khanat-client/ressources/scripts/square_grid.gd

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GDScript3
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extends Reference
var SquareCell = preload("./square_cell.gd")
var origin = Vector3( 0.0, 0.0, 0.0 )
var size = Vector3( 0, 0, 0 )
var cell_size = Vector3( 1.0, 1.0, 1.0 )
var path_cost_default = 10.0
var cells_cost = {}
var obstacles = []
var barrieres = {}
func _init( p_size = Vector2( 100, 100 ), p_origin = Vector3( 0.0, 0.0, 0.0 ) ):
self.origin = p_origin
self.size = p_size
func set_size( p_size ):
self.size = p_size
func get_cell_coords( cell ):
var cell_coords = Vector3()
if typeof(cell) == TYPE_VECTOR3:
cell_coords = cell
else:
cell_coords = cell.coords
return cell_coords
func get_cell_at( p_position ):
var position_local = p_position - self.origin
var coords = (position_local / self.cell_size)
var cell = SquareCell.new( coords )
return cell
func get_cell_position( p_cell ):
var position = (p_cell.coords * self.cell_size) + self.origin
return position
func get_cell_direction( p_direction ):
if p_direction is SquareCell.DIR_ALL:
return p_direction
var coords = self.get_cell_at( p_direction ).coords
if coords is SquareCell.DIR_ALL:
return coords
return null
func add_obstacle( cell, cost=0 ):
self.obstacles.push_back( self.get_cell_coords( cell ) )
func remove_obstacle( cell ):
self.obstacles.erase( self.get_cell_coords( cell ) )
func is_obstacle( cell ):
return ( self.get_cell_coords( cell ) in self.obstacles )
func add_barriere( cell, dir ):
var coords = self.get_cell_coords( cell )
if not coords in self.barrieres:
self.barrieres[ coords ] = []
if not dir in self.barrieres[ coords ]:
self.barrieres[ coords ].push_back( dir )
func remove_barriere( cell, dir ):
var coords = self.get_cell_coords( cell )
if coords in self.barrieres and dir in self.barrieres[ coords ]:
self.barrieres[ coords ].remove( dir )
func update_barrieres( p_cell, p_barrieres ):
var coords = self.get_cell_coords( p_cell )
self.barrieres[ coords ] = p_barrieres
func is_barriere( cell, dir ):
var coords = self.get_cell_coords( cell )
if not coords in self.barrieres:
return false
if not dir in self.barrieres[ coords ]:
return false
return true
func get_move_cost(p_cell, p_direction):
var cell_coords = self.get_cell_coords( p_cell )
var next_cell = SquareCell.new( cell_coords + p_direction )
var cost = abs(p_direction.x) + abs(p_direction.y) + abs(p_direction.z)*self.get_cell_cost( next_cell )
if self.is_obstacle( cell_coords ):
return 0
if cell_coords in self.barrieres and p_direction in self.barrieres[ cell_coords ]:
return 0
if next_cell.coords in self.barrieres and -p_direction in self.barrieres[ next_cell.coords ]:
return 0
return cost
func find_path(start, goal, exceptions=[]):
# Light a starry path from the start to the goal, inclusive
start = start.coords
goal = goal.coords
# Make sure all the exceptions are coords
var exc = []
for exception in exceptions:
if exception is SquareCell:
exc.append(exception.coords)
exceptions = exc
# Now we begin the A* search
var frontier = [self.make_priority_item(start, 0)]
var came_from = {start: null}
var cost_so_far = {start: 0}
while not frontier.empty():
var current = frontier.pop_front().v
if current == goal:
break
for next_cell in SquareCell.new(current).get_cells_adjacent():
var next = next_cell.coords
var next_cost = self.get_move_cost(current, next - current)
if next == goal and (next in exceptions or get_cell_cost(next) == 0):
# Our goal is an obstacle, but we're next to it
# so our work here is done
came_from[next] = current
frontier.clear()
break
if not next_cost or next in exceptions:
# We shall not pass
continue
next_cost += cost_so_far[current]
if not next in cost_so_far or next_cost < cost_so_far[next]:
# New shortest path to that node
cost_so_far[next] = next_cost
var priority = next_cost + next_cell.cell_distance_to(goal)
# Insert into the frontier
var item = make_priority_item(next, priority)
var idx = frontier.bsearch_custom(item, self, "comp_priority_item")
frontier.insert(idx, item)
came_from[next] = current
if not goal in came_from:
# Not found
print( "Path not found." )
return []
# Follow the path back where we came_from
var path = []
if not (self.get_cell_cost(goal) == 0 or goal in exceptions):
# We only include the goal if it's traversable
path.append(SquareCell.new(goal))
var current = goal
while current != start:
current = came_from[current]
path.push_front(SquareCell.new(current))
return path
# Used to make a priority queue out of an array
func make_priority_item(val, priority):
return {"v": val, "p": priority}
func comp_priority_item(a, b):
return a.p < b.p
func get_cell_cost( cell ):
var cell_coords = self.get_cell_coords( cell )
if self.is_obstacle( cell_coords ):
return 0
if cell_coords in self.cells_cost:
return self.cells_cost[ cell_coords ]
return self.path_cost_default