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@sairam4123
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extends GridMap
enum Roads {ROAD_END = 9, ROAD_STARIGHT = 15, ROAD_CURVE = 11, ROAD_EMPTY = 12, ROAD_3_WAY = 13, ROAD_4_WAY = 14}
const RAY_LENGTH = 1000
var send_ray = false
var event_position = Vector2(0, 0)
var camera = null
var last_road: Vector3 = Vector3()
func _ready():
camera = get_node("../../Camera")
# set_cell_item(10, 0, 10, 13, get_orientation_from_degrees(null, 0))
# set_cell_item(13, 0, 13, 13, get_orientation_from_degrees(null, 90))
# set_cell_item(16, 0, 16, 13, get_orientation_from_degrees(null, 180))
# set_cell_item(20, 0, 20, 13, get_orientation_from_degrees(null, 270))
func get_item_to_remove(vec: Vector3) -> int:
var relative_tiles = PoolVector3Array([
Vector3(vec.x+1, vec.y, vec.z+1),
Vector3(vec.x-1, vec.y, vec.z-1),
Vector3(vec.x-1, vec.y, vec.z+1),
Vector3(vec.x+1, vec.y, vec.z-1),
Vector3(vec.x+1, vec.y, vec.z),
Vector3(vec.x-1, vec.y, vec.z),
Vector3(vec.x, vec.y, vec.z+1),
Vector3(vec.x, vec.y, vec.z-1)
])
for tile in relative_tiles:
var direction = tile - vec
if ((get_cell_item(tile.x, tile.y, tile.z) == Roads.ROAD_END) or (get_cell_item(tile.x, tile.y, tile.z) == Roads.ROAD_STARIGHT)) and direction.x:
for relative_tile_curve in relative_tiles:
var direction_curve = relative_tile_curve - vec
if get_cell_item(relative_tile_curve.x, relative_tile_curve.y, relative_tile_curve.z) == Roads.ROAD_3_WAY and direction_curve.z:
print("something")
set_cell_item(relative_tile_curve.x, relative_tile_curve.y, relative_tile_curve.z, Roads.ROAD_4_WAY)
if get_cell_item(tile.x, tile.y, tile.z) == Roads.ROAD_STARIGHT and direction.x:
set_cell_item(tile.x, tile.y, tile.z, Roads.ROAD_END, get_orientation_from_degrees(null, (180 if not direction.x == -1 else 360)))
if get_cell_item(tile.x, tile.y, tile.z) == Roads.ROAD_STARIGHT and direction.z:
set_cell_item(tile.x, tile.y, tile.z, Roads.ROAD_END, get_orientation_from_degrees(null, (90 if not direction.z == -1 else 270)))
return -1
func get_orientation_from_degrees(vec=null, deg=null):
if !vec:
vec = Vector3(0, 1, 0)
var myQuaternion = Quat(vec, deg2rad(deg))
var cell_item_orientation = Basis(myQuaternion).get_orthogonal_index()
return cell_item_orientation
func get_item_to_place(vec: Vector3) -> Array:
# print(relative_tiles)
var array = []
var relative_tiles = PoolVector3Array([
Vector3(vec.x, vec.y, vec.z+2),
Vector3(vec.x-2, vec.y, vec.z),
Vector3(vec.x, vec.y, vec.z-2),
Vector3(vec.x+2, vec.y, vec.z),
Vector3(vec.x+1, vec.y, vec.z),
Vector3(vec.x-1, vec.y, vec.z),
Vector3(vec.x, vec.y, vec.z+1),
Vector3(vec.x, vec.y, vec.z-1)
])
for tile in relative_tiles:
array.append(get_cell_item(tile.x, tile.y, tile.z) == -1)
if Lib.all(array):
return [Roads.ROAD_EMPTY, 0]
for tile in relative_tiles:
var direction = tile - vec
# 4-way
if ((get_cell_item(tile.x, tile.y, tile.z) == Roads.ROAD_END) or (get_cell_item(tile.x, tile.y, tile.z) == Roads.ROAD_STARIGHT)) and direction.x:
for relative_tile_curve in relative_tiles:
var direction_curve = relative_tile_curve - vec
if get_cell_item(relative_tile_curve.x, relative_tile_curve.y, relative_tile_curve.z) == Roads.ROAD_3_WAY and direction_curve.z:
print("something")
set_cell_item(relative_tile_curve.x, relative_tile_curve.y, relative_tile_curve.z, Roads.ROAD_4_WAY)
return [Roads.ROAD_END, 90]
# 3-way
if ((get_cell_item(tile.x, tile.y, tile.z) == Roads.ROAD_END) or (get_cell_item(tile.x, tile.y, tile.z) == Roads.ROAD_STARIGHT)) and direction.x:
for relative_tile_curve in relative_tiles:
var direction_curve = relative_tile_curve - vec
if get_cell_item(relative_tile_curve.x, relative_tile_curve.y, relative_tile_curve.z) == Roads.ROAD_CURVE and direction_curve.z:
var degrees_to_rotate = 0
if direction.x == 1 and direction.z == -1:
degrees_to_rotate = 360
elif direction.x == 1 and direction.z == 1:
degrees_to_rotate = 180
elif direction.x == -1 and direction.z == 1:
degrees_to_rotate = 180
elif direction.x == -1 and direction.z == -1:
degrees_to_rotate = 360
set_cell_item(relative_tile_curve.x, relative_tile_curve.y, relative_tile_curve.z, Roads.ROAD_3_WAY, get_orientation_from_degrees(null, degrees_to_rotate))
return [Roads.ROAD_END, (270 if relative_tile_curve.z == 1 else 90)]
if get_cell_item(tile.x, tile.y, tile.z) == Roads.ROAD_END and direction.z:
for relative_tile_curve in relative_tiles:
var direction_curve = relative_tile_curve - vec
if get_cell_item(relative_tile_curve.x, relative_tile_curve.y, relative_tile_curve.z) == Roads.ROAD_CURVE and direction_curve.x:
var degrees_to_rotate = 0
if direction.x == 1 and direction.z == -1:
degrees_to_rotate = 270
elif direction.x == 1 and direction.z == 1:
degrees_to_rotate = 90
elif direction.x == -1 and direction.z == 1:
degrees_to_rotate = 90
elif direction.x == -1 and direction.z == -1:
degrees_to_rotate = 270
set_cell_item(relative_tile_curve.x, relative_tile_curve.y, relative_tile_curve.z, Roads.ROAD_3_WAY, get_orientation_from_degrees(null, degrees_to_rotate))
return [Roads.ROAD_END, (360 if direction_curve.x == -1 else 180)]
# curved roads
if get_cell_item(tile.x, tile.y, tile.z) == Roads.ROAD_STARIGHT and direction.x:
for tile_direction in relative_tiles:
var direction_in = tile_direction - vec
if get_cell_item(tile_direction.x, tile_direction.y, tile_direction.z) == Roads.ROAD_END and direction_in.z:
var degrees_to_rotate = 0
if direction.x == 1 and direction.z == 1:
degrees_to_rotate = 90
elif direction.x == 1 and direction.z == -1:
degrees_to_rotate = 0
elif direction.x == -1 and direction.z == 1:
degrees_to_rotate = 180
elif direction.x == -1 and direction.z == -1:
degrees_to_rotate = 270
set_cell_item(tile_direction.x, tile_direction.y, tile_direction.z, Roads.ROAD_CURVE, get_orientation_from_degrees(null, degrees_to_rotate))
return [Roads.ROAD_END, (90 if direction_in.z == 1 else 270)]
if get_cell_item(tile.x, tile.y, tile.z) == Roads.ROAD_STARIGHT and direction.z:
for tile_direction in relative_tiles:
var direction_in = tile_direction - vec
if get_cell_item(tile_direction.x, tile_direction.y, tile_direction.z) == Roads.ROAD_END and direction_in.x:
var degrees_to_rotate = 0
if direction.x == 1 and direction.z == 1:
degrees_to_rotate = 270
elif direction.x == 1 and direction.z == -1:
degrees_to_rotate = 180
elif direction.x == -1 and direction.z == 1:
degrees_to_rotate = 360
elif direction.x == -1 and direction.z == -1:
degrees_to_rotate = 90
set_cell_item(tile_direction.x, tile_direction.y, tile_direction.z, Roads.ROAD_CURVE, get_orientation_from_degrees(null, degrees_to_rotate))
return [Roads.ROAD_END, (360 if direction_in.x == -1 else 180)]
# staright roads
if get_cell_item(tile.x, tile.y, tile.z) == Roads.ROAD_EMPTY and direction.x:
set_cell_item(tile.x, tile.y, tile.z, Roads.ROAD_END, get_orientation_from_degrees(null, (180 if direction.x == -1 else 360)))
# print(direction)
return [Roads.ROAD_END, (180 if not direction.x == -1 else 360)]
if get_cell_item(tile.x, tile.y, tile.z) == Roads.ROAD_END and direction.x:
# print(direction)
set_cell_item(tile.x, tile.y, tile.z, Roads.ROAD_STARIGHT, get_orientation_from_degrees(null, (180 if direction.x == -1 else 360)))
# print(direction)
return [Roads.ROAD_END, (180 if not direction.x == -1 else 360)]
if get_cell_item(tile.x, tile.y, tile.z) == Roads.ROAD_EMPTY and direction.z:
set_cell_item(tile.x, tile.y, tile.z, Roads.ROAD_END, get_orientation_from_degrees(null, (90 if direction.z == -1 else 270)))
# print(direction)
return [Roads.ROAD_END, (90 if not direction.z == -1 else 270)]
if get_cell_item(tile.x, tile.y, tile.z) == Roads.ROAD_END and direction.z:
set_cell_item(tile.x, tile.y, tile.z, Roads.ROAD_STARIGHT, get_orientation_from_degrees(null, (90 if direction.z == -1 else 270)))
# print(direction)
return [Roads.ROAD_END, (90 if not direction.z == -1 else 270)]
#
# var direction = last_road - vec
# print("direction", direction)
# print(180 * direction.x)
# if get_cell_item(last_road.x, last_road.y, last_road.z) == 12:
# set_cell_item(last_road.x, last_road.y, last_road.z, 9, get_orientation_from_degrees(null, 0))
# return [9, 180 * direction.x]
# if get_cell_item(last_road.x, last_road.y, last_road.z) == 9:
# set_cell_item(last_road.x, last_road.y, last_road.z, 15, get_orientation_from_degrees(null, 180 * direction.x))
# return [9, 180 * direction.x]
return [15, 180]
# return [15, 90]
func _physics_process(_delta):
if (send_ray == true):
send_ray = false
var from = camera.project_ray_origin(event_position)
var to = from + camera.project_ray_normal(event_position) * RAY_LENGTH
var space_state = get_world().get_direct_space_state()
var result = space_state.intersect_ray(from, to, [self, camera])
if (result != null and not result.empty()):
# print ("collided with: ", result["collider"].name, " at position: ", world_to_map(result["position"]), " in Terrain.")
var global_pos = result["position"]
var position1 = world_to_map(global_pos)
position1.y = 0
print(global_pos, " before")
global_pos = result["position"]
print(global_pos, " after")
if get_cell_item(position1.x, position1.y,position1.z) == -1:
if $"../Trees".get_cell_item(global_pos.x, position1.y, global_pos.z) != -1:
$"../Trees".set_cell_item(global_pos.x, position1.y, global_pos.z, -1)
if $"../Rocks".get_cell_item(global_pos.x, position1.y, global_pos.z) != -1:
$"../Rocks".set_cell_item(global_pos.x, position1.y, global_pos.z, -1)
var item_to_place_with_orientation = get_item_to_place(position1)
set_cell_item(position1.x, position1.y, position1.z, item_to_place_with_orientation[0], get_orientation_from_degrees(null, item_to_place_with_orientation[1]))
else:
var item_to_remove = get_item_to_remove(position1)
set_cell_item(position1.x, position1.y, position1.z, item_to_remove)
func _input(event):
if (event is InputEventMouseButton):
if (event.pressed == true and event.button_index == 1):
send_ray = true
event_position = event.position
#func _ready():
# pass
#
##func _input(event):
## if event is InputEventMouseButton and Input.is_action_pressed("left_click"):
## print(event.position)
## set_cell_item(event.position.x, 0.5, event.position.y, 15)
#
#const RAY_LENGTH = 1
#
##func _input(event):
## if event is InputEventMouseButton and event.pressed and event.button_index == 1:
## var camera: Camera = $"../../Camera"
## var from = camera.project_ray_origin(event.position)
## var to = from + camera.project_ray_normal(event.position) * ray_length
## var result = $"../../Terrain".get_world().direct_space_state.intersect_ray(from, to, [self])
### print(result)
## if typeof(result["collider"]) == typeof($"../../Terrain"):
## print(result)
## if result["position"]:
## set_cell_item(result["position"].x, 0.5, result["position"].z, 15)
##
## print(camera.project_ray_normal(event.position)*ray_length)
## set_cell_item(to.x, 0.5, to.z, 15)
#
#
#var i = 0
#
#func _physics_process(delta):
# if Input.is_action_pressed("left_click"):
## print(world_to_map(get_viewport().get_mouse_position()))
# var from = $'../../Camera'.project_ray_origin(get_viewport().get_mouse_position())
# var to = from + $"../../Camera".project_ray_normal(get_viewport().get_mouse_position()) * RAY_LENGTH
# var space_state = get_world().get_direct_space_state()
# var result = space_state.intersect_ray(from, to)
# print(result)
## if typeof(result["collider"]) == typeof($"../../Terrain"):
## print(result["position"]*100)
## if result["position"]:
## print("test")
## print(i)
### if get_cell_item(result["position"].x*10)
## set_cell_item(result["position"].x*1000, 0.5, result["position"].z, 15)
## i += 1
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