Basic map creation and saving
This commit is contained in:
parent
949bc9f4ff
commit
99da16474a
57
actors/base_actor/base_actor.gd
Normal file
57
actors/base_actor/base_actor.gd
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@ -0,0 +1,57 @@
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extends Node3D
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class_name Actor
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enum ACTOR_STATE {INACTIVE, ACTIVE}
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var actor_state = null: set = state_change
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const red = preload("res://tiles/base_tile/red.tres")
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var target = null
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var next_step = null
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var temp_speed = 4
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var time = 0
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var current_tile = null: set = change_current_tile
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var current_room = null
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signal current_tile_request
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func state_change(state):
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actor_state = state
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match state:
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ACTOR_STATE.ACTIVE:
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$SelfMesh.set_material_override(red)
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next_step = Vector3(1, 0, 1)
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func _process(delta: float) -> void:
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#var velocity = Vector3.ZERO
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if actor_state == ACTOR_STATE.ACTIVE:
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get_current_tile()
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if next_step:
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if self.position.distance_to(next_step) > .1:
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#velocity = self.position.direction_to(next_step) * temp_speed
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position = lerp(next_step, self.position, 0.995)
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else:
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actor_state = ACTOR_STATE.INACTIVE
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func get_current_tile():
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emit_signal("current_tile_request", self)
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func change_current_tile(new_tile):
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if current_tile != new_tile:
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current_tile = new_tile
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get_room()
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prints(current_tile, current_room)
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func get_room():
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if current_tile.lookup_tile_to_room:
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current_room = current_tile.lookup_tile_to_room[0]
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else:
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current_room = null
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1
actors/base_actor/base_actor.gd.uid
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1
actors/base_actor/base_actor.gd.uid
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@ -0,0 +1 @@
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uid://dilighbu5t233
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@ -1,3 +1,11 @@
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[gd_scene format=3 uid="uid://jcmf542by4e6"]
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[gd_scene load_steps=3 format=3 uid="uid://jcmf542by4e6"]
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[ext_resource type="Script" uid="uid://dilighbu5t233" path="res://actors/base_actor/base_actor.gd" id="1_fkyrj"]
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[sub_resource type="CapsuleMesh" id="CapsuleMesh_wghh8"]
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[node name="BaseActor" type="Node3D"]
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script = ExtResource("1_fkyrj")
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[node name="SelfMesh" type="MeshInstance3D" parent="."]
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mesh = SubResource("CapsuleMesh_wghh8")
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23
game.tscn
23
game.tscn
@ -41,10 +41,24 @@ offset_right = 1142.0
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offset_bottom = 604.0
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text = "Load Map"
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[node name="Button" type="Button" parent="InterfaceLayer"]
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[node name="GridButton" type="Button" parent="InterfaceLayer"]
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offset_left = 18.0
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offset_top = 568.0
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offset_right = 89.0
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offset_bottom = 599.0
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text = "Init Grid"
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[node name="DoorButton" type="Button" parent="InterfaceLayer"]
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offset_left = 255.0
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offset_top = 603.0
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offset_right = 347.0
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offset_bottom = 634.0
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text = "Place Door"
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[node name="WorkerButton" type="Button" parent="InterfaceLayer"]
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offset_right = 8.0
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offset_bottom = 8.0
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text = "Init Grid"
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text = "Place Worker"
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[node name="GameCam" type="Camera3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 0.182236, 0.983255, 0, -0.983255, 0.182236, 24.5127, 23.2849, 20.9667)
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@ -60,5 +74,6 @@ script = ExtResource("5_7jktm")
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[connection signal="pressed" from="InterfaceLayer/BuildButton" to="PlaceManager" method="_on_confirm_button_pressed"]
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[connection signal="pressed" from="InterfaceLayer/SaveButton" to="SaveLoad" method="_on_save_button_pressed"]
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[connection signal="pressed" from="InterfaceLayer/LoadButton" to="SaveLoad" method="_on_load_button_pressed"]
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[connection signal="pressed" from="InterfaceLayer/Button" to="PlaceManager" method="_on_init_grid_button_pressed"]
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[connection signal="room_built" from="PlaceManager" to="InterfaceLayer/BuildToggle" method="_on_room_built"]
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[connection signal="pressed" from="InterfaceLayer/GridButton" to="PlaceManager" method="_on_init_grid_button_pressed"]
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[connection signal="pressed" from="InterfaceLayer/DoorButton" to="PlaceManager" method="_on_door_button_pressed"]
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[connection signal="pressed" from="InterfaceLayer/WorkerButton" to="PlaceManager" method="_on_worker_button_pressed"]
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@ -1,27 +1,35 @@
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extends Node
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class SaveData:
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var id: int
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var type: String
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var position: Vector3
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var parent: String
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var scene_file_path: String
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var id: int
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var position: Vector3
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var rotation_degrees
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#Connections
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var place_id: int
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var room_array: Array
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var room_ids: Array
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var tile_ids: Array
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var door_to_tile: Dictionary
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#Tile data
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var grid_pos: Vector3i
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var face_dict: Array
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var construction_mode: int
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#
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func _init():
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ObjectSerializer.register_scripts({
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"SaveData": SaveData,
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"Tile": Tile,
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"Room": Room,
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"Wall": Wall,
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"Door": Door,
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})
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func _on_save_button_pressed() -> void:
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@ -57,22 +65,20 @@ func _on_load_button_pressed():
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if i:
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i.free()
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#if get_node("/root/Game/PlaceManager/BasePlace"):
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#get_node("/root/Game/PlaceManager/BasePlace").free()
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var save_file = FileAccess.open("user://savegame.save", FileAccess.READ)
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var place_id_dict: Dictionary = {}
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var room_id_dict: Dictionary = {}
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var tile_id_dict: Dictionary = {}
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var load_place_room_array: Dictionary = {}
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var load_place_tile_dict: Dictionary = {}
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var load_room_tile_array: Dictionary = {}
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var load_place_to_room: Dictionary = {}
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var load_place_to_tile: Dictionary = {}
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var load_room_to_tile: Dictionary = {}
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var load_room_to_door: Dictionary = {}
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var load_tile_to_door: Array = []
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while save_file.get_position() < save_file.get_length():
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var next_load_bytes = save_file.get_var()
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var next_load = bytes_to_var(next_load_bytes)
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var load_object = load(next_load["scene_file_path"]).instantiate()
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@ -80,55 +86,100 @@ func _on_load_button_pressed():
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match next_load["type"]:
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"Place":
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var new_place_id = load_object.get_instance_id()
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place_id_dict[id] = new_place_id
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load_place_room_array[load_object] = []
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load_place_tile_dict[load_object] = {}
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place_id_dict[id] = load_object.get_instance_id()
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load_place_to_room[load_object] = []
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load_place_to_tile[load_object] = {}
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for j in next_load.keys():
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load_object.set(j, next_load[j])
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get_node(next_load["parent"]).add_child(load_object)
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"Room":
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room_id_dict[id] = load_object.get_instance_id()
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load_room_tile_array[load_object] = []
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load_room_to_tile[load_object] = []
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load_room_to_door[load_object] = []
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for j in next_load.keys():
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if j == "place_id":
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var new_place_id = place_id_dict[next_load[j]]
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var place = instance_from_id(new_place_id)
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load_place_room_array[place].append(load_object)
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load_place_to_room[place].append(load_object)
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load_object.set(j, new_place_id)
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else:
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load_object.set(j, next_load[j])
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get_node(next_load["parent"]).add_child(load_object)
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instance_from_id(load_object["place_id"]).get_node("RoomContainer").add_child(load_object)
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"Tile":
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tile_id_dict[id] = load_object.get_instance_id()
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for j in next_load.keys():
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if j == "place_id":
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var new_place_id = place_id_dict[next_load[j]]
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var place = instance_from_id(new_place_id)
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load_place_tile_dict[place].merge({next_load["grid_pos"]: load_object})
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load_place_to_tile[place].merge({next_load["grid_pos"]: load_object})
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load_object.set(j, new_place_id)
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elif j == "room_array":
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for k in next_load["room_array"]:
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elif j == "room_ids":
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for k in next_load["room_ids"]:
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var new_room_id = room_id_dict[k]
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var room = instance_from_id(new_room_id)
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load_room_tile_array[room].append(load_object)
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load_object[j].append(room)
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load_room_to_tile[room].append(load_object)
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load_object["lookup_tile_to_room"].append(room)
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elif j == "face_dict":
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if next_load[j]:
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var temp_new_dict: Dictionary
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for k in next_load[j]:
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temp_new_dict[k] = null
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load_object[j] = temp_new_dict.duplicate()
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else:
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load_object.set(j, next_load[j])
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get_node(next_load["parent"]).add_child(load_object)
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instance_from_id(load_object["place_id"]).get_node("TileContainer").add_child(load_object)
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"Door":
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for j in next_load.keys():
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if j == "place_id":
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var new_place_id = place_id_dict[next_load[j]]
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var place = instance_from_id(new_place_id)
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load_object.set(j, new_place_id)
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elif j == "room_ids":
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for k in next_load["room_ids"]:
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var new_room_id = room_id_dict[k]
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var room = instance_from_id(new_room_id)
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load_room_to_door[room].append(load_object)
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load_object["lookup_door_to_room"].append(room)
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elif j == "door_to_tile":
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var tile_dict = next_load["door_to_tile"]
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for k in tile_dict.keys():
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var new_tile_id = tile_id_dict[tile_dict[k]]
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var tile = instance_from_id(new_tile_id)
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load_tile_to_door.append({tile: {k: load_object}})
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load_object["lookup_door_to_tile"].merge({k: tile})
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else:
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load_object.set(j, next_load[j])
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instance_from_id(load_object["place_id"]).get_node("ObjectContainer").add_child(load_object)
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_:
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for j in next_load.keys():
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load_object.set(j, next_load[j])
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get_node(next_load["parent"]).add_child(load_object)
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for i in load_place_room_array.keys():
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i.place_room_array = load_place_room_array[i]
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for i in load_place_to_room.keys():
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i.lookup_place_to_room = load_place_to_room[i]
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for i in load_place_tile_dict.keys():
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i.place_tile_dict.merge(load_place_tile_dict[i])
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for i in load_place_to_tile.keys():
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i.lookup_place_to_tile.merge(load_place_to_tile[i])
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for i in load_room_tile_array.keys():
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i.room_tile_array = load_room_tile_array[i]
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for i in load_room_to_tile.keys():
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i.room_to_tile = load_room_to_tile[i]
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for i in load_room_to_door.keys():
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i.room_to_door = load_room_to_door[i]
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for i in load_tile_to_door:
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for j in i.keys():
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for k in i[j].keys():
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var one = i[j]
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var two = one[k]
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j.face_dict[k] = two
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5
objects/base_object.gd
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5
objects/base_object.gd
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extends Node3D
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class_name GameObject
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enum PLACEMENTS {DOOR}
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1
objects/base_object.gd.uid
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1
objects/base_object.gd.uid
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uid://ca63k51v37jyg
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@ -1,24 +1,26 @@
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extends Node3D
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class_name Place
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var tile_grid_size: int = 8
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var tile_grid_size: int = 32
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var load_tile = preload("res://tiles/base_tile/base_tile.tscn")
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var load_room = preload("res://places/base_place/base_room.tscn")
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var load_door = preload("res://tiles/base_tile/base_door.tscn")
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var load_actor = preload("res://actors/base_actor/base_actor.tscn")
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#Contains all tiles in a workplace.
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var place_tile_dict: Dictionary = {}
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var lookup_place_to_tile: Dictionary = {}
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#Contains all rooms in a workplace.
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var lookup_place_to_room: Array = []
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#Contains the tiles in the current selection drag
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var selection_drag_dict: Dictionary = {}
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#Contains all the tiles that have been selected in the current build
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var selection_dict: Dictionary = {}
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#Contains all rooms in a workplace.
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var place_room_array: Array = []
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#Tracks the previous amount of tiles counted in a selection drac
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var tile_count_x_hist: int = 0
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var tile_count_z_hist: int = 0
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@ -26,64 +28,17 @@ var tile_count_z_hist: int = 0
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#Tracks is confirming a build is allowed
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var build_confirm_allowed: bool = true
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var current_object: Object = null
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var current_placement: Array = []
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#Tracks parts of the room currently being built
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var current_room: Object = null
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var current_room_walls: Array = []
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var current_door: Object = null
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func _ready():
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pass
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func place_tile_check(new_dict):
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place_tile_dict = new_dict
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#if type_string(typeof(new_dict)) == "Array":
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#for i in new_dict:
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#
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#place_tile_dict[]
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func init_grid():
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#TEMP: Sets up a simple 2D grid of blank tiles.
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for x in range(tile_grid_size):
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for z in range (tile_grid_size):
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var pos = Vector3i(x, 0, z)
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var tile: Object = load_tile.instantiate()
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tile.set_position(pos)
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tile.grid_pos = pos
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tile.name = str("Tile", tile.get_instance_id())
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tile.place_id = self.get_instance_id()
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tile.selection_mode = Tile.SEL_MODE.NONE
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tile.construction_mode = Tile.CON_MODE.CLOSED
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place_tile_dict[pos] = tile
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$TileContainer.add_child(tile)
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#var pos = Vector3i(1, 0, 1)
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#
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#var tile = place_tile_dict[pos]
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#
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#var trickydict = {pos: tile}
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#
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#tile.room = create_room(trickydict)
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#
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#tile.construction_mode = Tile.CON_MODE.BUILT
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#
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#selection_drag_dict[pos] = tile
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#end_select_drag()
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#build_selection()
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func save():
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var save_data = {
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# Basics
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"name": name,
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"type": "Place",
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"id": self.get_instance_id(),
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"type": "Place",
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"scene_file_path": scene_file_path,
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"parent": get_parent().get_path(),
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# Connections
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@ -91,13 +46,30 @@ func save():
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}
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return save_data
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func init_grid():
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#TEMP: Sets up a simple 2D grid of blank tiles.
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for x in range(tile_grid_size):
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for z in range (tile_grid_size):
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var pos = Vector3i(x, 0, z)
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var tile: Object = load_tile.instantiate()
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tile.set_position(pos)
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tile.grid_pos = pos
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tile.name = str("Tile", tile.get_instance_id())
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tile.place_id = self.get_instance_id()
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tile.selection_mode = Tile.SEL_MODE.NONE
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tile.construction_mode = Tile.CON_MODE.CLOSED
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$TileContainer.add_child(tile)
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func draw_tile_click(click_pos):
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#starts a selection drag
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var build_start_pos: Vector3i = click_pos.floor()
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if place_tile_dict.has(build_start_pos):
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if not place_tile_dict[build_start_pos].construction_mode == Tile.CON_MODE.BUILT:
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if lookup_place_to_tile.has(build_start_pos):
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if not lookup_place_to_tile[build_start_pos].construction_mode == Tile.CON_MODE.BUILT:
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select_tile(build_start_pos)
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func init_select_drag(float_build_start_pos, float_build_mouse_pos):
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@ -119,8 +91,8 @@ func init_select_drag(float_build_start_pos, float_build_mouse_pos):
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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):
|
||||
var select_drag_pos: Vector3i = build_start_pos + Vector3i(x, 0, z)
|
||||
if place_tile_dict.has(select_drag_pos):
|
||||
if not place_tile_dict[select_drag_pos].construction_mode == Tile.CON_MODE.BUILT:
|
||||
if lookup_place_to_tile.has(select_drag_pos):
|
||||
if not lookup_place_to_tile[select_drag_pos].construction_mode == Tile.CON_MODE.BUILT:
|
||||
select_drag_array.append(select_drag_pos)
|
||||
|
||||
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):
|
||||
#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):
|
||||
var tile: Object = place_tile_dict[i]
|
||||
var tile: Object = lookup_place_to_tile[i]
|
||||
tile.selection_mode = Tile.SEL_MODE.NONE
|
||||
|
||||
selection_drag_dict.clear()
|
||||
@ -142,7 +114,7 @@ func draw_select_drag(array):
|
||||
func select_tile(pos):
|
||||
#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
|
||||
|
||||
@ -165,7 +137,7 @@ func verify_room():
|
||||
|
||||
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:
|
||||
|
||||
@ -181,28 +153,22 @@ func verify_room():
|
||||
|
||||
func end_select_drag():
|
||||
#Adds dragged tiles to the current selection on mouse-up
|
||||
if not selection_drag_dict:
|
||||
return
|
||||
|
||||
tile_count_x_hist = 0
|
||||
tile_count_z_hist = 0
|
||||
|
||||
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():
|
||||
build_confirm_allowed = true
|
||||
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:
|
||||
build_confirm_allowed = false
|
||||
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()
|
||||
|
||||
@ -217,13 +183,13 @@ func build_selection():
|
||||
var room: Object = create_room(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.construction_mode = Tile.CON_MODE.BUILT
|
||||
|
||||
selection_dict.clear()
|
||||
|
||||
#return room
|
||||
return room
|
||||
|
||||
func clear_selection():
|
||||
#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
|
||||
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()
|
||||
|
||||
|
||||
|
||||
|
||||
func create_room(selection):
|
||||
#Creates a room from the selected tiles.
|
||||
|
||||
@ -247,99 +211,150 @@ func create_room(selection):
|
||||
|
||||
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.name = str("Room", room.get_instance_id())
|
||||
|
||||
$RoomContainer.add_child(room)
|
||||
|
||||
for i in room.room_tile_array:
|
||||
i.room_array.append(room)
|
||||
for i in room.room_to_tile:
|
||||
i.lookup_tile_to_room.append(room)
|
||||
|
||||
place_room_array.append(room)
|
||||
lookup_place_to_room.append(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
|
||||
|
||||
if not current_door:
|
||||
create_door()
|
||||
current_object.visible = true
|
||||
|
||||
var closest: Vector3
|
||||
var closest_distance: float = INF
|
||||
if current_placement:
|
||||
var closest: Vector3
|
||||
var closest_distance: float = INF
|
||||
|
||||
for i in current_room_walls:
|
||||
var distance: float = mouse_pos.distance_to(i)
|
||||
if closest_distance > distance:
|
||||
closest_distance = distance
|
||||
closest = i
|
||||
for i in current_placement:
|
||||
var distance: float = mouse_pos.distance_to(i)
|
||||
if closest_distance > distance:
|
||||
closest_distance = distance
|
||||
closest = i
|
||||
|
||||
current_door.position = closest
|
||||
current_door.rotation_degrees = Vector3(0, 180 * fmod(closest.z, 1), 0)
|
||||
current_object.position = closest
|
||||
current_object.rotation_degrees = Vector3(0, 180 * fmod(closest.x, 1), 0)
|
||||
|
||||
#func confirm_door():
|
||||
##Builds the door at the hovered location
|
||||
#
|
||||
#var tile_1: Object
|
||||
#var tile_2: Object
|
||||
#
|
||||
#if fmod(current_door.position.x, 1) == 0:
|
||||
#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)]
|
||||
#else:
|
||||
#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)]
|
||||
#
|
||||
#var tile_1_door_face: Vector3i = tile_2.position - tile_1.position
|
||||
#
|
||||
#var tile_1_door_face_direction: int = tile_1.direction_vector_array.find(tile_1_door_face)
|
||||
#
|
||||
#tile_1.update_face(tile_1_door_face_direction, Tile.FACE_MODE.DOOR, current_door)
|
||||
#
|
||||
#var tile_1_room: Object = tile_1.room_id
|
||||
#
|
||||
#tile_1_room.room_door_array.append(current_door)
|
||||
#
|
||||
#var tile_2_door_face: Vector3i = tile_1.position - tile_2.position
|
||||
#
|
||||
#var tile_2_door_face_direction: int = tile_2.direction_vector_array.find(tile_2_door_face)
|
||||
#
|
||||
#tile_2.update_face(tile_2_door_face_direction, Tile.FACE_MODE.DOOR, current_door)
|
||||
#
|
||||
#var tile_2_room: Object = tile_2.room_id
|
||||
#
|
||||
#tile_2_room.room_door_array.append(current_door)
|
||||
#
|
||||
#current_door.door_room_array = [tile_1_room, tile_2_room]
|
||||
#
|
||||
#current_room = null
|
||||
#current_room_walls = []
|
||||
#current_door = null
|
||||
else:
|
||||
current_object.position = mouse_pos
|
||||
|
||||
func confirm_object():
|
||||
|
||||
var check = current_object.get_class()
|
||||
if current_object is Door:
|
||||
|
||||
var tile_1: Object
|
||||
var tile_2: Object
|
||||
|
||||
if fmod(current_object.position.x, 1) == 0:
|
||||
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 - 1, 0, current_object.position.z)]
|
||||
else:
|
||||
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)]
|
||||
|
||||
var tile_1_new_dict = tile_1.face_dict.duplicate()
|
||||
var tile_2_new_dict = tile_2.face_dict.duplicate()
|
||||
|
||||
var tile_1_door_face: Vector3i = tile_2.position - tile_1.position
|
||||
|
||||
tile_1_new_dict[tile_1_door_face] = current_object
|
||||
|
||||
tile_1.update_faces(tile_1_new_dict)
|
||||
|
||||
tile_1.lookup_tile_to_room[0].room_to_door.append(current_object)
|
||||
|
||||
var tile_2_door_face: Vector3i = tile_1.position - tile_2.position
|
||||
|
||||
tile_2_new_dict[tile_2_door_face] = current_object
|
||||
|
||||
tile_2.update_faces(tile_2_new_dict)
|
||||
|
||||
tile_2.lookup_tile_to_room[0].room_to_door.append(current_object)
|
||||
|
||||
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):
|
||||
var neighbor_dict = {}
|
||||
for i in directions.keys():
|
||||
if place_tile_dict.has(directions[i] + grid_pos):
|
||||
neighbor_dict[directions[i]] = place_tile_dict[directions[i] + grid_pos]
|
||||
if lookup_place_to_tile.has(directions[i] + grid_pos):
|
||||
neighbor_dict[directions[i]] = lookup_place_to_tile[directions[i] + grid_pos]
|
||||
tile.neighbor_dict = neighbor_dict
|
||||
|
||||
|
||||
func _on_tile_container_child_entered_tree(node: Node) -> void:
|
||||
lookup_place_to_tile[node.grid_pos] = node
|
||||
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)
|
||||
|
||||
@ -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="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="ActorContainer" to="." method="_on_actor_container_child_entered_tree"]
|
||||
|
||||
@ -1,30 +1,21 @@
|
||||
extends Node
|
||||
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 room_door_array = []
|
||||
var room_to_door = []
|
||||
|
||||
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():
|
||||
var save_data = {
|
||||
# Basics
|
||||
"name": name,
|
||||
"type": "Room",
|
||||
"id": self.get_instance_id(),
|
||||
"type": "Room",
|
||||
"scene_file_path": scene_file_path,
|
||||
"parent": get_parent().get_path(),
|
||||
"parent": get_parent().get_instance_id(),
|
||||
# Connections
|
||||
"place_id": place_id,
|
||||
# Data
|
||||
@ -36,17 +27,16 @@ func init_room(new_dict):
|
||||
for i in new_dict.values():
|
||||
i.room = self
|
||||
|
||||
|
||||
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()
|
||||
path_grid.add_point(id, i.grid_pos)
|
||||
|
||||
for n in direction_array:
|
||||
if room_tile_array.has(i.grid_pos + n):
|
||||
for n in Tile.direction_vector_dict.values():
|
||||
if room_to_tile.has(i.grid_pos + n):
|
||||
var closest = path_grid.get_closest_point(i + n)
|
||||
if (i + n) == Vector3i(path_grid.get_point_position(closest)):
|
||||
path_grid.connect_points(id, closest)
|
||||
|
||||
@ -3,63 +3,48 @@ extends Node3D
|
||||
var load_place = preload("res://places/base_place/base_place.tscn")
|
||||
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.
|
||||
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
|
||||
var build_drag_start_pos = null
|
||||
|
||||
signal room_built
|
||||
|
||||
func _on_child_entered_tree(node: Node) -> void:
|
||||
if node is Place:
|
||||
place = node
|
||||
|
||||
func _on_build_toggle(toggled_on):
|
||||
#Responds to the 'Build A Room' toggle
|
||||
if toggled_on:
|
||||
room_build_state = ROOM_BUILD_STATE.ALLOWED
|
||||
room_build_state = ROOM_BUILD_STATE.SELECT
|
||||
else:
|
||||
place.clear_selection()
|
||||
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:
|
||||
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:
|
||||
last_room = place.build_selection()
|
||||
room_build_state = ROOM_BUILD_STATE.IS_PLACING_DOOR
|
||||
current_room = place.build_selection()
|
||||
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:
|
||||
pass
|
||||
|
||||
prints("Nothing selected.")
|
||||
|
||||
func _on_init_grid_button_pressed() -> void:
|
||||
if place:
|
||||
@ -68,6 +53,50 @@ func _on_init_grid_button_pressed() -> void:
|
||||
add_child(new_place)
|
||||
place.init_grid()
|
||||
|
||||
func _on_child_entered_tree(node: Node) -> void:
|
||||
if node is Place:
|
||||
place = node
|
||||
func _on_door_button_pressed() -> void:
|
||||
match room_build_state:
|
||||
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.
|
||||
|
||||
18
places/place_manager.tscn182623054522.tmp
Normal file
18
places/place_manager.tscn182623054522.tmp
Normal 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"]
|
||||
@ -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
|
||||
|
||||
@ -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"]
|
||||
|
||||
[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")
|
||||
|
||||
[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")
|
||||
surface_material_override/0 = SubResource("StandardMaterial3D_8olbq")
|
||||
|
||||
@ -24,7 +24,7 @@ const direction_vector_dict = {
|
||||
"North": Vector3i(0, 0, -1),
|
||||
"East": Vector3i(1, 0, 0),
|
||||
"South": Vector3i(0, 0, 1),
|
||||
"West": Vector3i(-1, 0, 0),
|
||||
"West": Vector3i(-1, 0, 0),
|
||||
}
|
||||
|
||||
const wall_position_dict = {
|
||||
@ -36,37 +36,31 @@ const wall_position_dict = {
|
||||
|
||||
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 = {}
|
||||
|
||||
signal neighbor_request
|
||||
|
||||
func _ready():
|
||||
|
||||
pass
|
||||
|
||||
func save():
|
||||
|
||||
var room_id_array: Array
|
||||
|
||||
for i in room_array:
|
||||
room_id_array.append(i.get_instance_id())
|
||||
var room_ids: Array
|
||||
for i in lookup_tile_to_room:
|
||||
room_ids.append(i.get_instance_id())
|
||||
|
||||
var save_data = {
|
||||
# Basics
|
||||
"name": name,
|
||||
"type": "Tile",
|
||||
"id": self.get_instance_id(),
|
||||
"type": "Tile",
|
||||
"scene_file_path": scene_file_path,
|
||||
"parent": get_parent().get_path(),
|
||||
# Connections
|
||||
"place_id": place_id,
|
||||
"room_array": room_id_array,
|
||||
"room_ids": room_ids,
|
||||
# Data
|
||||
"position": position,
|
||||
"grid_pos": grid_pos,
|
||||
@ -77,18 +71,18 @@ func save():
|
||||
|
||||
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():
|
||||
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 wall_pos = wall_position_dict[direction]
|
||||
var wall = load_wall.instantiate()
|
||||
wall.position = wall_position_dict[direction]
|
||||
wall.name = str(direction, "Wall")
|
||||
@ -114,39 +108,38 @@ func update_construction(mode):
|
||||
match mode:
|
||||
CON_MODE.NON_INTERACTABLE:
|
||||
face_dict = {}
|
||||
pass
|
||||
|
||||
CON_MODE.CLOSED:
|
||||
face_dict = {}
|
||||
$Floor/FloorMesh.set_material_override(gray)
|
||||
pass
|
||||
|
||||
CON_MODE.OPEN:
|
||||
face_dict = {}
|
||||
pass
|
||||
|
||||
CON_MODE.BUILT:
|
||||
$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():
|
||||
if not neighbor_dict[i].room_array == room_array:
|
||||
temp_face_dict[i] = null
|
||||
for i in neighbor_dict.keys():
|
||||
if not neighbor_dict[i].lookup_tile_to_room == lookup_tile_to_room:
|
||||
temp_face_dict[i] = null
|
||||
|
||||
face_dict = temp_face_dict.duplicate()
|
||||
face_dict = temp_face_dict.duplicate()
|
||||
|
||||
CON_MODE.REINFORCED:
|
||||
face_dict = {}
|
||||
pass
|
||||
|
||||
CON_MODE.CONSTRUCTION:
|
||||
pass
|
||||
pass
|
||||
face_dict = {}
|
||||
|
||||
func update_selection(mode):
|
||||
|
||||
selection_mode = mode
|
||||
|
||||
match mode:
|
||||
SEL_MODE.NONE:
|
||||
$Floor/FloorMesh.set_material_overlay(null)
|
||||
@ -160,87 +153,3 @@ func update_selection(mode):
|
||||
|
||||
SEL_MODE.INVALID:
|
||||
$Floor/FloorMesh.set_material_overlay(orange)
|
||||
|
||||
func update_face(direction, mode, door = null):
|
||||
print("face update blanked")
|
||||
pass
|
||||
##Updates the faces of this tile.
|
||||
#var face = direction_vector_array[direction]
|
||||
#
|
||||
#
|
||||
#
|
||||
#match mode:
|
||||
#FACE_MODE.NONE:
|
||||
#for i in wall_dict.keys():
|
||||
#wall_dict[i].queue_free()
|
||||
#wall_dict.erase(i)
|
||||
#
|
||||
#FACE_MODE.FULL:
|
||||
#if not wall_dict.has(face):
|
||||
#
|
||||
#var wall = load_wall.instantiate()
|
||||
#
|
||||
#wall.position = wall_position_array[direction]
|
||||
#
|
||||
#wall.rotation_degrees = Vector3(0, direction * -90, 0)
|
||||
#
|
||||
#wall_dict[face] = wall
|
||||
#
|
||||
#emit_signal("wall_built", room_id)
|
||||
#
|
||||
#add_child(wall)
|
||||
#
|
||||
#FACE_MODE.DOOR:
|
||||
#wall_dict[face].queue_free()
|
||||
#wall_dict.erase(face)
|
||||
#wall_dict[face] = door
|
||||
#
|
||||
#
|
||||
func update(sel_mode: int = SEL_MODE.NONE, con_mode: int = CON_MODE.NONE):
|
||||
print("update blanked")
|
||||
pass
|
||||
##Updates the selection and construction modes of this tile.
|
||||
#
|
||||
#if sel_mode != selection_mode:
|
||||
#
|
||||
#selection_mode = sel_mode
|
||||
#
|
||||
#match sel_mode:
|
||||
#SEL_MODE.NONE:
|
||||
#$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
|
||||
|
||||
Loading…
Reference in New Issue
Block a user