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extends Node3D
class_name Map
@export var tile: PackedScene
# Grid positions
var instantiated_tiles: Dictionary
var tile_positions: Array[Vector3i]
var player_start_position: Vector3i
var goal_position: Vector3i
## Size of each tile, adjust manually if using larger or smaller tiles
var tile_size: int = 2
## Determines the width of the grid, tested with 6
## may need adjustments for the AIController obs as it captures
## 6 cells from the left and right of the player
var grid_size_x = 6
## Number of rows in the grid
var grid_size_z = 0
var road_rows: Array[int]
var tiles_instantiated: bool = false
## Removes all tile nodes on first launch (if any are added in the editor)
## and on subsequent calls, it hides all tiles
func remove_all_tiles():
for tile in $Tiles.get_children():
if not tiles_instantiated:
tile.queue_free()
else:
tile.hide_all()
tile_positions.clear()
road_rows.clear()
grid_size_z = 0
## Adds a tile to the grid, takes a scene containing the tile and grid position
func create_tile(tile_name: Tile.TileNames, grid_position: Vector3i):
if instantiated_tiles.has(grid_position):
instantiated_tiles[grid_position].set_tile(tile_name)
tile_positions.append(grid_position)
return
var new_tile = tile.instantiate() as Tile
new_tile.position = grid_position * tile_size
$Tiles.add_child(new_tile)
instantiated_tiles[grid_position] = new_tile
new_tile.set_tile(tile_name)
tile_positions.append(grid_position)
func _ready():
set_cells()
## You can set the layout by adjusting each row with set_row_cells()
## Note: Changing size after initial start is not supported
## you can change the order or rows or how many of the second tiles to add
## as long as the total size (number of rows, width) remains the same
func set_cells():
remove_all_tiles()
add_row(Tile.TileNames.orange, Tile.TileNames.goal, 1)
add_row(Tile.TileNames.orange)
add_row(Tile.TileNames.orange, Tile.TileNames.tree, 2)
add_row(Tile.TileNames.road)
add_row(Tile.TileNames.orange, Tile.TileNames.tree, 2)
add_row(Tile.TileNames.orange)
add_row(Tile.TileNames.orange)
set_player_position_to_last_row()
tiles_instantiated = true
func reset():
if not is_node_ready():
await ready
set_cells()
func get_tile(grid_pos: Vector3i):
if not grid_pos in tile_positions:
return null
return instantiated_tiles[grid_pos]
func get_grid_position(global_pos: Vector3i):
var grid_pos = Vector3i(to_local(global_pos) / 2.0)
return grid_pos
func set_row_tiles(row: int, tile: Tile.TileNames, second_tile: Tile.TileNames = Tile.TileNames.orange, second_tile_count: int = 0):
var first_tile_columns: Array = range(grid_size_x)
if second_tile_count:
for i in second_tile_count:
first_tile_columns.remove_at(randi_range(0, first_tile_columns.size() - 1))
for column in range(grid_size_x):
var tile_to_create: Tile.TileNames
if column in first_tile_columns:
tile_to_create = tile
else:
tile_to_create = second_tile
var tile_grid_coords := Vector3i(column, 0, row)
create_tile(tile_to_create, tile_grid_coords)
if tile_to_create == Tile.TileNames.goal:
goal_position = tile_grid_coords
if tile == Tile.TileNames.road:
road_rows.append(row)
func add_row(tile: Tile.TileNames, second_tile: Tile.TileNames = Tile.TileNames.orange, second_tile_count: int = 0):
set_row_tiles(grid_size_z, tile, second_tile, second_tile_count)
grid_size_z += 1
func set_player_position_to_grid_row(row: int):
player_start_position = to_global(Vector3i(range(0, grid_size_x - 1, 2).pick_random(), 0, row * tile_size))
func set_player_position_to_last_row():
set_player_position_to_grid_row(grid_size_z - 1)