Files
turnbasedstrategygame/Scenes/Map/map_global.gd
2025-12-30 23:38:01 +01:00

121 lines
3.3 KiB
GDScript

extends Node2D
@onready var GroundLayer: TileMapLayer = $Ground
@onready var ObstacleLayer: TileMapLayer = $Obstacles
# Maybe a SubClass that is a Singleton, so we can create one grid
# and then change it per Map
var _aStarGrid: AStarGrid2D
var _gridData = {
"cellSize": Vector2.ZERO,
"fullRegion": Rect2i(0,0,0,0),
"currentRegion": Rect2i(0,0,0,0)
}
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
#_aStarGrid = generateSimpleGrid()
# _aStarGrid = generateObstacleGrid()
# %GridDisplay.grid = _aStarGrid
pass
func generateSimpleGrid() -> AStarGrid2D:
var grid = newGrid(Vector2.ZERO, Rect2i(0,0,0,0))
for id in GroundLayer.get_used_cells():
var data: TileData = GroundLayer.get_cell_tile_data(id)
if data and data.get_custom_data('obstacle'):
grid.set_point_solid(id)
return grid
func generateObstacleGrid() -> AStarGrid2D:
var grid = newGrid(Vector2.ZERO, Rect2i(0,0,0,0))
var layers = ObstacleLayer.get_children()
for layer in layers:
for id in layer.get_used_cells():
var data: TileData = layer.get_cell_tile_data(id)
if data and data.get_custom_data('obstacle'):
grid.set_point_solid(id)
return grid
func GenerateGridFromLayer(layer: TileMapLayer):
var ground = layer.get_parent().get_node("Ground")
#var grid = newGrid(ground.tile_set.tile_size, ground.get_used_rect())
var grid = GetGrid()
if _gridData["cellSize"] == Vector2.ZERO:
SetCellSize(ground.tile_set.tile_size)
if _gridData["fullRegion"] == Rect2i(0,0,0,0):
_gridData["fullRegion"] = ground.get_used_rect()
_updateRegionFrom("fullRegion")
var childLayers = layer.get_children()
if childLayers.size() > 0:
for childLayer in childLayers:
for id in childLayer.get_used_cells():
var data: TileData = childLayer.get_cell_tile_data(id)
if data and data.get_custom_data('obstacle'):
GetGrid().set_point_solid(id)
else:
for id in layer.get_used_cells():
var data: TileData = layer.get_cell_tile_data(id)
if data and data.get_custom_data('obstacle'):
GetGrid().set_point_solid(id)
GetGrid().update()
func newGrid(cellSize: Vector2, region: Rect2i) -> AStarGrid2D:
_gridData["cellSize"] = cellSize
_gridData["fullRegion"] = region
var _astarGrid = AStarGrid2D.new()
_astarGrid.default_compute_heuristic = AStarGrid2D.HEURISTIC_MANHATTAN
_astarGrid.default_estimate_heuristic = AStarGrid2D.HEURISTIC_MANHATTAN
_astarGrid.diagonal_mode = AStarGrid2D.DIAGONAL_MODE_ONLY_IF_NO_OBSTACLES
_astarGrid.cell_size = cellSize
_astarGrid.region = region
_astarGrid.update()
_aStarGrid = _astarGrid
return _astarGrid
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func GetGrid():
if !_aStarGrid:
_aStarGrid = newGrid(Vector2.ZERO, Rect2i())
return _aStarGrid
func SetGridData(key: Variant, value: Variant):
if _gridData.has(key):
_gridData[key] = value
func getData():
return _gridData
func SetRegion(region: Rect2i, offset: Vector2i = Vector2i.ZERO):
_gridData["currentRegion"] = region
_aStarGrid.offset = offset
_updateRegionFrom("currentRegion")
func _updateRegionFrom(region: String):
_aStarGrid.region = _gridData[region]
_aStarGrid.update()
func SetCellSize(cellSize: Vector2):
_gridData["cellSize"] = cellSize
_updateCellSize()
func _updateCellSize():
_aStarGrid.cell_size = _gridData["cellSize"]
_aStarGrid.update()