nsomva/systems/grid.gd
2026-02-28 11:19:38 +05:00

187 lines
6.6 KiB
GDScript

extends Node2D
## Grid with cells in it
class_name Grid
## Out of bounds return value
const OUT_OF_BOUNDS: int = -1
## Amount of rows (max Y value)
@export var rows: int = 1
## Amount of columns (max X value)
@export var columns: int = 1
## Node that marks right down position of grid
@export var right_border_marker: Node2D
## Computed size of one cell
@onready var cell_size = (right_border_marker.global_position - global_position) / Vector2(columns,rows)
## Computed rect of grid
@onready var rect: Rect2 = Rect2(global_position,(right_border_marker.global_position - global_position))
## Array that holds units
var grid: Array[Unit] = []
func _ready() -> void:
grid.resize(rows*columns)
## Returns true if position is in bounds else returns false.
func is_position_valid(pos: Vector2) -> bool:
return rect.has_point(pos)
## Turns position into internal array index. Returns -1 if position is incorrect
func to_index(pos: Vector2) -> int:
if is_position_valid(pos) == false: return OUT_OF_BOUNDS
var snapped_position: Vector2 = (pos - global_position)/cell_size
return int(snapped_position.x) + columns * int(snapped_position.y)
## Turns index into global world position
func from_index(index: int, centered: bool = false) -> Vector2:
if index < 0 or index >= columns * rows:
return Vector2.ZERO
return Vector2(index % columns, index / columns) * cell_size + (cell_size/2.0 if centered else Vector2.ZERO)
## Snaps position through grid
func snap_position(pos: Vector2, centered: bool = false) -> Vector2:
return global_position + (pos - global_position).snapped(cell_size) + (cell_size / 2) if centered else Vector2.ZERO
## Returns position as grid snapped local coordinates
func to_snapped(pos: Vector2) -> Vector2:
if is_position_valid(pos) == false: return Vector2.ZERO
var snapped_position: Vector2 = (pos - global_position)/cell_size
return Vector2(floor(snapped_position.x),floor(snapped_position.y))
## Tries to set unit at position and returns false if unit already exists or out of bounds
func try_set_unit(pos: Vector2, unit: Unit) -> bool:
var index: int = to_index(pos)
if index == OUT_OF_BOUNDS:
return false
if grid[index] != null:
return false
grid[index] = unit
return true
## Returns true if cell is occupied or out of bounds and false if cell is empty.
func is_occupied(pos: Vector2) -> bool:
var index: int = to_index(pos)
if index == OUT_OF_BOUNDS:
return true
return grid[index] != null
## Returns units with given rule predicate.[br]
## rule - predicate with signature [code](x,y,source_x,source_y)[/code] -> bool
## that needs to return true if cell needs to be checked.[br]
## unit - source unit.
func get_units(rule: Callable,unit: Unit) -> Array[Unit]:
var unit_pos = to_snapped(unit.global_position)
var result: Array[Unit] = []
for i in range(columns * rows):
if rule.call(i%columns,i/columns,int(unit_pos.x),int(unit_pos.y)) and grid[i] != null:
result.append(grid[i])
return result
## WIP[br]
## Returns units with given rule predicate. Checks from source unit with rays and stops only when ray failed.[br]
## rule - predicate with signature [code](x,y,source_x,source_y)[/code] -> bool
## that needs to return true if cell needs to be checked.[br]
## unit - source unit.[br]
## rays - amount of rays to check from unit.
func get_units_stoppable(rule: Callable, unit: Unit, rays: int = 8) -> Array[Unit]:
return []
## Returns empty cells with given rule predicate.[br]
## rule - predicate with signature [code](x,y,source_x,source_y)[/code] -> bool
## that needs to return true if cell needs to be checked.[br]
## unit - source unit.
func get_empty(rule: Callable, unit: Unit) -> Array[int]:
var unit_pos = to_snapped(unit.global_position)
var result: Array[int] = []
for i: int in range(columns * rows):
if rule.call(i%columns,i/columns,int(unit_pos.x),int(unit_pos.y)) and grid[i] == null:
result.append(i)
return result
## WIP[br]
## Returns empty with given rule predicate. Checks from source unit with rays and stops only when ray failed.[br]
## rule - predicate with signature [code](x,y,source_x,source_y)[/code] -> bool
## that needs to return true if cell needs to be checked.[br]
## unit - source unit.[br]
## rays - amount of rays to check from unit.
func get_empty_stoppable(rule: Callable, unit: Unit, rays: int = 8) -> Array[int]:
return []
## Casts a ray along [code]direction[/code] from [code]from[/code] to find unit. If distance is given, restricts lookup to [code]distance[/code] cells.
func raycast_unit(from: Vector2,direction: Vector2,distance: float = -1) -> Unit:
if not direction.is_normalized():
direction = direction.normalized()
var result: Unit = null
# Simple algorithm
var step: float = max(abs(direction.x),abs(direction.y))
var step_v: Vector2 = Vector2(direction.x/step,direction.y/step)
var check_position: Vector2 = from + step_v * cell_size
while is_position_valid(check_position) and distance != 0:
var index: int = to_index(check_position)
if index == -1:
break
if grid[index] != null:
result = grid[index]
break
check_position += step_v * cell_size
return result
## Casts a ray along [code]direction[/code] from [code]from[/code] to find all units along the line. If distance is given, restricts lookup to [code]distance[/code] cells.
func raycast_units(from: Vector2,direction: Vector2,distance: float = -1) -> Array[Unit]:
if not direction.is_normalized():
direction = direction.normalized()
var result: Array[Unit] = []
# Simple algorithm
var step: float = max(abs(direction.x),abs(direction.y))
var step_v: Vector2 = Vector2(direction.x/step,direction.y/step)
var check_position: Vector2 = from + step_v * cell_size
while is_position_valid(check_position) and distance != 0:
var index: int = to_index(check_position)
if index == -1:
break
if grid[index] != null:
result.append(grid[index])
check_position += step_v * cell_size
return result
## Casts a ray along [code]direction[/code] from [code]from[/code] to find all empty cells. If distance is given, restricts lookup to [code]distance[/code] cells.
func raycast_empty(from: Vector2,direction: Vector2,distance: float = -1) -> Array[int]:
if not direction.is_normalized():
direction = direction.normalized()
var result: Array[int] = []
# Simple algorithm
var step: float = max(abs(direction.x),abs(direction.y))
var step_v: Vector2 = Vector2(direction.x/step,direction.y/step)
var check_position: Vector2 = from + step_v * cell_size
while is_position_valid(check_position) and distance != 0:
var index: int = to_index(check_position)
if index == -1:
break
if grid[index] == null:
result.append(index)
check_position += step_v * cell_size
return result