Interior Maps #13
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map_editor.scn (Stored with Git LFS)
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map_editor.scn (Stored with Git LFS)
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class_name MapEditorMenu extends VBoxContainer
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##
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##
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##
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signal edit_activated(edit_action: Callable)
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##
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##
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##
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func activate_editor(edit_action: Callable) -> void:
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edit_activated.emit(edit_action)
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##
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##
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##
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func reset() -> void:
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pass
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class_name MeshGrid extends Node3D
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const _CELL_COUNT := 8
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class _Chunk:
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var multimesh_instances: Array[_MultimeshInstance] = []
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var meshes: Array[Mesh] = []
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func _init() -> void:
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self.meshes.resize(_CELL_COUNT * _CELL_COUNT)
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class _MultimeshInstance:
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var _instance_rid := RID()
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var _multimesh_rid := RID()
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func _init(scenario_rid: RID, mesh: Mesh, transforms: Array) -> void:
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_multimesh_rid = RenderingServer.multimesh_create()
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_instance_rid = RenderingServer.instance_create2(_multimesh_rid, scenario_rid)
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RenderingServer.multimesh_set_mesh(_multimesh_rid, mesh.get_rid())
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var transform_count := transforms.size()
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RenderingServer.multimesh_allocate_data(_multimesh_rid,
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transform_count, RenderingServer.MULTIMESH_TRANSFORM_3D, true)
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for i in transform_count:
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RenderingServer.multimesh_instance_set_transform(_multimesh_rid, i, transforms[i])
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var _chunks: Array[_Chunk] = []
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var _grid_origin := Vector2(0.5, 0.5)
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##
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## The number of horizontal and vertical cells in the current grid.
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##
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## Setting this value will result in the current grid data being completely overwritten to return
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## it to a sensible default.
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##
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@export
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var size: Vector2i:
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set(value):
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self._chunks.resize(int(ceil((value.x * value.y) / float(_CELL_COUNT))))
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for i in self._chunks.size():
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self._chunks[i] = _Chunk.new()
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size = value
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func _notification(what: int) -> void:
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match what:
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NOTIFICATION_TRANSFORM_CHANGED:
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for chunk in _chunks:
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for multimesh_instance in chunk.multimesh_instances:
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RenderingServer.instance_set_transform(
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multimesh_instance._instance_rid, multimesh_instance.global_transform)
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##
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## Sets the cell at [code]coordinate[/code] to display [code]mesh[/code].
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##
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## Note that this function assumes [code]coordinate[/code] is within the bounds of the grid
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## coordinate space.
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##
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## Note that changes to a cell result in the chunk it resides in being completely regenerated as
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## part of its modification, and therefore has an implicitly higher overhead to other setter
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## operations defined by [MeshGrid].
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##
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func set_mesh(coordinate: Vector2i, mesh: Mesh) -> void:
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assert(Rect2i(Vector2i.ZERO, size).has_point(coordinate), "coordinate must be within grid")
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# TODO: Once this is all lowered into native code, look for ways to parallelize the loops.
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var chunk_coordinate := coordinate / _CELL_COUNT
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var cell_coordinate := coordinate % _CELL_COUNT
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var chunk := _chunks[(size.x * chunk_coordinate.y) + chunk_coordinate.x]
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var chunk_meshes := chunk.meshes
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chunk_meshes[(_CELL_COUNT * cell_coordinate.y) + cell_coordinate.x] = mesh
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# Invalide any existing baked multimeshes in the chunk.
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for multimesh_instance in chunk.multimesh_instances:
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RenderingServer.free_rid(multimesh_instance._instance_rid)
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RenderingServer.free_rid(multimesh_instance._multimesh_rid)
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chunk.multimesh_instances.clear()
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# Normalize mesh instance data for the chunk.
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var mesh_transform_sets := {}
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for i in chunk_meshes.size():
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var chunk_mesh := chunk_meshes[i]
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if chunk_mesh != null:
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if not(chunk_mesh in mesh_transform_sets):
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mesh_transform_sets[chunk_mesh] = []
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mesh_transform_sets[chunk_mesh].push_back(Transform3D(Basis.IDENTITY, Vector3(
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(float(chunk_coordinate.x * _CELL_COUNT) + (i % _CELL_COUNT)) -
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(float(size.x) * _grid_origin.x), 0.0,
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(float(chunk_coordinate.y * _CELL_COUNT) + (i / _CELL_COUNT)) -
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(float(size.y) * _grid_origin.y))))
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# Bake into multimesh instances for the chunk.
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var scenario_rid := get_world_3d().scenario
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for chunk_mesh in mesh_transform_sets:
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var multimesh_instance :=\
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_MultimeshInstance.new(scenario_rid, chunk_mesh, mesh_transform_sets[chunk_mesh])
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RenderingServer.instance_set_transform(multimesh_instance._instance_rid, global_transform)
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chunk.multimesh_instances.push_back(multimesh_instance)
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##
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## Returns [code]world_position[/code] converted into a coordinate aligned with the [MeshGrid].
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##
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## Note that [code]world_position[/code] values not within the [MeshGrid] will produce grid
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## coordinates outside of the [MeshGrid] bounds as well.
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##
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func world_to_grid(world_position: Vector2) -> Vector2i:
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return Vector2i((world_position + (Vector2(size) * _grid_origin)).floor())
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@ -192,7 +192,7 @@ func get_cursor_point() -> Vector2:
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## Successful point intersection will return the plane coordinates in a [class Vector2], otherwise
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## [code]null[/code] is returned.
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##
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func screen_to_plane(screen_point: Vector2):
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func screen_to_plane(screen_point: Vector2) -> Variant:
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if self._camera != null:
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var plane_target = Plane(Vector3.UP, 0.0).intersects_ray(
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self._camera.global_position, self._camera.project_ray_normal(screen_point))
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@ -9,21 +9,36 @@
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config_version=5
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_global_script_classes=[{
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"base": "Control",
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"class": &"ActionPrompt",
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"language": &"GDScript",
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"path": "res://user_interface/action_prompt.gd"
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}, {
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"base": "HFlowContainer",
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"class": &"ItemSelection",
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"language": &"GDScript",
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"path": "res://user_interface/button_selection.gd"
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}, {
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"base": "Node",
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"class": &"MapEditorTerrainCanvas",
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"base": "VBoxContainer",
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"class": &"MapEditorMenu",
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"language": &"GDScript",
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"path": "res://map_editor/map_editor_terrain_canvas.gd"
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"path": "res://map_editor/map_editor_menu.gd"
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}, {
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"base": "Node3D",
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"class": &"MeshGrid",
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"language": &"GDScript",
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"path": "res://mesh_grid.gd"
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}, {
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"base": "Node3D",
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"class": &"PlayerController",
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"language": &"GDScript",
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"path": "res://player_controller.gd"
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}, {
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"base": "Control",
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"class": &"SelectionPrompt",
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"language": &"GDScript",
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"path": "res://user_interface/selection_prompt.gd"
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}, {
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"base": "Node",
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"class": &"Settings",
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"language": &"GDScript",
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"language": &"GDScript",
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"path": "res://terrain/terrain_instance_3d.gd"
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}, {
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"base": "Node",
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"class": &"TerrainMapCanvas",
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"language": &"GDScript",
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"path": "res://terrain/terrain_map_canvas.gd"
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}, {
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"base": "Resource",
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"class": &"TerrainPaint",
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"language": &"GDScript",
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"path": "res://terrain/paints/terrain_paint.gd"
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}, {
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"base": "Control",
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"class": &"WorkerPrompt",
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"language": &"GDScript",
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"path": "res://user_interface/worker_prompt.gd"
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}]
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_global_script_class_icons={
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"ActionPrompt": "",
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"ItemSelection": "",
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"MapEditorTerrainCanvas": "",
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"MapEditorMenu": "",
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"MeshGrid": "",
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"PlayerController": "",
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"SelectionPrompt": "",
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"Settings": "",
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"TerrainInstance3D": "",
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"TerrainPaint": ""
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"TerrainMapCanvas": "",
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"TerrainPaint": "",
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"WorkerPrompt": ""
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}
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[application]
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[autoload]
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GameSettings="*res://settings.gd"
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LocalPlayer="*res://local_player.scn"
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[debug]
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@ -10,9 +10,9 @@ const _SHADER := preload("res://terrain/terrain.gdshader")
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##
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enum PaintSlot {
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ERASE,
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RED,
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GREEN,
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BLUE,
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PAINT_1,
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PAINT_2,
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PAINT_3,
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}
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var _albedo_maps: Array[Texture2D] = [null, null, null, null]
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class_name MapEditorTerrainCanvas extends Node
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class_name TerrainMapCanvas extends Node
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##
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## Blank sample value.
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_editable_texture.update(_editable_image)
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##
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## Returns the canvas data as a [Texture2D].
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## Returns the canvas data as a [Texture2D] where RGB channels are encoded in the red, green, and
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## blue, component of each pixel and the height is the alpha component.
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##
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## The returned value is designed for use with a [TerrainInstance3D] or other class compatible with
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## the encoded format specified above.
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##
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func get_texture() -> Texture2D:
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return _editable_texture
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@tool
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class_name ActionPrompt extends Control
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##
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##
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##
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signal prompt_accepted()
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kayomn marked this conversation as resolved
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##
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##
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##
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signal prompted()
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kayomn marked this conversation as resolved
kayomn
commented
Missing doc comment. Missing doc comment.
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@export
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var _accept_button: BaseButton = null
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@export
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var initial_focus: Control = null
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func _get_configuration_warnings() -> PackedStringArray:
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var warnings := PackedStringArray()
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if _accept_button == null:
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warnings.append("`Accept Button` must point to a valid BaseButton instance")
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return warnings
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func _ready() -> void:
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assert(_accept_button != null, "accept button cannot be null")
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_accept_button.pressed.connect(func () -> void:
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prompt_accepted.emit()
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hide())
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##
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##
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##
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func prompt() -> void:
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kayomn marked this conversation as resolved
kayomn
commented
Missing doc comment. Missing doc comment.
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show()
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prompted.emit()
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if initial_focus != null:
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initial_focus.grab_focus()
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@tool
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class_name SelectionPrompt extends Control
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##
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##
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##
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signal prompted()
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kayomn marked this conversation as resolved
kayomn
commented
Missing doc comment. Missing doc comment.
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##
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##
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##
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signal prompt_selected(selected_item: int)
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kayomn marked this conversation as resolved
kayomn
commented
Missing doc comment. Missing doc comment.
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@export
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var _button_group: ButtonGroup = null
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##
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## If set to [code]true[/code], the selection prompt dismisses itself after a selection is made.
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## Otherwise, if set to [code]false[/code], the prompt remains present after a selection is made.
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##
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@export
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var dismiss_on_selection := false
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func _get_configuration_warnings() -> PackedStringArray:
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var warnings := PackedStringArray()
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if _button_group == null:
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warnings.append("`Button Group` must point to a valid BaseButton instance")
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return warnings
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func _ready() -> void:
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assert(_button_group != null, "button group cannot be null")
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_button_group.pressed.connect(func (button: BaseButton) -> void:
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var selected_item = _button_group.get_buttons().find(button)
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assert(selected_item > -1, "selected item cannot be less than 0")
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prompt_selected.emit(selected_item)
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if dismiss_on_selection:
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hide())
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##
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## Returns the [ButtonGroup] used by the selection prompt to handle selections.
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##
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func get_button_group() -> ButtonGroup:
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return _button_group
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##
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## Displays the selection prompt, with [code]initial_selection[/code] as the initial value selected.
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##
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## Once a value has been manually selected in the prompt, [signal prompt_selected] is emitted.
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##
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## *Note* that [code]initial_selection[/code] *must* be a valid index in the range of the button
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## group used by the selection prompt, which may be accessed by the calling logic via
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## [member get_button_group]
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##
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func prompt(initial_selection: int) -> void:
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assert(_button_group != null, "button group cannot be null")
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var selected_button := _button_group.get_buttons()[initial_selection]
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selected_button.button_pressed = true
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show()
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selected_button.grab_focus()
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prompted.emit()
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@ -0,0 +1,46 @@
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class_name WorkerPrompt extends Control
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##
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##
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##
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signal prompted()
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kayomn marked this conversation as resolved
kayomn
commented
Missing doc comment. Missing doc comment.
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var _worker_thread := Thread.new()
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##
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##
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kayomn marked this conversation as resolved
kayomn
commented
Missing doc comment. Missing doc comment.
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##
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@export
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var label: Label = null
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##
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##
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##
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@export
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kayomn marked this conversation as resolved
kayomn
commented
Missing doc comment. Missing doc comment.
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var progress: Range = null
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##
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##
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##
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func prompt(display_message: String, steps: Array) -> void:
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kayomn marked this conversation as resolved
kayomn
commented
Missing doc comment. Missing doc comment.
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show()
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prompted.emit()
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if label != null:
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label.text = display_message
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kayomn marked this conversation as resolved
Outdated
kayomn
commented
Missing doc comment. Missing doc comment.
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_worker_thread.start(func () -> void:
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var count := steps.size()
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var total := float(count)
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for i in count:
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steps[i].call()
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if progress != null:
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progress.value = i / total)
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while _worker_thread.is_alive():
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await get_tree().process_frame
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_worker_thread.wait_to_finish()
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hide()
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Missing doc comment.