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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")
	# TODO multiplayer 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() })