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Make terrain painting not change neighbors centers bits
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parent
61051a44cc
commit
fe65d7aa7b
@ -2348,27 +2348,27 @@ HashMap<Vector2i, TileMapCell> TileMapEditorTerrainsPlugin::_draw_terrain_path_o
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}
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HashMap<Vector2i, TileMapCell> output;
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for (const KeyValue<Vector2i, TileSet::TerrainsPattern> &E : terrain_fill_output) {
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if (painted_set.has(E.key)) {
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for (const KeyValue<Vector2i, TileSet::TerrainsPattern> &kv : terrain_fill_output) {
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if (painted_set.has(kv.key)) {
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// Paint a random tile with the correct terrain for the painted path.
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output[E.key] = tile_set->get_random_tile_from_terrains_pattern(p_terrain_set, E.value);
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output[kv.key] = tile_set->get_random_tile_from_terrains_pattern(p_terrain_set, kv.value);
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} else {
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// Avoids updating the painted path from the output if the new pattern is the same as before.
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bool keep_old = false;
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TileMapCell cell = tile_map->get_cell(tile_map_layer, E.key);
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TileSet::TerrainsPattern in_map_terrain_pattern = TileSet::TerrainsPattern(*tile_set, p_terrain_set);
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TileMapCell cell = tile_map->get_cell(tile_map_layer, kv.key);
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if (cell.source_id != TileSet::INVALID_SOURCE) {
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TileSetSource *source = *tile_set->get_source(cell.source_id);
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TileSetAtlasSource *atlas_source = Object::cast_to<TileSetAtlasSource>(source);
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if (atlas_source) {
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// Get tile data.
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TileData *tile_data = atlas_source->get_tile_data(cell.get_atlas_coords(), cell.alternative_tile);
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if (tile_data && tile_data->get_terrains_pattern() == E.value) {
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keep_old = true;
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if (tile_data && tile_data->get_terrain_set() == p_terrain_set) {
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in_map_terrain_pattern = tile_data->get_terrains_pattern();
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}
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}
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}
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if (!keep_old) {
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output[E.key] = tile_set->get_random_tile_from_terrains_pattern(p_terrain_set, E.value);
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if (in_map_terrain_pattern != kv.value) {
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output[kv.key] = tile_set->get_random_tile_from_terrains_pattern(p_terrain_set, kv.value);
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}
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}
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}
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@ -2395,24 +2395,28 @@ HashMap<Vector2i, TileMapCell> TileMapEditorTerrainsPlugin::_draw_terrain_patter
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}
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HashMap<Vector2i, TileMapCell> output;
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for (const KeyValue<Vector2i, TileSet::TerrainsPattern> &E : terrain_fill_output) {
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if (painted_set.has(E.key)) {
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for (const KeyValue<Vector2i, TileSet::TerrainsPattern> &kv : terrain_fill_output) {
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if (painted_set.has(kv.key)) {
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// Paint a random tile with the correct terrain for the painted path.
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output[E.key] = tile_set->get_random_tile_from_terrains_pattern(p_terrain_set, E.value);
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output[kv.key] = tile_set->get_random_tile_from_terrains_pattern(p_terrain_set, kv.value);
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} else {
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// Avoids updating the painted path from the output if the new pattern is the same as before.
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TileMapCell cell = tile_map->get_cell(tile_map_layer, E.key);
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TileSet::TerrainsPattern in_map_terrain_pattern = TileSet::TerrainsPattern(*tile_set, p_terrain_set);
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TileMapCell cell = tile_map->get_cell(tile_map_layer, kv.key);
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if (cell.source_id != TileSet::INVALID_SOURCE) {
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TileSetSource *source = *tile_set->get_source(cell.source_id);
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TileSetAtlasSource *atlas_source = Object::cast_to<TileSetAtlasSource>(source);
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if (atlas_source) {
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// Get tile data.
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TileData *tile_data = atlas_source->get_tile_data(cell.get_atlas_coords(), cell.alternative_tile);
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if (tile_data && !(tile_data->get_terrains_pattern() == E.value)) {
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output[E.key] = tile_set->get_random_tile_from_terrains_pattern(p_terrain_set, E.value);
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if (tile_data && tile_data->get_terrain_set() == p_terrain_set) {
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in_map_terrain_pattern = tile_data->get_terrains_pattern();
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}
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}
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}
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if (in_map_terrain_pattern != kv.value) {
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output[kv.key] = tile_set->get_random_tile_from_terrains_pattern(p_terrain_set, kv.value);
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}
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}
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}
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return output;
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@ -2206,11 +2206,10 @@ void TileMap::set_pattern(int p_layer, Vector2i p_position, const Ref<TileMapPat
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}
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}
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TileSet::TerrainsPattern TileMap::_get_best_terrain_pattern_for_constraints(int p_terrain_set, const Vector2i &p_position, RBSet<TerrainConstraint> p_constraints) {
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TileSet::TerrainsPattern TileMap::_get_best_terrain_pattern_for_constraints(int p_terrain_set, const Vector2i &p_position, RBSet<TerrainConstraint> p_constraints, TileSet::TerrainsPattern p_current_pattern) {
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if (!tile_set.is_valid()) {
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return TileSet::TerrainsPattern();
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}
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// Returns all tiles compatible with the given constraints.
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RBMap<TileSet::TerrainsPattern, int> terrain_pattern_score;
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RBSet<TileSet::TerrainsPattern> pattern_set = tile_set->get_terrains_pattern_set(p_terrain_set);
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@ -2221,28 +2220,41 @@ TileSet::TerrainsPattern TileMap::_get_best_terrain_pattern_for_constraints(int
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// Check the center bit constraint
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TerrainConstraint terrain_constraint = TerrainConstraint(this, p_position, terrain_pattern.get_terrain());
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RBSet<TerrainConstraint>::Element *in_set_constraint_element = p_constraints.find(terrain_constraint);
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if (in_set_constraint_element && in_set_constraint_element->get().get_terrain() != terrain_constraint.get_terrain()) {
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score += in_set_constraint_element->get().get_priority();
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if (in_set_constraint_element) {
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if (in_set_constraint_element->get().get_terrain() != terrain_constraint.get_terrain()) {
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score += in_set_constraint_element->get().get_priority();
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}
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} else if (p_current_pattern.get_terrain() != terrain_pattern.get_terrain()) {
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continue; // Ignore a pattern that cannot keep bits without constraints unmodified.
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}
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// Check the surrounding bits
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bool invalid_pattern = false;
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for (int i = 0; i < TileSet::CELL_NEIGHBOR_MAX; i++) {
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TileSet::CellNeighbor bit = TileSet::CellNeighbor(i);
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if (tile_set->is_valid_terrain_peering_bit(p_terrain_set, bit)) {
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// Check if the bit is compatible with the constraints.
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TerrainConstraint terrain_bit_constraint = TerrainConstraint(this, p_position, bit, terrain_pattern.get_terrain_peering_bit(bit));
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in_set_constraint_element = p_constraints.find(terrain_bit_constraint);
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if (in_set_constraint_element && in_set_constraint_element->get().get_terrain() != terrain_bit_constraint.get_terrain()) {
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score += in_set_constraint_element->get().get_priority();
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if (in_set_constraint_element) {
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if (in_set_constraint_element->get().get_terrain() != terrain_bit_constraint.get_terrain()) {
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score += in_set_constraint_element->get().get_priority();
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}
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} else if (p_current_pattern.get_terrain_peering_bit(bit) != terrain_pattern.get_terrain_peering_bit(bit)) {
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invalid_pattern = true; // Ignore a pattern that cannot keep bits without constraints unmodified.
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break;
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}
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}
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}
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if (invalid_pattern) {
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continue;
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}
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terrain_pattern_score[terrain_pattern] = score;
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}
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// Compute the minimum score
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TileSet::TerrainsPattern min_score_pattern;
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TileSet::TerrainsPattern min_score_pattern = p_current_pattern;
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int min_score = INT32_MAX;
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for (KeyValue<TileSet::TerrainsPattern, int> E : terrain_pattern_score) {
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if (E.value < min_score) {
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@ -2274,7 +2286,7 @@ RBSet<TileMap::TerrainConstraint> TileMap::_get_terrain_constraints_from_added_p
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return output;
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}
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RBSet<TileMap::TerrainConstraint> TileMap::_get_terrain_constraints_from_cells_list(int p_layer, const RBSet<Vector2i> &p_cell_list, int p_terrain_set, bool p_ignore_empty_terrains) const {
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RBSet<TileMap::TerrainConstraint> TileMap::_get_terrain_constraints_from_painted_cells_list(int p_layer, const RBSet<Vector2i> &p_painted, int p_terrain_set, bool p_ignore_empty_terrains) const {
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if (!tile_set.is_valid()) {
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return RBSet<TerrainConstraint>();
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}
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@ -2284,8 +2296,8 @@ RBSet<TileMap::TerrainConstraint> TileMap::_get_terrain_constraints_from_cells_l
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// Build a set of dummy constraints to get the constrained points.
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RBSet<TerrainConstraint> dummy_constraints;
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for (const Vector2i &E : p_cell_list) {
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for (int i = 0; i < TileSet::CELL_NEIGHBOR_MAX; i++) { // Iterates over sides.
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for (const Vector2i &E : p_painted) {
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for (int i = 0; i < TileSet::CELL_NEIGHBOR_MAX; i++) { // Iterates over neighbor bits.
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TileSet::CellNeighbor bit = TileSet::CellNeighbor(i);
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if (tile_set->is_valid_terrain_peering_bit(p_terrain_set, bit)) {
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dummy_constraints.insert(TerrainConstraint(this, E, bit, -1));
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@ -2342,7 +2354,7 @@ RBSet<TileMap::TerrainConstraint> TileMap::_get_terrain_constraints_from_cells_l
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}
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// Add the centers as constraints
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for (Vector2i E_coords : p_cell_list) {
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for (Vector2i E_coords : p_painted) {
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TileData *tile_data = nullptr;
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TileMapCell cell = get_cell(p_layer, E_coords);
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if (cell.source_id != TileSet::INVALID_SOURCE) {
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@ -2362,7 +2374,7 @@ RBSet<TileMap::TerrainConstraint> TileMap::_get_terrain_constraints_from_cells_l
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return constraints;
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}
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HashMap<Vector2i, TileSet::TerrainsPattern> TileMap::terrain_fill_constraints(const Vector<Vector2i> &p_to_replace, int p_terrain_set, const RBSet<TerrainConstraint> p_constraints) {
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HashMap<Vector2i, TileSet::TerrainsPattern> TileMap::terrain_fill_constraints(int p_layer, const Vector<Vector2i> &p_to_replace, int p_terrain_set, const RBSet<TerrainConstraint> p_constraints) {
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if (!tile_set.is_valid()) {
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return HashMap<Vector2i, TileSet::TerrainsPattern>();
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}
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@ -2378,7 +2390,20 @@ HashMap<Vector2i, TileSet::TerrainsPattern> TileMap::terrain_fill_constraints(co
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const Vector2i &coords = p_to_replace[i];
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// Select the best pattern for the given constraints
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TileSet::TerrainsPattern pattern = _get_best_terrain_pattern_for_constraints(p_terrain_set, coords, constraints);
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TileSet::TerrainsPattern current_pattern = TileSet::TerrainsPattern(*tile_set, p_terrain_set);
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TileMapCell cell = get_cell(p_layer, coords);
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if (cell.source_id != TileSet::INVALID_SOURCE) {
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TileSetSource *source = *tile_set->get_source(cell.source_id);
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TileSetAtlasSource *atlas_source = Object::cast_to<TileSetAtlasSource>(source);
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if (atlas_source) {
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// Get tile data.
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TileData *tile_data = atlas_source->get_tile_data(cell.get_atlas_coords(), cell.alternative_tile);
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if (tile_data && tile_data->get_terrain_set() == p_terrain_set) {
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current_pattern = tile_data->get_terrains_pattern();
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}
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}
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}
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TileSet::TerrainsPattern pattern = _get_best_terrain_pattern_for_constraints(p_terrain_set, coords, constraints, current_pattern);
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// Update the constraint set with the new ones
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RBSet<TerrainConstraint> new_constraints = _get_terrain_constraints_from_added_pattern(coords, p_terrain_set, pattern);
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@ -2492,12 +2517,12 @@ HashMap<Vector2i, TileSet::TerrainsPattern> TileMap::terrain_fill_connect(int p_
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}
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// Fills in the constraint list from existing tiles.
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for (TerrainConstraint c : _get_terrain_constraints_from_cells_list(p_layer, can_modify_set, p_terrain_set, p_ignore_empty_terrains)) {
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for (TerrainConstraint c : _get_terrain_constraints_from_painted_cells_list(p_layer, painted_set, p_terrain_set, p_ignore_empty_terrains)) {
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constraints.insert(c);
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}
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// Fill the terrains.
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output = terrain_fill_constraints(can_modify_list, p_terrain_set, constraints);
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output = terrain_fill_constraints(p_layer, can_modify_list, p_terrain_set, constraints);
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return output;
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}
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@ -2527,10 +2552,12 @@ HashMap<Vector2i, TileSet::TerrainsPattern> TileMap::terrain_fill_path(int p_lay
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// Build list and set of tiles that can be modified (painted and their surroundings)
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Vector<Vector2i> can_modify_list;
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RBSet<Vector2i> can_modify_set;
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RBSet<Vector2i> painted_set;
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for (int i = p_path.size() - 1; i >= 0; i--) {
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const Vector2i &coords = p_path[i];
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can_modify_list.push_back(coords);
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can_modify_set.insert(coords);
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painted_set.insert(coords);
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}
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for (Vector2i coords : p_path) {
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// Find the adequate neighbor
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@ -2563,12 +2590,12 @@ HashMap<Vector2i, TileSet::TerrainsPattern> TileMap::terrain_fill_path(int p_lay
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}
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// Fills in the constraint list from existing tiles.
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for (TerrainConstraint c : _get_terrain_constraints_from_cells_list(p_layer, can_modify_set, p_terrain_set, p_ignore_empty_terrains)) {
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for (TerrainConstraint c : _get_terrain_constraints_from_painted_cells_list(p_layer, painted_set, p_terrain_set, p_ignore_empty_terrains)) {
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constraints.insert(c);
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}
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// Fill the terrains.
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output = terrain_fill_constraints(can_modify_list, p_terrain_set, constraints);
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output = terrain_fill_constraints(p_layer, can_modify_list, p_terrain_set, constraints);
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return output;
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}
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@ -2580,10 +2607,12 @@ HashMap<Vector2i, TileSet::TerrainsPattern> TileMap::terrain_fill_pattern(int p_
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// Build list and set of tiles that can be modified (painted and their surroundings).
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Vector<Vector2i> can_modify_list;
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RBSet<Vector2i> can_modify_set;
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RBSet<Vector2i> painted_set;
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for (int i = p_coords_array.size() - 1; i >= 0; i--) {
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const Vector2i &coords = p_coords_array[i];
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can_modify_list.push_back(coords);
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can_modify_set.insert(coords);
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painted_set.insert(coords);
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}
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for (Vector2i coords : p_coords_array) {
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// Find the adequate neighbor
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@ -2613,12 +2642,12 @@ HashMap<Vector2i, TileSet::TerrainsPattern> TileMap::terrain_fill_pattern(int p_
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}
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// Fills in the constraint list from modified tiles border.
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for (TerrainConstraint c : _get_terrain_constraints_from_cells_list(p_layer, can_modify_set, p_terrain_set, p_ignore_empty_terrains)) {
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for (TerrainConstraint c : _get_terrain_constraints_from_painted_cells_list(p_layer, painted_set, p_terrain_set, p_ignore_empty_terrains)) {
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constraints.insert(c);
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}
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// Fill the terrains.
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output = terrain_fill_constraints(can_modify_list, p_terrain_set, constraints);
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output = terrain_fill_constraints(p_layer, can_modify_list, p_terrain_set, constraints);
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return output;
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}
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@ -2627,14 +2656,38 @@ void TileMap::set_cells_terrain_connect(int p_layer, TypedArray<Vector2i> p_cell
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ERR_FAIL_INDEX(p_layer, (int)layers.size());
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ERR_FAIL_INDEX(p_terrain_set, tile_set->get_terrain_sets_count());
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Vector<Vector2i> vector_cells;
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Vector<Vector2i> cells_vector;
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HashSet<Vector2i> painted_set;
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for (int i = 0; i < p_cells.size(); i++) {
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vector_cells.push_back(p_cells[i]);
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cells_vector.push_back(p_cells[i]);
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painted_set.insert(p_cells[i]);
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}
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HashMap<Vector2i, TileSet::TerrainsPattern> terrain_fill_output = terrain_fill_connect(p_layer, vector_cells, p_terrain_set, p_terrain, p_ignore_empty_terrains);
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for (const KeyValue<Vector2i, TileSet::TerrainsPattern> &E : terrain_fill_output) {
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TileMapCell c = tile_set->get_random_tile_from_terrains_pattern(p_terrain_set, E.value);
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set_cell(p_layer, E.key, c.source_id, c.get_atlas_coords(), c.alternative_tile);
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HashMap<Vector2i, TileSet::TerrainsPattern> terrain_fill_output = terrain_fill_connect(p_layer, cells_vector, p_terrain_set, p_terrain, p_ignore_empty_terrains);
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for (const KeyValue<Vector2i, TileSet::TerrainsPattern> &kv : terrain_fill_output) {
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if (painted_set.has(kv.key)) {
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// Paint a random tile with the correct terrain for the painted path.
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TileMapCell c = tile_set->get_random_tile_from_terrains_pattern(p_terrain_set, kv.value);
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set_cell(p_layer, kv.key, c.source_id, c.get_atlas_coords(), c.alternative_tile);
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} else {
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// Avoids updating the painted path from the output if the new pattern is the same as before.
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TileSet::TerrainsPattern in_map_terrain_pattern = TileSet::TerrainsPattern(*tile_set, p_terrain_set);
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TileMapCell cell = get_cell(p_layer, kv.key);
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if (cell.source_id != TileSet::INVALID_SOURCE) {
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TileSetSource *source = *tile_set->get_source(cell.source_id);
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TileSetAtlasSource *atlas_source = Object::cast_to<TileSetAtlasSource>(source);
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if (atlas_source) {
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// Get tile data.
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TileData *tile_data = atlas_source->get_tile_data(cell.get_atlas_coords(), cell.alternative_tile);
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if (tile_data && tile_data->get_terrain_set() == p_terrain_set) {
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in_map_terrain_pattern = tile_data->get_terrains_pattern();
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}
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}
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}
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if (in_map_terrain_pattern != kv.value) {
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TileMapCell c = tile_set->get_random_tile_from_terrains_pattern(p_terrain_set, kv.value);
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set_cell(p_layer, kv.key, c.source_id, c.get_atlas_coords(), c.alternative_tile);
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}
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}
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}
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}
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@ -2644,13 +2697,38 @@ void TileMap::set_cells_terrain_path(int p_layer, TypedArray<Vector2i> p_path, i
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ERR_FAIL_INDEX(p_terrain_set, tile_set->get_terrain_sets_count());
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Vector<Vector2i> vector_path;
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HashSet<Vector2i> painted_set;
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for (int i = 0; i < p_path.size(); i++) {
|
||||
vector_path.push_back(p_path[i]);
|
||||
painted_set.insert(p_path[i]);
|
||||
}
|
||||
|
||||
HashMap<Vector2i, TileSet::TerrainsPattern> terrain_fill_output = terrain_fill_path(p_layer, vector_path, p_terrain_set, p_terrain, p_ignore_empty_terrains);
|
||||
for (const KeyValue<Vector2i, TileSet::TerrainsPattern> &E : terrain_fill_output) {
|
||||
TileMapCell c = tile_set->get_random_tile_from_terrains_pattern(p_terrain_set, E.value);
|
||||
set_cell(p_layer, E.key, c.source_id, c.get_atlas_coords(), c.alternative_tile);
|
||||
for (const KeyValue<Vector2i, TileSet::TerrainsPattern> &kv : terrain_fill_output) {
|
||||
if (painted_set.has(kv.key)) {
|
||||
// Paint a random tile with the correct terrain for the painted path.
|
||||
TileMapCell c = tile_set->get_random_tile_from_terrains_pattern(p_terrain_set, kv.value);
|
||||
set_cell(p_layer, kv.key, c.source_id, c.get_atlas_coords(), c.alternative_tile);
|
||||
} else {
|
||||
// Avoids updating the painted path from the output if the new pattern is the same as before.
|
||||
TileSet::TerrainsPattern in_map_terrain_pattern = TileSet::TerrainsPattern(*tile_set, p_terrain_set);
|
||||
TileMapCell cell = get_cell(p_layer, kv.key);
|
||||
if (cell.source_id != TileSet::INVALID_SOURCE) {
|
||||
TileSetSource *source = *tile_set->get_source(cell.source_id);
|
||||
TileSetAtlasSource *atlas_source = Object::cast_to<TileSetAtlasSource>(source);
|
||||
if (atlas_source) {
|
||||
// Get tile data.
|
||||
TileData *tile_data = atlas_source->get_tile_data(cell.get_atlas_coords(), cell.alternative_tile);
|
||||
if (tile_data && tile_data->get_terrain_set() == p_terrain_set) {
|
||||
in_map_terrain_pattern = tile_data->get_terrains_pattern();
|
||||
}
|
||||
}
|
||||
}
|
||||
if (in_map_terrain_pattern != kv.value) {
|
||||
TileMapCell c = tile_set->get_random_tile_from_terrains_pattern(p_terrain_set, kv.value);
|
||||
set_cell(p_layer, kv.key, c.source_id, c.get_atlas_coords(), c.alternative_tile);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -266,9 +266,9 @@ private:
|
||||
void _scenes_draw_quadrant_debug(TileMapQuadrant *p_quadrant);
|
||||
|
||||
// Terrains.
|
||||
TileSet::TerrainsPattern _get_best_terrain_pattern_for_constraints(int p_terrain_set, const Vector2i &p_position, RBSet<TerrainConstraint> p_constraints);
|
||||
TileSet::TerrainsPattern _get_best_terrain_pattern_for_constraints(int p_terrain_set, const Vector2i &p_position, RBSet<TerrainConstraint> p_constraints, TileSet::TerrainsPattern p_current_pattern);
|
||||
RBSet<TerrainConstraint> _get_terrain_constraints_from_added_pattern(Vector2i p_position, int p_terrain_set, TileSet::TerrainsPattern p_terrains_pattern) const;
|
||||
RBSet<TerrainConstraint> _get_terrain_constraints_from_cells_list(int p_layer, const RBSet<Vector2i> &p_on_map, int p_terrain_set, bool p_ignore_empty_terrains) const;
|
||||
RBSet<TerrainConstraint> _get_terrain_constraints_from_painted_cells_list(int p_layer, const RBSet<Vector2i> &p_painted, int p_terrain_set, bool p_ignore_empty_terrains) const;
|
||||
|
||||
// Set and get tiles from data arrays.
|
||||
void _set_tile_data(int p_layer, const Vector<int> &p_data);
|
||||
@ -352,7 +352,7 @@ public:
|
||||
void set_pattern(int p_layer, Vector2i p_position, const Ref<TileMapPattern> p_pattern);
|
||||
|
||||
// Terrains.
|
||||
HashMap<Vector2i, TileSet::TerrainsPattern> terrain_fill_constraints(const Vector<Vector2i> &p_to_replace, int p_terrain_set, const RBSet<TerrainConstraint> p_constraints); // Not exposed.
|
||||
HashMap<Vector2i, TileSet::TerrainsPattern> terrain_fill_constraints(int p_layer, const Vector<Vector2i> &p_to_replace, int p_terrain_set, const RBSet<TerrainConstraint> p_constraints); // Not exposed.
|
||||
HashMap<Vector2i, TileSet::TerrainsPattern> terrain_fill_connect(int p_layer, const Vector<Vector2i> &p_coords_array, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true); // Not exposed.
|
||||
HashMap<Vector2i, TileSet::TerrainsPattern> terrain_fill_path(int p_layer, const Vector<Vector2i> &p_coords_array, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true); // Not exposed.
|
||||
HashMap<Vector2i, TileSet::TerrainsPattern> terrain_fill_pattern(int p_layer, const Vector<Vector2i> &p_coords_array, int p_terrain_set, TileSet::TerrainsPattern p_terrains_pattern, bool p_ignore_empty_terrains = true); // Not exposed.
|
||||
|
@ -277,6 +277,9 @@ public:
|
||||
|
||||
bool operator<(const TerrainsPattern &p_terrains_pattern) const;
|
||||
bool operator==(const TerrainsPattern &p_terrains_pattern) const;
|
||||
bool operator!=(const TerrainsPattern &p_terrains_pattern) const {
|
||||
return !operator==(p_terrains_pattern);
|
||||
};
|
||||
|
||||
void set_terrain(int p_terrain);
|
||||
int get_terrain() const;
|
||||
|
Loading…
Reference in New Issue
Block a user