implement tilemap chunk generator
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12 changed files with 244 additions and 1592 deletions
101
scripts/World.gd
101
scripts/World.gd
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@ -1,101 +0,0 @@
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class_name World
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extends TileMap
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var has_placeable_building: bool = false
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var building
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var building_type: String
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var scene
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func _init():
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Globals.world_map = self
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(_delta):
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pass
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func get_building_properties() -> Array:
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var tileset_id = 0 # default value
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var tilemap_tile_coords: Vector2i
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if building_type == null:
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push_error(Globals.ERROR_BUILDING_TYPE_NOT_SET)
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return []
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# layer | position coords | tileset id | coords of the tile at tilemap | alternative tile
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match building_type:
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Globals.TYPE_RESIDENTIAL:
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tilemap_tile_coords = Vector2i(0,0)
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tileset_id = 0
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Globals.TYPE_COMMERCIAL:
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tilemap_tile_coords = Vector2i(4,12)
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tileset_id = 1
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Globals.TYPE_INDUSTRIAL:
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tilemap_tile_coords = Vector2i(4,20)
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tileset_id = 1
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Globals.TYPE_ROADS:
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tilemap_tile_coords = Vector2i(14,2)
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tileset_id = 1
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Globals.TYPE_DEMOLISH:
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tilemap_tile_coords = Vector2i(4,4)
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tileset_id = 1
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Globals.TYPE_SERVICES:
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tilemap_tile_coords = Vector2i(4,8)
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tileset_id = 1
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Globals.TYPE_SOCIAL:
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tilemap_tile_coords = Vector2i(4,0)
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tileset_id = 1
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_: #default
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tilemap_tile_coords = Vector2i(16,16)
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tileset_id = 1
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return [tileset_id, tilemap_tile_coords]
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func _on_control_button_pressed(type):
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self.building_type = type
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# create new building, in Building node it is attached to mouse cursor
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#var building_properties = get_building_properties()
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scene = load(Globals.SCENE_PATH + "Building.tscn")
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building = scene.instantiate()
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#building.set_cell(0, Vector2i(0,0), building_properties[0], building_properties[1], 0)
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add_child(building)
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has_placeable_building = true
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func _input(event):
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# place the building
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if event.is_action_pressed("place_building") and has_placeable_building:
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has_placeable_building = false
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place_building_to_map()
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# cancel placement
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if event.is_action_pressed("cancel"):
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if has_placeable_building:
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pass
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func calculate_grid_coordinates(map_position: Vector2) -> Vector2:
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return (map_position).floor()
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func place_building_to_map():
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var building_properties = get_building_properties()
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var tile_on_mouse = local_to_map(get_global_mouse_position())
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if !Globals.are_coords_valid(
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tile_on_mouse.y,
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Vector2i(0, Globals.map_image_size.y),
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Globals.ERROR_TILE_Y_COORDS_OUT_OF_BOUNDS
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):
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return false
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elif !Globals.are_coords_valid(
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tile_on_mouse.x,
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Vector2i(0, Globals.map_image_size.x),
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Globals.ERROR_TILE_X_COORDS_OUT_OF_BOUNDS
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):
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return false
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set_cell(Globals.LAYER_BUILDINGS, tile_on_mouse, building_properties[0], building_properties[1], 0)
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