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https://github.com/Relintai/broken_seals_roguelike.git
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Use Bresenham's line algorithm for visibility, as using the physics system for this is not only an overkill, but it doesn't even works too well.
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@ -130,43 +130,29 @@ func update_visibility():
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return
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var tp : Vector2 = body.get_tile_position()
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var space_state : Physics2DDirectSpaceState = get_world_2d().direct_space_state
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for x in range(tp.x - 5, tp.x + 5):
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for y in range(tp.y - 5, tp.y + 5):
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if visibility_map.get_cell(x, y) == 0:
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var x_dir = 1 if x < tp.x else -1
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var y_dir = 1 if y < tp.y else -1
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var test_point = tile_to_pixel_center(x, y) + Vector2(x_dir, y_dir) * tile_size / 2
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var occlusion = space_state.intersect_ray(body.transform.origin, test_point, [], 1)
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for x in range(tp.x - 8, tp.x + 9):
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plotLine(tp.x, tp.y, x, tp.y + 8)
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plotLine(tp.x, tp.y, x, tp.y - 8)
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if !occlusion || (occlusion.position - test_point).length() < 1:
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visibility_map.set_cell(x, y, -1)
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var test_rect : Rect2 = Rect2(tp, Vector2(10, 10))
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for y in range(tp.y - 8, tp.y + 9):
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plotLine(tp.x, tp.y, tp.x + 8, y)
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plotLine(tp.x, tp.y, tp.x - 8, y)
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# var test_rect : Rect2 = Rect2(tp, Vector2(10, 10))
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for e in enemies:
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var b = e.get_body()
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if !b.visible:
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var tpos : Vector2 = b.get_tile_position()
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if !test_rect.has_point(tpos):
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continue
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# if !test_rect.has_point(tpos):
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# continue
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var pos : Vector2 = b.transform.origin
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var occlusion = space_state.intersect_ray(body.transform.origin, pos, [], 1)
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if !occlusion:
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if plotLine(tp.x, tp.y, tpos.x, tpos.y):
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b.set_visibility(true)
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e.sets_target(_player)
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# tile_map.update_dirty_quadrants()
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# visibility_map.update_dirty_quadrants()
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func clear_path(tile):
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var new_point = nav_graph.get_available_point_id()
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@ -494,5 +480,140 @@ func on_visibility_changed():
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if b.visible:
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b.set_visibility(false)
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e.sets_target(null)
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func make_cell_visible(x : int, y : int):
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visibility_map.set_cell(x, y, -1)
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func plotLineLow(x0 : int, y0 : int, x1 : int, y1 : int) -> bool:
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var dx : int = x1 - x0
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var dy : int = y1 - y0
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var yi : int = 1
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if dy < 0:
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yi = - 1
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dy = - dy
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var D : int = 2 * dy - dx
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var y : int = y0
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for x in range(x0, x1):
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if map[x][y] != Tile.Floor:
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make_cell_visible(x, y)
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return false
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make_cell_visible(x, y)
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if D > 0:
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y = y + yi
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D = D - 2 * dx
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D = D + 2 * dy
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return true
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func plotLineLowReverse(x0 : int, y0 : int, x1 : int, y1 : int) -> bool:
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var arr = []
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var dx : int = x1 - x0
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var dy : int = y1 - y0
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var yi : int = 1
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if dy < 0:
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yi = - 1
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dy = - dy
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var D : int = 2 * dy - dx
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var y : int = y0
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for x in range(x0, x1):
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arr.append([x, y])
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if D > 0:
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y = y + yi
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D = D - 2 * dx
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D = D + 2 * dy
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for i in range(arr.size() - 1, 0, -1):
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var x : int = arr[i][0]
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y = arr[i][1]
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if map[x][y] != Tile.Floor:
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make_cell_visible(x, y)
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return false
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make_cell_visible(x, y)
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return true
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func plotLineHigh(x0 : int, y0 : int, x1 : int, y1 : int) -> bool:
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var dx : int = x1 - x0
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var dy : int = y1 - y0
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var xi : int = 1
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if dx < 0:
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xi = -1
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dx = -dx
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var D : int = 2 * dx - dy
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var x : int = x0
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for y in range(y0, y1):
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if map[x][y] != Tile.Floor:
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make_cell_visible(x, y)
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return false
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make_cell_visible(x, y)
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if D > 0:
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x = x + xi
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D = D - 2 * dy
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D = D + 2 * dx
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return true
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func plotLineHighReverse(x0 : int, y0 : int, x1 : int, y1 : int) -> bool:
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var arr = []
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var dx : int = x1 - x0
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var dy : int = y1 - y0
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var xi : int = 1
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if dx < 0:
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xi = -1
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dx = -dx
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var D : int = 2 * dx - dy
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var x : int = x0
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for y in range(y0, y1):
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arr.append([x, y])
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if D > 0:
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x = x + xi
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D = D - 2 * dy
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D = D + 2 * dx
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for i in range(arr.size() - 1, 0, -1):
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x = arr[i][0]
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var y : int = arr[i][1]
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if map[x][y] != Tile.Floor:
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make_cell_visible(x, y)
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return false
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make_cell_visible(x, y)
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return true
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func plotLine(x0 : int,y0 : int, x1 : int,y1 : int) -> bool:
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if abs(y1 - y0) < abs(x1 - x0):
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if x0 > x1:
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return plotLineLowReverse(x1, y1, x0, y0)
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else:
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return plotLineLow(x0, y0, x1, y1)
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else:
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if y0 > y1:
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return plotLineHighReverse(x1, y1, x0, y0)
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else:
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return plotLineHigh(x0, y0, x1, y1)
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