mirror of
https://github.com/Relintai/broken_seals_roguelike.git
synced 2024-11-14 10:57:19 +01:00
744 lines
18 KiB
GDScript
744 lines
18 KiB
GDScript
extends Node2D
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# Copyright (c) 2019 Péter Magyar
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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export(PackedScene) var world_layer : PackedScene
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export(bool) var spawn_mobs : bool = true
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export(bool) var editor_generate : bool = false setget set_editor_generate, get_editor_generate
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export(bool) var show_loading_screen : bool = true
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export(bool) var generate_on_ready : bool = false
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var generated : bool = false
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var _editor_generate : bool
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var _player : Entity
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enum Tile { Floor, Wall, Door, Ladder, Stone }
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var tile_size : int = 32
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export(Vector2) var level_size : Vector2 = Vector2(40, 40)
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export(int) var level_room_count : int = 9
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export(int) var min_room_dimension : int = 5
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export(int) var max_room_dimension : int = 8
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export(int) var enemy_count : int = 14
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var map : Array = []
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var rooms : Array = []
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var enemies : Array = []
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var nav_graph : AStar2D
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var entrance_position : Transform2D = Transform2D()
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var player_visibility_array : Array = Array()
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onready var tile_map : TileMap = $Terrarin
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onready var visibility_map : TileMap = $VisibilityMap
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func _ready():
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tile_size = get_node("/root/Main").get_tile_size()
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connect("visibility_changed", self, "on_visibility_changed")
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pass # Replace with function body.
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func place_player(player: Entity) -> void:
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_player = player
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if (_player == null):
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return
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if !generated:
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build()
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_player.get_body().transform = entrance_position
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call_deferred("update_visibility")
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func build():
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randomize()
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build_level()
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#Place player
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var start_room = rooms.front()
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var player_x = start_room.position.x + 1 + randi() % int(start_room.size.x - 2)
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var player_y = start_room.position.y + 1 + randi() % int(start_room.size.y - 2)
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entrance_position.origin = Vector2(player_x * tile_size + tile_size / 2, player_y * tile_size + tile_size / 2)
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# _player = ESS.entity_spawner.load_player(_player_file_name, pos, 1) as Entity
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#Server.sset_seed(_player.sseed)
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#Place enemies
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for i in range(enemy_count):
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var room = rooms[1 + randi() % (rooms.size() - 1)]
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var x = room.position.x + 1 + randi() % int (room.size.x - 2)
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var y = room.position.y + 1 + randi() % int (room.size.y - 2)
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var blocked = false
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for enemy in enemies:
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var body = enemy.get_body()
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var bp = body.get_tile_position()
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if bp.x == x && bp.y == y:
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blocked = true
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break
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if !blocked:
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var t = tile_to_pixel_center(x, y)
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var enemy = ESS.entity_spawner.spawn_mob(1, 1, Vector3(t.x, t.y, 0), get_path())
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enemies.append(enemy)
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tile_map.update_dirty_quadrants()
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generated = true
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func player_moved():
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_player.update(1)
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for e in enemies:
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e.update(1)
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call_deferred("update_visibility")
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func update_visibility():
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if !visible:
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return
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if tile_map.collision_layer == 2:
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return
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if _player == null:
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return
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var body = _player.get_body()
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if body == null:
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return
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var tp : Vector2 = body.get_tile_position()
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for x in range(tp.x - 8, tp.x + 9):
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plot_visibility_line(tp.x, tp.y, x, tp.y + 8)
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plot_visibility_line(tp.x, tp.y, x, tp.y - 8)
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for y in range(tp.y - 8, tp.y + 9):
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plot_visibility_line(tp.x, tp.y, tp.x + 8, y)
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plot_visibility_line(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 visibility_test(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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func clear_path(tile):
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var new_point = nav_graph.get_available_point_id()
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nav_graph.add_point(new_point, Vector2(tile.x, tile.y))
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var points_to_conect = []
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if tile.x > 0 && map[tile.x - 1][tile.y] == Tile.Floor:
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points_to_conect.append(nav_graph.get_closest_point(Vector2(tile.x - 1, tile.y)))
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if tile.y > 0 && map[tile.x][tile.y - 1] == Tile.Floor:
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points_to_conect.append(nav_graph.get_closest_point(Vector2(tile.x, tile.y - 1)))
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if tile.x < 0 && map[tile.x + 1][tile.y] == Tile.Floor:
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points_to_conect.append(nav_graph.get_closest_point(Vector2(tile.x + 1, tile.y)))
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if tile.y < 0 && map[tile.x][tile.y + 1] == Tile.Floor:
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points_to_conect.append(nav_graph.get_closest_point(Vector2(tile.x, tile.y + 1)))
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for point in points_to_conect:
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nav_graph.connect_points(point, new_point)
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func pixel_to_tile(x, y):
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return tile_map.world_to_map(Vector2(x, y))
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func tile_to_pixel_center(x, y):
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return Vector2((x + 0.5) * tile_size, (y + 0.5) * tile_size)
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func is_position_walkable(x : int, y : int) -> bool:
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var type = map[x][y]
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if type == Tile.Wall:
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return false
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elif type == Tile.Stone:
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return false
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for e in enemies:
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var pos : Vector2 = e.get_body().get_tile_position()
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if pos.x == x && pos.y == y:
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return false
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return true
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func get_enemy_at_tile(x : int, y : int) -> Entity:
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for e in enemies:
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var pos : Vector2 = e.get_body().get_tile_position()
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if pos.x == x && pos.y == y:
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return e
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return null
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func build_level():
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rooms.clear()
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map.clear()
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tile_map.clear()
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for e in enemies:
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e.queue_free()
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enemies.clear()
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nav_graph = AStar2D.new()
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for x in range(level_size.x):
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map.append([])
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for y in range(level_size.y):
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map[x].append(Tile.Stone)
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tile_map.set_cell(x, y, Tile.Stone)
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visibility_map.set_cell(x, y, 0)
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var free_regions = [Rect2(Vector2(2, 2), level_size - Vector2(4, 4))]
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for i in range(level_room_count):
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add_room(free_regions)
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if free_regions.empty():
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break
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connect_rooms()
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func connect_rooms():
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var stone_graph : AStar2D = AStar2D.new()
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var point_id : int = 0
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for x in range(level_size.x):
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for y in range(level_size.y):
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if map[x][y] == Tile.Stone:
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stone_graph.add_point(point_id, Vector2(x, y))
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#connect to left if also stone
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if x > 0 && map[x - 1][y] == Tile.Stone:
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var left_point = stone_graph.get_closest_point(Vector2(x - 1, y))
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stone_graph.connect_points(point_id, left_point)
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#connect to above if also stone
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if y > 0 && map[x][y - 1] == Tile.Stone:
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var above_point = stone_graph.get_closest_point(Vector2(x, y - 1))
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stone_graph.connect_points(point_id, above_point)
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point_id += 1
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#Build an AStar graph of room connections
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var room_graph : AStar2D = AStar2D.new()
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point_id = 0
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for room in rooms:
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var room_center = room.position + room.size / 2
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room_graph.add_point(point_id, Vector2(room_center.x, room_center.y))
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point_id += 1
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#Add random connections until everything is connected
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while !is_everything_connected(room_graph):
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add_random_connection(stone_graph, room_graph)
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func is_everything_connected(graph : AStar2D):
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var points = graph.get_points()
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var start = points.pop_back()
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for point in points:
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var path = graph.get_point_path(start, point)
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if !path:
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return false
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return true
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func add_random_connection(stone_graph : AStar2D, room_graph : AStar2D):
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#Pick rooms to connect
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var start_room_id = get_least_connected_point(room_graph)
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var end_room_id = get_nearest_unconnected_point(room_graph, start_room_id)
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#Pick door locations
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var start_position = pick_random_door_location(rooms[start_room_id])
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var end_position = pick_random_door_location(rooms[end_room_id])
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#Find a path to connect the doors to each other
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var closest_start_point = stone_graph.get_closest_point(start_position)
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var closest_end_point = stone_graph.get_closest_point(end_position)
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var path = stone_graph.get_point_path(closest_start_point, closest_end_point)
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assert(path)
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#Add path to the map
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set_tile(start_position.x, start_position.y, Tile.Door)
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set_tile(end_position.x, end_position.y, Tile.Door)
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for position in path:
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set_tile(position.x, position.y, Tile.Floor)
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room_graph.connect_points(start_room_id, end_room_id)
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func get_least_connected_point(graph : AStar2D):
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var point_ids = graph.get_points()
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var least
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var tied_for_least = []
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for point in point_ids:
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var count = graph.get_point_connections(point).size()
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if !least || count < least:
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least = count
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tied_for_least = [point]
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elif count == least:
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tied_for_least.append(point)
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return tied_for_least[randi() % tied_for_least.size()]
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func get_nearest_unconnected_point(graph : AStar2D, target_point):
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var target_position = graph.get_point_position(target_point)
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var point_ids = graph.get_points()
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var nearest
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var tied_for_nearest = []
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for point in point_ids:
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if point == target_point:
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continue
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var path = graph.get_point_path(point, target_point)
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if path:
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continue
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var dist = (graph.get_point_position(point) - target_position).length()
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if !nearest || dist < nearest:
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nearest = dist
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tied_for_nearest = [point]
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elif dist == nearest:
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tied_for_nearest.append(point)
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return tied_for_nearest[randi() % tied_for_nearest.size()]
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func pick_random_door_location(room):
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var options = []
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#Top and bottom walls
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for x in range(room.position.x + 1, room.end.x - 2):
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options.append(Vector2(x, room.position.y))
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options.append(Vector2(x, room.end.y))
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#Left and right walls
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for y in range(room.position.y + 1, room.end.y - 2):
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options.append(Vector2(room.position.x, y))
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options.append(Vector2(room.end.x, y))
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return options[randi() % options.size()]
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func add_room(free_regions):
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var region = free_regions[randi() % free_regions.size()]
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var size_x = min_room_dimension
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if region.size.x > min_room_dimension:
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size_x += randi() % int(region.size.x - min_room_dimension)
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var size_y = min_room_dimension
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if region.size.y > min_room_dimension:
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size_y += randi() % int(region.size.y - min_room_dimension)
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size_x = min(size_x, min_room_dimension)
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size_y = min(size_y, min_room_dimension)
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var start_x = region.position.x
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if region.size.x > size_x:
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start_x += randi() % int(region.size.x - size_x)
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var start_y = region.position.y
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if region.size.y > size_y:
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start_y += randi() % int(region.size.y - size_y)
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var room = Rect2(start_x, start_y, size_x, size_y)
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rooms.append(room)
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for x in range(start_x, start_x + size_x):
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set_tile(x, start_y, Tile.Wall)
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set_tile(x, start_y + size_y - 1, Tile.Wall)
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for y in range(start_y, start_y + size_y):
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set_tile(start_x, y, Tile.Wall)
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set_tile(start_x + size_x - 1, y, Tile.Wall)
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for x in range(start_x + 1, start_x + size_x - 1):
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set_tile(x, y, Tile.Floor)
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cut_regions(free_regions, room)
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func cut_regions(free_regions, region_to_remove):
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var removal_queue = []
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var addition_queue = []
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for region in free_regions:
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if region.intersects(region_to_remove):
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removal_queue.append(region)
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var leftover_left = region_to_remove.position.x - region.position.x - 1
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var leftover_right = region_to_remove.end.x - region_to_remove.end.x - 1
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var leftover_above = region_to_remove.position.y - region.position.y - 1
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var leftover_below = region.end.y - region_to_remove.end.y - 1
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if leftover_left >= min_room_dimension:
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addition_queue.append(Rect2(region.position, Vector2(leftover_left, region.size.y)))
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if leftover_right >= min_room_dimension:
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addition_queue.append(Rect2(Vector2(region_to_remove.end.x + 1, region.position.y), Vector2(leftover_right, region.size.y)))
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if leftover_above >= min_room_dimension:
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addition_queue.append(Rect2(region.position, Vector2(region.size.x, leftover_above)))
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if leftover_below >= min_room_dimension:
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addition_queue.append(Rect2(Vector2(region.position.x, region_to_remove.end.y + 1), Vector2(region.size.x, leftover_below)))
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for region in removal_queue:
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free_regions.erase(region)
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for region in addition_queue:
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free_regions.append(region)
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func set_tile(x, y, type):
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map[x][y] = type
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tile_map.set_cell(x, y, type)
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if type == Tile.Floor:
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clear_path(Vector2(x, y))
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func _generation_finished():
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if show_loading_screen and not Engine.editor_hint:
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get_node("..").hide_loading_screen()
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# if _player:
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# _player.set_physics_process(true)
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func get_editor_generate() -> bool:
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return _editor_generate
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func set_editor_generate(value : bool) -> void:
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if value:
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#library.refresh_rects()
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#level_generator.setup(self, current_seed, false, library)
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#spawn()
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pass
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else:
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#spawned = false
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#clear()
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pass
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_editor_generate = value
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func on_visibility_changed():
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if visible:
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if tile_map.collision_layer != 1:
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tile_map.collision_layer = 1
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else:
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if tile_map.collision_layer != 2:
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tile_map.collision_layer = 2
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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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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 plot_visibility_line(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 plot_visibility_line_low_reverse(x1, y1, x0, y0)
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else:
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return plot_visibility_line_low(x0, y0, x1, y1)
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else:
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if y0 > y1:
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return plot_visibility_line_high_reverse(x1, y1, x0, y0)
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else:
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return plot_visibility_line_high(x0, y0, x1, y1)
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func plot_visibility_line_low(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 plot_visibility_line_low_reverse(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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|
|
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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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|
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for x in range(x0, x1):
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arr.append([x, y])
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|
|
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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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|
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D = D + 2 * dy
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|
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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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|
|
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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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|
|
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return true
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|
|
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func plot_visibility_line_high(x0 : int, y0 : int, x1 : int, y1 : int) -> bool:
|
|
var dx : int = x1 - x0
|
|
var dy : int = y1 - y0
|
|
var xi : int = 1
|
|
|
|
if dx < 0:
|
|
xi = -1
|
|
dx = -dx
|
|
|
|
var D : int = 2 * dx - dy
|
|
var x : int = x0
|
|
|
|
for y in range(y0, y1):
|
|
if map[x][y] != Tile.Floor:
|
|
make_cell_visible(x, y)
|
|
return false
|
|
|
|
make_cell_visible(x, y)
|
|
|
|
if D > 0:
|
|
x = x + xi
|
|
D = D - 2 * dy
|
|
|
|
D = D + 2 * dx
|
|
|
|
return true
|
|
|
|
func plot_visibility_line_high_reverse(x0 : int, y0 : int, x1 : int, y1 : int) -> bool:
|
|
var arr = []
|
|
var dx : int = x1 - x0
|
|
var dy : int = y1 - y0
|
|
var xi : int = 1
|
|
|
|
if dx < 0:
|
|
xi = -1
|
|
dx = -dx
|
|
|
|
var D : int = 2 * dx - dy
|
|
var x : int = x0
|
|
|
|
for y in range(y0, y1):
|
|
arr.append([x, y])
|
|
|
|
if D > 0:
|
|
x = x + xi
|
|
D = D - 2 * dy
|
|
|
|
D = D + 2 * dx
|
|
|
|
for i in range(arr.size() - 1, 0, -1):
|
|
x = arr[i][0]
|
|
var y : int = arr[i][1]
|
|
|
|
if map[x][y] != Tile.Floor:
|
|
make_cell_visible(x, y)
|
|
return false
|
|
|
|
make_cell_visible(x, y)
|
|
|
|
return true
|
|
|
|
func visibility_test(x0 : int,y0 : int, x1 : int,y1 : int) -> bool:
|
|
if abs(y1 - y0) < abs(x1 - x0):
|
|
if x0 > x1:
|
|
return visibility_test_low_reverse(x1, y1, x0, y0)
|
|
else:
|
|
return visibility_test_low(x0, y0, x1, y1)
|
|
else:
|
|
if y0 > y1:
|
|
return visibility_test_high_reverse(x1, y1, x0, y0)
|
|
else:
|
|
return visibility_test_high(x0, y0, x1, y1)
|
|
|
|
func visibility_test_low(x0 : int, y0 : int, x1 : int, y1 : int) -> bool:
|
|
var dx : int = x1 - x0
|
|
var dy : int = y1 - y0
|
|
var yi : int = 1
|
|
|
|
if dy < 0:
|
|
yi = - 1
|
|
dy = - dy
|
|
|
|
var D : int = 2 * dy - dx
|
|
var y : int = y0
|
|
|
|
for x in range(x0, x1):
|
|
if map[x][y] != Tile.Floor:
|
|
return false
|
|
|
|
if D > 0:
|
|
y = y + yi
|
|
D = D - 2 * dx
|
|
|
|
D = D + 2 * dy
|
|
|
|
return true
|
|
|
|
func visibility_test_low_reverse(x0 : int, y0 : int, x1 : int, y1 : int) -> bool:
|
|
var arr = []
|
|
var dx : int = x1 - x0
|
|
var dy : int = y1 - y0
|
|
var yi : int = 1
|
|
|
|
if dy < 0:
|
|
yi = - 1
|
|
dy = - dy
|
|
|
|
var D : int = 2 * dy - dx
|
|
var y : int = y0
|
|
|
|
for x in range(x0, x1):
|
|
arr.append([x, y])
|
|
|
|
if D > 0:
|
|
y = y + yi
|
|
D = D - 2 * dx
|
|
|
|
D = D + 2 * dy
|
|
|
|
for i in range(arr.size() - 1, 0, -1):
|
|
var x : int = arr[i][0]
|
|
y = arr[i][1]
|
|
|
|
if map[x][y] != Tile.Floor:
|
|
return false
|
|
|
|
return true
|
|
|
|
func visibility_test_high(x0 : int, y0 : int, x1 : int, y1 : int) -> bool:
|
|
var dx : int = x1 - x0
|
|
var dy : int = y1 - y0
|
|
var xi : int = 1
|
|
|
|
if dx < 0:
|
|
xi = -1
|
|
dx = -dx
|
|
|
|
var D : int = 2 * dx - dy
|
|
var x : int = x0
|
|
|
|
for y in range(y0, y1):
|
|
if map[x][y] != Tile.Floor:
|
|
return false
|
|
|
|
if D > 0:
|
|
x = x + xi
|
|
D = D - 2 * dy
|
|
|
|
D = D + 2 * dx
|
|
|
|
return true
|
|
|
|
func visibility_test_high_reverse(x0 : int, y0 : int, x1 : int, y1 : int) -> bool:
|
|
var arr = []
|
|
var dx : int = x1 - x0
|
|
var dy : int = y1 - y0
|
|
var xi : int = 1
|
|
|
|
if dx < 0:
|
|
xi = -1
|
|
dx = -dx
|
|
|
|
var D : int = 2 * dx - dy
|
|
var x : int = x0
|
|
|
|
for y in range(y0, y1):
|
|
arr.append([x, y])
|
|
|
|
if D > 0:
|
|
x = x + xi
|
|
D = D - 2 * dy
|
|
|
|
D = D + 2 * dx
|
|
|
|
for i in range(arr.size() - 1, 0, -1):
|
|
x = arr[i][0]
|
|
var y : int = arr[i][1]
|
|
|
|
if map[x][y] != Tile.Floor:
|
|
return false
|
|
|
|
return true
|
|
|