2020-07-20 09:15:39 +00:00
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tool
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extends Node2D
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class_name ProbeArea
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export(String) var area_name
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export(NodePath) var wall_tilemap
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export(NodePath) var base_tilemap
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var debug_font = preload("res://Graphics/UI/uifont.tres")
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const AREA_LAYER_ID = 16
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onready var walls = get_node(wall_tilemap) as TileMap
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onready var base = get_node(base_tilemap) as TileMap
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onready var physics = get_world_2d().direct_space_state
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onready var map = walls.get_parent() as GameMap
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const TILE_SIZE = 32
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var cells = {}
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var bounds = {}
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func _ready():
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scout()
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update()
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func scout():
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# Reset lists
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cells = {}
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bounds = {}
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# Get origin and immediate neighbour of probe
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var origin = Vector2(floor(position.x / TILE_SIZE), floor(position.y / TILE_SIZE))
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cells[origin] = true
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var queue = get_neighbours(origin)
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# Use children probes for extra areas
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for child in get_children():
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var child_origin = Vector2(floor((position.x + child.position.x) / TILE_SIZE), floor((position.y + child.position.y) / TILE_SIZE))
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cells[child_origin] = true
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for neighbour in get_neighbours(child_origin):
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queue.push_front(neighbour)
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# Depth-first search
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while not queue.empty():
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var current = queue.pop_front()
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# Have we checked this already?
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if not is_valid(current):
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continue
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var wall_tile = walls.get_cellv(current)
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if wall_tile == -1:
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var objects = physics.intersect_point(current * TILE_SIZE + Vector2.ONE * TILE_SIZE / 2.0, 1, [], AREA_LAYER_ID)
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if objects.size() > 0:
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bounds[current] = true
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else:
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cells[current] = true
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for neighbour in get_neighbours(current):
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queue.push_front(neighbour)
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else:
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bounds[current] = true
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# Join walls
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var joined = []
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for cell in bounds:
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var sides = [
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[Vector2(cell.x, cell.y-1),Vector2(cell.x, cell.y+1)],
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[Vector2(cell.x-1, cell.y),Vector2(cell.x+1, cell.y)],
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]
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for side_pair in sides:
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if cells.has(side_pair[0]) and cells.has(side_pair[1]):
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# This bound is joined at one side, make it a cell and not a bound
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joined.push_back(cell)
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for wall in joined:
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bounds.erase(wall)
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cells[wall] = true
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func is_valid(cell: Vector2) -> bool:
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# Have we checked this already?
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if cells.has(cell) or bounds.has(cell):
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return false
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# Is it a valid tile for an area
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return base.get_cellv(cell) != -1
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func get_neighbours(cell: Vector2) -> Array:
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var neighbours = [
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Vector2(cell.x-1, cell.y-1), Vector2(cell.x, cell.y-1), Vector2(cell.x+1, cell.y-1),
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Vector2(cell.x-1, cell.y), Vector2(cell.x+1, cell.y),
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Vector2(cell.x-1, cell.y+1), Vector2(cell.x, cell.y+1), Vector2(cell.x+1, cell.y+1)
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]
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var out = []
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for neighbour in neighbours:
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# Have we checked this already?
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if not is_valid(neighbour):
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continue
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out.push_back(neighbour)
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return out
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func _draw():
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if map == null or not map.debug_areas:
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return
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var origin = Vector2(floor(position.x / TILE_SIZE), floor(position.y / TILE_SIZE))
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var draw_origin = origin * TILE_SIZE - position
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var rect_size = Vector2.ONE * TILE_SIZE
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draw_rect(Rect2(draw_origin, rect_size), Color.red, false, 2)
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draw_string(debug_font, Vector2.ZERO, area_name, Color.blue)
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for child in get_children():
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var child_origin = Vector2(floor(child.position.x / TILE_SIZE), floor(child.position.y / TILE_SIZE))
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draw_rect(Rect2(draw_origin + child_origin * TILE_SIZE, rect_size), Color.orange, false, 2)
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draw_string(debug_font, child.position, area_name + "/" + child.name, Color.blue)
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for wall in bounds:
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draw_rect(Rect2(wall * TILE_SIZE - position + Vector2.ONE * (TILE_SIZE / 2.0 - TILE_SIZE / 4.0), rect_size/2.0), Color(0,0.5,1,0.5))
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func _area_moved():
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scout()
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update()
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2020-07-22 15:34:04 +00:00
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func serialize():
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var subareas = {}
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for child in get_children():
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subareas[child.name] = {
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"transform": child.transform
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}
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return {
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"name": area_name,
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"wall_path": wall_tilemap,
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"base_path": base_tilemap,
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"subareas": subareas
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}
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func deserialize(data):
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for subarea in data.subareas:
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var node = Node2D.new()
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node.name = subarea
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node.transform = data.subareas[subarea].transform
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add_child(node)
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area_name = data.name
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wall_tilemap = data.wall_path
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base_tilemap = data.base_path
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