Fix save and load.
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280318b8d3
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@ -15,20 +15,16 @@ func _ready():
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add_child(start_tile);
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pass
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#func _process(delta):
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#mark_free_tiles()
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func _physics_process(delta):
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mark_free_tiles()
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func mark_free_tiles():
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var tiles = get_children()
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var available = []
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for tile in tiles:
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tile.update_tile()
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if tile.tile_type == TileType.Empty: continue
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var free_dirs = tile.get_free_dirs_around()
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for dir in free_dirs:
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var free_tile = tile_exemplar.instantiate()
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free_tile.tile_type = TileType.Empty
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free_tile.add_to_group("Persistent")
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add_child(free_tile)
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var pos: Vector3 = tile.position
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match dir:
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"north":
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@ -39,7 +35,12 @@ func mark_free_tiles():
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pos.z -= 10
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"east":
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pos.z += 10
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if (available.has(pos)): continue
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var free_tile = tile_exemplar.instantiate()
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free_tile.tile_type = TileType.Empty
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free_tile.add_to_group("Persistent")
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add_child(free_tile)
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free_tile.position = pos;
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available.push_back(pos)
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free_tile.update_tile()
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#print("Created on " + str(pos) + " by " + str(tile.position))
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#tiles = get_children()
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@ -52,7 +52,7 @@ func _physics_process(delta):
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if Input.is_action_just_pressed("LMC") and eye_raycast.is_colliding() and !get_node("UI/ingame_menu").visible:
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var target = eye_raycast.get_collider()
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if "TileType" in target:
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earth.mark_free_tiles()
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#earth.mark_free_tiles()
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target.tile_type = creating_tile_type
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target.update_tile()
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earth.mark_free_tiles()
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@ -7,12 +7,6 @@ enum TileType {
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}
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@export var tile_type: TileType = TileType.Empty;
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var free_sides = {
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"north": false,
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"south": false,
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"west": false,
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"east": false,
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}
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func update_tile():
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var children = find_children("*tile");
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@ -25,7 +19,9 @@ func update_tile():
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func _ready():
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update_tile()
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func _physics_process(delta):
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func get_free_dirs_around():
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var free_tiles_around = []
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var space_state = get_world_3d().direct_space_state
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var query_north = PhysicsRayQueryParameters3D.create(self.position + Vector3(0, 2.5, 0), self.position + Vector3(10, 2.5, 0))
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@ -37,18 +33,12 @@ func _physics_process(delta):
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var result_south = space_state.intersect_ray(query_south)
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var result_west = space_state.intersect_ray(query_west)
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var result_east = space_state.intersect_ray(query_east)
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free_sides = {
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"north": result_north == {},
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"south": result_south == {},
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"west": result_west == {},
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"east": result_east == {}
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}
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func get_free_dirs_around():
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var free_tiles_around = []
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for side in free_sides.keys():
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if free_sides[side]:
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free_tiles_around.push_back(side)
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if !result_north: free_tiles_around.push_back("north")
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if !result_south: free_tiles_around.push_back("south")
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if !result_west: free_tiles_around.push_back("west")
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if !result_east: free_tiles_around.push_back("east")
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return free_tiles_around
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@ -101,7 +101,6 @@ func load_world(save_name):
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continue
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new_object.set(i, node_data[i])
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new_object.update_tile()
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#get_tree().root.get_node("world/Earth").mark_free_tiles()
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#await get_tree().create_timer(1).timeout
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9
todo
9
todo
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@ -1,2 +1,9 @@
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Починить кривую загрузку мира, в результате которой плюсики по всему миру
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Упростить устройство тайла, сделать единственную модель со сменяемым через скрипт материалом
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Создать следующие типы тайлов:
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* Лес
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* Озеро
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* Море (Будут отличаться глубиной и чуть-чуть цветом)
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* Река (возможно)
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* Горы
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* Пустыни
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Создать первый прототип людей и поселений
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