mtd/Scripts/level.gd

40 lines
1.8 KiB
GDScript

extends GridMap
class_name Level
@export var enemy_pool: Array[Enemy]
@export var player_spawns: Array[Node3D]
@export var enemy_spawns: Array[Node3D]
@export var enemy_goals: Array[Node3D]
@export var corpses: Node3D
@export var a_star_graph_3d: AStarGraph3D
@export var cinematic_cam: CinematicCamManager
@export var printer: CardPrinter
@export var shop: ShopStand
@export var obstacle_scenes: Array[PackedScene]
func generate_obstacles():
var obstacle_count = randi_range(0, 5)
for index in obstacle_count:
var x = randi_range(0, a_star_graph_3d.grid_size.x - 1)
var y = randi_range(0, a_star_graph_3d.grid_size.y - 1)
var point_id = int(x * a_star_graph_3d.grid_size.y + y)
var chosen_obstacle = randi_range(0, obstacle_scenes.size() - 1)
var obstacle = obstacle_scenes[chosen_obstacle].instantiate() as GridMap
var orientations = [0, 90, 180, 270]
var chosen_orientation = orientations.pick_random()
obstacle.position = a_star_graph_3d.astar.get_point_position(point_id)
obstacle.set_rotation_degrees(Vector3(0, chosen_orientation, 0))
add_child(obstacle)
for cell in obstacle.get_used_cells():
var cell_pos = obstacle.to_global(obstacle.map_to_local(cell))
var map_coord = Vector3i(round(cell_pos.x), 0, round(cell_pos.z))
#print("cell_pos: " + str(cell_pos) + "cell.z" + str(cell_pos.z) + ", map_coord: " + str(map_coord))
var closest_point = a_star_graph_3d.astar.get_closest_point(cell_pos, true)
var closest_point_pos = a_star_graph_3d.astar.get_point_position(closest_point)
if closest_point_pos.distance_to(Vector3(cell_pos.x, closest_point_pos.y, cell_pos.z)) <= 0.5:
a_star_graph_3d.astar.set_point_disabled(closest_point)
if get_cell_item(map_coord) == 1:
set_cell_item(map_coord, INVALID_CELL_ITEM)
obstacle.queue_free()