Godsim/scripts/Tile.gd

55 lines
1.8 KiB
GDScript

extends StaticBody3D
enum TileType {
Empty,
Plain,
Forest
}
var tile_materials = [ # must be in the same order as an enum above!
preload("res://materials/empty_tile.tres"), # Empty
preload("res://materials/plain_tile.tres"), # Plain
preload("res://materials/plain_tile.tres") # Forest
]
@export var tile_type: TileType = TileType.Empty
@onready var visible_mesh = $VisibleMesh
func update_tile():
visible_mesh.set_surface_override_material(0, tile_materials[tile_type])
func _ready():
update_tile()
func get_empty_dirs_around():
var empty_tiles_around = []
var space_state = get_world_3d().direct_space_state
var query_north = PhysicsRayQueryParameters3D.create(self.position + Vector3(0, -2.5, 0), self.position + Vector3(10, -2.5, 0))
var query_south = PhysicsRayQueryParameters3D.create(self.position + Vector3(0, -2.5, 0), self.position + Vector3(-12, -2.5, 0))
var query_west = PhysicsRayQueryParameters3D.create(self.position + Vector3(0, -2.5, 0), self.position + Vector3(0, -2.5, -10))
var query_east = PhysicsRayQueryParameters3D.create(self.position + Vector3(0, -2.5, 0), self.position + Vector3(0, -2.5, 10))
var result_north = space_state.intersect_ray(query_north)
var result_south = space_state.intersect_ray(query_south)
var result_west = space_state.intersect_ray(query_west)
var result_east = space_state.intersect_ray(query_east)
if !result_north: empty_tiles_around.push_back("north")
if !result_south: empty_tiles_around.push_back("south")
if !result_west: empty_tiles_around.push_back("west")
if !result_east: empty_tiles_around.push_back("east")
return empty_tiles_around
func save():
if tile_type == TileType.Empty: return {}
return {
"node": "tile",
"pos_x": position.x,
"pos_y": position.y,
"pos_z": position.z,
"tile_type": tile_type
}