Files
Decked-Out-Defense/Scenes/FlowField/flow_field_tool.gd

380 lines
12 KiB
GDScript

class_name FlowFieldTool
extends Node
@export_group("Basic Function")
@export var zone_list: Array[PackedScene]
@export var zone_holder: Node3D
@export var visualiser_scene: PackedScene
@export_group("Flow Field Editor")
@export var raycast: RayCast3D
@export var project_raycast: RayCast3D
@export var camera: Camera3D
@export var camera_pivot: Node3D
@export var position_field: HBoxContainer
@export var position_x: LineEdit
@export var position_y: LineEdit
@export var position_z: LineEdit
@export var x_field: LineEdit
@export var y_field: LineEdit
@export var z_field: LineEdit
@export var x_size_field: LineEdit
@export var y_size_field: LineEdit
@export var gap_field: LineEdit
@export var save_path: LineEdit
var flow_field: FlowField
var visualisers: Dictionary[FlowNodeData, FlowNodeVisualiser]
var hover: FlowNodeVisualiser = null
var selected: Array[FlowNodeVisualiser] = []
var vector_dirty: bool = false
var editing: bool = false
var selected_zone: int = -1
var level: Level
var radius: float = 0
var up_angle: float = 0
var rotate_held: bool = false
var flow_field_editor: FlowFieldEditor
var path_vfx: PathVFX
func _ready() -> void:
flow_field_editor = FlowFieldEditor.new()
add_child(flow_field_editor)
var i: int = 0
for zone: PackedScene in zone_list:
i += 1
$VBoxContainer2/OptionButton.add_item("Zone " + str(i))
$VBoxContainer2/OptionButton.select(0)
$VBoxContainer2/OptionButton.item_selected.connect(select_zone)
_on_trash_button_pressed()
path_vfx = PathVFX.new()
path_vfx.line_width = 0.4
path_vfx.material = load("res://path_material.tres")
add_child(path_vfx)
func setup_visualisers_from_flow_field_data(data: FlowFieldData) -> void:
for visualiser: FlowNodeVisualiser in visualisers.keys():
visualiser.queue_free()
visualisers = {}
for node: FlowNodeData in data.nodes:
add_visual(node)
for node: FlowNodeData in visualisers.keys():
add_visual_connections(node)
func add_visual(data: FlowNodeData) -> void:
var visual: FlowNodeVisualiser = visualiser_scene.instantiate() as FlowNodeVisualiser
visual.data = data
visual.position = data.position
add_child(visual)
visualisers[data] = visual
func add_visual_connections(data: FlowNodeData) -> void:
var connections: Array[FlowNodeVisualiser] = []
for node: FlowNodeData in data.connected_nodes:
connections.append(visualisers[node])
visualisers[data].connections = connections
visualisers[data].setup_connection_visualisers()
func select_zone(zone_index: int) -> void:
selected_zone = zone_index
func load_zone() -> void:
_on_trash_button_pressed()
if level:
level.queue_free()
level = zone_list[selected_zone].instantiate() as Level
level.flow_field = flow_field
zone_holder.add_child(level)
camera.make_current()
editing = true
func _process(delta: float) -> void:
if editing:
if raycast.is_colliding() and (!hover or hover != raycast.get_collider()):
hover = raycast.get_collider()
if hover and !raycast.is_colliding():
hover = null
if selected.size() == 1 and vector_dirty:
$Position/Button.visible = true
position_field.visible = true
x_field.text = str(selected[0].global_position.x)
y_field.text = str(selected[0].global_position.y)
z_field.text = str(selected[0].global_position.z)
vector_dirty = false
elif selected.size() > 1:
$Position/Button.visible = false
position_field.visible = true
elif selected.size() < 1:
position_field.visible = false
set_node_colors()
if Input.is_action_just_pressed("Secondary Fire"):
rotate_held = true
if Input.is_action_just_released("Secondary Fire"):
rotate_held = false
var y: float = Input.get_axis("Move Forward", "Move Backward")
var x: float = Input.get_axis("Move Left", "Move Right")
var input_vector: Vector2 = Input.get_vector("Move Left", "Move Right", "Move Forward", "Move Backward")
var movement: Vector3 = ((camera_pivot.transform.basis.z * input_vector.y) + (camera_pivot.transform.basis.x * input_vector.x))
var vec2: Vector2 = Vector2(movement.x, movement.z).normalized()
camera_pivot.position += Vector3(vec2.x, 0.0, vec2.y) * delta * 30.0
func set_node_colors() -> void:
for node: FlowNodeVisualiser in visualisers.values():
if node.data.traversable and node.data.buildable:
node.set_color(Color.WEB_GRAY)
elif node.data.traversable and !node.data.buildable:
node.set_color(Color.CORAL)
else:
node.set_color(Color.BLACK)
if flow_field.goal_nodes.has(node.data):
node.set_color(Color.BLUE)
if flow_field.start_nodes.has(node.data):
node.set_color(Color.PINK)
if selected.has(node):
node.set_color(Color.GREEN)
if node == hover:
node.set_color(Color.RED)
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseMotion:
var from: Vector3 = camera.project_ray_origin(event.position)
var to: Vector3 = camera.project_local_ray_normal(event.position)
raycast.global_position = from
raycast.target_position = to * 1000.0
if event is InputEventMouseButton and event.button_index == 1 and hover:
if !selected.has(hover):
selected.append(hover)
vector_dirty = true
if event is InputEventMouseButton and event.button_index == 2 and selected.size() > 0:
selected = []
if event is InputEventMouseButton and event.button_index == 5:
zoom_in()
if event is InputEventMouseButton and event.button_index == 4:
zoom_out()
if event is InputEventMouseMotion and rotate_held:
camera_pivot.rotation.y -= (event.relative.x * get_viewport().get_final_transform().x.x) * (Data.preferences.mouse_sens / 10000.0) * (-1 if Data.preferences.invert_lookY else 1)
up_angle -= (event.relative.y * get_viewport().get_final_transform().y.y) * (Data.preferences.mouse_sens / 10000.0) * (-1 if Data.preferences.invert_lookY else 1)
up_angle = clamp(up_angle, deg_to_rad(-90), deg_to_rad(90))
camera_pivot.rotation.x = up_angle
func zoom_out() -> void:
camera.position.z -= 0.3
func zoom_in() -> void:
camera.position.z += 0.3
func _on_x_field_changed(text: String) -> void:
selected[0].global_position.x = float(text)
func _on_y_field_changed(text: String) -> void:
selected[0].global_position.y = float(text)
func _on_z_field_changed(text: String) -> void:
selected[0].global_position.z = float(text)
## Connects many nodes to a single single node, if any connections already
## exist, this function disconnects them instead
func connect_many_nodes(common_node: FlowNodeData, child_nodes: Array[FlowNodeData]) -> void:
for node: FlowNodeData in child_nodes:
if common_node.connections.has(node):
flow_field_editor.disconnect_nodes(common_node, node)
else:
flow_field_editor.connect_nodes(common_node, node)
func set_position() -> void:
for node: FlowNodeVisualiser in selected:
var vector: Vector3 = Vector3(float(position_x.text), float(position_y.text), float(position_z.text))
node.data.position = vector
node.global_position = vector
func offset_position() -> void:
for node: FlowNodeVisualiser in selected:
var vector: Vector3 = Vector3(float(position_x.text), float(position_y.text), float(position_z.text))
node.data.position += vector
node.global_position += vector
func _on_create_button_pressed() -> void:
add_visual(flow_field_editor.create_node())
func _on_generate_grid_button_pressed() -> void:
for node: FlowNodeData in flow_field_editor.create_grid(int(x_size_field.text), int(y_size_field.text), float(gap_field.text)):
add_visual(node)
selected.append(node)
create_grid_select_button(flow_field.data.grids)
func create_grid_select_button(grid: int) -> void:
var button: Button = Button.new()
button.text = "Grid " + str(grid)
button.pressed.connect(select_in_grid.bind(grid))
$VBoxContainer3.add_child(button)
func _on_calculate_button_pressed() -> void:
flow_field.calculate()
var points: Array[Vector3] = []
var node: FlowNodeData = flow_field.get_closest_point(flow_field.start_nodes[0].position, true, false)
points.append(node.position + Vector3(0, 0.1, 0))
while node.best_path:
node = node.best_path
points.append(node.position + Vector3(0, 0.1, 0))
path_vfx.path(points)
func _on_connect_button_pressed() -> void:
flow_field.connect_many_nodes(selected[0], selected.slice(1, selected.size()))
func _on_mark_goal_button_pressed() -> void:
for node: FlowNodeVisualiser in selected:
flow_field.toggle_goal([node.data])
selected = []
vector_dirty = true
func _on_mark_start_button_pressed() -> void:
for node: FlowNodeVisualiser in selected:
flow_field.toggle_start([node.data])
selected = []
vector_dirty = true
func _on_extrude_button_pressed() -> void:
if selected.size() == 1:
var node: FlowNodeVisualiser = visualiser_scene.instantiate() as FlowNodeVisualiser
add_child(node)
node.data = flow_field.create_node(selected[0].position)
node.add_connection(selected[0])
selected[0].add_connection(node)
selected[0].set_color(Color.WEB_GRAY)
selected = []
selected.append(node)
vector_dirty = true
func _on_toggle_traversable_button_pressed() -> void:
for node: FlowNodeVisualiser in selected:
if !flow_field.toggle_traversable(node.data):
flow_field.toggle_traversable(node.data)
selected = []
return
selected = []
func _on_toggle_buildable_button_pressed() -> void:
for node: FlowNodeVisualiser in selected:
flow_field.toggle_buildable(node.data)
#TODO: This doesnt work as you'd expect because of physics frames
func _on_project_downwards_button_pressed() -> void:
for node: FlowNodeVisualiser in selected:
project_raycast.position = node.position + Vector3.UP
project_raycast.target_position = Vector3.DOWN * 100.0
await get_tree().physics_frame
await get_tree().physics_frame
await get_tree().physics_frame
await get_tree().physics_frame
if project_raycast.is_colliding():
node.position = project_raycast.get_collision_point()
node.data.position = node.position
func _on_save_button_pressed() -> void:
var string: String = JSON.stringify(flow_field.data.to_dict())
var path: String = save_path.text + ".json"
var dir: DirAccess = DirAccess.open("user://")
if !dir.dir_exists("pathing_graphs"):
dir.make_dir("pathing_graphs")
dir.change_dir("pathing_graphs")
var save_file: FileAccess = FileAccess.open("user://pathing_graphs/" + path, FileAccess.WRITE)
save_file.store_line(string)
static func load_flow_field_from_disc(path: String) -> FlowFieldData:
if FileAccess.file_exists(path):
var save_file: FileAccess = FileAccess.open(path, FileAccess.READ)
var json_string: String = save_file.get_line()
var json: JSON = JSON.new()
var parse_result: Error = json.parse(json_string)
if parse_result == OK:
var dict: Dictionary = json.data
var flow_field_data: FlowFieldData = FlowFieldData.from_dict(dict)
return flow_field_data
return FlowFieldData.new()
func _on_load_button_pressed() -> void:
if FileAccess.file_exists("user://pathing_graphs/" + save_path.text + ".json"):
var save_file: FileAccess = FileAccess.open("user://pathing_graphs/" + save_path.text + ".json", FileAccess.READ)
var json_string: String = save_file.get_line()
var json: JSON = JSON.new()
var parse_result: Error = json.parse(json_string)
if parse_result == OK:
var dict: Dictionary = json.data
var flow_field_data: FlowFieldData = FlowFieldData.from_dict(dict)
flow_field.data = flow_field_data
for grid: int in flow_field_data.grids:
create_grid_select_button(grid + 1)
setup_visualisers_from_flow_field_data(flow_field_data)
func _on_trash_button_pressed() -> void:
if flow_field:
flow_field.queue_free()
for visualiser: FlowNodeVisualiser in visualisers.values():
visualiser.queue_free()
visualisers = {}
for child: Node in $VBoxContainer3.get_children():
child.queue_free()
flow_field = FlowField.new()
flow_field.data = FlowFieldData.new()
add_child(flow_field)
flow_field_editor.flow_field = flow_field
if level:
level.flow_field = flow_field
func _on_select_all_pressed() -> void:
selected = []
for node: FlowNodeVisualiser in flow_field.nodes:
selected.append(node)
func select_in_grid(grid: int) -> void:
selected = []
for node: FlowNodeVisualiser in flow_field.nodes:
if node.data.grid_id == grid:
selected.append(node)
func _on_print_ids_pressed() -> void:
for node: FlowNodeVisualiser in selected:
print(node.data.node_id)