2022-08-25 14:19:22 +02:00
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"""
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A converter between hex and Godot-space coordinate systems.
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The hex grid uses +x => NE and +y => N, whereas
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the projection to Godot-space uses +x => E, +y => S.
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We map hex coordinates to Godot-space with +y flipped to be the down vector
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so that it maps neatly to both Godot's 2D coordinate system, and also to
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x,z planes in 3D space.
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## Usage:
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#### var hex_scale = Vector2(...)
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If you want your hexes to display larger than the default 1 x 0.866 units,
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then you can customise the scale of the hexes using this property.
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#### func get_hex_center(hex)
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Returns the Godot-space Vector2 of the center of the given hex.
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The coordinates can be given as either a HexCell instance; a Vector3 cube
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coordinate, or a Vector2 axial coordinate.
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#### func get_hex_center3(hex [, y])
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Returns the Godot-space Vector3 of the center of the given hex.
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The coordinates can be given as either a HexCell instance; a Vector3 cube
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coordinate, or a Vector2 axial coordinate.
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If a second parameter is given, it will be used for the y value in the
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returned Vector3. Otherwise, the y value will be 0.
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#### func get_hex_at(coords)
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Returns HexCell whose grid position contains the given Godot-space coordinates.
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The given value can either be a Vector2 on the grid's plane
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or a Vector3, in which case its (x, z) coordinates will be used.
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### Path-finding
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HexGrid also includes an implementation of the A* pathfinding algorithm.
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The class can be used to populate an internal representation of a game grid
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with obstacles to traverse.
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#### func set_bounds(min_coords, max_coords)
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Sets the hard outer limits of the path-finding grid.
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The coordinates given are the min and max corners *inside* a bounding
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square (diamond in hex visualisation) region. Any hex outside that area
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is considered an impassable obstacle.
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The default bounds consider only the origin to be inside, so you're probably
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going to want to do something about that.
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#### func get_obstacles()
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Returns a dict of all obstacles and their costs
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The keys are Vector2s of the axial coordinates, the values will be the
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cost value. Zero cost means an impassable obstacle.
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#### func add_obstacles(coords, cost=0)
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Adds one or more obstacles to the path-finding grid
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The given coordinates (axial or cube), HexCell instance, or array thereof,
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will be added as path-finding obstacles with the given cost. A zero cost
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indicates an impassable obstacle.
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#### func remove_obstacles(coords)
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Removes one or more obstacles from the path-finding grid
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The given coordinates (axial or cube), HexCell instance, or array thereof,
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will be removed as obstacles from the path-finding grid.
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#### func get_barriers()
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Returns a dict of all barriers in the grid.
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A barrier is an edge of a hex which is either impassable, or has a
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non-zero cost to traverse. If two adjacent hexes both have barriers on
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their shared edge, their costs are summed.
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Barrier costs are in addition to the obstacle (or default) cost of
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moving to a hex.
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The outer dict is a mapping of axial coords to an inner barrier dict.
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The inner dict maps between HexCell.DIR_* directions and the cost of
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travel in that direction. A cost of zero indicates an impassable barrier.
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#### func add_barriers(coords, dirs, cost=0)
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Adds one or more barriers to locations on the grid.
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The given coordinates (axial or cube), HexCell instance, or array thereof,
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will have path-finding barriers added in the given HexCell.DIR_* directions
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with the given cost. A zero cost indicates an impassable obstacle.
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Existing barriers at given coordinates will not be removed, but will be
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overridden if the direction is specified.
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#### func remove_barriers(coords, dirs=null)
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Remove one or more barriers from the path-finding grid.
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The given coordinates (axial or cube), HexCell instance, or array thereof,
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will have the path-finding barriers in the supplied HexCell.DIR_* directions
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removed. If no direction is specified, all barriers for the given
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coordinates will be removed.
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#### func get_hex_cost(coords)
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Returns the cost of moving into the specified grid position.
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Will return 0 if the given grid position is inaccessible.
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#### func get_move_cost(coords, direction)
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Returns the cost of moving from one hex to an adjacent one.
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This method takes into account any barriers defined between the two
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hexes, as well as the cost of the target hex.
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Will return 0 if the target hex is inaccessible, or if there is an
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impassable barrier between the hexes.
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The direction should be provided as one of the HexCell.DIR_* values.
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#### func find_path(start, goal, exceptions=[])
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Calculates an A* path from the start to the goal.
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Returns a list of HexCell instances charting the path from the given start
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coordinates to the goal, including both ends of the journey.
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Exceptions can be specified as the third parameter, and will act as
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impassable obstacles for the purposes of this call of the function.
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This can be used for pathing around obstacles which may change position
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(eg. enemy playing pieces), without having to update the grid's list of
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obstacles every time something moves.
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If the goal is an impassable location, the path will terminate at the nearest
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adjacent coordinate. In this instance, the goal hex will not be included in
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the returned array.
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If there is no path possible to the goal, or any hex adjacent to it, an
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empty array is returned. But the algorithm will only know that once it's
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visited every tile it can reach, so try not to path to the impossible.
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"""
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extends Reference
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var HexCell = preload("./HexCell.gd")
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# Duplicate these from HexCell for ease of access
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const DIR_N = Vector3(0, 1, -1)
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const DIR_NE = Vector3(1, 0, -1)
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const DIR_SE = Vector3(1, -1, 0)
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const DIR_S = Vector3(0, -1, 1)
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const DIR_SW = Vector3(-1, 0, 1)
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const DIR_NW = Vector3(-1, 1, 0)
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const DIR_ALL = [DIR_N, DIR_NE, DIR_SE, DIR_S, DIR_SW, DIR_NW]
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# Allow the user to scale the hex for fake perspective or somesuch
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export(Vector2) var hex_scale = Vector2(1, 1) setget set_hex_scale
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var base_hex_size = Vector2(1, sqrt(3)/2)
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var hex_size
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var hex_transform
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var hex_transform_inv
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# Pathfinding obstacles {Vector2: cost}
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# A zero cost means impassable
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var path_obstacles = {}
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# Barriers restrict traversing between edges (in either direction)
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# costs for barriers and obstacles are cumulative, but impassable is impassable
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# {Vector2: {DIR_VECTOR2: cost, ...}}
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var path_barriers = {}
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var path_bounds = Rect2()
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var path_cost_default = 1.0
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func _init():
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set_hex_scale(hex_scale)
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func set_hex_scale(scale):
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# We need to recalculate some stuff when projection scale changes
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hex_scale = scale
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hex_size = base_hex_size * hex_scale
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hex_transform = Transform2D(
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Vector2(hex_size.x * 3/4, -hex_size.y / 2),
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Vector2(0, -hex_size.y),
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Vector2(0, 0)
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)
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hex_transform_inv = hex_transform.affine_inverse()
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"""
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Converting between hex-grid and 2D spatial coordinates
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"""
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func get_hex_center(hex):
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# Returns hex's centre position on the projection plane
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hex = HexCell.new(hex)
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return hex_transform * hex.axial_coords
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func get_hex_center_from_offset(offset):
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# Returns hex's centre position at the given offset coordinates
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var hex = HexCell.new()
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hex.offset_coords = offset
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return hex_transform * hex.axial_coords
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2022-09-15 14:15:23 +02:00
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func get_hex_from_offset(offset):
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var hex = HexCell.new()
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hex.offset_coords = offset
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return hex
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2022-08-25 14:19:22 +02:00
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func get_hex_at(coords):
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# Returns a HexCell at the given Vector2/3 on the projection plane
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# If the given value is a Vector3, its x,z coords will be used
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if typeof(coords) == TYPE_VECTOR3:
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coords = Vector2(coords.x, coords.z)
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return HexCell.new(hex_transform_inv * coords)
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func get_hex_center3(hex, y=0):
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# Returns hex's centre position as a Vector3
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var coords = get_hex_center(hex)
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return Vector3(coords.x, y, coords.y)
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"""
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Pathfinding
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Ref: https://www.redblobgames.com/pathfinding/a-star/introduction.html
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We use axial coords for everything internally (to use Rect2.has_point),
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but the methods accept cube or axial coords, or HexCell instances.
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"""
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func set_bounds(min_coords, max_coords):
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# Set the absolute bounds of the pathfinding area in grid coords
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# The given coords will be inside the boundary (hence the extra (1, 1))
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min_coords = HexCell.new(min_coords).axial_coords
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max_coords = HexCell.new(max_coords).axial_coords
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path_bounds = Rect2(min_coords, (max_coords - min_coords) + Vector2(1, 1))
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func get_obstacles():
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return path_obstacles
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func add_obstacles(vals, cost=0):
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# Store the given coordinate/s as obstacles
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if not typeof(vals) == TYPE_ARRAY:
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vals = [vals]
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for coords in vals:
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coords = HexCell.new(coords).axial_coords
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path_obstacles[coords] = cost
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func remove_obstacles(vals):
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# Remove the given obstacle/s from the grid
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if not typeof(vals) == TYPE_ARRAY:
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vals = [vals]
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for coords in vals:
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coords = HexCell.new(coords).axial_coords
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path_obstacles.erase(coords)
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func get_barriers():
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return path_barriers
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func add_barriers(vals, dirs, cost=0):
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# Store the given directions of the given locations as barriers
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if not typeof(vals) == TYPE_ARRAY:
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vals = [vals]
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if not typeof(dirs) == TYPE_ARRAY:
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dirs = [dirs]
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for coords in vals:
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coords = HexCell.new(coords).axial_coords
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var barriers = {}
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if coords in path_barriers:
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# Already something there
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barriers = path_barriers[coords]
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else:
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path_barriers[coords] = barriers
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# Set or override the given dirs
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for dir in dirs:
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barriers[dir] = cost
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path_barriers[coords] = barriers
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func remove_barriers(vals, dirs=null):
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if not typeof(vals) == TYPE_ARRAY:
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vals = [vals]
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if dirs != null and not typeof(dirs) == TYPE_ARRAY:
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dirs = [dirs]
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for coords in vals:
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coords = HexCell.new(coords).axial_coords
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if dirs == null:
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path_barriers.erase(coords)
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else:
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for dir in dirs:
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path_barriers[coords].erase(dir)
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func get_hex_cost(coords):
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# Returns the cost of moving to the given hex
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coords = HexCell.new(coords).axial_coords
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if coords in path_obstacles:
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return path_obstacles[coords]
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if not path_bounds.has_point(coords):
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# Out of bounds
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return 0
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return path_cost_default
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func get_move_cost(coords, direction):
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# Returns the cost of moving from one hex to a neighbour
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direction = HexCell.new(direction).cube_coords
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var start_hex = HexCell.new(coords)
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var target_hex = HexCell.new(start_hex.cube_coords + direction)
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coords = start_hex.axial_coords
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# First check if either end is completely impassable
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var cost = get_hex_cost(start_hex)
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if cost == 0:
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return 0
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cost = get_hex_cost(target_hex)
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if cost == 0:
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return 0
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# Check for barriers
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var barrier_cost
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if coords in path_barriers and direction in path_barriers[coords]:
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barrier_cost = path_barriers[coords][direction]
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if barrier_cost == 0:
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return 0
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cost += barrier_cost
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var target_coords = target_hex.axial_coords
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if target_coords in path_barriers and -direction in path_barriers[target_coords]:
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barrier_cost = path_barriers[target_coords][-direction]
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if barrier_cost == 0:
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return 0
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cost += barrier_cost
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return cost
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func get_path(start, goal, exceptions=[]):
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# DEPRECATED!
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# The function `get_path` is used by Godot for something completely different,
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# so we renamed it here to `find_path`.
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push_warning("HexGrid.get_path has been deprecated, use find_path instead.")
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return find_path(start, goal, exceptions)
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func find_path(start, goal, exceptions=[]):
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# Light a starry path from the start to the goal, inclusive
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start = HexCell.new(start).axial_coords
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goal = HexCell.new(goal).axial_coords
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# Make sure all the exceptions are axial coords
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var exc = []
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for ex in exceptions:
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exc.append(HexCell.new(ex).axial_coords)
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exceptions = exc
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# Now we begin the A* search
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var frontier = [make_priority_item(start, 0)]
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var came_from = {start: null}
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var cost_so_far = {start: 0}
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while not frontier.empty():
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var current = frontier.pop_front().v
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if current == goal:
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break
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for next_hex in HexCell.new(current).get_all_adjacent():
|
|
|
|
var next = next_hex.axial_coords
|
|
|
|
var next_cost = get_move_cost(current, next - current)
|
|
|
|
if next == goal and (next in exceptions or get_hex_cost(next) == 0):
|
|
|
|
# Our goal is an obstacle, but we're next to it
|
|
|
|
# so our work here is done
|
|
|
|
came_from[next] = current
|
|
|
|
frontier.clear()
|
|
|
|
break
|
|
|
|
if not next_cost or next in exceptions:
|
|
|
|
# We shall not pass
|
|
|
|
continue
|
|
|
|
next_cost += cost_so_far[current]
|
|
|
|
if not next in cost_so_far or next_cost < cost_so_far[next]:
|
|
|
|
# New shortest path to that node
|
|
|
|
cost_so_far[next] = next_cost
|
|
|
|
var priority = next_cost + next_hex.distance_to(goal)
|
|
|
|
# Insert into the frontier
|
|
|
|
var item = make_priority_item(next, priority)
|
|
|
|
var idx = frontier.bsearch_custom(item, self, "comp_priority_item")
|
|
|
|
frontier.insert(idx, item)
|
|
|
|
came_from[next] = current
|
|
|
|
|
|
|
|
if not goal in came_from:
|
|
|
|
# Not found
|
|
|
|
return []
|
|
|
|
# Follow the path back where we came_from
|
|
|
|
var path = []
|
|
|
|
if not (get_hex_cost(goal) == 0 or goal in exceptions):
|
|
|
|
# We only include the goal if it's traversable
|
|
|
|
path.append(HexCell.new(goal))
|
|
|
|
var current = goal
|
|
|
|
while current != start:
|
|
|
|
current = came_from[current]
|
|
|
|
path.push_front(HexCell.new(current))
|
|
|
|
return path
|
|
|
|
|
|
|
|
# Used to make a priority queue out of an array
|
|
|
|
func make_priority_item(val, priority):
|
|
|
|
return {"v": val, "p": priority}
|
|
|
|
func comp_priority_item(a, b):
|
|
|
|
return a.p < b.p
|