class_name Level extends Node3D const player_controller = preload("res://templates/singleplayer_pc.tscn") const trap_template = preload("res://templates/trap.tscn") @onready var floor_layer : GridMap = %Floor @onready var marker_layer : GridMap = %Markers @export var difficulty : int = 1 var traps : Dictionary[Vector3i, Trap] = {} func _ready() -> void: Game.level = self var player = player_controller.instantiate() var traps : Array[PlayerData.TrapData] = [ PlayerData.TrapData.new(Trap.Type.BOMB, 3, 3), PlayerData.TrapData.new(Trap.Type.SWITCH, 3, 3), PlayerData.TrapData.new(Trap.Type.MINE, 3, 3) ] add_child(player) generate_trap(Trap.Type.MINE, Vector3i(5,0,2)) player.setup(traps) func is_square_detected(crd) -> bool: return marker_layer.get_cell_item(crd + Vector3i(0,-1,0)) != GridMap.INVALID_CELL_ITEM func detect_square(crd : Vector3i, mark : bool) -> bool: var cell = floor_layer.get_cell_item(crd) if cell == GridMap.INVALID_CELL_ITEM: return false marker_layer.set_cell_item(crd, 0 if mark else GridMap.INVALID_CELL_ITEM) if mark: var trap_crd = crd + Vector3i(0,1,0) if traps.has(trap_crd): var trap : Trap = traps[trap_crd] if trap.trap_owner != Multiplayer.id: trap.reveal() return true func add_trap(trap : Trap, crd : Vector3i) -> void: trap.square = crd traps[crd] = trap trap.global_position = Vector3(crd) + Vector3(.5, 0, .5) add_child(trap) pass func get_square_trap(crd : Vector3i) -> Trap: if traps.has(crd): return traps[crd] else: return null func is_valid_trap_square(crd : Vector3i) -> bool: if floor_layer.get_cell_item(crd + Vector3i(0,-1,0)) == GridMap.INVALID_CELL_ITEM: return false if traps.has(crd): return false return true func generate_trap(type : Trap.Type, square : Vector3i): var trap = trap_template.instantiate() trap.setup(type, -1) add_trap(trap, square) func disarm_trap(crd : Vector3i) -> void: var trap = traps[crd] trap.disarm() traps.erase(crd)