immersive-home/app/content/system/house/house.gd

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5.5 KiB
GDScript3
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extends Node3D
const Room = preload ("./room/room.tscn")
const RoomType = preload ("./room/room.gd")
const Miniature = preload ("./mini/miniature.gd")
const AlignReference = preload ("./align_reference.gd")
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@onready var levels = $Levels
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@onready var collision_shape = $Levels/CollisionShape3D
@onready var align_reference: AlignReference = $AlignReference
@onready var mini_view: Miniature = $Levels/Miniature
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var fixing_reference: bool = false
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var editing_room: RoomType = null
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func _ready():
Store.house.on_loaded.connect(func():
update_house()
)
func update_house():
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for old_room in get_rooms(0):
old_room.queue_free()
await old_room.tree_exited
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align_reference.update_align_reference()
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for index in range(Store.house.state.rooms.size()):
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var new_room = Store.house.state.rooms[index]
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if new_room.corners.size() == 0:
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Store.house.state.rooms.remove_at(index)
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Store.house.save_local()
continue
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create_room(new_room.name, 0)
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for entity_index in range(Store.house.state.entities.size()):
var entity = Store.house.state.entities[entity_index]
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var entity_instance = create_entity_in(entity.id, entity.room)
if entity_instance == null:
continue
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entity_instance.global_position = entity.position
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entity_instance.global_rotation = entity.rotation
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func create_room(room_name: String, level: int) -> RoomType:
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var existing_room = Store.house.get_room(room_name)
if existing_room == null:
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Store.house.state.rooms.append({
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"name": room_name,
"height": 2.0,
"corners": [],
})
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var room = Room.instantiate()
room.name = room_name
get_level(level).add_child(room)
return room
func edit_room(room_name):
var room = find_room(room_name)
if room == editing_room:
return
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if editing_room != null:
editing_room.editable = false
editing_room = null
if room != null:
room.editable = true
editing_room = room
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func is_valid_room(room_name):
var room = find_room(room_name)
if room == null:
return
return room.wall_corners.get_child_count() >= 3
func delete_room(room_name):
var room = find_room(room_name)
if room == null:
return
if editing_room == room:
editing_room = null
room.queue_free()
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await room.tree_exited
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var store_room = Store.house.get_room(room_name)
if store_room != null:
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Store.house.state.rooms.erase(store_room)
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Store.house.save_local()
func is_editiong(room_name):
return editing_room != null&&editing_room.name == room_name
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func find_room(room_name):
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for room in get_rooms(0):
if room.name == room_name:
return room
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return null
func find_room_at(entity_position: Vector3):
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for room in get_rooms(0):
if room.has_point(entity_position):
return room
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return null
func rename_room(old_room: String, new_name: String):
var room = find_room(old_room)
if room == null:
return
room.name = new_name
var store_room = Store.house.get_room(old_room)
if store_room != null:
store_room.name = new_name
save_all_entities()
Store.house.save_local()
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func get_level(level: int):
return levels.get_child(level)
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func get_level_aabb(level: int):
var rooms = get_level(level).get_children()
if rooms.size() == 0:
return AABB()
var min_pos = rooms[0].get_aabb().position
var max_pos = min_pos + rooms[0].get_aabb().size
for room in rooms:
var room_min = room.get_aabb().position
var room_max = room_min + room.get_aabb().size
min_pos.x = min(min_pos.x, room_min.x)
min_pos.y = min(min_pos.y, room_min.y)
min_pos.z = min(min_pos.z, room_min.z)
max_pos.x = max(max_pos.x, room_max.x)
max_pos.y = max(max_pos.y, room_max.y)
max_pos.z = max(max_pos.z, room_max.z)
return AABB(min_pos, max_pos - min_pos)
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func get_rooms(level: int):
return get_level(level).get_children()
func create_entity(entity_id: String, entity_position: Vector3):
var room = find_room_at(entity_position)
if room == null:
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return null
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var entity = EntityFactory.create_entity(entity_id)
if entity == null:
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return null
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room.get_node("Entities").add_child(entity)
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entity.global_position = entity_position
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save_all_entities()
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return entity
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func create_entity_in(entity_id: String, room_name: String):
var room = find_room(room_name)
if room == null:
return null
var entity = EntityFactory.create_entity(entity_id)
if entity == null:
return null
room.get_node("Entities").add_child(entity)
entity.global_position = room.get_aabb().position + room.get_aabb().size / 2.0
return entity
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func edit_reference():
fixing_reference = false
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align_reference.visible = true
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align_reference.disabled = false
func fix_reference():
fixing_reference = true
align_reference.disabled = false
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align_reference.visible = true
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align_reference.update_initial_positions()
func save_reference():
if fixing_reference:
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for room in get_rooms(0):
room.editable = true
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var align_transform = align_reference.global_transform
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transform = align_reference.get_new_transform()
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align_reference.global_transform = align_transform
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align_reference.update_store()
for room in get_rooms(0):
room.editable = false
save_all_entities()
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align_reference.disabled = true
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align_reference.visible = false
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align_reference.update_initial_positions()
Store.house.save_local()
func save_all_entities():
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Store.house.state.entities.clear()
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for room in get_rooms(0):
for entity in room.get_node("Entities").get_children():
var entity_data = {
"id": entity.entity_id,
"position": entity.global_position,
"rotation": entity.global_rotation,
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"room": String(room.name)
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}
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Store.house.state.entities.append(entity_data)
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Store.house.save_local()