A game where you get to play as a slime, made with Godot.
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using System.IO;
public partial class Terrain
{
enum ToolMode { Height, Flatten, Paint }
enum ToolShape { Corner, Circle, Square }
// Set by the terrain editing plugin.
public EditorUndoRedoManager EditorUndoRedo { get; set; }
Material _editToolMaterial;
public override void _EnterTree()
{
_editToolMaterial = new StandardMaterial3D {
AlbedoColor = Colors.Blue,
ShadingMode = BaseMaterial3D.ShadingModeEnum.Unshaded,
DepthDrawMode = BaseMaterial3D.DepthDrawModeEnum.Disabled,
NoDepthTest = true,
};
}
public bool EditorInput(InputEventMouse ev, Vector3 position, Control controls)
{
var prevent_default = false;
var toolMode = (ToolMode)(int)controls.Get("tool_mode");
var toolShape = (ToolShape)(int)controls.Get("tool_shape");
var texture = (int)controls.Get("texture");
var drawSize = (int)controls.Get("draw_size");
var isRaise = (bool)controls.Get("is_raise");
var isConnected = (bool)controls.Get("is_connected");
var isFlatten = toolMode == ToolMode.Flatten;
var isCorner = toolShape == ToolShape.Corner;
var hover = ToTilePos(position);
if (isCorner) drawSize = 1;
var isEven = (drawSize % 2) == 0;
var radius = FloorToInt(drawSize / 2.0f);
// Offset hover tile position by corner.
if (isEven) hover.Position = hover.Corner switch {
Corner.TopLeft => hover.Position.Offset(0, 0),
Corner.TopRight => hover.Position.Offset(1, 0),
Corner.BottomRight => hover.Position.Offset(1, 1),
Corner.BottomLeft => hover.Position.Offset(0, 1),
_ => throw new InvalidOperationException(),
};
IEnumerable<TilePos> GetTilesInSquare() {
var min = hover.Position.Offset(-radius, -radius);
var max = hover.Position.Offset(+radius, +radius);
if (isEven) max = max.Offset(-1, -1);
for (var x = min.X; x <= max.X; x++)
for (var y = min.Y; y <= max.Y; y++)
yield return new(x, y);
}
IEnumerable<TilePos> GetTilesInRadius() {
var center = isEven ? hover.Position.ToVector2I()
: hover.Position.ToCenter();
var distanceSqr = Pow(radius + 0.25f * (isEven ? -1 : 1), 2);
return GetTilesInSquare().Where(tile =>
center.DistanceSquaredTo(tile.ToCenter()) < distanceSqr);
}
var tiles = (toolShape switch {
ToolShape.Corner => [ hover.Position ],
ToolShape.Circle => GetTilesInRadius(),
ToolShape.Square => GetTilesInSquare(),
_ => throw new InvalidOperationException(),
}).ToHashSet();
// TODO: Handle different tool modes, such as painting.
// TODO: Finally allow editing single corners.
// TODO: Allow click-dragging which doesn't affect already changed tiles / corners.
// TODO: Make mesh generation generate vertical walls between disconnected corners.
// TODO: Use ArrayMesh instead of ImmediateMesh.
// TODO: Dynamically expand terrain instead of having it be a set size.
// Raise / lower the terrain when left mouse button is pressed.
if (ev is InputEventMouseButton { ButtonIndex: MouseButton.Left, Pressed: true }) {
prevent_default = true;
var cornersToChange = new HashSet<(TilePos Position, Corner Corner)>();
// Raise selected tiles themselves.
foreach (var pos in tiles)
foreach (var corner2 in Enum.GetValues<Corner>())
cornersToChange.Add((pos, corner2));
if (isConnected) {
// If the 'connected_toggle' button is active, move "connected" corners.
// Connected corners are the ones that are at the same height as ones already being moved.
foreach (var pos in tiles) {
var tile = GetTile(pos);
foreach (var corner in Enum.GetValues<Corner>()) {
var height = tile.Height[corner];
foreach (var (neighborPos, neighborCorner) in GetNeighbors(pos, corner)) {
if (tiles.Contains(neighborPos)) continue;
var neighborHeight = GetTile(neighborPos).Height[neighborCorner];
if (neighborHeight == height) cornersToChange.Add((neighborPos, neighborCorner));
}
}
}
}
const float AdjustHeight = 0.5f;
var amount = isFlatten ? GetTile(hover.Position).Height[hover.Corner]
: isRaise ? AdjustHeight : -AdjustHeight;
var tilesPrevious = new List<(TilePos, Corners<float>)>();
var tilesChanged = new List<(TilePos, Corners<float>)>();
foreach (var group in cornersToChange.GroupBy(c => c.Position, c => c.Corner)) {
var pos = group.Key;
var tile = GetTile(pos);
tilesPrevious.Add((pos, tile.Height));
var newHeight = tile.Height;
foreach (var corner in group) {
if (isFlatten) newHeight[corner] = amount;
else newHeight[corner] += amount;
}
tilesChanged.Add((pos, newHeight));
}
if (EditorUndoRedo is EditorUndoRedoManager undo) {
var name = "Modify terrain height"; // TODO: Change name depending on tool mode.
undo.CreateAction(name, backwardUndoOps: false);
undo.AddDoMethod(this, nameof(DoModifyTerrainHeight), Pack(tilesChanged));
undo.AddDoMethod(this, nameof(UpdateMeshAndShape));
undo.AddDoMethod(this, GodotObject.MethodName.NotifyPropertyListChanged);
undo.AddUndoMethod(this, nameof(DoModifyTerrainHeight), Pack(tilesPrevious));
undo.AddUndoMethod(this, nameof(UpdateMeshAndShape));
undo.AddUndoMethod(this, GodotObject.MethodName.NotifyPropertyListChanged);
undo.CommitAction(true);
}
}
UpdateEditToolMesh(tiles);
return prevent_default;
}
public void EditorUnfocus()
=> ClearEditToolMesh();
public void DoModifyTerrainHeight(byte[] data)
{
foreach (var (pos, corners) in Unpack(data)) {
var tile = GetTile(pos);
tile.Height = corners;
SetTile(pos, tile);
}
}
void UpdateEditToolMesh(IEnumerable<TilePos> tiles)
{
var mesh = GetOrCreateMesh("EditToolMesh");
mesh.ClearSurfaces();
mesh.SurfaceBegin(Mesh.PrimitiveType.Lines);
void AddLine(Vector3 start, Vector3 end) {
mesh.SurfaceAddVertex(start);
mesh.SurfaceAddVertex(end);
}
void AddQuad(Vector3 topLeft , Vector3 topRight ,
Vector3 bottomRight, Vector3 bottomLeft) {
AddLine(topLeft , topRight );
AddLine(topRight , bottomRight);
AddLine(bottomRight, bottomLeft );
AddLine(bottomLeft , topLeft );
}
foreach (var tile in tiles) {
var (topLeft, topRight, bottomRight, bottomLeft)
= GetTileCornerPositions(tile);
AddQuad(topLeft, topRight, bottomRight, bottomLeft);
}
mesh.SurfaceEnd();
mesh.SurfaceSetMaterial(0, _editToolMaterial);
}
void ClearEditToolMesh()
=> GetNodeOrNull("EditToolMesh")?.QueueFree();
(TilePos Position, Corner Corner) ToTilePos(Vector3 position)
{
var local = ToLocal(position);
var coord = new Vector2(local.X, local.Z) / TileSize + (Size + Vector2.One) / 2;
var pos = TilePos.From(coord);
var corner = coord.PosMod(1).RoundToVector2I() switch {
(0, 0) => Corner.TopLeft,
(1, 0) => Corner.TopRight,
(1, 1) => Corner.BottomRight,
(0, 1) => Corner.BottomLeft,
_ => throw new InvalidOperationException(),
};
return (pos, corner);
}
static readonly Dictionary<Corner, (int X, int Y, Corner Opposite)[]> _offsetLookup = new(){
[Corner.TopLeft ] = [(-1, -1, Corner.BottomRight), (-1, 0, Corner.TopRight ), (0, -1, Corner.BottomLeft )],
[Corner.TopRight ] = [(+1, -1, Corner.BottomLeft ), (+1, 0, Corner.TopLeft ), (0, -1, Corner.BottomRight)],
[Corner.BottomRight] = [(+1, +1, Corner.TopLeft ), (+1, 0, Corner.BottomLeft ), (0, +1, Corner.TopRight )],
[Corner.BottomLeft ] = [(-1, +1, Corner.TopRight ), (-1, 0, Corner.BottomRight), (0, +1, Corner.TopLeft )],
};
static IEnumerable<(TilePos, Corner)> GetNeighbors(TilePos pos, Corner corner)
=> _offsetLookup[corner].Select(e => (new TilePos(pos.X + e.X, pos.Y + e.Y), e.Opposite));
static byte[] Pack(IEnumerable<(TilePos Position, Corners<float> Corners)> data)
{
using var stream = new MemoryStream();
using var writer = new BinaryWriter(stream);
foreach (var (pos, corners) in data) {
writer.Write(pos.X);
writer.Write(pos.Y);
writer.Write(corners.TopLeft);
writer.Write(corners.TopRight);
writer.Write(corners.BottomRight);
writer.Write(corners.BottomLeft);
}
return stream.ToArray();
}
static IEnumerable<(TilePos Position, Corners<float> Corners)> Unpack(byte[] data)
{
using var stream = new MemoryStream(data);
using var reader = new BinaryReader(stream);
while (stream.Position < stream.Length) {
var x = reader.ReadInt32();
var y = reader.ReadInt32();
var corners = new Corners<float>(
reader.ReadSingle(), reader.ReadSingle(),
reader.ReadSingle(), reader.ReadSingle());
yield return (new(x, y), corners);
}
}
}