128 lines
3.0 KiB
GDScript
128 lines
3.0 KiB
GDScript
class_name CombatMap
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extends Node2D
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@export var tile_set: DLTileset
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@export var map_layout: MapLayout
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@onready var tile_map: TileMapLayer = %TerrainLayer
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@onready var highlight_map: GridOverlay = %OverlayLayer
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@onready var wall_renderer: WallRenderer = %WallRenderer
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@onready var fog_renderer: FogRenderer = %FogRenderer
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const TILE_SIZE := 100.0
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const SOURCE_ID: int = 0
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var _pending_layout: String
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var _pending_units: Array[Dictionary] = []
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func _ready() -> void:
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if _pending_layout:
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_apply_layout(_pending_layout)
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for entry in _pending_units:
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_apply_deploy(entry.unit, entry.coords)
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_pending_units.clear()
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if map_layout:
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apply_layout(map_layout)
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func snap_to_grid(pos: Vector2) -> Vector2:
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return Vector2(floorf(pos.x / TILE_SIZE), floorf(pos.y / TILE_SIZE)) * TILE_SIZE
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func world_to_coords(pos: Vector2) -> Vector2i:
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return Vector2i(snap_to_grid(pos) / TILE_SIZE)
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func coords_to_world(coords: Vector2i) -> Vector2:
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return Vector2(coords) * TILE_SIZE
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func draw_wall(coords: Vector2i) -> void:
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draw_custom(coords, tile_set.wall_tile_coords)
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func draw_floor(coords: Vector2i) -> void:
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draw_custom(coords, tile_set.floor_tile_coords)
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func draw_custom(coords: Vector2i, tile_coords: Vector2i) -> void:
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tile_map.set_cell(coords, SOURCE_ID, tile_coords)
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func load_map(layout: String) -> void:
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if is_node_ready():
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_apply_layout(layout)
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else:
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_pending_layout = layout
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func deploy_unit(unit: Unit, coords: Vector2i) -> void:
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if is_node_ready():
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_apply_deploy(unit, coords)
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else:
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_pending_units.append({unit = unit, coords = coords})
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func _apply_layout(layout: String) -> void:
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var rows := layout.split("\n")
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for y in rows.size():
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for x in rows[y].length():
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var coords := Vector2i(x, y)
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match rows[y][x]:
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"#":
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draw_wall(coords)
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".":
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draw_floor(coords)
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func _apply_deploy(unit: Unit, coords: Vector2i) -> void:
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unit.position = coords_to_world(coords)
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add_child(unit)
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func remove_unit(unit: Unit) -> void:
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if unit.get_parent() == self:
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remove_child(unit)
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func target_tile(coords: Vector2i) -> void:
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highlight_map.target_tile(coords)
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func apply_layout(layout: MapLayout) -> void:
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map_layout = layout
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map_layout.initialize()
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load_from_layout()
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draw_room_walls()
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draw_fog()
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func is_tile_passable(from: Vector2i, to: Vector2i) -> bool:
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assert(map_layout != null, "CombatMap.is_tile_passable called before map_layout was set")
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return map_layout.is_passable(from, to)
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func is_tile_valid(coords: Vector2i) -> bool:
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assert(map_layout != null, "CombatMap.is_tile_valid called before map_layout was set")
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return map_layout.is_tile_valid(coords)
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func draw_room_walls() -> void:
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if not map_layout:
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return
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wall_renderer.draw_walls_for_layout(map_layout)
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func draw_fog() -> void:
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if not map_layout:
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return
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fog_renderer.draw_fog_for_layout(map_layout)
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func get_map_rect() -> Rect2:
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if not map_layout:
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return Rect2()
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return Rect2(Vector2.ZERO, Vector2(map_layout.size) * TILE_SIZE)
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func load_from_layout() -> void:
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if not map_layout:
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return
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for room in map_layout.rooms:
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for tile in room.tiles:
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draw_floor(tile)
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