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extends Spatial
var control : Node
var player : Spatial
var world : VoxelMesh
var turret_holder : Node
var path_holder : Node
var attach_point_holder : Node
var load_turrets : Node
var saveload_map : Node
var load_scenes : Node
var ptr : Spatial
var resources : Node
var normal = Vector3.ZERO
var colliding = false
var colliding_group = []
var colliding_node : Spatial
var collision_point : Vector3
func _ready ():
player = get_parent()
control = player.get_node("control")
resources = get_parent().get_node("resources")
var root = get_tree().root.get_node("world")
world = root.get_node("world")
turret_holder = root.get_node("turrets")
attach_point_holder = root.get_node("attach")
path_holder = root.get_node("path")
ptr = root.find_node("pointer");
var saveload = root.get_node("saveload")
load_turrets = saveload.get_node("load_turrets")
saveload_map = saveload.get_node("saveload_map")
load_scenes = saveload.get_node("load_scenes")
if !load_turrets.loaded: yield(load_turrets, "done_loading")
func _physics_process(_delta):
_pointer()
func check_overlap_pointer():
var overlap = "clear"
var space = get_world().direct_space_state
var center = ptr.transform.origin + normal*0.25
var shape = BoxShape.new()
shape.extents = Vector3(0.24, 0.24, 0.24)
if control.statetype == Globals.StateType.TURRET:
var info = load_turrets.info[control.selected]
if info.has("collider"):
if info.collider == "sphere":
shape = SphereShape.new()
shape.radius = 0.24
var params: = PhysicsShapeQueryParameters.new()
params.set_shape(shape)
params.collision_mask = 0b1101
params.transform = ptr.transform
params.transform.origin = center
params.transform.basis = ptr.transform.basis
var result = space.intersect_shape(params)
for body in result:
if !body.collider.get_parent().is_in_group("attach"):
overlap = "world"
break
for pos in world.get_voxels():
var wpos = pos * 0.5
wpos += Vector3.ONE * (0.5 / 2)
var dist = (wpos - center).length_squared()
if dist < 0.1:
overlap = "voxels"
break
for node in path_holder.get_children():
var pos = node.transform.origin
var dist = (pos - center).length_squared()
if dist < 0.1:
overlap = "path"
break
return overlap
func inst_turret (pos, rot, sel):
var instance = load_scenes.turret.instance()
turret_holder.add_child(instance)
instance.transform.origin = pos;
instance.transform.basis = Basis(rot);
instance.refresh_normal()
var info = load_turrets.info[sel]
var model = load_turrets.models[info.model_name]
var instance_model = model.instance()
instance_model.name = "model"
instance.add_child(instance_model)
instance.refresh_model()
for child in instance.pivot.get_children():
if "attach" in child.name:
child.add_to_group("attach")
var apos = child.global_transform.origin
var arot = child.global_transform.basis.get_rotation_quat()
instance.pivot.add_child(inst_attach(apos, arot))
child.queue_free()
instance.refresh_info(info)
var sb = instance.get_node("turret")
if info.has("collider"):
if info.collider == "sphere":
sb.get_node("CollisionShapeBox").queue_free();
sb.get_node("CollisionShapeSphere").disabled = false;
else:
sb.get_node("CollisionShapeSphere").queue_free();
return instance
func inst_path_start (pos, rot):
var instance = load_scenes.path_start.instance()
path_holder.add_child(instance)
instance.transform.origin = pos + normal * 0.25;
instance.transform.basis = Basis(rot);
return instance
func inst_path (pos, rot):
var instance = load_scenes.path.instance()
path_holder.add_child(instance)
instance.transform.origin = pos + normal * 0.25;
instance.transform.basis = Basis(rot);
instance.set_name("path")
# remove collision depencency
colliding_node.transform.basis = Basis(rot);
return instance
func inst_path_end (pos, rot):
var instance = load_scenes.path_end.instance()
path_holder.add_child(instance)
instance.transform.origin = pos + normal * 0.25
instance.transform.basis = Basis(rot);
return instance
func inst_attach (pos, rot):
var instance = load_scenes.attach_point.instance()
attach_point_holder.add_child(instance)
instance.transform.origin = pos;
instance.transform.basis = Basis(rot);
return instance
func inst_voxel (pos, rot, block):
world.set_voxel(pos + normal, int(block))
world.update_mesh()
func nearest_child (node, pos):
var mindist = 99999999999;
var minnode = null
for child in node.get_children():
var dist = child.transform.origin.distance_squared_to(pos)
if mindist > dist:
mindist = dist
minnode = child
return { "node": minnode, "dist": mindist }
func delete (statetype, pos, rot):
match statetype:
Globals.StateType.TURRET:
var result = nearest_child(turret_holder, pos)
if result.dist < 0.01: result.node.queue_free()
Globals.StateType.ATTACH:
var result = nearest_child(attach_point_holder, pos)
if result.dist < 0.01: result.node.queue_free()
Globals.StateType.PATH:
var result = nearest_child(path_holder, pos)
if result.dist < 0.01: result.node.queue_free()
Globals.StateType.VOXEL:
world.erase_voxel(pos)
world.update_mesh()
func _pointer ():
if control.state == Globals.PlayerState.PLACE: ptr.visible = true
else: ptr.visible = false
var space: PhysicsDirectSpaceState = get_world().direct_space_state as PhysicsDirectSpaceState
var mouse2d = get_viewport().get_mouse_position()
var from = player.camera.project_ray_origin(mouse2d)
var to = (from + player.camera.project_ray_normal(mouse2d) * 100)
ptr.transform.origin = to
var mask = 0b1101
if control.statetype == Globals.StateType.PATH: mask = 0b1111
var voxelpos = null;
var result = space.intersect_ray(from, to, [], mask)
if result.size() > 0:
ptr.visible = true
colliding = true
normal = result.normal;
collision_point = result.position
var node = result.collider.get_parent()
colliding_node = node
colliding_group = node.get_groups()
if ("voxels" in colliding_group or "path" in colliding_group):
voxelpos = result.position - normal * (0.5 / 2)
var cursor_position = (voxelpos / 0.5).floor() * 0.5
cursor_position += Vector3.ONE * (0.5 / 2) + normal * (0.5 / 2)
collision_point = cursor_position
if ("attach" in colliding_group):
collision_point = node.global_transform.origin;
normal = (node.global_transform.basis.get_rotation_quat() * Vector3.UP).normalized();
ptr.transform.basis = Basis(Utils.quat_look(normal, Vector3.UP))
ptr.transform.origin = collision_point
else:
colliding = false
colliding_node = null
colliding_group = []
ptr.visible = false
if control.state == Globals.PlayerState.PICK:
match control.statetype:
Globals.StateType.TURRET:
if Input.is_action_just_pressed("use"):
if "turrets" in colliding_group:
control.do(Globals.PlayerActions.SELECT,
{ "selected": colliding_node.name })
if control.state == Globals.PlayerState.PLACE:
var g = null
match control.statetype:
Globals.StateType.TURRET: g = "attach"
Globals.StateType.ATTACH: g = "voxels"
Globals.StateType.VOXEL:
if voxelpos != null:
var pos = Voxel.world_to_grid(voxelpos)
if Input.is_action_just_pressed("use"):
var overlap = check_overlap_pointer()
if overlap == "clear":
control.do(Globals.PlayerActions.PLACE, {
"pos": pos,
"rot": ptr.transform.basis.get_rotation_quat() })
if Input.is_action_just_pressed("cancel"):
control.do(Globals.PlayerActions.DELETE, {
"pos": pos,
"rot": ptr.transform.basis.get_rotation_quat() })
Globals.StateType.PATH:
g = "path"
match control.selected:
"start path": g = "voxels"
if Input.is_action_just_pressed("use"):
if colliding && g in colliding_group:
var overlap = check_overlap_pointer()
if overlap == "clear":
control.do(Globals.PlayerActions.PLACE, {
"pos": ptr.transform.origin,
"rot": ptr.transform.basis.get_rotation_quat() })
else:
control.do(Globals.PlayerActions.CANCEL)
if Input.is_action_just_pressed("cancel"):
if colliding:
control.do(Globals.PlayerActions.DELETE, {
"pos": colliding_node.transform.origin,
"rot": colliding_node.transform.basis.get_rotation_quat() })
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