Files
MaidEngine/scripts/battle/map/map_layout.gd
2026-04-08 18:28:52 -04:00

82 lines
2.4 KiB
GDScript

class_name MapLayout extends Resource
@export var size: Vector2i = Vector2i.ZERO
@export var rooms: Array[Room]
## Openings are stored as a flat array of pairs: [from1, to1, from2, to2, ...].
## Each consecutive pair of Vector2i values represents a bidirectional doorway
## between two adjacent tiles in different rooms.
@export var openings: Array[Vector2i]
var _tile_room_map: Dictionary = {}
var _opening_set: Dictionary = {}
func initialize() -> void:
assert(openings.size() % 2 == 0, "Openings must be provided as pairs of Vector2i")
_tile_room_map.clear()
_opening_set.clear()
for room in rooms:
for tile in room.tiles:
_tile_room_map[tile] = room
for i in range(0, openings.size(), 2):
var a := openings[i]
var b := openings[i + 1]
_opening_set[_edge_key(a, b)] = true
static func _edge_key(a: Vector2i, b: Vector2i) -> String:
if a < b:
return "%d,%d-%d,%d" % [a.x, a.y, b.x, b.y]
return "%d,%d-%d,%d" % [b.x, b.y, a.x, a.y]
func is_tile_valid(tile: Vector2i) -> bool:
return _tile_room_map.has(tile)
func get_room_at(tile: Vector2i) -> Room:
return _tile_room_map.get(tile, null)
func is_passable(from: Vector2i, to: Vector2i) -> bool:
if not is_tile_valid(from) or not is_tile_valid(to):
return false
var room_from: Room = _tile_room_map[from]
var room_to: Room = _tile_room_map[to]
if room_from == room_to:
return true
return _opening_set.has(_edge_key(from, to))
func get_openings() -> Array:
## Returns an array of [Vector2i, Vector2i] pairs representing opening edges.
var result: Array = []
for i in range(0, openings.size(), 2):
result.append([openings[i], openings[i + 1]])
return result
func get_walls() -> Array:
## Returns an array of [Vector2i, Vector2i] pairs representing wall edges.
## A wall exists where a room tile borders void or a different room (without an opening).
var walls: Array = []
var directions := [Vector2i.RIGHT, Vector2i.DOWN, Vector2i.LEFT, Vector2i.UP]
var visited_edges: Dictionary = {}
for room in rooms:
for tile in room.tiles:
for dir in directions:
var neighbor: Vector2i = tile + dir
var key := _edge_key(tile, neighbor)
if visited_edges.has(key):
continue
visited_edges[key] = true
var neighbor_room: Room = _tile_room_map.get(neighbor, null)
if neighbor_room == room:
continue
# Neighbor is void or different room — wall unless opening
if not _opening_set.has(key):
walls.append([tile, neighbor])
return walls