- Introduced `StageUseTargetCaptureBar` class for managing user interactions with props and their use spots. - Implemented UI elements including buttons for changing props and canceling actions. - Added `PropUseSpotData` class for validation and serialization of prop use spots. - Created tests for validating use spot data migration, serialization, and rule matching. - Ensured proper handling of edge cases in use spot data, including unique IDs and finite positions.
626 lines
21 KiB
GDScript
626 lines
21 KiB
GDScript
@tool
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class_name PropBlock
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extends RigidBody2D
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## PropBlock - Reusable dynamic vector prop (RigidBody2D).
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##
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## A root RigidBody2D with three children built in code — a Polygon2D (interior
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## fill), a Line2D (crisp vector outline, round joints/caps), and a collision
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## node: a CollisionPolygon2D with BUILD_SOLIDS for polygon props, or a
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## CollisionShape2D with a CircleShape2D for circle props. Fully @tool: exported
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## properties update the children live. A material preset selector sets mass,
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## friction/bounce (PhysicsMaterial), and themed visuals.
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const PropVisuals := preload("res://scripts/props/prop_visuals.gd")
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const PropAnchorDataScript := preload("res://scripts/props/prop_anchor_data.gd")
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const PROP_STAGE_ROLES := preload("res://scripts/props/prop_stage_roles.gd")
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const PROP_USE_SPOT_DATA := preload("res://scripts/props/prop_use_spot_data.gd")
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const STAGE_PHYSICS := preload("res://scripts/stage/stage_physics_policy.gd")
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# ---------------------------------------------------------------------------
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# Enums
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# ---------------------------------------------------------------------------
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enum ShapeType { POLYGON, CIRCLE }
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enum MaterialPreset { NONE, WOOD, RUBBER, CARDBOARD, METAL }
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enum RuntimeRole { EDIT, START_STILL, START_PHYSICS, HELD, RELEASED }
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## Stable library provenance used by Sandbox Stage scene files.
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var spawn_id: String = ""
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## Stable identity of this placed prop in one Sandbox Stage scene. Unlike
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## spawn_id, this value is unique per instance and survives scene save/load.
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var stage_object_id: String = ""
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var interaction_anchors: Dictionary = {}
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var interaction_reserved_by: int = 0
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var interaction_owner_id: int = 0
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var use_spots: Array[Dictionary] = []
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var next_use_spot_number: int = 1
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var stage_roles: Dictionary = {}
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var runtime_role: RuntimeRole = RuntimeRole.EDIT
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# ---------------------------------------------------------------------------
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# Child node names
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# ---------------------------------------------------------------------------
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const POLYGON_NODE_NAME := "Polygon2D"
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const OUTLINE_NODE_NAME := "Outline"
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const COLLISION_POLYGON_NODE_NAME := "CollisionPolygon2D"
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const COLLISION_SHAPE_NODE_NAME := "CollisionShape2D"
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## Segment count for the generated circle polygon/outline.
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const CIRCLE_SEGMENTS: int = 48
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const DEFAULT_FILL_COLOR := Color(0.55, 0.35, 0.15, 1.0)
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const DEFAULT_OUTLINE_COLOR := Color(0.15, 0.08, 0.02, 1.0)
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const DEFAULT_OUTLINE_WIDTH: float = 2.0
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const MAX_CONTACTS_REPORTED := 32
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# ---------------------------------------------------------------------------
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# Exported properties
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# ---------------------------------------------------------------------------
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@export_enum("Polygon", "Circle") var shape_type: int = ShapeType.POLYGON:
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set(value):
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shape_type = value
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_apply_shape()
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@export var polygon_points: PackedVector2Array = PackedVector2Array():
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set(value):
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polygon_points = value
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if shape_type == ShapeType.POLYGON:
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_apply_polygon_geometry()
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@export var radius: float = 32.0:
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set(value):
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radius = value
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if shape_type == ShapeType.CIRCLE:
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_apply_circle_geometry()
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@export var fill_color: Color = DEFAULT_FILL_COLOR:
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set(value):
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fill_color = value
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if _polygon != null:
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_polygon.color = value
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@export var outline_color: Color = DEFAULT_OUTLINE_COLOR:
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set(value):
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outline_color = value
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if _outline != null:
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_outline.default_color = value
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@export var outline_width: float = DEFAULT_OUTLINE_WIDTH:
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set(value):
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outline_width = value
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if _outline != null:
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_outline.width = value
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@export_enum("None", "Wood", "Rubber", "Cardboard", "Metal") var material_preset: int = MaterialPreset.NONE:
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set(value):
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material_preset = value
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_apply_material_preset()
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# ---------------------------------------------------------------------------
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# Internal node references (built in _ready, @tool-safe)
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# ---------------------------------------------------------------------------
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var _polygon: Polygon2D
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var _outline: Line2D
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var _collision_polygon: CollisionPolygon2D
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var _collision_shape: CollisionShape2D
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var _circle_shape: CircleShape2D
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var _custom_shapes: bool = false
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var _visual_local_bounds := Rect2()
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var _custom_collision_hull: PackedVector2Array = PackedVector2Array()
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var _play_instance_scale: Vector2 = Vector2.ONE
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var _play_scale_active: bool = false
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# ---------------------------------------------------------------------------
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# Signals
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# ---------------------------------------------------------------------------
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## Emitted when this prop's body makes contact with another physics body.
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## `other` is the body that entered contact (Phase 4 trigger source).
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signal collided(other: Node, contact_normal: Vector2, contact_position: Vector2)
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signal separated(other: Node)
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signal physics_profile_changed
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# ---------------------------------------------------------------------------
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# Lifecycle
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# ---------------------------------------------------------------------------
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func _ready() -> void:
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_ensure_children()
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_apply_shape()
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_apply_style()
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if stage_roles.is_empty():
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stage_roles = PROP_STAGE_ROLES.new_placement(false)
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apply_runtime_role(RuntimeRole.EDIT)
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# Enable contact reporting so the body_entered signal fires (Phase 4).
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contact_monitor = true
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max_contacts_reported = MAX_CONTACTS_REPORTED
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continuous_cd = RigidBody2D.CCD_MODE_CAST_SHAPE
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if not body_entered.is_connected(_on_body_entered):
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body_entered.connect(_on_body_entered)
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if not body_exited.is_connected(_on_body_exited):
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body_exited.connect(_on_body_exited)
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func set_stage_roles(roles: Dictionary) -> void:
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stage_roles = PROP_STAGE_ROLES.normalize(roles, PROP_STAGE_ROLES.new_placement(has_usable_grip()))
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apply_stage_depth()
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if runtime_role != RuntimeRole.EDIT:
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apply_runtime_role(runtime_role)
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else:
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physics_profile_changed.emit()
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func apply_stage_depth() -> void:
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var normalized: Dictionary = PROP_STAGE_ROLES.normalize(stage_roles)
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stage_roles = normalized
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z_as_relative = false
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if bool(normalized.get("legacy_draw_order", false)):
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z_index = 0
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else:
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z_index = -1 if String(normalized.get("depth", PROP_STAGE_ROLES.DEPTH_BEHIND)) == PROP_STAGE_ROLES.DEPTH_BEHIND else 1
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func apply_runtime_role(role: RuntimeRole) -> void:
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runtime_role = role
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match role:
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RuntimeRole.EDIT:
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freeze_mode = RigidBody2D.FREEZE_MODE_KINEMATIC
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freeze = true
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collision_layer = 0
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collision_mask = 0
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RuntimeRole.START_STILL:
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freeze_mode = RigidBody2D.FREEZE_MODE_STATIC
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freeze = true
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collision_layer = STAGE_PHYSICS.prop_layer(is_actor_blocking())
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collision_mask = STAGE_PHYSICS.prop_mask(is_actor_blocking())
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RuntimeRole.START_PHYSICS, RuntimeRole.RELEASED:
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freeze_mode = RigidBody2D.FREEZE_MODE_KINEMATIC
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freeze = false
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collision_layer = STAGE_PHYSICS.prop_layer(is_actor_blocking())
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collision_mask = STAGE_PHYSICS.prop_mask(is_actor_blocking())
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RuntimeRole.HELD:
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freeze_mode = RigidBody2D.FREEZE_MODE_KINEMATIC
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freeze = true
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collision_layer = 0
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collision_mask = 0
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if role != RuntimeRole.HELD:
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apply_stage_depth()
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# A frozen RigidBody2D can push its cached EDIT transform back onto the
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# node during the next physics sync. When PLAY scale has been moved into the
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# child geometry, keep the physics server's body transform at unit scale too
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# so that a START_STILL prop is not scaled twice on its first physics tick.
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if _play_scale_active and role != RuntimeRole.EDIT:
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_sync_transform_to_physics_server()
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physics_profile_changed.emit()
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func has_usable_grip() -> bool:
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var anchors: Dictionary = get_interaction_anchors()
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return not PropAnchorDataScript.compatible_grip_ids(anchors, 0).is_empty() or not PropAnchorDataScript.compatible_grip_ids(anchors, 1).is_empty()
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func can_be_picked_up() -> bool:
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return bool(stage_roles.get("can_pick_up", false)) and has_usable_grip()
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func is_actor_blocking() -> bool:
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if runtime_role == RuntimeRole.HELD or runtime_role == RuntimeRole.EDIT:
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return false
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if runtime_role == RuntimeRole.RELEASED:
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return bool(stage_roles.get("released_blocks_stickmen", true))
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return bool(stage_roles.get("blocks_stickmen", false))
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func can_receive_prop_contact() -> bool:
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if runtime_role == RuntimeRole.HELD or runtime_role == RuntimeRole.EDIT:
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return false
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if runtime_role == RuntimeRole.RELEASED:
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return bool(stage_roles.get("released_bumps_other_props", true))
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return runtime_role == RuntimeRole.START_PHYSICS
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func set_interaction_anchors(value: Dictionary) -> void:
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interaction_anchors = PropAnchorDataScript.normalize_anchors(value)
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func get_interaction_anchors() -> Dictionary:
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return PropAnchorDataScript.normalize_anchors(interaction_anchors, false)
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func ensure_default_grip() -> void:
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var normalized := get_interaction_anchors()
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if not PropAnchorDataScript.ids_for_role(normalized, "grip").is_empty():
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interaction_anchors = normalized
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return
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var bounds := _visual_local_bounds
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if bounds.size == Vector2.ZERO:
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if shape_type == ShapeType.CIRCLE:
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bounds = Rect2(Vector2(-radius, -radius), Vector2(radius * 2.0, radius * 2.0))
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elif polygon_points.size() >= 3:
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var min_point := polygon_points[0]
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var max_point := polygon_points[0]
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for point: Vector2 in polygon_points:
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min_point = min_point.min(point)
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max_point = max_point.max(point)
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bounds = Rect2(min_point, max_point - min_point)
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interaction_anchors = PropAnchorDataScript.preset_layout("one_handed", bounds)
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func _on_body_entered(body: Node) -> void:
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var center: Vector2 = (body as Node2D).global_position if body is Node2D else global_position
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var normal: Vector2 = (center - global_position).normalized()
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var position: Vector2 = global_position
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var direct_state := PhysicsServer2D.body_get_direct_state(get_rid())
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if direct_state != null:
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for index: int in direct_state.get_contact_count():
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if direct_state.get_contact_collider_id(index) == body.get_instance_id():
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var reported: Vector2 = direct_state.get_contact_local_normal(index)
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if not reported.is_zero_approx():
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normal = reported.normalized()
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if normal.dot(center - global_position) < 0.0:
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normal = -normal
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position = direct_state.get_contact_local_position(index)
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break
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collided.emit(body, normal, position)
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func _on_body_exited(body: Node) -> void:
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separated.emit(body)
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# ---------------------------------------------------------------------------
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# Internal build / apply
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# ---------------------------------------------------------------------------
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func _ensure_children() -> void:
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_polygon = get_node_or_null(NodePath(POLYGON_NODE_NAME)) as Polygon2D
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if _polygon == null:
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_polygon = Polygon2D.new()
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_polygon.name = POLYGON_NODE_NAME
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add_child(_polygon)
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_outline = get_node_or_null(NodePath(OUTLINE_NODE_NAME)) as Line2D
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if _outline == null:
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_outline = Line2D.new()
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_outline.name = OUTLINE_NODE_NAME
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_outline.joint_mode = Line2D.LINE_JOINT_ROUND
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_outline.begin_cap_mode = Line2D.LINE_CAP_ROUND
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_outline.end_cap_mode = Line2D.LINE_CAP_ROUND
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add_child(_outline)
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_collision_polygon = get_node_or_null(NodePath(COLLISION_POLYGON_NODE_NAME)) as CollisionPolygon2D
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if _collision_polygon == null:
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_collision_polygon = CollisionPolygon2D.new()
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_collision_polygon.name = COLLISION_POLYGON_NODE_NAME
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_collision_polygon.build_mode = CollisionPolygon2D.BUILD_SOLIDS
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add_child(_collision_polygon)
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_collision_shape = get_node_or_null(NodePath(COLLISION_SHAPE_NODE_NAME)) as CollisionShape2D
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if _collision_shape == null:
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_collision_shape = CollisionShape2D.new()
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_collision_shape.name = COLLISION_SHAPE_NODE_NAME
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_circle_shape = CircleShape2D.new()
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_circle_shape.radius = radius
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_collision_shape.shape = _circle_shape
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add_child(_collision_shape)
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else:
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# A pre-existing collision shape (e.g. persisted in a scene) may already
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# hold a circle shape; reuse it so radius updates keep working.
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_circle_shape = _collision_shape.shape as CircleShape2D
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func _apply_shape() -> void:
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if shape_type == ShapeType.CIRCLE:
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_apply_circle_geometry()
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_set_collision_polygon_enabled(false)
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_set_collision_shape_enabled(true)
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else:
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_apply_polygon_geometry()
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_set_collision_polygon_enabled(true)
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_set_collision_shape_enabled(false)
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func _apply_polygon_geometry() -> void:
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if _polygon != null:
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_polygon.polygon = polygon_points
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if _collision_polygon != null:
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_collision_polygon.polygon = polygon_points if polygon_points.size() >= 3 else PackedVector2Array()
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if _outline != null:
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var outline_points := polygon_points.duplicate()
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if not outline_points.is_empty():
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outline_points.append(polygon_points[0])
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_outline.points = outline_points
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func _apply_circle_geometry() -> void:
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var loop := PackedVector2Array()
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for i: int in CIRCLE_SEGMENTS:
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var angle: float = TAU * float(i) / float(CIRCLE_SEGMENTS)
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loop.append(Vector2(cos(angle), sin(angle)) * radius)
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if _polygon != null:
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_polygon.polygon = loop
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if _outline != null:
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var outline_points := loop.duplicate()
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if not outline_points.is_empty():
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outline_points.append(loop[0])
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_outline.points = outline_points
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if _circle_shape != null:
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_circle_shape.radius = radius
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func _set_collision_polygon_enabled(enabled: bool) -> void:
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if _collision_polygon != null:
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_collision_polygon.disabled = not enabled
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func _set_collision_shape_enabled(enabled: bool) -> void:
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if _collision_shape != null:
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_collision_shape.disabled = not enabled
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func _apply_style() -> void:
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if _polygon != null:
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_polygon.color = fill_color
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if _outline != null:
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_outline.default_color = outline_color
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_outline.width = outline_width
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func _apply_material_preset() -> void:
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mass = mass_for(material_preset)
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physics_material_override = physics_material(material_preset)
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if not _custom_shapes and material_preset != MaterialPreset.NONE:
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fill_color = tint_for(material_preset)
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outline_color = tint_for(material_preset).darkened(0.55)
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func set_custom_shapes(shapes: Array[Dictionary], collision_hull: PackedVector2Array) -> void:
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_ensure_children()
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_custom_shapes = true
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_polygon.visible = false
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_outline.visible = false
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_set_collision_shape_enabled(false)
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_set_collision_polygon_enabled(true)
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_custom_collision_hull = collision_hull.duplicate()
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_collision_polygon.polygon = _custom_collision_hull
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var visuals := get_node_or_null(NodePath("Visuals")) as Node2D
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if visuals == null:
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visuals = Node2D.new(); visuals.name = "Visuals"; add_child(visuals)
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for child: Node in visuals.get_children(): child.queue_free()
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_visual_local_bounds = PropVisuals.build(visuals, shapes)
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_apply_material_preset()
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func has_custom_shapes() -> bool:
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return _custom_shapes
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func get_visual_local_bounds() -> Rect2:
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return _visual_local_bounds
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func get_use_spots() -> Array[Dictionary]:
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var result: Array[Dictionary] = []
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for spot: Dictionary in use_spots:
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result.append(spot.duplicate(true))
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return result
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func get_use_spot(spot_id: String) -> Dictionary:
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return PROP_USE_SPOT_DATA.find(use_spots, spot_id)
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func get_use_spot_local_bounds() -> Rect2:
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if _custom_shapes:
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return _visual_local_bounds
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if shape_type == ShapeType.CIRCLE:
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return Rect2(Vector2(-radius, -radius), Vector2(radius * 2.0, radius * 2.0))
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if polygon_points.is_empty():
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return Rect2()
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var minimum: Vector2 = polygon_points[0]
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var maximum: Vector2 = polygon_points[0]
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for point: Vector2 in polygon_points:
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minimum = minimum.min(point)
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maximum = maximum.max(point)
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return Rect2(minimum, maximum - minimum)
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func add_use_spot(local_position: Vector2) -> String:
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if not local_position.is_finite() or not get_use_spot_local_bounds().has_point(local_position):
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return ""
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var number: int = maxi(1, next_use_spot_number)
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var spot_id: String = "spot_%d" % number
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if not get_use_spot(spot_id).is_empty():
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return ""
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use_spots.append({"id": spot_id, "number": number, "name": PROP_USE_SPOT_DATA.fallback_name(number), "position": local_position})
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next_use_spot_number = number + 1
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return spot_id
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func rename_use_spot(spot_id: String, spot_name: String) -> bool:
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for index: int in use_spots.size():
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if String(use_spots[index].get("id", "")) != spot_id:
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continue
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var number: int = int(use_spots[index].get("number", 1))
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var normalized_name: String = spot_name.strip_edges()
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use_spots[index]["name"] = normalized_name if not normalized_name.is_empty() else PROP_USE_SPOT_DATA.fallback_name(number)
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return true
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return false
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|
|
|
|
|
func move_use_spot(spot_id: String, local_position: Vector2) -> bool:
|
|
if not local_position.is_finite() or not get_use_spot_local_bounds().has_point(local_position):
|
|
return false
|
|
for index: int in use_spots.size():
|
|
if String(use_spots[index].get("id", "")) == spot_id:
|
|
use_spots[index]["position"] = local_position
|
|
return true
|
|
return false
|
|
|
|
|
|
func erase_use_spot(spot_id: String) -> bool:
|
|
for index: int in use_spots.size():
|
|
if String(use_spots[index].get("id", "")) == spot_id:
|
|
use_spots.remove_at(index)
|
|
return true
|
|
return false
|
|
|
|
|
|
func use_spot_world_position(spot_id: String) -> Vector2:
|
|
var spot: Dictionary = get_use_spot(spot_id)
|
|
if spot.is_empty():
|
|
return Vector2.INF
|
|
var local_position: Vector2 = spot.get("position", Vector2.ZERO)
|
|
var baked_scale: Vector2 = _play_instance_scale if _play_scale_active else Vector2.ONE
|
|
return global_transform * (local_position * baked_scale)
|
|
|
|
|
|
func use_spot_local_from_world(world_position: Vector2) -> Vector2:
|
|
if not world_position.is_finite() or not _transform_is_invertible(global_transform):
|
|
return Vector2.INF
|
|
var local_position: Vector2 = to_local(world_position)
|
|
return local_position if get_use_spot_local_bounds().has_point(local_position) else Vector2.INF
|
|
|
|
|
|
func set_use_spots(spots: Array[Dictionary], next_number: int) -> void:
|
|
use_spots.clear()
|
|
for spot: Dictionary in spots:
|
|
use_spots.append(spot.duplicate(true))
|
|
var highest: int = 0
|
|
for spot: Dictionary in use_spots:
|
|
highest = maxi(highest, int(spot.get("number", 0)))
|
|
next_use_spot_number = maxi(highest + 1, next_number)
|
|
|
|
|
|
func _transform_is_invertible(value: Transform2D) -> bool:
|
|
return value.x.is_finite() and value.y.is_finite() and value.origin.is_finite() and is_finite(value.determinant()) and absf(value.determinant()) > 0.000001
|
|
|
|
|
|
func get_interaction_scale() -> Vector2:
|
|
return _play_instance_scale if _play_scale_active else scale.abs()
|
|
|
|
## RigidBody2D transforms do not reliably retain scale during simulation. Move
|
|
## the authored uniform scale into child visuals and collision geometry for
|
|
## PLAY, then restore the root scale on return to EDIT for scene persistence.
|
|
func begin_play_instance_scale() -> void:
|
|
if _play_scale_active:
|
|
return
|
|
_play_instance_scale = scale
|
|
if _play_instance_scale.is_equal_approx(Vector2.ONE):
|
|
return
|
|
_play_scale_active = true
|
|
scale = Vector2.ONE
|
|
_apply_play_scale()
|
|
_sync_transform_to_physics_server()
|
|
|
|
func end_play_instance_scale() -> void:
|
|
if not _play_scale_active:
|
|
return
|
|
_play_scale_active = false
|
|
_set_visual_scale(Vector2.ONE)
|
|
_apply_shape()
|
|
if _custom_shapes and _collision_polygon != null:
|
|
_collision_polygon.polygon = _custom_collision_hull
|
|
scale = _play_instance_scale
|
|
|
|
func _apply_play_scale() -> void:
|
|
_set_visual_scale(_play_instance_scale)
|
|
if _custom_shapes:
|
|
if _collision_polygon != null:
|
|
_collision_polygon.polygon = _scaled_points(_custom_collision_hull, _play_instance_scale)
|
|
return
|
|
if shape_type == ShapeType.CIRCLE:
|
|
# A non-uniform legacy instance scale makes an ellipse. Use the generated
|
|
# polygon hull while simulating so collision follows both axes exactly.
|
|
if _collision_polygon != null:
|
|
_collision_polygon.polygon = _scaled_points(_circle_loop(), _play_instance_scale)
|
|
_set_collision_shape_enabled(false)
|
|
_set_collision_polygon_enabled(true)
|
|
elif _collision_polygon != null:
|
|
_collision_polygon.polygon = _scaled_points(polygon_points, _play_instance_scale)
|
|
|
|
func _set_visual_scale(value: Vector2) -> void:
|
|
if _polygon != null:
|
|
_polygon.scale = value
|
|
if _outline != null:
|
|
_outline.scale = value
|
|
var visuals: Node2D = get_node_or_null(NodePath("Visuals")) as Node2D
|
|
if visuals != null:
|
|
visuals.scale = value
|
|
|
|
func _sync_transform_to_physics_server() -> void:
|
|
var rid := get_rid()
|
|
if not rid.is_valid():
|
|
return
|
|
PhysicsServer2D.body_set_state(rid, PhysicsServer2D.BODY_STATE_TRANSFORM, global_transform)
|
|
reset_physics_interpolation()
|
|
|
|
func _scaled_points(points: PackedVector2Array, value: Vector2) -> PackedVector2Array:
|
|
var result: PackedVector2Array = PackedVector2Array()
|
|
for point: Vector2 in points:
|
|
result.append(point * value)
|
|
return result
|
|
|
|
func _circle_loop() -> PackedVector2Array:
|
|
var result: PackedVector2Array = PackedVector2Array()
|
|
for index: int in CIRCLE_SEGMENTS:
|
|
var angle: float = TAU * float(index) / float(CIRCLE_SEGMENTS)
|
|
result.append(Vector2(cos(angle), sin(angle)) * radius)
|
|
return result
|
|
|
|
# ---------------------------------------------------------------------------
|
|
# Static preset factories
|
|
# ---------------------------------------------------------------------------
|
|
|
|
static func physics_material(preset: int) -> PhysicsMaterial:
|
|
var mat := PhysicsMaterial.new()
|
|
match preset:
|
|
MaterialPreset.WOOD:
|
|
mat.friction = 0.6
|
|
mat.bounce = 0.1
|
|
MaterialPreset.RUBBER:
|
|
mat.friction = 0.9
|
|
mat.bounce = 0.85
|
|
MaterialPreset.CARDBOARD:
|
|
mat.friction = 0.3
|
|
mat.bounce = 0.05
|
|
MaterialPreset.METAL:
|
|
mat.friction = 0.9
|
|
mat.bounce = 0.0
|
|
_:
|
|
mat.friction = 0.5
|
|
mat.bounce = 0.05
|
|
return mat
|
|
|
|
|
|
static func mass_for(preset: int) -> float:
|
|
match preset:
|
|
MaterialPreset.WOOD:
|
|
return 3.0
|
|
MaterialPreset.RUBBER:
|
|
return 0.5
|
|
MaterialPreset.CARDBOARD:
|
|
return 0.4
|
|
MaterialPreset.METAL:
|
|
return 8.0
|
|
_:
|
|
return 1.0
|
|
|
|
|
|
static func tint_for(preset: int) -> Color:
|
|
match preset:
|
|
MaterialPreset.WOOD:
|
|
return Color(0.55, 0.38, 0.2, 1.0)
|
|
MaterialPreset.RUBBER:
|
|
return Color(0.9, 0.2, 0.2, 1.0)
|
|
MaterialPreset.CARDBOARD:
|
|
return Color(0.85, 0.72, 0.45, 1.0)
|
|
MaterialPreset.METAL:
|
|
return Color(0.5, 0.55, 0.6, 1.0)
|
|
_:
|
|
return DEFAULT_FILL_COLOR
|