Files
turnbasedstrategygame/Scenes/Map/Map.gd

90 lines
3.1 KiB
GDScript

extends Node
const TERRAIN_LAYER_ID: int = 0
const OBSTACLE_LAYER_ID: int = 1
const TERRAIN_SOURCE_ID: int = 1
const OBSTACLE_SOURCE_ID: int = 2
const CHUNK_SIZE: int = 15
const CLEAN_UP_EVERY: int = 3
const OBSTACLE_PROBABILITY: float = 0.01
var _source: TileSetAtlasSource
var _obstacle_source: TileSetAtlasSource
var _tile_probabilities: Dictionary
var _obstacle_probabilities: Dictionary
var _clean_up_counter: int
const CHUNK_DOUBLE: int = CHUNK_SIZE*2;
const GREEN_TILE: Vector2i = Vector2i(1, 1)
var tilemap: TileMap;
@onready var GroundLayer: TileMapLayer = $Ground
func _get_player_position() -> Vector2i:
var playerPosition: Vector2i = GroundLayer.local_to_map(Player.global_position)
print("Playerposition is " + str(playerPosition))
return playerPosition
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
_source = $Ground.tile_set.get_source(TERRAIN_SOURCE_ID) as TileSetAtlasSource
var grid_size: Vector2i = _source.get_atlas_grid_size()
for i in range(grid_size.x):
for j in range(grid_size.y):
var atlas_coords: Vector2i = Vector2i(i, j)
var has_tile: bool = _source.has_tile(atlas_coords)
_tile_probabilities[atlas_coords] = (_source.get_tile_data(atlas_coords, 0).probability if has_tile else 0.0)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func populate_terrain(startPos: Vector2i):
for i in range(-CHUNK_DOUBLE, CHUNK_DOUBLE):
for j in range(-CHUNK_DOUBLE, CHUNK_DOUBLE):
var pos: Vector2i = startPos + Vector2i(i, j)
if _is_empty(pos):
_populate_cell(pos, 1, _pick_random_tile())
func generate_map(mapSize: int):
print_debug("Generating map")
for x in range(-mapSize, mapSize):
for y in range(-mapSize, mapSize):
var pos: Vector2i = Vector2i(x, y)
_populate_cell(pos, 1, _pick_random_tile())
func _populate_terrain():
var player_position: Vector2i = _get_player_position()
for i in range(-CHUNK_DOUBLE, CHUNK_DOUBLE):
for j in range(-CHUNK_DOUBLE, CHUNK_DOUBLE):
var pos: Vector2i = player_position + Vector2i(i, j)
if _is_empty(pos):
_populate_cell(pos, 1, _pick_random_tile())
func _populate_cell(coords: Vector2i, source_id: int, atlas_coords: Vector2i) -> void:
var alternativeTilesCount: int = GroundLayer.tile_set.get_source(source_id).get_alternative_tiles_count(atlas_coords)
var alternativeTileId: int = 0
if alternativeTilesCount > 0:
alternativeTileId = randi_range(0, alternativeTilesCount-1)
# set_cell(coords: Vector2i, source_id: int = -1, atlas_coords: Vector2i = Vector2i(-1, -1), alternative_tile: int = 0)
GroundLayer.set_cell.call_deferred(coords, source_id, atlas_coords, alternativeTileId)
# full random (absolute nonsense)
func _pick_random_tile() -> Vector2i:
var atlasSize: Vector2i = _source.get_atlas_grid_size()
var rndX: int = randi_range(0, atlasSize.x)
var rndY: int = randi_range(0, atlasSize.y)
return Vector2i(rndX, rndY)
func _is_empty(pos: Vector2i) -> bool:
# Check if the cell is empty (source_id is -1)
return true if GroundLayer.get_cell_source_id(pos) == -1 else false;