
$ActorContainer.add_child(actor)
func init_object_locations(object):
match object.placement:
GameObject.PLACEMENTS.DOOR:
for i in lookup_place_to_tile.keys():
for j in lookup_place_to_tile[i].face_dict.keys():
if lookup_place_to_tile[i].face_dict[j] is not Door:
current_placement.append((Vector3(i) + Vector3(0.5, 0, 0.5)) + Vector3(j) / 2)
func hover_object(mouse_pos):
#Hovers the door at the closest wall segment to the mouse in the current room #Hovers the door at the closest wall segment to the mouse in the current room
if not current_door: current_object.visible = true
create_door()
var closest: Vector3 if current_placement:
var closest_distance: float = INF var closest: Vector3
var closest_distance: float = INF
for i in current_room_walls: for i in current_placement:
var distance: float = mouse_pos.distance_to(i) var distance: float = mouse_pos.distance_to(i)
if closest_distance > distance: if closest_distance > distance:
closest_distance = distance closest_distance = distance
closest = i closest = i
current_door.position = closest current_object.position = closest
current_door.rotation_degrees = Vector3(0, 180 * fmod(closest.z, 1), 0) current_object.rotation_degrees = Vector3(0, 180 * fmod(closest.x, 1), 0)
#func confirm_door(): else:
##Builds the door at the hovered location current_object.position = mouse_pos
#
#var tile_1: Object func confirm_object():
#var tile_2: Object
# var check = current_object.get_class()
#if fmod(current_door.position.x, 1) == 0: if current_object is Door:
#tile_1 = place_tile_dict[Vector3i(current_door.position.x, 0, current_door.position.z)]
#tile_2 = place_tile_dict[Vector3i(current_door.position.x - 1, 0, current_door.position.z)] var tile_1: Object
#else: var tile_2: Object
#tile_1 = place_tile_dict[Vector3i(current_door.position.x, 0, current_door.position.z)]
#tile_2 = place_tile_dict[Vector3i(current_door.position.x, 0, current_door.position.z - 1)] if fmod(current_object.position.x, 1) == 0:
# tile_1 = lookup_place_to_tile[Vector3i(current_object.position.x, 0, current_object.position.z)]
#var tile_1_door_face: Vector3i = tile_2.position - tile_1.position tile_2 = lookup_place_to_tile[Vector3i(current_object.position.x - 1, 0, current_object.position.z)]
# else:
#var tile_1_door_face_direction: int = tile_1.direction_vector_array.find(tile_1_door_face) tile_1 = lookup_place_to_tile[Vector3i(current_object.position.x, 0, current_object.position.z)]
# tile_2 = lookup_place_to_tile[Vector3i(current_object.position.x, 0, current_object.position.z - 1)]
#tile_1.update_face(tile_1_door_face_direction, Tile.FACE_MODE.DOOR, current_door)
# var tile_1_new_dict = tile_1.face_dict.duplicate()
#var tile_1_room: Object = tile_1.room_id var tile_2_new_dict = tile_2.face_dict.duplicate()
#
#tile_1_room.room_door_array.append(current_door) var tile_1_door_face: Vector3i = tile_2.position - tile_1.position
#
#var tile_2_door_face: Vector3i = tile_1.position - tile_2.position tile_1_new_dict[tile_1_door_face] = current_object
#
#var tile_2_door_face_direction: int = tile_2.direction_vector_array.find(tile_2_door_face) tile_1.update_faces(tile_1_new_dict)
#
#tile_2.update_face(tile_2_door_face_direction, Tile.FACE_MODE.DOOR, current_door) tile_1.lookup_tile_to_room[0].room_to_door.append(current_object)
#
#var tile_2_room: Object = tile_2.room_id var tile_2_door_face: Vector3i = tile_1.position - tile_2.position
#
#tile_2_room.room_door_array.append(current_door) tile_2_new_dict[tile_2_door_face] = current_object
#
#current_door.door_room_array = [tile_1_room, tile_2_room] tile_2.update_faces(tile_2_new_dict)
#
#current_room = null tile_2.lookup_tile_to_room[0].room_to_door.append(current_object)
#current_room_walls = []
#current_door = null current_object.lookup_door_to_room.append(tile_1.lookup_tile_to_room[0])
current_object.lookup_door_to_room.append(tile_2.lookup_tile_to_room[0])
current_object.lookup_door_to_tile[tile_1] = tile_1_door_face
current_object.lookup_door_to_tile[tile_2] = tile_2_door_face
elif current_object is Actor:
current_object.actor_state = Actor.ACTOR_STATE.ACTIVE
current_room = null
current_placement = []
current_object = null
func give_neighbors(tile, grid_pos, directions): func give_neighbors(tile, grid_pos, directions):
var neighbor_dict = {} var neighbor_dict = {}
for i in directions.keys(): for i in directions.keys():
if place_tile_dict.has(directions[i] + grid_pos): if lookup_place_to_tile.has(directions[i] + grid_pos):
neighbor_dict[directions[i]] = place_tile_dict[directions[i] + grid_pos] neighbor_dict[directions[i]] = lookup_place_to_tile[directions[i] + grid_pos]
tile.neighbor_dict = neighbor_dict tile.neighbor_dict = neighbor_dict
func _on_tile_container_child_entered_tree(node: Node) -> void: func _on_tile_container_child_entered_tree(node: Node) -> void:
lookup_place_to_tile[node.grid_pos] = node
node.connect("neighbor_request", give_neighbors) node.connect("neighbor_request", give_neighbors)
func give_tile(actor):
var closest: Vector3
var closest_distance: float = INF
for i in lookup_place_to_tile:
var distance: float = actor.position.distance_to(i)
if closest_distance > distance:
closest_distance = distance
closest = i
actor.current_tile = lookup_place_to_tile[Vector3i(closest)]
func _on_actor_container_child_entered_tree(node: Node) -> void:
node.connect("current_tile_request", give_tile)

View File

@ -12,6 +12,9 @@ transform = Transform3D(1, 0, 0, 0, 0.345446, 0.938439, 0, -0.938439, 0.345446,
[node name="TileContainer" type="Node" parent="."] [node name="TileContainer" type="Node" parent="."]
[node name="Objects" type="Node" parent="."] [node name="ObjectContainer" type="Node" parent="."]
[node name="ActorContainer" type="Node" parent="."]
[connection signal="child_entered_tree" from="TileContainer" to="." method="_on_tile_container_child_entered_tree"] [connection signal="child_entered_tree" from="TileContainer" to="." method="_on_tile_container_child_entered_tree"]
[connection signal="child_entered_tree" from="ActorContainer" to="." method="_on_actor_container_child_entered_tree"]

View File

@ -1,30 +1,21 @@
extends Node extends Node
class_name Room class_name Room
var room_tile_array = []: set = setup_path_grid var room_to_tile = []: set = setup_path_grid
var path_grid = AStar3D.new() var path_grid = AStar3D.new()
var room_door_array = [] var room_to_door = []
var place_id: int = 0 var place_id: int = 0
#TODO: replace with global dict?
var direction_array = [
Vector3i(0, 0, -1),
Vector3i(1, 0, 0),
Vector3i(0, 0, 1),
Vector3i(-1, 0, 0),
]
func save(): func save():
var save_data = { var save_data = {
# Basics # Basics
"name": name,
"type": "Room",
"id": self.get_instance_id(), "id": self.get_instance_id(),
"type": "Room",
"scene_file_path": scene_file_path, "scene_file_path": scene_file_path,
"parent": get_parent().get_path(), "parent": get_parent().get_instance_id(),
# Connections # Connections
"place_id": place_id, "place_id": place_id,
# Data # Data
@ -36,17 +27,16 @@ func init_room(new_dict):
for i in new_dict.values(): for i in new_dict.values():
i.room = self i.room = self
func setup_path_grid(new_array): func setup_path_grid(new_array):
room_tile_array = new_array room_to_tile = new_array
for i in room_tile_array: for i in room_to_tile:
var id = path_grid.get_available_point_id() var id = path_grid.get_available_point_id()
path_grid.add_point(id, i.grid_pos) path_grid.add_point(id, i.grid_pos)
for n in direction_array: for n in Tile.direction_vector_dict.values():
if room_tile_array.has(i.grid_pos + n): if room_to_tile.has(i.grid_pos + n):
var closest = path_grid.get_closest_point(i + n) var closest = path_grid.get_closest_point(i + n)
if (i + n) == Vector3i(path_grid.get_point_position(closest)): if (i + n) == Vector3i(path_grid.get_point_position(closest)):
path_grid.connect_points(id, closest) path_grid.connect_points(id, closest)

View File

@ -3,63 +3,48 @@ extends Node3D
var load_place = preload("res://places/base_place/base_place.tscn") var load_place = preload("res://places/base_place/base_place.tscn")
var place = null var place = null
enum ROOM_BUILD_STATE {NONE, ALLOWED, BUILDING, IS_PLACING_DOOR} enum ROOM_BUILD_STATE {NONE, SELECT, DRAG, CONFIRM, PLACE}
#Tracks the current build state. #Tracks the current build state.
var room_build_state = 0 var room_build_state = 0
var current_room = null
var last_room = null var current_object = null
#Tracks the position that was first clicked to start a build drag #Tracks the position that was first clicked to start a build drag
var build_drag_start_pos = null var build_drag_start_pos = null
signal room_built signal room_built
func _on_child_entered_tree(node: Node) -> void:
if node is Place:
place = node
func _on_build_toggle(toggled_on): func _on_build_toggle(toggled_on):
#Responds to the 'Build A Room' toggle #Responds to the 'Build A Room' toggle
if toggled_on: if toggled_on:
room_build_state = ROOM_BUILD_STATE.ALLOWED room_build_state = ROOM_BUILD_STATE.SELECT
else: else:
place.clear_selection() place.clear_selection()
room_build_state = ROOM_BUILD_STATE.NONE room_build_state = ROOM_BUILD_STATE.NONE
func _on_area_3d_input_event(_camera, _event, event_position, _normal, _shade_id):
#Checks input events from the mouse plane
match room_build_state:
ROOM_BUILD_STATE.ALLOWED:
if Input.is_action_pressed("select"):
room_build_state = ROOM_BUILD_STATE.BUILDING
build_drag_start_pos = event_position
place.draw_tile_click(build_drag_start_pos)
ROOM_BUILD_STATE.BUILDING:
if Input.is_action_pressed("select"):
place.init_select_drag(build_drag_start_pos, event_position)
else:
room_build_state = ROOM_BUILD_STATE.ALLOWED
place.end_select_drag()
#ROOM_BUILD_STATE.IS_PLACING_DOOR:
#if Input.is_action_pressed("select"):
#room_build_state = ROOM_BUILD_STATE.NONE
#place.confirm_door()
#emit_signal("room_built")
#else:
#place.hover_door(event_position)
func _on_confirm_button_pressed() -> void: func _on_confirm_button_pressed() -> void:
if place.selection_dict: if place.selection_dict:
if room_build_state == ROOM_BUILD_STATE.ALLOWED: if room_build_state == ROOM_BUILD_STATE.SELECT:
if place.build_confirm_allowed: if place.build_confirm_allowed:
last_room = place.build_selection() current_room = place.build_selection()
room_build_state = ROOM_BUILD_STATE.IS_PLACING_DOOR room_build_state = ROOM_BUILD_STATE.NONE
#if not current_room.lookup_room_to_door:
#current_object = "door"
#place.current_room = current_room
#place.init_object(current_object)
#room_build_state = ROOM_BUILD_STATE.PLACE
else:
prints("Building not allowed.")
else: else:
pass prints("Nothing selected.")
func _on_init_grid_button_pressed() -> void: func _on_init_grid_button_pressed() -> void:
if place: if place:
@ -68,6 +53,50 @@ func _on_init_grid_button_pressed() -> void:
add_child(new_place) add_child(new_place)
place.init_grid() place.init_grid()
func _on_child_entered_tree(node: Node) -> void: func _on_door_button_pressed() -> void:
if node is Place: match room_build_state:
place = node ROOM_BUILD_STATE.NONE:
current_object = "door"
place.current_room = current_room
place.init_object(current_object)
room_build_state = ROOM_BUILD_STATE.PLACE
_:
return
func _on_worker_button_pressed() -> void:
match room_build_state:
ROOM_BUILD_STATE.NONE:
current_object = "actor"
place.init_object(current_object)
room_build_state = ROOM_BUILD_STATE.PLACE
func _on_area_3d_input_event(_camera, _event, event_position, _normal, _shade_id):
#Checks input events from the mouse plane
match room_build_state:
ROOM_BUILD_STATE.SELECT:
if Input.is_action_pressed("select"):
room_build_state = ROOM_BUILD_STATE.DRAG
build_drag_start_pos = event_position
place.draw_tile_click(build_drag_start_pos)
ROOM_BUILD_STATE.DRAG:
if Input.is_action_pressed("select"):
place.init_select_drag(build_drag_start_pos, event_position)
else:
room_build_state = ROOM_BUILD_STATE.SELECT
place.end_select_drag()
ROOM_BUILD_STATE.PLACE:
if Input.is_action_pressed("select"):
room_build_state = ROOM_BUILD_STATE.NONE
place.confirm_object()
emit_signal("room_built")
else:
place.hover_object(event_position)
pass # Replace with function body.

View File

@ -0,0 +1,18 @@
[gd_scene load_steps=3 format=3 uid="uid://0d1d5e1u2fys"]
[ext_resource type="Script" uid="uid://d24sr2dat4lj0" path="res://places/place_manager.gd" id="1_rcbs8"]
[sub_resource type="BoxShape3D" id="BoxShape3D_rcbs8"]
size = Vector3(256, 0, 256)
[node name="PlaceManager" type="Node3D"]
script = ExtResource("1_rcbs8")
[node name="FloorPlane" type="Area3D" parent="."]
[node name="CollisionShape3D" type="CollisionShape3D" parent="FloorPlane"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 128, 0, 128)
shape = SubResource("BoxShape3D_rcbs8")
[connection signal="child_entered_tree" from="." to="." method="_on_child_entered_tree"]
[connection signal="input_event" from="FloorPlane" to="." method="_on_area_3d_input_event"]

View File

@ -1,5 +1,45 @@
extends Node3D extends GameObject
var room = null class_name Door
var door_room_array = [] var place_id: int
var lookup_door_to_room = []
var lookup_door_to_tile = {}
var direction = null
var placement = GameObject.PLACEMENTS.DOOR
func save():
var room_ids: Array
var door_to_tile: Dictionary
var door_to_tile_direction: Dictionary = {}
for i in lookup_door_to_room:
room_ids.append(i.get_instance_id())
for i in lookup_door_to_tile.keys():
var id = i.get_instance_id()
door_to_tile[lookup_door_to_tile[i]] = id
door_to_tile_direction[id] = i.face_dict.find_key(self)
var save_data = {
# Basics
"id": self.get_instance_id(),
"type": "Door",
"scene_file_path": scene_file_path,
"parent": get_parent().get_path(),
# Connections
"place_id": place_id,
"room_ids": room_ids,
"door_to_tile": door_to_tile,
"door_to_tile_direction": door_to_tile_direction,
# Data
"position": position,
"rotation_degrees": rotation_degrees
}
return save_data

View File

@ -1,12 +1,16 @@
[gd_scene load_steps=3 format=3 uid="uid://b6qehpvvnv5r3"] [gd_scene load_steps=4 format=3 uid="uid://b6qehpvvnv5r3"]
[ext_resource type="Script" uid="uid://dptw3xl225fxk" path="res://tiles/base_tile/base_door.gd" id="1_8olbq"] [ext_resource type="Script" uid="uid://dptw3xl225fxk" path="res://tiles/base_tile/base_door.gd" id="1_8olbq"]
[sub_resource type="BoxMesh" id="BoxMesh_8olbq"] [sub_resource type="BoxMesh" id="BoxMesh_8olbq"]
[node name="BaseDoor" type="Node3D"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_8olbq"]
albedo_color = Color(0.625824, 0.328179, 0.426969, 1)
[node name="BaseDoor" type="Node3D" groups=["SaveObjects"]]
script = ExtResource("1_8olbq") script = ExtResource("1_8olbq")
[node name="MeshInstance3D" type="MeshInstance3D" parent="."] [node name="MeshInstance3D" type="MeshInstance3D" parent="."]
transform = Transform3D(-3.93403e-08, 0, 0.2, 0, 0.5, 0, -0.9, 0, -8.74228e-09, 0, 0.25, 0) transform = Transform3D(-4.37114e-08, 0, 0.4, 0, 0.5, 0, -1, 0, -1.74846e-08, 0, 0.25, 0)
mesh = SubResource("BoxMesh_8olbq") mesh = SubResource("BoxMesh_8olbq")
surface_material_override/0 = SubResource("StandardMaterial3D_8olbq")

View File

@ -24,7 +24,7 @@ const direction_vector_dict = {
"North": Vector3i(0, 0, -1), "North": Vector3i(0, 0, -1),
"East": Vector3i(1, 0, 0), "East": Vector3i(1, 0, 0),
"South": Vector3i(0, 0, 1), "South": Vector3i(0, 0, 1),
"West": Vector3i(-1, 0, 0), "West": Vector3i(-1, 0, 0),
} }
const wall_position_dict = { const wall_position_dict = {
@ -36,37 +36,31 @@ const wall_position_dict = {
const load_wall = preload("res://tiles/base_tile/base_wall.tscn") const load_wall = preload("res://tiles/base_tile/base_wall.tscn")
@export var grid_pos = null var grid_pos = null
@export var face_dict = {}: set = update_faces var face_dict = {}: set = update_faces
@export var room_array = [] var lookup_tile_to_room = []
var neighbor_dict = {} var neighbor_dict = {}
signal neighbor_request signal neighbor_request
func _ready():
pass
func save(): func save():
var room_id_array: Array var room_ids: Array
for i in lookup_tile_to_room:
for i in room_array: room_ids.append(i.get_instance_id())
room_id_array.append(i.get_instance_id())
var save_data = { var save_data = {
# Basics # Basics
"name": name,
"type": "Tile",
"id": self.get_instance_id(), "id": self.get_instance_id(),
"type": "Tile",
"scene_file_path": scene_file_path, "scene_file_path": scene_file_path,
"parent": get_parent().get_path(), "parent": get_parent().get_path(),
# Connections # Connections
"place_id": place_id, "place_id": place_id,
"room_array": room_id_array, "room_ids": room_ids,
# Data # Data
"position": position, "position": position,
"grid_pos": grid_pos, "grid_pos": grid_pos,
@ -77,18 +71,18 @@ func save():
func update_faces(new_dict): func update_faces(new_dict):
#for i in $Walls.get_children():
#i.queue_free()
if type_string(typeof(new_dict)) == "Array":
var temp_new_dict: Dictionary
for i in new_dict:
temp_new_dict[i] = null
new_dict = temp_new_dict.duplicate()
for i in new_dict.keys(): for i in new_dict.keys():
if face_dict.has(i):
if face_dict[i] == new_dict[i]:
continue
face_dict[i].queue_free()
face_dict[i] = null
if new_dict[i] is Door:
face_dict[i] = new_dict[i]
continue
var direction: String = direction_vector_dict.find_key(i) var direction: String = direction_vector_dict.find_key(i)
var wall_pos = wall_position_dict[direction]
var wall = load_wall.instantiate() var wall = load_wall.instantiate()
wall.position = wall_position_dict[direction] wall.position = wall_position_dict[direction]
wall.name = str(direction, "Wall") wall.name = str(direction, "Wall")
@ -114,39 +108,38 @@ func update_construction(mode):
match mode: match mode:
CON_MODE.NON_INTERACTABLE: CON_MODE.NON_INTERACTABLE:
face_dict = {} face_dict = {}
pass
CON_MODE.CLOSED: CON_MODE.CLOSED:
face_dict = {} face_dict = {}
$Floor/FloorMesh.set_material_override(gray) $Floor/FloorMesh.set_material_override(gray)
pass
CON_MODE.OPEN: CON_MODE.OPEN:
face_dict = {} face_dict = {}
pass
CON_MODE.BUILT: CON_MODE.BUILT:
$Floor/FloorMesh.set_material_override(null) $Floor/FloorMesh.set_material_override(null)
update_neighbors() if not face_dict:
update_neighbors()
var temp_face_dict = {} var temp_face_dict = {}
for i in neighbor_dict.keys(): for i in neighbor_dict.keys():
if not neighbor_dict[i].room_array == room_array: if not neighbor_dict[i].lookup_tile_to_room == lookup_tile_to_room:
temp_face_dict[i] = null temp_face_dict[i] = null
face_dict = temp_face_dict.duplicate() face_dict = temp_face_dict.duplicate()
CON_MODE.REINFORCED: CON_MODE.REINFORCED:
face_dict = {} face_dict = {}
pass
CON_MODE.CONSTRUCTION: CON_MODE.CONSTRUCTION:
pass face_dict = {}
pass
func update_selection(mode): func update_selection(mode):
selection_mode = mode
match mode: match mode:
SEL_MODE.NONE: SEL_MODE.NONE:
$Floor/FloorMesh.set_material_overlay(null) $Floor/FloorMesh.set_material_overlay(null)
@ -160,87 +153,3 @@ func update_selection(mode):
SEL_MODE.INVALID: SEL_MODE.INVALID:
$Floor/FloorMesh.set_material_overlay(orange) $Floor/FloorMesh.set_material_overlay(orange)
func update_face(direction, mode, door = null):
print("face update blanked")
pass
##Updates the faces of this tile.
#var face = direction_vector_array[direction]
#
#
#
#match mode:
#FACE_MODE.NONE:
#for i in wall_dict.keys():
#wall_dict[i].queue_free()
#wall_dict.erase(i)
#
#FACE_MODE.FULL:
#if not wall_dict.has(face):
#
#var wall = load_wall.instantiate()
#
#wall.position = wall_position_array[direction]
#
#wall.rotation_degrees = Vector3(0, direction * -90, 0)
#
#wall_dict[face] = wall
#
#emit_signal("wall_built", room_id)
#
#add_child(wall)
#
#FACE_MODE.DOOR:
#wall_dict[face].queue_free()
#wall_dict.erase(face)
#wall_dict[face] = door
#
#
func update(sel_mode: int = SEL_MODE.NONE, con_mode: int = CON_MODE.NONE):
print("update blanked")
pass
##Updates the selection and construction modes of this tile.
#
#if sel_mode != selection_mode:
#
#selection_mode = sel_mode
#
#match sel_mode:
#SEL_MODE.NONE:
#$Floor/FloorMesh.set_material_overlay(null)
#
#SEL_MODE.ROOM:
#for i in $Walls.get_children():
#i.Mesh.set_material_override(orange)
#
#SEL_MODE.BUILD:
#$Floor/FloorMesh.set_material_overlay(lightblue)
#
#SEL_MODE.INVALID:
#$Floor/FloorMesh.set_material_overlay(orange)
#
##if con_mode:
##if con_mode != construction_mode:
##
##construction_mode = con_mode
##
##match con_mode:
##CON_MODE.NON_INTERACTABLE:
##pass
##
##CON_MODE.CLOSED:
##$Floor/FloorMesh.set_material_override(gray)
##pass
##
##CON_MODE.OPEN:
##pass
##
##CON_MODE.BUILT:
##$Floor/FloorMesh.set_material_override(null)
##pass
##
##CON_MODE.REINFORCED:
##pass
##
##CON_MODE.CONSTRUCTION:
##pass