WIP: Streamline Interiors System #16
							
								
								
									
										
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								interior/floors/dungeon_01_interior_floor.res
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								interior/floors/dungeon_01_interior_floor.res
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							| @ -95,15 +95,18 @@ class Chunk: | ||||
| 			# Find floor tile types. | ||||
| 			for y in _CHUNK_SIZE: | ||||
| 				for x in _CHUNK_SIZE: | ||||
| 					if floor_map.get_bitv(offset + Vector2i(x, y)): | ||||
| 					var map_area := Rect2i(Vector2.ZERO, map_size) | ||||
| 					var map_coordinates := offset + Vector2i(x, y) | ||||
| 
 | ||||
| 					if map_area.has_point(map_coordinates) and floor_map.get_bitv(map_coordinates): | ||||
| 						var tile := 0 | ||||
| 
 | ||||
| 						for i in Orientation.values().size(): | ||||
| 							var delta_x := roundi(cos(i * PI / 2.0)) | ||||
| 							var delta_y := roundi(sin(i * PI / 2.0)) | ||||
| 							var map_neighbor := map_coordinates + Vector2i( | ||||
| 								roundi(cos(i * PI / 2.0)), roundi(sin(i * PI / 2.0))) | ||||
| 
 | ||||
| 							if (0 <= (y + int(delta_y < map_size.y))) and (0 <= (x + int(delta_x < map_size.x))): | ||||
| 								tile += int(floor_map.get_bit(x + delta_x, y + delta_y)) * 2 ** i | ||||
| 							if map_area.has_point(map_neighbor): | ||||
| 								tile += int(floor_map.get_bitv(map_neighbor)) * 2 ** i | ||||
| 
 | ||||
| 						positions_by_floor_tile[tile].append(Vector2(x, y)) | ||||
| 
 | ||||
|  | ||||
							
								
								
									
										
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								map_editor.scn
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								map_editor.scn
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