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)