extends Node class_name PlaceMap var temp_map_height :int = 1 var temp_map_x :int = 32 var temp_map_z :int = 32 var tile_map :Dictionary = {} var wall_map :Dictionary = {} var room_map :Dictionary = {} var place_nav :AStar3D = AStar3D.new() enum TILE_STATE {CLOSED, OPEN} enum WALL_STATE {OPEN, CLOSED, DOOR} const direction_vectors :Array = [ Vector3i(0, 0, -12), Vector3i(12, 0, 0), Vector3i(0, 0, 12), Vector3i(-12, 0, 0) ] func _process(_delta: float) -> void: var color_tile_built :Color = Color(0.939, 0.741, 0.73, 1.0) var color_wall_built :Color = Color(0.81, 0.299, 0.316, 1.0) var built_tiles :Array = [] var built_walls :Array = [] var tiles :Array = [] var walls :Array = [] var astar_points :Array = place_nav.get_point_ids() var astar_pos :Array = [] for i :Vector3i in tile_map.keys(): var pos :Vector3 = Vector3(i) / 12 if tile_map[i]["state"] == TILE_STATE.CLOSED: tiles.append(pos) elif tile_map[i]["state"] == TILE_STATE.OPEN: built_tiles.append(pos) for i :Vector3i in wall_map.keys(): var pos :Vector3 = Vector3(i) / 12 if wall_map[i]["state"] == WALL_STATE.OPEN: walls.append(pos) elif wall_map[i]["state"] == WALL_STATE.CLOSED: built_walls.append(pos) for i :int in astar_points: astar_pos.append(Vector3(place_nav.get_point_position(i)) / 12) DebugDraw3D.draw_points(built_tiles, 0, 0.2, color_tile_built) DebugDraw3D.draw_points(built_walls, 0, 0.2, color_wall_built) DebugDraw3D.draw_points(tiles, 0, 0.2, Color(0.459, 0.404, 0.866, 1.0)) DebugDraw3D.draw_points(walls, 0, 0.2, Color(0.343, 0.409, 0.528, 1.0)) DebugDraw3D.draw_points(astar_pos, 0, 0.2, Color(0.657, 0.004, 0.956, 1.0)) func temp_create_map() -> void: #TEMP: just makes a square. Should be replaced with premade maps eventually. for y :int in range(temp_map_height): for x :int in range(temp_map_x): for z :int in range(temp_map_z): var map_pos :Vector3i = Vector3i(x * 12, y, z * 12) tile_map[map_pos] = { "object": null, "state": TILE_STATE.CLOSED } for i :Vector3i in tile_map.keys(): for v :Vector3i in direction_vectors: var map_pos :Vector3i = i - (v / 2) wall_map[map_pos] = { "object": null, "state": WALL_STATE.OPEN, } func give_walls(tile :Tile) -> void: var temp_dict :Dictionary for i :Vector3i in direction_vectors: if tile_map.has(tile.map_position + i): var neighbor :Tile = tile_map[tile.map_position + i]["object"] var room :Room = tile.lookup_tile_to_room if not room_map[room]["tiles"].has(neighbor): temp_dict[Vector3(i / 2) / 12] = wall_map[tile.map_position + (i / 2)]["state"] if temp_dict: tile.face_dict = temp_dict.duplicate() func give_nav(room :Room) -> void: var nav :AStar3D = room.nav nav.clear() var pos_array :Array = [] for i :Tile in room_map[room]["tiles"]: var id :int = nav.get_available_point_id() var point_pos :Vector3 = Vector3(i.place_position) nav.add_point(id, point_pos) pos_array.append(point_pos) for n :Vector3 in Tile.direction_vector_dict.values(): var neighbor_pos :Vector3 = point_pos + Vector3(n) if pos_array.has(neighbor_pos): var closest :int = nav.get_closest_point(neighbor_pos) if (neighbor_pos) == Vector3(nav.get_point_position(closest)): nav.connect_points(id, closest) func give_path(actor :Actor, start :Tile, end :Tile) -> void: # TODO: Sloppy if tile_map[end.map_position]["state"] == TILE_STATE.OPEN: if start.lookup_tile_to_room == end.lookup_tile_to_room: actor.current_task_path = [start.map_position, end.map_position] return var start_id :int = place_nav.get_available_point_id() place_nav.add_point(start_id, start.map_position) var start_room_doors :Array = room_map[start.lookup_tile_to_room]["doors"] if start_room_doors == []: actor.temp_complete_task() return for i :Vector3i in start_room_doors: var door_id :int = place_nav.get_closest_point(i) place_nav.connect_points(start_id, door_id) var end_id :int = place_nav.get_available_point_id() place_nav.add_point(end_id, end.map_position) var end_room_doors :Array = room_map[end.lookup_tile_to_room]["doors"] if end_room_doors == []: actor.temp_complete_task() return for i :Vector3i in end_room_doors: var door_id :int = place_nav.get_closest_point(i) place_nav.connect_points(end_id, door_id) var place_path_id :Array = place_nav.get_id_path(start_id, end_id) var place_path_pos :Array = [] for i :int in place_path_id: place_path_pos.append(place_nav.get_point_position(i)) actor.current_task_path = place_path_pos place_nav.remove_point(start_id) place_nav.remove_point(end_id) else: actor.temp_complete_task() func write_door(pos :Vector3i) -> void: var tile_1_pos :Vector3i var tile_2_pos :Vector3i if pos.x % 12 == 0: tile_1_pos = pos + Vector3i(0, 0, -6) tile_2_pos = pos + Vector3i(0, 0, 6) else: tile_1_pos = pos + Vector3i(-6, 0, 0) tile_2_pos = pos + Vector3i(6, 0, 0) var tile_1 :Tile = tile_map[tile_1_pos]["object"] var tile_2 :Tile = tile_map[tile_2_pos]["object"] wall_map[pos]["state"] = WALL_STATE.DOOR tile_1.update_faces() tile_2.update_faces() room_map[tile_1.lookup_tile_to_room]["tiles"].append(tile_2) tile_1.lookup_tile_to_room.update_nav() var point_pos_1 :Vector3i = pos - ((pos - tile_1_pos) / 2) var id_1 :int = place_nav.get_available_point_id() place_nav.add_point(id_1, point_pos_1) for i :Vector3i in room_map[tile_1.lookup_tile_to_room]["doors"]: var id :int = place_nav.get_closest_point(i) place_nav.connect_points(id_1, id) room_map[tile_1.lookup_tile_to_room]["doors"].append(point_pos_1) room_map[tile_2.lookup_tile_to_room]["tiles"].append(tile_1) tile_2.lookup_tile_to_room.update_nav() var point_pos_2 :Vector3i = pos - ((pos - tile_2_pos) / 2) var id_2 :int = place_nav.get_available_point_id() place_nav.add_point(id_2, point_pos_2) for i :Vector3i in room_map[tile_2.lookup_tile_to_room]["doors"]: var id :int = place_nav.get_closest_point(i) place_nav.connect_points(id_2, id) room_map[tile_2.lookup_tile_to_room]["doors"].append(point_pos_2) place_nav.connect_points(id_1, id_2) func give_room(actor, start, end) -> void: for i in room_map.keys(): for j in room_map[i]["tiles"]: if Vector3i(end) == j.map_position: actor.current_room_path = i.get_room_path(start, j.place_position) return for j in room_map[i]["doors"]: if Vector3i(end) == j: actor.current_room_path = i.get_room_path(start, Vector3i(round(Vector3(end) / 12))) return