pathfinding rework for now
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155
Scripts/flow_field_tool.gd
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155
Scripts/flow_field_tool.gd
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class_name FlowFieldTool extends Node
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@export var flow_field: FlowField
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@export var raycast: RayCast3D
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@export var project_raycast: RayCast3D
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@export var camera: Camera3D
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@export var camera_pivot: Node3D
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@export var position_field: HBoxContainer
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@export var x_field: LineEdit
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@export var y_field: LineEdit
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@export var z_field: LineEdit
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@export var x_size_field: LineEdit
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@export var y_size_field: LineEdit
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@export var gap_field: LineEdit
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var hover: FlowNode = null
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var selected: Array[FlowNode] = []
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var vector_dirty: bool = false
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func _ready() -> void:
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camera.make_current()
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func _process(delta: float) -> void:
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if raycast.is_colliding() and (!hover or hover != raycast.get_collider()):
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hover = raycast.get_collider()
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if hover and !raycast.is_colliding():
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hover = null
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if selected.size() == 1 and vector_dirty:
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position_field.visible = true
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x_field.text = str(selected[0].global_position.x)
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y_field.text = str(selected[0].global_position.y)
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z_field.text = str(selected[0].global_position.z)
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vector_dirty = false
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elif selected.size() != 1:
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position_field.visible = false
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for node: FlowNode in flow_field.nodes:
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if node.traversable and node.buildable:
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node.set_color(Color.WEB_GRAY)
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elif node.traversable and !node.buildable:
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node.set_color(Color.CORAL)
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else:
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node.set_color(Color.BLACK)
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if flow_field.goals.has(node):
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node.set_color(Color.BLUE)
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if flow_field.starts.has(node):
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node.set_color(Color.PINK)
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if selected.has(node):
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node.set_color(Color.GREEN)
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if node == hover:
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node.set_color(Color.RED)
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var y: float = Input.get_axis("Move Forward", "Move Backward")
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var x: float = Input.get_axis("Move Left", "Move Right")
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camera_pivot.position += Vector3(x, 0, y) * delta * 10
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func _unhandled_input(event: InputEvent) -> void:
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if event is InputEventMouseMotion:
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var from: Vector3 = camera.project_ray_origin(event.position)
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var to: Vector3 = camera.project_local_ray_normal(event.position)
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raycast.global_position = from
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raycast.target_position = to * 1000.0
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if event is InputEventMouseButton and event.button_index == 1 and hover:
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if !selected.has(hover):
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selected.append(hover)
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vector_dirty = true
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if event is InputEventMouseButton and event.button_index == 2 and selected.size() > 0:
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selected = []
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func _on_x_field_changed(text: String) -> void:
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selected[0].global_position.x = float(text)
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func _on_y_field_changed(text: String) -> void:
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selected[0].global_position.y = float(text)
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func _on_z_field_changed(text: String) -> void:
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selected[0].global_position.z = float(text)
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func _on_create_button_pressed() -> void:
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flow_field.create_node()
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func _on_generate_grid_button_pressed() -> void:
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flow_field.create_grid(int(x_size_field.text), int(y_size_field.text), float(gap_field.text))
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selected.append_array(flow_field.nodes)
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func _on_calculate_button_pressed() -> void:
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flow_field.calculate()
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func _on_connect_button_pressed() -> void:
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flow_field.connect_many_nodes(selected[0], selected.slice(1, selected.size()))
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func _on_mark_goal_button_pressed() -> void:
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flow_field.toggle_goal(selected)
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selected = []
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vector_dirty = true
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func _on_mark_start_button_pressed() -> void:
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flow_field.toggle_start(selected)
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selected = []
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vector_dirty = true
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func _on_extrude_button_pressed() -> void:
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if selected.size() == 1:
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var node: FlowNode = flow_field.create_node(selected[0].position)
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node.add_connection(selected[0])
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selected[0].add_connection(node)
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selected[0].set_color(Color.WEB_GRAY)
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selected = []
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selected.append(node)
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vector_dirty = true
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func _on_toggle_traversable_button_pressed() -> void:
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for node: FlowNode in selected:
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if !flow_field.toggle_traversable(node):
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flow_field.toggle_traversable(node)
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selected = []
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return
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selected = []
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func _on_toggle_buildable_button_pressed() -> void:
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for node: FlowNode in selected:
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flow_field.toggle_buildable(node)
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func _on_finalize_button_pressed() -> void:
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var packed_scene: PackedScene = PackedScene.new()
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packed_scene.pack(flow_field)
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ResourceSaver.save(packed_scene, "res://flow_field_tool_output.tscn")
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#TODO: This doesnt work as you'd expect because of physics frames
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func _on_project_downwards_button_pressed() -> void:
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for node: FlowNode in selected:
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project_raycast.global_position = node.global_position + Vector3.UP
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project_raycast.target_position = Vector3.DOWN * 100.0
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await get_tree().physics_frame
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await get_tree().physics_frame
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await get_tree().physics_frame
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await get_tree().physics_frame
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if project_raycast.is_colliding():
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node.global_position = project_raycast.get_collision_point()
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