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path: root/src/tools/world_generator/scripts/walker_head.gd
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extends Node2D

export(NodePath) var TILEMAP_NP: NodePath
export(PackedScene) var WALKER_UNIT_NP: PackedScene
export(int, 5, 100, 1) var starting_unit_count: int = 5
export(int, 5, 10, 1) var initial_safe_zone_size: int = 5

onready var tilemap: TileMap = get_node(TILEMAP_NP)

var max_x: int = 0
var max_y: int = 0
var map_margin: int = 10
var units: int = 0


func _ready() -> void:
	Event.connect("world_gen_walker_started", self, "_on_world_gen_walker_started")
	Event.connect("world_gen_walker_finished", self, "_on_world_gen_walker_finished")
	Event.connect("world_gen_walker_died", self, "_on_world_gen_walker_died")
	Event.connect("world_gen_spawn_walker_unit", self, "_on_world_gen_spawn_walker_unit")
	_place_safe_zone()
	_spawn_walker_units()
	_fill_empty_space()


func _place_safe_zone() -> void:
	for i in initial_safe_zone_size:
		for j in initial_safe_zone_size:
			tilemap.set_cell(i, j, Global.WORLD_TILE_PATH)
			tilemap.set_cell(-i, -j, Global.WORLD_TILE_PATH)


func _spawn_walker_units() -> void:
	for i in starting_unit_count:
		_spawn_walker_unit(Vector2.ZERO)


func _spawn_walker_unit(spawn_position: Vector2) -> void:
	var walker_unit: Node2D = WALKER_UNIT_NP.instance()
	add_child(walker_unit)
	units += 1
	walker_unit.position = spawn_position
	walker_unit.start(units)


func _fill_empty_space() -> void:
	var rect: Rect2 = tilemap.get_used_rect()
	var margin: int = map_margin
	for x in range(-margin, rect.size.x + margin):
		for y in range (-margin, rect.size.y + margin ):
			var poses: Vector2= Vector2(rect.position.x + x, rect.position.y + y)
			if tilemap.get_cell(int(poses.x), int(poses.y)) == TileMap.INVALID_CELL:
				tilemap.set_cellv(poses, Global.WORLD_TILE_WALL)


func _on_world_gen_walker_started(id: int) -> void:
	print("Walker unit %s started." % id)


func _on_world_gen_walker_finished(id: int) -> void:
	print("Walker unit %s finished." % id)


func _on_world_gen_walker_died(id: int) -> void:
	print("Walker unit %s died." % id)


func _on_world_gen_spawn_walker_unit(location: Vector2) -> void:
	print("Spawning new walking unit.")
	_spawn_walker_unit(location)