Files
kicking-high/proto3/godot/scenes/maps/interior2.gd
2020-04-16 09:50:31 +03:00

331 lines
7.9 KiB
GDScript

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 outside_doors = []
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/door-outside.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
var open_paths = {
OPEN_UP: {
"rm_walls": ["n2d", "iw4d"],
"rm": ["fc4"],
"bit": BITUP
},
OPEN_DOWN: {
"rm_walls": ["s2d", "iw11d"],
"rm": ["fc5"],
"bit": BITDOWN
},
OPEN_LEFT: {
"rm_walls": ["w2d", "iw17d"],
"rm": ["fc2"],
"bit": BITLEFT
},
OPEN_RIGHT: {
"rm_walls": ["e2d", "iw22d"],
"rm": ["fc3"],
"bit": BITRIGHT
},
}
func open_path(flag):
if !flag in exits:
var kf = open_paths[flag]
bitflags |= kf.bit
exits.push_back(flag)
for e in kf.rm:
if get_node(e):
get_node(e).queue_free()
func create_paths():
for flag in exits:
var kf = open_paths[flag]
for e in kf.rm_walls:
$c_modular.get_node(e).queue_free()
for e in kf.rm:
if get_node(e):
get_node(e).queue_free()
if exits.size() == 1 && !has_meta("master_room"):
$fc1.queue_free()
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
for e in get_tree().get_nodes_in_group("door"):
var xpos = e.global_transform.origin
var ypos = n.global_transform.origin
if xpos.distance_to(ypos) < 1.3:
n.queue_free()
return
if has_meta("jail_room"):
door_i = jail_door.instance()
else:
door_i = door.instance()
add_child(door_i)
door_i.transform = door_xform
door_i.add_to_group("door")
n.queue_free()
func exit_door(n):
var xn = n.name
var exit_door_xform = n.transform
var xdoor_i = outside_door.instance()
add_child(xdoor_i)
xdoor_i.transform = exit_door_xform
xdoor_i.name = xn
n.queue_free()
xdoor_i.add_to_group("exit_door")
func wall2window(n):
var window_xform = n.transform
var xn = n.name
var window_i
window_i = window.instance()
add_child(window_i)
window_i.name = xn
window_i.transform = window_xform
n.queue_free()
var bitdata = {
BITLEFT: {
"doors": ["iw17d"],
"path_remove": ["path_west"],
"nodes_remove": ["iw1", "iw2d", "iw3", "iw8", "iw9d", "iw10"]
},
BITRIGHT: {
"doors": ["iw22d"],
"path_remove": ["path_east"],
"nodes_remove": ["iw5", "iw6d", "iw7", "iw12", "iw13d", "iw14"]
},
BITUP: {
"doors": [],
"path_remove": ["path_north"],
"nodes_remove": ["iw15", "iw16d", "iw23d", "iw24"]
},
BITDOWN: {
"doors": [],
"path_remove": ["path_south"],
"nodes_remove": ["iw18d", "iw19", "iw20", "iw21d"]
}
}
var master_metas = ["master_room", "kitchen_room", "exit_room", "stairs"]
func create_rooms():
assert(exits.size() > 0)
create_paths()
var is_master_room = false
for m in master_metas:
if has_meta(m):
is_master_room = true
if is_master_room:
master_room()
if has_meta("exit_room"):
assert(windows.size() > 0)
for e in get_children():
if e.is_in_group("furniture"):
e.queue_free()
if has_meta("stairs"):
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($c_modular/iw13d)
else:
for e in [BITLEFT, BITRIGHT, BITUP, BITDOWN]:
if bitflags & e == 0:
for g in bitdata[e].doors:
wall2door($c_modular.get_node(g))
for g in bitdata[e].path_remove:
get_node(g).queue_free()
for g in bitdata[e].nodes_remove:
$c_modular.get_node(g).queue_free()
var external = {
OPEN_LEFT: ["w1", "w2d", "w3"],
OPEN_DOWN: ["s1", "s2d", "s3"],
OPEN_RIGHT: ["e1", "e2d", "e3"],
OPEN_UP: ["n1", "n2d", "n3"]
}
for p in windows:
for q in external[p]:
var n = $c_modular.get_node(q)
if !p in outside_doors:
wall2window(n)
for p in outside_doors:
var q = external[p][1]
var n = $c_modular.get_node(q)
exit_door(n)