extends Spatial enum {OPEN_UP, OPEN_DOWN, OPEN_LEFT, OPEN_RIGHT} var bitflags = 0 const BITUP = (1 << 0) const BITDOWN = (1 << 1) const BITLEFT = (1 << 2) const BITRIGHT = (1 << 3) var exits = [] var windows = [] var door = preload("res://scenes/maps/door.tscn") var jail_door = preload("res://scenes/maps/jail-door.tscn") var window = preload("res://scenes/maps/window.tscn") var outside_door = preload("res://scenes/maps/window.tscn") var stairs = preload("res://scenes/maps/stairs.tscn") var outside_door_placed = false var tw2d var te2d var tn2d var ts2d var furniture_data = {} var save_data = { "personal_room": false, "kitchen_room": false, "master_room": false, "edit_room": false, "jail_room": false, "remove_iws": false, 'stairs': -1 } func v2s(v: Vector3): return str(v.x) + " " + str(v.y) + " " + str(v.z) func xform2s(xform: Transform): var v1 = xform.origin var v2 = xform.basis[0] var v3 = xform.basis[1] var v4 = xform.basis[2] var ret = "" for v in [v1, v2, v3, v4]: ret += v2s(v) if v != v4: ret += " " return ret func s2xform(s: String): var vs = s.split(" ") var fvs = [] for v in vs: fvs.push_back(float(v)) var ret: = Transform() ret.origin = Vector3(fvs[0], fvs[1], fvs[2]) ret.basis[0] = Vector3(fvs[3], fvs[4], fvs[5]) ret.basis[1] = Vector3(fvs[6], fvs[7], fvs[8]) ret.basis[2] = Vector3(fvs[9], fvs[10], fvs[11]) return ret func save_furniture(): for k in get_children(): var save_data = [] for e in ["fc", "fwb"]: if k.name.begins_with(e): for l in k.get_children(): if l.has_meta("save_path"): save_data.push_back({"path": l.get_meta("save_path"), "xform": xform2s(l.transform)}) furniture_data[k.name] = save_data func save(): save_data.exits = exits save_data.windows = windows if has_meta("master_room"): save_data.master_room = true if has_meta("kitchen_room"): save_data.kitchen_room = true if has_meta("jail_room"): save_data.jail_room = true if has_meta("exit_room"): save_data.exit_room = true if has_meta("stairs"): save_data.stairs = get_meta("stairs") save_furniture() save_data.furniture = furniture_data var spawns = {} for k in get_children(): var e: Spatial = k if e.is_in_group("spawn"): var stats = [] if e.has_meta("stats"): stats = e.get_meta("stats") spawns[e.name] = {"groups": e.get_groups(), "xform": xform2s(e.transform), "stats": stats} save_data.spawns = spawns func restore_furniture(): for k in furniture_data.keys(): var ch = get_node(k) for d in furniture_data[k]: var f = load(d.path).instance() ch.add_child(f) f.transform = s2xform(d.xform) func restore(): for k in save_data.exits: open_path(k) for k in save_data.windows: open_window(k) if save_data.master_room: set_meta("master_room", true) if save_data.kitchen_room: set_meta("kitchen_room", true) if save_data.jail_room: set_meta("jail_room", true) if save_data.stairs >= 0: set_meta("stairs", save_data.stairs) create_rooms() furniture_data = save_data.furniture restore_furniture() var spawns = save_data.spawns for k in spawns.keys(): var e = Spatial.new() for g in spawns[k].groups: e.add_to_group(g) e.transform = s2xform(spawns[k].xform) add_child(e) e.name = k func _ready(): tw2d = $c_modular/w2d.transform te2d = $c_modular/e2d.transform tn2d = $c_modular/n2d.transform ts2d = $c_modular/s2d.transform func open_path(flag): if flag == OPEN_UP: $c_modular/n2d.queue_free() $c_modular/iw4d.queue_free() $fc4.queue_free() bitflags |= BITUP elif flag == OPEN_DOWN: $c_modular/s2d.queue_free() $c_modular/iw11d.queue_free() $fc5.queue_free() bitflags |= BITDOWN elif flag == OPEN_LEFT: $c_modular/w2d.queue_free() $c_modular/iw17d.queue_free() $fc2.queue_free() bitflags |= BITLEFT elif flag == OPEN_RIGHT: $c_modular/e2d.queue_free() $c_modular/iw22d.queue_free() $fc3.queue_free() bitflags |= BITRIGHT if !flag in exits: if exits.size() == 1 && !has_meta("master_room"): $fc1.queue_free() exits.push_back(flag) func open_window(flag): if !flag in windows: windows.push_back(flag) func remove_iws(): for k in $c_modular.get_children(): if k.name.begins_with("iw"): k.queue_free() save_data.remove_iws = true func personal_room(): var door_xform remove_iws() assert(exits.size() == 1) match(int(exits[0])): OPEN_UP: door_xform = tn2d OPEN_DOWN: door_xform = ts2d OPEN_LEFT: door_xform = tw2d OPEN_RIGHT: door_xform = te2d _: print(exits) assert(false) var door_i = door.instance() add_child(door_i) door_i.transform = door_xform save_data.personal_room = true func master_room(): remove_iws() for k in exits: var door_xform: Transform match(int(k)): OPEN_UP: door_xform = tn2d OPEN_DOWN: door_xform = ts2d OPEN_LEFT: door_xform = tw2d OPEN_RIGHT: door_xform = te2d _: print(exits) assert(false) var door_i = door.instance() add_child(door_i) door_i.transform = door_xform func wall2door(n): var door_xform = n.transform var door_i if has_meta("jail_room"): door_i = jail_door.instance() else: door_i = door.instance() add_child(door_i) door_i.transform = door_xform n.queue_free() func wall2window(n): var window_xform = n.transform var window_i # if has_meta("jail_room"): # window_i = jail_window.instance() # else: # window_i = door.instance() if has_meta("exit_room") && !outside_door_placed: print("exit room place door") window_i = outside_door.instance() outside_door_placed = true global.exit_door = window_i else: window_i = window.instance() add_child(window_i) window_i.transform = window_xform n.queue_free() func create_rooms(): assert(exits.size() > 0) if has_meta("master_room"): master_room() elif has_meta("kitchen_room"): master_room() elif has_meta("exit_room"): assert(windows.size() > 0) master_room() for e in get_children(): if e.is_in_group("furniture"): e.queue_free() elif has_meta("stairs"): master_room() var stairs_i = stairs.instance() add_child(stairs_i) for e in get_children(): if e.is_in_group("furniture"): e.queue_free() if get_meta("stairs") > 0: $c_modular/floor.queue_free() elif exits.size() == 1: personal_room() elif exits.size() == 4: wall2door($c_modular/iw2d) wall2door($c_modular/iw6d) wall2door($c_modular/iw9d) wall2door($c_modular/iw13d) else: if bitflags & BITLEFT == 0: $c_modular/iw1.queue_free() $c_modular/iw2d.queue_free() $c_modular/iw3.queue_free() $c_modular/iw8.queue_free() $c_modular/iw9d.queue_free() $c_modular/iw10.queue_free() wall2door($c_modular/iw17d) $path_west.queue_free() if bitflags & BITRIGHT == 0: $c_modular/iw5.queue_free() $c_modular/iw6d.queue_free() $c_modular/iw7.queue_free() $c_modular/iw12.queue_free() $c_modular/iw13d.queue_free() $c_modular/iw14.queue_free() wall2door($c_modular/iw22d) $path_east.queue_free() if bitflags & BITUP == 0: $c_modular/iw15.queue_free() $c_modular/iw16d.queue_free() $c_modular/iw23d.queue_free() $c_modular/iw24.queue_free() $path_north.queue_free() if bitflags & BITDOWN == 0: $c_modular/iw18d.queue_free() $c_modular/iw19.queue_free() $c_modular/iw20.queue_free() $c_modular/iw21d.queue_free() $path_south.queue_free() if OPEN_LEFT in windows: wall2window($c_modular/w1) wall2window($c_modular/w2d) wall2window($c_modular/w3) if OPEN_DOWN in windows: wall2window($c_modular/s1) wall2window($c_modular/s2d) wall2window($c_modular/s3) if OPEN_RIGHT in windows: wall2window($c_modular/e1) wall2window($c_modular/e2d) wall2window($c_modular/e3) if OPEN_UP in windows: wall2window($c_modular/n1) wall2window($c_modular/n2d) wall2window($c_modular/n3)