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extends Node3D |
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class_name Map |
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@export var tile: PackedScene |
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var instantiated_tiles: Dictionary |
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var tile_positions: Array[Vector3i] |
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var player_start_position: Vector3i |
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var goal_position: Vector3i |
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var tile_size: int = 2 |
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var grid_size_x = 6 |
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var grid_size_z = 0 |
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var road_rows: Array[int] |
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var tiles_instantiated: bool = false |
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func remove_all_tiles(): |
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for tile in $Tiles.get_children(): |
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if not tiles_instantiated: |
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tile.queue_free() |
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else: |
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tile.hide_all() |
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tile_positions.clear() |
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road_rows.clear() |
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grid_size_z = 0 |
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func create_tile(tile_name: Tile.TileNames, grid_position: Vector3i): |
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if instantiated_tiles.has(grid_position): |
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instantiated_tiles[grid_position].set_tile(tile_name) |
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tile_positions.append(grid_position) |
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return |
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var new_tile = tile.instantiate() as Tile |
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new_tile.position = grid_position * tile_size |
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$Tiles.add_child(new_tile) |
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instantiated_tiles[grid_position] = new_tile |
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new_tile.set_tile(tile_name) |
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tile_positions.append(grid_position) |
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func _ready(): |
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set_cells() |
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func set_cells(): |
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remove_all_tiles() |
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add_row(Tile.TileNames.orange, Tile.TileNames.goal, 1) |
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add_row(Tile.TileNames.orange) |
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add_row(Tile.TileNames.orange, Tile.TileNames.tree, 2) |
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add_row(Tile.TileNames.road) |
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add_row(Tile.TileNames.orange, Tile.TileNames.tree, 2) |
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add_row(Tile.TileNames.orange) |
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add_row(Tile.TileNames.orange) |
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set_player_position_to_last_row() |
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tiles_instantiated = true |
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func reset(): |
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if not is_node_ready(): |
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await ready |
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set_cells() |
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func get_tile(grid_pos: Vector3i): |
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if not grid_pos in tile_positions: |
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return null |
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return instantiated_tiles[grid_pos] |
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func get_grid_position(global_pos: Vector3i): |
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var grid_pos = Vector3i(to_local(global_pos) / 2.0) |
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return grid_pos |
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func set_row_tiles(row: int, tile: Tile.TileNames, second_tile: Tile.TileNames = Tile.TileNames.orange, second_tile_count: int = 0): |
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var first_tile_columns: Array = range(grid_size_x) |
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if second_tile_count: |
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for i in second_tile_count: |
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first_tile_columns.remove_at(randi_range(0, first_tile_columns.size() - 1)) |
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for column in range(grid_size_x): |
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var tile_to_create: Tile.TileNames |
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if column in first_tile_columns: |
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tile_to_create = tile |
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else: |
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tile_to_create = second_tile |
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var tile_grid_coords := Vector3i(column, 0, row) |
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create_tile(tile_to_create, tile_grid_coords) |
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if tile_to_create == Tile.TileNames.goal: |
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goal_position = tile_grid_coords |
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if tile == Tile.TileNames.road: |
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road_rows.append(row) |
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func add_row(tile: Tile.TileNames, second_tile: Tile.TileNames = Tile.TileNames.orange, second_tile_count: int = 0): |
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set_row_tiles(grid_size_z, tile, second_tile, second_tile_count) |
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grid_size_z += 1 |
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func set_player_position_to_grid_row(row: int): |
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player_start_position = to_global(Vector3i(range(0, grid_size_x - 1, 2).pick_random(), 0, row * tile_size)) |
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func set_player_position_to_last_row(): |
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set_player_position_to_grid_row(grid_size_z - 1) |
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