extends RefCounted static var force_mapped: bool static func draw(canvas_item: CanvasItem, offset: Vector2, coords: Vector3i, skip_empty: bool, map_data: MetroidvaniaSystem.MapData, save_data: MetroidvaniaSystem.SaveData): if MetSys.settings.custom_elements and not map_data.custom_elements.is_empty(): setup_custom_elements(canvas_item, offset, coords) var cell_data := map_data.get_cell_at(coords) if not cell_data: if not skip_empty: draw_empty(canvas_item, offset) return var discovered := 2 if save_data: discovered = save_data.is_cell_discovered(coords) elif force_mapped: discovered = 1 if discovered == 0: if not skip_empty: draw_empty(canvas_item, offset) return var theme: MapTheme = MetSys.settings.theme var ci := canvas_item.get_canvas_item() var display_flags: int = (int(discovered == 2) * 255) | theme.mapped_display # center if bool(display_flags & MetroidvaniaSystem.DISPLAY_CENTER): var room_color := cell_data.get_color() theme.center_texture.draw(ci, offset * MetSys.CELL_SIZE, room_color if discovered == 2 else theme.mapped_center_color) # corners if theme.use_shared_borders: if not MetSys.has_meta(&"shared_borders_to_draw"): MetSys._add_meta(&"shared_borders_to_draw", {})#[Vector3i, Vector2] MetSys._add_meta(&"shared_borders_data", {"canvas_item": canvas_item, "display_flags": display_flags}) var shared_borders_to_draw: Dictionary = MetSys.get_meta(&"shared_borders_to_draw") shared_borders_to_draw[coords] = offset else: draw_regular_borders(canvas_item, offset, coords, map_data, cell_data, display_flags, discovered) canvas_item.draw_set_transform_matrix(Transform2D()) if bool(display_flags & MetroidvaniaSystem.DISPLAY_SYMBOLS): var symbol: int = -1 if save_data and coords in save_data.custom_markers: var custom: int = save_data.custom_markers[coords] for i in range(63, -1, -1): if custom & 1 << i: symbol = i break if symbol == -1: symbol = cell_data.get_symbol() if symbol > - 1: if symbol >= theme.symbols.size(): push_error("Bad symbol '%s' at '%s'" % [symbol, coords]) else: canvas_item.draw_texture(theme.symbols[symbol], offset * MetSys.CELL_SIZE + MetSys.CELL_SIZE * 0.5 - theme.symbols[symbol].get_size() / 2) static func draw_regular_borders(canvas_item: CanvasItem, offset: Vector2, coords: Vector3i, map_data: MetroidvaniaSystem.MapData, cell_data: MetroidvaniaSystem.MapData.CellData, display_flags: int, discovered: int): var theme: MapTheme = MetSys.settings.theme var ci := canvas_item.get_canvas_item() # borders var borders: Array[int] = [-1, -1, -1, -1] var display_outlines := bool(display_flags & MetroidvaniaSystem.DISPLAY_OUTLINE) for i in 4: var border: int = cell_data.get_border(i) if not display_outlines and border == 0: borders[i] = -1 elif not bool(display_flags & MetroidvaniaSystem.DISPLAY_BORDERS): borders[i] = mini(border, 0 if display_outlines else -1) else: borders[i] = border for i in 4: var texture: Texture2D var color: Color var rotation := PI * 0.5 * i if borders[i] == -1: if display_outlines: texture = get_border_texture(theme, -1, i) color = Color.WHITE else: var border: int = borders[i] if not bool(display_flags & MetroidvaniaSystem.DISPLAY_BORDERS): border = 0 texture = get_border_texture(theme, border, i) if discovered == 2: color = cell_data.get_border_color(i) else: color = theme.mapped_border_color if not texture: continue canvas_item.draw_set_transform(offset * MetSys.CELL_SIZE + MetSys.CELL_SIZE * 0.5, rotation, Vector2.ONE) match i: MetroidvaniaSystem.R, MetroidvaniaSystem.L: texture.draw(ci, -texture.get_size() / 2 + Vector2.RIGHT * (MetSys.CELL_SIZE.x * 0.5 - texture.get_width() / 2), color) MetroidvaniaSystem.D, MetroidvaniaSystem.U: texture.draw(ci, -texture.get_size() / 2 + Vector2.RIGHT * (MetSys.CELL_SIZE.y * 0.5 - texture.get_width() / 2), color) if not display_outlines: return # outer corner for i in 4: var j := rotate(i) if borders[i] == -1 or borders[j] == -1: continue var texture: Texture2D = theme.outer_corner var corner_color: Color if discovered == 2: corner_color = get_shared_color(cell_data.get_border_color(i), cell_data.get_border_color(j), theme.default_border_color) else: corner_color = theme.mapped_border_color canvas_item.draw_set_transform(offset * MetSys.CELL_SIZE + MetSys.CELL_SIZE * 0.5, PI * 0.5 * i, Vector2.ONE) var corner_offset := -texture.get_size() if theme.use_shared_borders: corner_offset /= 2 match i: MetroidvaniaSystem.R, MetroidvaniaSystem.L: texture.draw(ci, MetSys.CELL_SIZE * 0.5 + corner_offset, corner_color) MetroidvaniaSystem.D, MetroidvaniaSystem.U: texture.draw(ci, Vector2(MetSys.CELL_SIZE.y, MetSys.CELL_SIZE.x) * 0.5 + corner_offset, corner_color) # inner corner for i in 4: var j := rotate(i) if borders[i] != -1 or borders[j] != -1: continue var neighbor_room := get_neighbor(map_data, coords, map_data.FWD[i] + map_data.FWD[j]) if neighbor_room: if neighbor_room.borders[opposite(i)] == -1 and neighbor_room.borders[opposite(j)] == -1: continue var texture: Texture2D = theme.inner_corner var color1 := get_neighbor(map_data, coords, map_data.FWD[i]).get_border_color(rotate(i)) var color2 := get_neighbor(map_data, coords, map_data.FWD[j]).get_border_color(rotate(j, -1)) var corner_color := get_shared_color(color1, color2, theme.default_border_color) canvas_item.draw_set_transform(offset * MetSys.CELL_SIZE + MetSys.CELL_SIZE * 0.5, PI * 0.5 * i, Vector2.ONE) var corner_offset := -texture.get_size() if theme.use_shared_borders: corner_offset /= 2 match i: MetroidvaniaSystem.R, MetroidvaniaSystem.L: theme.inner_corner.draw(ci, MetSys.CELL_SIZE * 0.5 + corner_offset, corner_color) MetroidvaniaSystem.D, MetroidvaniaSystem.U: theme.inner_corner.draw(ci, Vector2(MetSys.CELL_SIZE.y, MetSys.CELL_SIZE.x) * 0.5 + corner_offset, corner_color) static func draw_shared_borders(): assert(MetSys.settings.theme.use_shared_borders, "This function requires shared borders to be enabled.") if not MetSys.has_meta(&"shared_borders_to_draw"): return var theme: MapTheme = MetSys.settings.theme var shared_borders_to_draw: Dictionary = MetSys.get_meta(&"shared_borders_to_draw") var shared_borders_data: Dictionary = MetSys.get_meta(&"shared_borders_data") var shared_borders_colors: Dictionary#[Vector3i, Color] var shared_corners_data: Dictionary#[Vector3i, int] var shared_corners_colors: Dictionary#[Vector3i, Color] var display_flags: int = shared_borders_data["display_flags"] var canvas_item: CanvasItem = shared_borders_data["canvas_item"] var ci := canvas_item.get_canvas_item() var additional_corners: Dictionary#[Vector3i, Vector2] for coords in shared_borders_to_draw: for x in range (-1, 1): for y in range(-1, 1): var coords2: Vector3i = coords + Vector3i(x, y, 0) if not coords2 in shared_borders_to_draw: additional_corners[coords2] = shared_borders_to_draw[coords] + Vector2(x, y) shared_borders_to_draw.merge(additional_corners) for coords in shared_borders_to_draw: var corner_data := 0 corner_data |= (1 << 0) * (get_corner_bit(coords, MetroidvaniaSystem.R) | get_corner_bit(coords + Vector3i(1, 0, 0), MetroidvaniaSystem.L)) corner_data |= (1 << 1) * (get_corner_bit(coords, MetroidvaniaSystem.D) | get_corner_bit(coords + Vector3i(0, 1, 0), MetroidvaniaSystem.U)) corner_data |= (1 << 2) * (get_corner_bit(coords + Vector3i(0, 1, 0), MetroidvaniaSystem.R) | get_corner_bit(coords + Vector3i(1, 1, 0), MetroidvaniaSystem.L)) corner_data |= (1 << 3) * (get_corner_bit(coords + Vector3i(1, 0, 0), MetroidvaniaSystem.D) | get_corner_bit(coords + Vector3i(1, 1, 0), MetroidvaniaSystem.U)) if theme.is_unicorner(): corner_data = signi(corner_data) * 15 var use_default: bool var color_blend: Array[Color] for i in 4: var color: Color if i < 2: color = get_shared_border_color(coords, i) else: color = get_shared_border_color(coords + Vector3i(1, 1, 0), i) if color == theme.default_border_color: use_default = true elif color.a > 0: color_blend.append(color) shared_corners_data[coords] = corner_data if not color_blend.is_empty(): var ratio: float = 1.0 / color_blend.size() shared_corners_colors[coords] = color_blend.reduce(func(final: Color, current: Color) -> Color: return final.lerp(current, ratio)) elif use_default: shared_corners_colors[coords] = theme.default_border_color var border_data: Array[int] = [-1, -1] var border_colors: Array[Color] = [Color(), Color()] for i in 2: var fwd := Vector3i(MetroidvaniaSystem.MapData.FWD[i].x, MetroidvaniaSystem.MapData.FWD[i].y, 0) border_data[i] = maxi(get_border_at(coords, i), get_border_at(coords + fwd, opposite(i))) border_colors[i] = get_shared_border_color(coords, i) shared_borders_data[coords] = border_data shared_borders_colors[coords] = border_colors # borders for coords in shared_borders_to_draw: var borders: Array[int] = shared_borders_data[coords] for i in 2: var texture: Texture2D var color: Color var rotation := PI * 0.5 * i if borders[i] == -1: texture = get_border_texture(theme, -1, i) color = Color.WHITE else: var border: int = borders[i] if not bool(display_flags & MetroidvaniaSystem.DISPLAY_BORDERS): border = 0 texture = get_border_texture(theme, border, i) color = shared_borders_colors[coords][i] if not texture: continue canvas_item.draw_set_transform(shared_borders_to_draw[coords] * MetSys.CELL_SIZE + MetSys.CELL_SIZE * 0.5, rotation, Vector2.ONE) match i: MetroidvaniaSystem.R, MetroidvaniaSystem.L: texture.draw(ci, -texture.get_size() / 2 + Vector2.RIGHT * (MetSys.CELL_SIZE.x * 0.5), color) MetroidvaniaSystem.D, MetroidvaniaSystem.U: texture.draw(ci, -texture.get_size() / 2 + Vector2.RIGHT * (MetSys.CELL_SIZE.y * 0.5), color) # corners for coords in shared_borders_to_draw: var offset: Vector2 = shared_borders_to_draw[coords] var corner_data: int = shared_corners_data[coords] var corner_type = signi(corner_data & 1) + signi(corner_data & 2) + signi(corner_data & 4) + signi(corner_data & 8) var corner_texture: Texture2D var corner_rotation := -1 match corner_type: 1: corner_texture = theme.u_corner match corner_data: 1: corner_rotation = 0 2: corner_rotation = 3 4: corner_rotation = 2 8: corner_rotation = 1 2: corner_texture = theme.l_corner match corner_data: 3: corner_rotation = 3 6: corner_rotation = 2 9: corner_rotation = 0 12: corner_rotation = 1 3: corner_texture = theme.t_corner match corner_data: 7: corner_rotation = 1 11: corner_rotation = 2 13: corner_rotation = 3 14: corner_rotation = 0 4: corner_texture = theme.cross_corner corner_rotation = 0 if corner_rotation == -1 or not corner_texture: continue canvas_item.draw_set_transform(offset * MetSys.CELL_SIZE + MetSys.CELL_SIZE, PI * 0.5 * corner_rotation, Vector2.ONE) corner_texture.draw(canvas_item.get_canvas_item(), -corner_texture.get_size() / 2, shared_corners_colors[coords]) MetSys.remove_meta(&"shared_borders_to_draw") MetSys.remove_meta(&"shared_borders_data") canvas_item.draw_set_transform_matrix(Transform2D()) static func setup_custom_elements(canvas_item: CanvasItem, offset: Vector2, coords: Vector3i): var custom_element_data: Dictionary if not MetSys.has_meta(&"custom_elements_data"): custom_element_data["canvas_item"] = canvas_item MetSys._add_meta(&"custom_elements_data", custom_element_data) static func draw_custom_elements(canvas_item: CanvasItem, elements: Dictionary, base_offset: Vector2, rect: Rect2i, layer: int): var element_manager: MetroidvaniaSystem.CustomElementManager = MetSys.settings.custom_elements var already_drawn: Array[Dictionary] for y in rect.size.y: for x in rect.size.y: var pos := rect.position + Vector2i(x, y) for coords in elements: if coords.z != layer: continue var element: Dictionary = elements[coords] if element in already_drawn: continue var elerect := Rect2i(coords.x, coords.y, element["size"].x, element["size"].y) if elerect.has_point(pos): element_manager.draw_element(canvas_item, coords, element.name, (base_offset + Vector2(coords.x, coords.y) - Vector2(pos) + Vector2(x, y)) * MetSys.CELL_SIZE, Vector2(element.size) * MetSys.CELL_SIZE, element.data) already_drawn.append(element) static func get_border_at(coords: Vector3i, idx: int) -> int: var cell_data = get_discovered_cell_at(coords) if not cell_data: return -1 return cell_data.get_border(idx) static func get_corner_bit(coords: Vector3i, idx: int) -> int: return int(get_border_at(coords, idx) > -1) static func get_shared_border_color(coords: Vector3i, idx: int) -> Color: var fwd := Vector3i(MetroidvaniaSystem.MapData.FWD[idx].x, MetroidvaniaSystem.MapData.FWD[idx].y, 0) var color := Color.TRANSPARENT var cell_data = get_discovered_cell_at(coords) if cell_data: color = cell_data.get_border_color(idx) cell_data = get_discovered_cell_at(coords + fwd) if cell_data: if color.a > 0: color = get_shared_color(color, cell_data.get_border_color(opposite(idx)), MetSys.settings.theme.default_border_color) else: color = cell_data.get_border_color(opposite(idx)) return color static func get_discovered_cell_at(coords: Vector3i) -> MetroidvaniaSystem.MapData.CellData: var cell_data = MetSys.map_data.get_cell_at(coords) if cell_data and MetSys.is_cell_discovered(coords): return cell_data return null static func get_shared_color(color1: Color, color2: Color, default: Color) -> Color: if color1 == default: return color2 elif color2 == default: return color1 return color1.lerp(color2, 0.5) static func get_border_texture(theme: MapTheme, idx: int, direction: int) -> Texture2D: var texture_name: StringName if theme.rectangle: if direction == MetroidvaniaSystem.R or direction == MetroidvaniaSystem.L: match idx: -1: texture_name = &"vertical_separator" 0: texture_name = &"vertical_wall" 1: texture_name = &"vertical_passage" 2: texture_name = &"vertical_borders" else: match idx: -1: texture_name = &"horizontal_separator" 0: texture_name = &"horizontal_wall" 1: texture_name = &"horizontal_passage" _: texture_name = &"vertical_borders" else: match idx: -1: texture_name = &"separator" 0: texture_name = &"wall" 1: texture_name = &"passage" _: texture_name = &"borders" if idx >= 2: return theme.get(texture_name)[idx - 2] else: return theme.get(texture_name) static func draw_empty(canvas_item: CanvasItem, offset: Vector2): var theme: MapTheme = MetSys.settings.theme if theme.empty_space_texture: var ci := canvas_item.get_canvas_item() theme.empty_space_texture.draw(ci, offset * MetSys.CELL_SIZE, Color.WHITE) static func get_neighbor(map_data: MetroidvaniaSystem.MapData, coords: Vector3i, offset: Vector2i) -> MetroidvaniaSystem.MapData.CellData: var neighbor: Vector2i = Vector2i(coords.x, coords.y) + offset return map_data.get_cell_at(Vector3i(neighbor.x, neighbor.y, coords.z)) static func rotate(i: int, amount := 1) -> int: return (i + amount) % 4 static func opposite(i: int) -> int: return (i + 2) % 4