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