Adding pathing
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5 changed files with 187 additions and 7 deletions
45
levels/scripts/map.gd
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45
levels/scripts/map.gd
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extends TileMap
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var astar : AStarGrid2D = AStarGrid2D.new()
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@onready var tilemap_size : Vector2i = get_used_rect().end - get_used_rect().position
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@onready var map_rect : Rect2i = Rect2i(Vector2i.ZERO, tilemap_size)
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func _ready() -> void:
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setup_pathing()
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pass
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func setup_pathing() -> void:
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# Setup the AStarGrid2D for pathfinding
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var tile_size : Vector2i = get_tileset().tile_size
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Log.pr("Tilemap size: " + str(tilemap_size))
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astar.region = map_rect
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astar.cell_size = tile_size
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astar.default_compute_heuristic = AStarGrid2D.HEURISTIC_MANHATTAN
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astar.default_estimate_heuristic = AStarGrid2D.HEURISTIC_MANHATTAN
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astar.diagonal_mode = AStarGrid2D.DIAGONAL_MODE_NEVER
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astar.update()
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update_passable()
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pass
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func update_passable() -> void:
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# Update the AStarGrid2D with the new passable tiles
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for i in tilemap_size.x:
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for j in tilemap_size.y:
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var coords : Vector2i = Vector2i(i, j)
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var tile_data = get_cell_tile_data(0, coords)
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if tile_data and tile_data.get_custom_data('navtype') == 'wall':
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astar.set_point_solid(coords)
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pass
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func is_point_walkable(check_position) -> bool:
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var map_position = local_to_map(check_position)
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if map_rect.has_point(map_position) and not astar.is_point_solid(map_position):
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return true
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return false
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