project-villain/places/base_place/base_place.gd

462 lines
14 KiB
GDScript

extends Node3D
class_name Place
var tile_grid_size: int = 32
var load_tile: = preload("res://tiles/base_tile/base_tile.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_actor: = preload("res://actors/base_actor/base_actor.tscn")
@onready var task_list: Node = $TaskList
#Contains all tiles in a workplace.
var lookup_place_to_tile: Dictionary = {}
#Contains all rooms in a workplace.
#Contains the tiles in the current selection drag
var selection_drag_dict: Dictionary = {}
#Contains all the tiles that have been selected in the current build action
var selection_dict: Dictionary = {}
#Tracks the previous amount of tiles counted in a selection drac
var tile_count_x_hist: int = 0
var tile_count_z_hist: int = 0
#Tracks if confirming a build is allowed
var build_confirm_allowed: bool = true
#The object that's currently being built
var current_object: Object = null
#Where that object can be placed
var available_placements :Array = []
var current_placement :Vector3
#Tracks parts of the room currently being built
var current_room: Object = null
@onready var map :PlaceMap = $PlaceMap
func save():
var save_data = {
#Basics
"id": self.get_instance_id(),
"type": "Place",
"scene_file_path": scene_file_path,
"parent": get_parent().get_path(),
#Connections
#Data
}
return save_data
func init_grid() -> void:
map.temp_create_map()
init_tiles()
func init_tiles() -> void:
for map_pos :Vector3i in map.tile_map.keys():
var real_pos :Vector3i = map_pos / 12
var tile :Tile = load_tile.instantiate()
map.tile_map[map_pos]["object"] = tile
tile.set_position(real_pos) #TEMP
tile.map_position = map_pos
tile.place_position = real_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 :Vector3) -> void:
#starts a selection drag
var build_start_pos :Vector3i = Vector3i(click_pos.round())
if lookup_place_to_tile.has(build_start_pos):
if not lookup_place_to_tile[build_start_pos].construction_mode == Tile.CON_MODE.BUILT:
select_tile(build_start_pos)
func init_select_drag(float_build_start_pos :Vector3, float_build_mouse_pos :Vector3) -> void:
#Creats an array of dragged tiles between mouse start and current position
var select_drag_array: Array = []
var build_start_pos: Vector3i = Vector3i(float_build_start_pos.round())
var build_mouse_pos: Vector3i = Vector3i(float_build_mouse_pos.round())
var tile_count_x: int = build_mouse_pos.x - build_start_pos.x
var tile_count_z: int = build_mouse_pos.z - build_start_pos.z
if not tile_count_x_hist == tile_count_x or not tile_count_z_hist == tile_count_z:
tile_count_x_hist = tile_count_x
tile_count_z_hist = tile_count_z
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 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:
draw_select_drag(select_drag_array)
func draw_select_drag(array :Array) -> void:
#Clears previous drag, then calls tile selection on all currently dragged tiles
for i :Vector3i in lookup_place_to_tile.keys():
if not selection_dict.has(i):
var tile: Object = lookup_place_to_tile[i]
tile.selection_mode = Tile.SEL_MODE.NONE
selection_drag_dict.clear()
for i :Vector3i in array:
select_tile(i)
func select_tile(pos :Vector3i) -> void:
#Tells tiles to be selected
var tile: Object = lookup_place_to_tile[pos]
selection_drag_dict[pos] = tile
if build_confirm_allowed:
tile.selection_mode = Tile.SEL_MODE.BUILD
else:
tile.selection_mode = Tile.SEL_MODE.INVALID
func verify_room() -> bool:
#Verifies that a given selection is fully contiguous
var verify_array: Array = selection_dict.keys()
var verify_queue_array: Array = [verify_array[0]]
var verify_checked_array: Array = []
while verify_array:
if not verify_queue_array:
return false
var verify_pos: Vector3i = verify_queue_array.pop_back()
var verify_neighbor_array: Array = lookup_place_to_tile[verify_pos].direction_vector_dict.values()
for n :Vector3i in verify_neighbor_array:
if selection_dict.has(verify_pos + n):
if not verify_checked_array.has(verify_pos + n):
if not verify_queue_array.has(verify_pos + n):
verify_queue_array.append(verify_pos + n)
verify_checked_array.append(verify_pos)
verify_array.erase(verify_pos)
return true
func end_select_drag() -> void:
#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)
if verify_room():
build_confirm_allowed = true
for i :Vector3i in selection_dict.keys():
lookup_place_to_tile[i].selection_mode = Tile.SEL_MODE.BUILD
else:
build_confirm_allowed = false
for i :Vector3i in selection_dict.keys():
lookup_place_to_tile[i].selection_mode = Tile.SEL_MODE.INVALID
selection_drag_dict.clear()
func build_selection() -> void:
#When the build button is clicked, changes the selected tiles to match the button's request
if not build_confirm_allowed:
return
if selection_dict:
create_room(selection_dict)
for i :Vector3i in selection_dict.keys():
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()
func clear_selection() -> void:
#When the clear button is clicked, it clears the selected tiles without doing anything.
for i :Vector3i in selection_dict.keys():
var tile: Object = selection_dict[i]
tile.selection_mode = Tile.SEL_MODE.NONE
build_confirm_allowed = true
selection_dict.clear()
func create_room(selection :Dictionary) -> Room:
#Creates a room from the selected tiles.
var room: Object = load_room.instantiate()
room.position = (selection.keys().min())
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 :Vector3i in selection.keys():
map.tile_map[i * 12]["state"] = PlaceMap.TILE_STATE.OPEN
for j :Vector3i in Tile.direction_vector_dict.values():
if not selection.keys().has(i - j):
map.wall_map[(i * 12) - (j * 6)]["state"] = PlaceMap.WALL_STATE.CLOSED
map.room_map[room] = selection.values()
for i :Tile in room.room_to_tile:
i.lookup_tile_to_room = room
return room
func init_object(object):
#Instantiates the object to be placed
match object:
"door":
var door: Object = load_door.instantiate()
init_object_placements(door)
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_placements(object :Object) -> void:
#Gets the list of locations that the object can be placed
match object.placement:
GameObject.PLACEMENTS.DOOR:
for i :Vector3i in map.wall_map:
var tile_1 :Vector3i
var tile_2 :Vector3i
if map.wall_map[i]["state"] == map.WALL_STATE.CLOSED:
if i.x % 12 == 0:
tile_1 = i + Vector3i(0, 0, -6)
tile_2 = i + Vector3i(0, 0, 6)
else:
tile_1 = i + Vector3i(-6, 0, 0)
tile_2 = i + Vector3i(6, 0, 0)
if map.tile_map.has(tile_1) and map.tile_map.has(tile_2):
if map.tile_map[tile_1]["state"] == map.TILE_STATE.OPEN and map.tile_map[tile_2]["state"] == map.TILE_STATE.OPEN:
available_placements.append(Vector3(i) / 12)
func hover_object(mouse_pos :Vector3) -> void:
#Hovers the object at the closest acceptable placement location to the mouse
current_object.visible = true
if available_placements:
var closest: Vector3
var closest_distance: float = INF
for i :Vector3 in available_placements:
var distance: float = mouse_pos.distance_to(i)
if closest_distance > distance:
closest_distance = distance
closest = i
current_placement = closest
current_object.position = current_placement
current_object.rotation_degrees = Vector3(0, 180 * fmod(closest.x, 1), 0)
else:
current_object.position = mouse_pos
func confirm_object() -> void:
#Places the object at the hovered location
#TODO: this is very sloppy
if current_object is Door:
pass
#
#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.lookup_tile_to_room.room_to_door.append(current_object)
#
#tile_2.lookup_connected_rooms.append(tile_1.lookup_tile_to_room)
#
#tile_2.lookup_tile_to_room.room_to_tile.append(tile_1)
#
#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.lookup_tile_to_room.room_to_door.append(current_object)
#
#tile_1.lookup_connected_rooms.append(tile_2.lookup_tile_to_room)
#
#tile_1.lookup_tile_to_room.room_to_tile.append(tile_2)
#
#current_object.lookup_door_to_room.append(tile_1.lookup_tile_to_room)
#current_object.lookup_door_to_room.append(tile_2.lookup_tile_to_room)
#current_object.lookup_door_to_tile[tile_1] = tile_1_door_face
#current_object.lookup_door_to_tile[tile_2] = tile_2_door_face
#
#var id = map.get_available_point_id()
#map.add_point(id, current_object.position)
#current_object.map_point = id
#prints(map.get_point_ids())
#for i in tile_1.lookup_tile_to_room.room_to_door:
#if i.map_point != id:
#map.connect_points(i.map_point, id)
#for i in tile_2.lookup_tile_to_room.room_to_door:
#if i.map_point != id:
#map.connect_points(i.map_point, id)
#prints(map.get_point_connections(id))
elif current_object is Actor:
current_object.actor_state = Actor.ACTOR_STATE.PAUSED
current_room = null
available_placements = []
current_object = null
func give_neighbors(tile, map_position, directions):
#Responds to a tile's request for it's neighbors
var neighbor_dict = {}
for i in directions.keys():
if lookup_place_to_tile.has(directions[i] + map_position):
neighbor_dict[directions[i]] = lookup_place_to_tile[directions[i] + map_position]
tile.neighbor_dict = neighbor_dict
func give_walls(tile :Tile) -> void:
map.give_walls(tile)
func _on_tile_container_child_entered_tree(node: Node) -> void:
#Connects signals from created tiles
lookup_place_to_tile[node.place_position] = node
node.connect("neighbor_request", give_neighbors)
node.connect("wall_request", give_walls)
func _on_actor_container_child_entered_tree(node: Node) -> void:
#Connects signals from created actors
node.connect("current_tile_request", give_tile)
node.connect("map_request", give_map)
if node.has_node("TaskCreator"):
var tasker = node.get_node("TaskCreator")
tasker.connect("record_task", record_task)
tasker.connect("finish_task", finish_task)
func _on_room_container_child_entered_tree(node: Node) -> void:
#Connects signals from created rooms
pass
func give_map(actor, start, end):
var end_tile:Tile = lookup_place_to_tile[end]
if end_tile.construction_mode == Tile.CON_MODE.BUILT:
var start_id = map.get_available_point_id()
map.add_point(start_id, start)
var start_room_doors = lookup_place_to_tile[start].lookup_tile_to_room.room_to_door
if start_room_doors == []:
actor.temp_complete_task()
return
for i in start_room_doors:
var door_id = map.get_closest_point(i.position)
map.connect_points(start_id, door_id)
var end_id = map.get_available_point_id()
map.add_point(end_id, end)
var end_room_doors = lookup_place_to_tile[end].lookup_tile_to_room.room_to_door
if end_room_doors == []:
actor.temp_complete_task()
return
for i in end_room_doors:
var door_id = map.get_closest_point(i.position)
map.connect_points(end_id, door_id)
var place_path_id = map.get_id_path(start_id, end_id)
var place_path_pos = []
for i in place_path_id:
place_path_pos.append(map.get_point_position(i))
actor.current_place_path = place_path_pos
else:
actor.temp_complete_task()
func give_tile(actor):
#Responds to an actor's request for its current tile
#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
var loc = Vector3i(round(actor.position.x), 0, round(actor.position.z))
actor.current_tile = lookup_place_to_tile[loc]
func record_task(task):
#Records created tasks in the task list.
task_list.record_task(task)
func finish_task(source, task):
#Marks tasks as completed in the task list.
task_list.finish_task(source, task)