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class_name Map
extends Node3D
var tile_by_pos: Dictionary = {}
var baking = false
func get_tile_name(pos: Vector2i):
var e = tile_by_pos.get(str(pos))
if e != null: return e[1]
else: return null
func get_tile_instance(pos: Vector2i) -> Tile:
var e = tile_by_pos.get(str(pos))
if e != null: return e[2]
else: return null
func set_tile(pos: Vector2i, name_: String, neighbors: Array = [null,null,null,null]) -> Tile:
var tile = TileFactory.produce(name_, str(pos), neighbors)
add_child(tile)
tile.position = Vector3(pos.x, 0, pos.y)
tile_by_pos[str(pos)] = [pos, name_, tile, neighbors]
if not baking: voxelgi_timer.start(1)
return tile
func remove_tile_if_exists(pos: Vector2i):
var tile = get_tile_instance(pos)
if tile == null: return
if tile.item != null: tile.item.queue_free()
tile_by_pos.erase(str(pos))
tile.name += "_queued_free"
tile.queue_free()
@onready var voxelgi_timer: Timer = $Timer
@onready var voxelgi: VoxelGI = $VoxelGI
func _ready():
if baking: return
if Global.settings["voxel_gi"]["value"]:
voxelgi_timer.connect("timeout", gi_bake)
func gi_bake():
print("Map: Rebaking VoxelGI")
gi_bake_blocking()
func gi_bake_blocking():
var extent_min = Vector2(0,0)
var extent_max = Vector2(0,0)
for e in tile_by_pos.values():
extent_min.x = min(extent_min.x, e[0].x)
extent_min.y = min(extent_min.y, e[0].y)
extent_max.x = max(extent_max.x, e[0].x)
extent_max.y = max(extent_max.y, e[0].y)
var center = (extent_max + extent_min) / 2
var size = extent_max - extent_min
voxelgi.position = Vector3(center.x, 2, center.y)
voxelgi.size = Vector3(size.x, 5., size.y)
print("Baking now!")
var start = Time.get_ticks_msec()
voxelgi.bake()
print("Bake done. elapsed=", Time.get_ticks_msec() - start)
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