Merge branch 'dev' into dev-gameplay

This commit is contained in:
2020-04-20 21:51:10 +02:00
committed by GitHub
11 changed files with 270 additions and 378 deletions

View File

@@ -1,32 +1,104 @@
extends Node
const Kind = preload("res://Overlap/Kind.gd") # Relative path
onready var aStar_node = AStar.new()
var path_start_position : Vector2= Vector2() setget _set_path_start_position
var path_end_position : Vector2 = Vector2() setget _set_path_end_position
var obstacles = []
var _point_path = []
var _half_cell_size = Vector2()
var object_grid : Array = []
var prio_grid : Array = []
var used_grid : Array = []
var time_passed := 0.0
var offset
export(float, 0, 42.0) var refresh_rate = 0.0
export(float, 0, 42.0) var refresh_rate = 0.4
func _point_coors(point : Vector2):
return 14*point.y+point.x
func _ready():
var walls = get_tree().current_scene.get_node("FloorTileMap")
offset = walls.global_position
func _draw_object_grid():
for x in range(14):
object_grid.push_back([])
prio_grid.push_back([])
for y in range(7):
object_grid[x].push_back([Kind.FIELD])
prio_grid[x].push_back([Kind.TERMINAL_SYMBOL])
for tile in walls.get_used_cells():
if(is_in_coord(tile)):
object_grid[tile.x][tile.y][0] = Kind.WALL
obstacles.push_back(Vector2(tile.x, tile.y))
var walkableCells = []
for y in range(7):
var stri = ""
for x in range(14):
stri += str(object_grid[x][y]) + " "
print(stri)
print()
func _draw_prio_grid():
for y in range(7):
var stri = ""
for x in range(14):
stri += str(prio_grid[x][y]) + " "
print(stri)
print()
if object_grid[x][y][0] == Kind.FIELD:
walkableCells.push_back(Vector2(x,y))
var Index = _point_coors(Vector2(x,y))
aStar_node.add_point(Index, Vector3(x,y,0.0))
#add points straight
for point in walkableCells:
var point_index = _point_coors(point)
var points_relative_str = PoolVector2Array([
Vector2(point.x + 1, point.y),
Vector2(point.x - 1, point.y),
Vector2(point.x , point.y + 1),
Vector2(point.x , point.y - 1)
])
for point_rel in points_relative_str:
var point_relative_index = _point_coors(point_rel)
if point_rel == point or not is_in_coord(point_rel):
continue
if not aStar_node.has_point(point_relative_index):
continue
aStar_node.connect_points(point_index, point_relative_index, true)
#diagonal
for point in walkableCells:
var point_index = _point_coors(point)
var points_relative_dia = PoolVector2Array([
Vector2(point.x + 1, point.y + 1), Vector2(point.x, point.y + 1), Vector2(point.x + 1, point.y),
Vector2(point.x - 1, point.y + 1), Vector2(point.x, point.y + 1), Vector2(point.x - 1, point.y),
Vector2(point.x + 1, point.y - 1), Vector2(point.x, point.y - 1), Vector2(point.x + 1, point.y),
Vector2(point.x - 1, point.y - 1), Vector2(point.x, point.y - 1), Vector2(point.x - 1, point.y)
])
for i in range(points_relative_dia.size()/3):
var p_targ = points_relative_dia[i*3]
var p_ch1 = points_relative_dia[i*3+1]
var p_ch2 = points_relative_dia[i*3+2]
var p_targ_c = _point_coors(p_targ)
var p_ch1_c = _point_coors(p_targ)
var p_ch2_c = _point_coors(p_targ)
if p_targ == point or not is_in_coord(p_targ) and not aStar_node.has_point(p_targ_c):
continue
if p_ch1 == point or not is_in_coord(p_ch1) and not aStar_node.has_point(p_ch1_c):
continue
if p_ch2 == point or not is_in_coord(p_ch2) and not aStar_node.has_point(p_ch2_c):
continue
aStar_node.connect_points(point_index, p_targ_c, true)
func recalculate_path():
_point_path = []
var start_index = _point_coors(path_start_position)
var end_index = _point_coors(path_end_position)
_point_path = aStar_node.get_point_path(start_index, end_index)
func _reset_grids():
for x in range(14):
@@ -37,32 +109,6 @@ func _reset_grids():
prio_grid[x][y].pop_back()
func _ready():
var walls = get_tree().current_scene.get_node("FloorTileMap")
offset = walls.global_position
#todo put in grid_lul
for x in range(14):
object_grid.push_back([])
prio_grid.push_back([])
used_grid.push_back([])
for y in range(7):
object_grid[x].push_back([Kind.FIELD])
prio_grid[x].push_back([Kind.TERMINAL_SYMBOL])
used_grid[x].push_back(false)
for tile in walls.get_used_cells():
if(_is_in_grid(tile)):
object_grid[tile.x][tile.y][0] = Kind.WALL
_update_grid()
func reset_history():
for x in range(14):
for y in range(7):
used_grid[x][y] = false
func countTargets(table):
for i in range(table.size()):
table[i]=0
@@ -82,19 +128,6 @@ func _pixel_to_grid_coords(pixel : Vector2) -> Vector2:
new_coords.y = floor((pixel.y-offset.y) / 32.0)
return new_coords
func _is_in_grid(grid_coords : Vector2) -> bool:
if(grid_coords.x < 0):
return false
if(grid_coords.x > 13):
return false
if(grid_coords.y < 0):
return false
if(grid_coords.y > 6):
return false
return true
func get_nearest(position, kind):
var list = []
for x in range(14):
@@ -114,6 +147,23 @@ func get_nearest(position, kind):
mini = i
return list[mini]
func get_fields_around(point):
var points_relative_str = PoolVector2Array([
Vector2(point.x + 1, point.y + 1),
Vector2(point.x - 1, point.y + 1),
Vector2(point.x + 1, point.y - 1),
Vector2(point.x - 1, point.y - 1)
])
var point_list = []
for point_rel in points_relative_str:
var point_relative_index = _point_coors(point_rel)
if point_rel == point or not is_in_coord(point_rel):
continue
if not aStar_node.has_point(point_relative_index):
continue
point_list.push_back(point_rel)
return point_list
func _update_grid():
_reset_grids()
@@ -121,14 +171,65 @@ func _update_grid():
for node in world.get_children():
var node_kind = node.get_node("Kind")
var grid_corrds = _pixel_to_grid_coords(node.global_position)
if (_is_in_grid(grid_corrds)):
if (is_in_coord(grid_corrds)):
if(node_kind.general != Kind.FIELD): #and node_kind.general != Kind.WALL):
object_grid[grid_corrds.x][grid_corrds.y].push_back(node_kind.general)
prio_grid[grid_corrds.x][grid_corrds.y].push_back(node_kind.kind)
for y in range(7):
for x in range(14):
var index = _point_coors(Vector2(x,y))
var scale = 1.0
for val in object_grid[x][y]:
match val:
Kind.DAMAGE:
scale += 16
Kind.HEALING:
scale -= 8
Kind.SLOW:
scale += 8
var neighboor_list = get_fields_around(Vector2(x,y))
for neighboor in neighboor_list:
for val in object_grid[neighboor.x][neighboor.y]:
match val:
Kind.DAMAGE:
scale += 8
Kind.HEALING:
scale -= 4
Kind.SLOW:
scale += 4
if(scale<0):
scale = 0
aStar_node.set_point_weight_scale(index, scale)
func _physics_process(delta):
if(time_passed > refresh_rate):
time_passed -= refresh_rate
_update_grid()
time_passed += delta
func is_in_coord(point):
if point[0]<0 || point[0]>13:
return false
if point[1]<0 || point[1]>6:
return false
return true
func _set_path_start_position(value : Vector2):
if value in obstacles:
return
if not is_in_coord(value):
return
path_start_position = value
func _set_path_end_position(value : Vector2):
if value in obstacles:
return
if not is_in_coord(value):
return
path_end_position = value