extends TileMap class_name CustomTileMap var astar : AStarGrid2D = AStarGrid2D.new() @onready var fog_overlay : ColorRect = $FogOverlay @onready var tilemap_size : Vector2i = get_used_rect().end - get_used_rect().position @onready var map_rect : Rect2i = Rect2i(Vector2i.ZERO, tilemap_size) var mushroom_glow : PackedScene = load("res://entities/mushroom_glow.tscn") var highlighted_tiles : Array = [] # Has a signal to indicate the tilemap has been updated signal tilemap_updated func _ready() -> void: var tile_size : Vector2i = get_tileset().tile_size var map_pixel_size : Vector2i = tilemap_size * tile_size fog_overlay.size = map_pixel_size setup_pathing() # check_for_visible_gatherables() emit_signal('tilemap_updated') pass func setup_pathing() -> void: # Setup the AStarGrid2D for pathfinding var tile_size : Vector2i = get_tileset().tile_size Log.pr("Tilemap size: " + str(tilemap_size)) astar.region = map_rect astar.cell_size = tile_size astar.default_compute_heuristic = AStarGrid2D.HEURISTIC_MANHATTAN astar.default_estimate_heuristic = AStarGrid2D.HEURISTIC_MANHATTAN astar.diagonal_mode = AStarGrid2D.DIAGONAL_MODE_NEVER astar.update() update_passable() pass func update_passable() -> void: # Update the AStarGrid2D with the new passable tiles for i in tilemap_size.x: for j in tilemap_size.y: var coords : Vector2i = Vector2i(i, j) var tile_data : TileData = get_cell_tile_data(get_layer_id_by_name('Floor'), coords) if tile_data and tile_data.get_custom_data('navtype') == 'wall': astar.set_point_solid(coords) continue tile_data = get_cell_tile_data(get_layer_id_by_name('Water'), coords) if tile_data and tile_data.get_custom_data('navtype') == 'water': astar.set_point_solid(coords) continue astar.set_point_solid(coords, false) pass func is_point_walkable(check_position : Vector2i) -> bool: var map_position : Vector2i = local_to_map(check_position) if map_rect.has_point(map_position) and not astar.is_point_solid(map_position): return true return false func _unhandled_input(event : InputEvent) -> void: pass if event.is_action_pressed("move_to"): var click_position : Vector2 = get_global_mouse_position() var tile_position : Vector2i = local_to_map(click_position) ## Check if the clicked tile is a wall ## Get the surrounding wall tiles and redraw them ## We spread to a 3x3 area for blowing up walls because it was very ## weird with 1x1 cells var update_cells : Array = GridUtil.get_surrounding_tiles(tile_position) update_cells = filter_indestructible_tiles(update_cells) set_cells_terrain_connect(0, update_cells, 0, 0) ## Get all the co-ordinates around the given tile_position coordinates ## This will redraw the surrounding cells to make the terrains look better var surrounding_cells : Array = GridUtil.get_surrounding_tiles(tile_position, 5) redraw_surrounding_tiles(surrounding_cells) update_passable() ## Emit event to update the mushroom glowies emit_signal('tilemap_updated') func redraw_surrounding_tiles(positions : Array) -> void: var walls : Array = [] for cell_pos : Vector2 in positions: var tile_data : TileData = get_cell_tile_data(0, cell_pos) if tile_data and tile_data.get_custom_data('navtype') == 'wall' and tile_data.get_custom_data('indestructible') != true: walls.append(cell_pos) set_cells_terrain_connect(0, walls, 0, 1) func filter_indestructible_tiles(coords : Array) -> Array: var filtered_coords : Array = [] for coord : Vector2 in coords: var tile_data : TileData = get_cell_tile_data(0, coord) if tile_data and tile_data.get_custom_data('indestructible') != true: filtered_coords.append(coord) return filtered_coords func get_layer_id_by_name(level_name : String) -> int: var layers : int = get_layers_count() for i in layers: if get_layer_name(i) == level_name: return i return -1