76 lines
2.4 KiB
GDScript
76 lines
2.4 KiB
GDScript
extends Node
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class_name PlaceMap
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var temp_map_height :int = 1
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var temp_map_x :int = 32
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var temp_map_z :int = 32
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var tile_map :Dictionary = {}
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var wall_map :Dictionary = {}
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var room_map :Dictionary = {}
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var place_nav :AStar3D = AStar3D.new()
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enum TILE_STATE {CLOSED, OPEN}
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enum WALL_STATE {CLOSED, OPEN, DOOR}
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const direction_vectors :Array = [
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Vector3i(0, 0, -12),
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Vector3i(12, 0, 0),
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Vector3i(0, 0, 12),
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Vector3i(-12, 0, 0)
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]
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func _process(_delta: float) -> void:
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var color_tile_built :Color = Color(0.939, 0.741, 0.73, 1.0)
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var color_wall_built :Color = Color(0.81, 0.299, 0.316, 1.0)
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var built_tiles :Array = []
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var built_walls :Array = []
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var tiles :Array = []
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var walls :Array = []
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for i :Vector3i in tile_map.keys():
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var pos :Vector3 = Vector3(i) / 12
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if tile_map[i]["state"] == TILE_STATE.CLOSED:
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tiles.append(pos)
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elif tile_map[i]["state"] == TILE_STATE.OPEN:
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built_tiles.append(pos)
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for i :Vector3i in wall_map.keys():
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var pos :Vector3 = Vector3(i) / 12
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if wall_map[i]["state"] == WALL_STATE.OPEN:
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walls.append(pos)
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elif wall_map[i]["state"] == WALL_STATE.CLOSED:
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built_walls.append(pos)
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DebugDraw3D.draw_points(built_tiles, 0, 0.2, color_tile_built)
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DebugDraw3D.draw_points(built_walls, 0, 0.2, color_wall_built)
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DebugDraw3D.draw_points(tiles, 0, 0.2, Color(0.459, 0.404, 0.866, 1.0))
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DebugDraw3D.draw_points(walls, 0, 0.2, Color(0.343, 0.409, 0.528, 1.0))
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func temp_create_map() -> void:
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#TEMP: just makes a square. Should be replaced with premade maps eventually.
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for y :int in range(temp_map_height):
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for x :int in range(temp_map_x):
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for z :int in range(temp_map_z):
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var map_pos :Vector3i = Vector3i(x * 12, y, z * 12)
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tile_map[map_pos] = {
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"object": null,
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"state": TILE_STATE.CLOSED
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}
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for i :Vector3i in tile_map.keys():
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for v :Vector3i in direction_vectors:
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var map_pos :Vector3i = i - (v / 2)
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wall_map[map_pos] = {
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"object": null,
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"state": WALL_STATE.OPEN,
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}
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func give_walls(tile :Tile) -> void:
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var temp_dict :Dictionary
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for i :Vector3i in direction_vectors:
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if tile_map.has(tile.map_position + i):
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var neighbor :Tile = tile_map[tile.map_position + i]["object"]
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var room :Room = tile.lookup_tile_to_room
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if not room_map[room].has(neighbor):
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if wall_map[tile.map_position + (i / 2)]["state"] == PlaceMap.WALL_STATE.CLOSED :
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temp_dict[Vector3(i / 2) / 12] = PlaceMap.WALL_STATE.CLOSED
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if temp_dict:
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tile.face_dict = temp_dict.duplicate()
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