Files
mtd/flow_field.gd
2025-06-13 00:06:51 +10:00

212 lines
6.1 KiB
GDScript

class_name FlowField extends Node3D
signal path_updated()
@export var flow_node_scene: PackedScene
@export var nodes: Array[FlowNode] = []
@export var goals: Array[FlowNode] = []
@export var starts: Array[FlowNode] = []
@export var nodes_visible: bool = false
func _ready() -> void:
if !nodes_visible:
for node: FlowNode in nodes:
node.visible = false
func _process(delta: float) -> void:
if !nodes_visible:
return
for node: FlowNode in nodes:
if node.traversable and node.buildable:
node.set_color(Color.WEB_GRAY)
elif node.traversable and !node.buildable:
node.set_color(Color.CORAL)
else:
node.set_color(Color.BLACK)
if goals.has(node):
node.set_color(Color.BLUE)
if starts.has(node):
node.set_color(Color.PINK)
if magic_node:
magic_node.set_color(Color.DEEP_PINK)
func get_closest_traversable_point(pos: Vector3) -> FlowNode:
var closest_point: FlowNode = null
var closest_dist: float = 100000.0
for node: FlowNode in nodes:
if node.traversable and node.global_position.distance_to(pos) < closest_dist:
closest_dist = node.global_position.distance_to(pos)
closest_point = node
return closest_point
func get_closest_point_point(pos: Vector3) -> FlowNode:
var closest_point: FlowNode = null
var closest_dist: float = 100000.0
for node: FlowNode in nodes:
if node.global_position.distance_to(pos) < closest_dist:
closest_dist = node.global_position.distance_to(pos)
closest_point = node
return closest_point
func get_closest_buildable_point(pos: Vector3) -> FlowNode:
var closest_point: FlowNode = null
var closest_dist: float = 100000.0
for node: FlowNode in nodes:
if node.buildable and node.global_position.distance_to(pos) < closest_dist:
closest_dist = node.global_position.distance_to(pos)
closest_point = node
return closest_point
func test_traversability() -> bool:
for node: FlowNode in starts:
while node.best_path != null:
if node.best_path.traversable:
node = node.best_path
else:
return false
return true
func iterate_search(search_frontier: Array[FlowNode], reached: Array[FlowNode]) -> void:
var current: FlowNode = search_frontier.pop_front()
for node: FlowNode in current.connections:
if !reached.has(node):
reached.append(node)
if node.traversable:
search_frontier.append(node)
node.best_path = current
func calculate() -> void:
var reached: Array[FlowNode] = []
var search_frontier: Array[FlowNode] = []
for node: FlowNode in goals:
node.best_path = null
reached.append(node)
search_frontier.append(node)
while search_frontier.size() > 0:
iterate_search(search_frontier, reached)
var magic_node: FlowNode = null
func traversable_after_blocking_point(point: FlowNode) -> bool:
magic_node = null
var reached: Array[FlowNode] = [point]
var search_frontier: Array[FlowNode] = []
for node: FlowNode in point.connections:
if node.best_path == point and node.traversable:
reached.append(node)
search_frontier.append(node)
if search_frontier.size() == 0: # if no neighbors rely on this node, then we're all good
return true
while search_frontier.size() > 0:
var current: FlowNode = search_frontier.pop_front()
for node: FlowNode in current.connections:
if !reached.has(node):
if node.traversable and node.best_path != node and !reached.has(node.best_path):
#if we havent already seen the node this neighbor goes to,
#then all our searched nodes could swap to go this direction
#and the path would still be traversable
magic_node = node
return true
reached.append(node)
if node.traversable:
search_frontier.append(node)
return false
## Connects many nodes to a single single node, if any connections already
## exist, this function disconnects them instead
func connect_many_nodes(common_node: FlowNode, child_nodes: Array[FlowNode]) -> void:
for node: FlowNode in child_nodes:
if common_node.connections.has(node):
disconnect_nodes(common_node, node)
else:
connect_nodes(common_node, node)
func toggle_goal(nodes_to_toggle: Array[FlowNode]) -> void:
for node: FlowNode in nodes_to_toggle:
if goals.has(node):
goals.erase(node)
else:
goals.append(node)
func toggle_start(nodes_to_toggle: Array[FlowNode]) -> void:
for node: FlowNode in nodes_to_toggle:
if starts.has(node):
starts.erase(node)
else:
starts.append(node)
func toggle_traversable(node: FlowNode) -> bool:
node.traversable = !node.traversable
calculate()
#TODO: technically the path only changed if the new path IS traversable
path_updated.emit()
return test_traversability()
func toggle_buildable(node: FlowNode) -> void:
node.buildable = !node.buildable
func create_node(pos: Vector3 = Vector3.ZERO) -> FlowNode:
var node: FlowNode = flow_node_scene.instantiate()
node.position = pos
node.set_color(Color.WEB_GRAY)
nodes.append(node)
add_child(node)
node.owner = self
return node
func delete_node(node: FlowNode) -> void:
for neighbor: FlowNode in node.connections:
node.remove_connection(neighbor)
nodes.erase(node)
node.queue_free()
func connect_nodes(node1: FlowNode, node2: FlowNode) -> void:
if node1 != node2:
node1.add_connection(node2)
node2.add_connection(node1)
func disconnect_nodes(node1: FlowNode, node2: FlowNode) -> void:
if node1 != node2:
node1.remove_connection(node2)
node2.remove_connection(node1)
func create_grid(x_size: int, y_size: int, gap: float) -> void:
var grid: Array[Array] = []
for x: int in x_size:
var row: Array[FlowNode] = []
for y: int in y_size:
#var start_pos: Vector3 = Vector3.ZERO - (Vector3(gap * x_size, 0, gap * y_size) / 2.0)
var point_position: Vector3 = Vector3((x - floori(x_size / 2.0)) * gap, 0, (y - floori(y_size / 2.0)) * gap)
#point_position += global_position
#row.append(create_node(start_pos + Vector3(gap * x, 0, gap * y)))
row.append(create_node(point_position))
grid.append(row)
for x: int in grid.size():
for y: int in grid[x].size():
if y > 0:
connect_nodes(grid[x][y], grid[x][y - 1])
if x > 0:
connect_nodes(grid[x][y], grid[x - 1][y])
if y < grid[x].size() - 1:
connect_nodes(grid[x][y], grid[x][y + 1])
if x < grid.size() - 1:
connect_nodes(grid[x][y], grid[x + 1][y])