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@ -21,6 +21,7 @@ var view_focus_off: Callable = view_focus_off_func
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@export var id_from: int = 0
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@export var id_to: int = 0
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@export_tool_button("替换", "Callable")
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var replace_id: Callable = replace_id_func
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@ -71,7 +72,6 @@ func print_item_func ()-> void:
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print("[", item_id, "]", mesh_library.get_item_name(item_id), ":", item_count_map[item_id])
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@onready var grid_block_material: Material = load("res://render/material/level_grid_block.tres") as Material
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#character
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@ -197,81 +197,87 @@ func init_level_main() -> void:
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var id_min: Vector3i = Util.get_level_grid_pos2(pos_min())
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var id_max: Vector3i = Util.get_level_grid_pos2(pos_max())
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# 底面黑块
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for x in range(id_min.x, id_max.x+1):
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for z in range(id_min.z, id_max.z+1):
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var pos: Vector3i = Vector3i(x, id_min.y, z)
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var id: int = level_main.get_cell_item(pos)
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if not(id == GridMap.INVALID_CELL_ITEM or z == id_max.z):
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continue
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mark_black_list.append(pos)
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# 底面黑块剔除
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var mark_black_remove_list: Array[Vector3i] = []
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for mark_black in mark_black_list:
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var is_edge: bool
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var check_dir: Vector3i
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if mark_black.x == id_min.x:
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check_dir = Vector3i(-1, 0, 0); is_edge=true;
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elif mark_black.z == id_min.z:
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check_dir = Vector3i(0, 0, -1); is_edge=true;
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elif mark_black.x == id_max.x:
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check_dir = Vector3i(1, 0, 0); is_edge=true;
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elif mark_black.z == id_max.z:
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check_dir = Vector3i(0, 0, 1); is_edge=true;
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# 需要延申空气墙的黑块
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var air_wall_mark_black_list: Array[Vector3i] = []
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# 正前面黑块
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for x in range(id_min.x + 1, id_max.x):
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var pos: Vector3i = Vector3i(x, id_min.y, id_max.z)
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var has_link = false
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var mark_black_list_check: Array[Vector3i] = []
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for y in range(id_min.y, id_max.y):
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var pos_check: Vector3i = Vector3i(x, y, id_max.z)
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if not check_grid(level_main, pos_check):
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has_link = true
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break
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mark_black_list_check.append(pos_check)
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if has_link:
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for pos_check in mark_black_list_check:
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mark_black_list.append(pos_check)
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air_wall_mark_black_list.append(pos_check)
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else:
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check_dir = Vector3i(0, -1, 0)
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if mark_black in [
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Vector3i(id_min.x, id_min.y, id_min.z),
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Vector3i(id_max.x, id_min.y, id_min.z),
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Vector3i(id_min.x, id_min.y, id_max.z),
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Vector3i(id_max.x, id_min.y, id_max.z)
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]:
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continue
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if is_edge:
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var is_hole: bool
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for y in range(id_min.y+1, id_max.y):
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var pos: Vector3i = Vector3i(mark_black.x, y, mark_black.z)
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if not check_grid(level_main, pos):
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is_hole = true
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mark_black_list.append(pos)
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air_wall_mark_black_list.append(pos)
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# 左面黑块
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var black_y_max_left: int = id_max.y - 1
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for z in range(id_min.z + 1, id_max.z + 1):
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var pos: Vector3i = Vector3i(id_min.x, id_min.y, z)
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var has_link = false
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var mark_black_list_check: Array[Vector3i] = []
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for y in range(id_min.y - 1, black_y_max_left):
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var pos_check: Vector3i = Vector3i(id_min.x, y + 1, z)
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if not check_grid(level_main, pos_check):
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has_link = true
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black_y_max_left = max(y, id_min.y)
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if y + 1 < id_max.y:
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air_wall_mark_black_list.append(pos_check + Vector3i(0, 1, 0))
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break
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if not is_hole:
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continue
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var mark_black_check: Vector3i = mark_black + check_dir
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var float_pos_check: Vector3 = Util.get_level_float_pos2(mark_black_check) + Vector3(0.64, 0, 0.64)
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if not (Global.level_mgr.get_level_by_pos(float_pos_check) and not check_grid(level_main, float_pos_check)):
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continue
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mark_black_remove_list.append(mark_black)
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mark_black_list = mark_black_list.filter(func (x): return x not in mark_black_remove_list)
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# 底面黑块延申空气墙
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mark_black_list_check.append(pos_check)
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if not has_link:
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for pos_check in mark_black_list_check:
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mark_black_list.append(pos_check)
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var pos_check: Vector3i = Vector3i(id_min.x, black_y_max_left, z)
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air_wall_mark_black_list.append(pos_check)
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# 右边面黑块
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var black_y_max_right: int = id_max.y - 1
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for z in range(id_min.z + 1, id_max.z + 1):
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var pos: Vector3i = Vector3i(id_max.x, id_min.y, z)
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var has_link = false
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var mark_black_list_check: Array[Vector3i] = []
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for y in range(id_min.y - 1, black_y_max_right):
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var pos_check: Vector3i = Vector3i(id_max.x, y + 1, z)
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if not check_grid(level_main, pos_check):
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has_link = true
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black_y_max_right = max(y, id_min.y)
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if y + 1 < id_max.y:
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air_wall_mark_black_list.append(pos_check + Vector3i(0, 1, 0))
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break
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mark_black_list_check.append(pos_check)
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if not has_link:
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for pos_check in mark_black_list_check:
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mark_black_list.append(pos_check)
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var pos_check: Vector3i = Vector3i(id_max.x, black_y_max_right, z)
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air_wall_mark_black_list.append(pos_check)
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# 黑块cache
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for mark_black in mark_black_list:
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add_grid_main_cache_cell(level_main, mark_black)
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for y in range(id_min.y+1, id_max.y):
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var pos: Vector3i = Vector3i(mark_black.x, y, mark_black.z)
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add_grid_main_cache_cell(level_main, pos)
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mark_white_list.append(pos)
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# 底面黑块剔除延申空气墙
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for mark_black in mark_black_remove_list:
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for y in range(id_min.y+1, id_max.y):
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# 黑块延申空气墙
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for mark_black in air_wall_mark_black_list:
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for y in range(mark_black.y + 1, id_max.y):
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var pos: Vector3i = Vector3i(mark_black.x, y, mark_black.z)
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if not check_grid(level_main, pos):
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continue
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add_grid_main_cache_cell(level_main, pos)
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mark_white_list.append(pos)
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# 顶面
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for x in range(id_min.x, id_max.x + 1):
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for z in range(id_min.z, id_max.z + 1):
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var pos: Vector3i = Vector3i(x, id_max.y, z)
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add_grid_main_cache_cell(level_main, pos)
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if z == id_max.z:
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mark_white_list.append(pos)
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continue
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var pos_down: Vector3i = Vector3i(x, id_max.y - 1, z)
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if level_main.get_cell_item(pos_down) == GridMap.INVALID_CELL_ITEM:
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if level_main.get_cell_item(pos_down) == GridMap.INVALID_CELL_ITEM or pos_down in mark_white_list:
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var pos_up: Vector3i = Vector3i(x, id_max.y + 1, z)
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var float_pos_check: Vector3 = Util.get_level_float_pos2(pos_up) + Vector3(0.64, 0, 0.64)
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if Global.level_mgr.get_level_by_pos(float_pos_check) and not check_grid(level_main, pos_up):
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