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authorMatheus <matheus.guedes.mg.m@gmail.com>2025-09-09 19:09:34 -0300
committerMatheus <matheus.guedes.mg.m@gmail.com>2025-09-09 19:09:34 -0300
commitc6bbb834f7758027c0df338f1520f34fad3befea (patch)
tree1818cd23c24be16fbe19b16dd0a510874d440d83 /scripts/Map/FieldOfView.cs
parentf1b51bed52ffbd90b5b7cc8dcfc6f0484bbbeb3c (diff)
Organização
Diffstat (limited to 'scripts/Map/FieldOfView.cs')
-rw-r--r--scripts/Map/FieldOfView.cs115
1 files changed, 115 insertions, 0 deletions
diff --git a/scripts/Map/FieldOfView.cs b/scripts/Map/FieldOfView.cs
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+++ b/scripts/Map/FieldOfView.cs
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+using Godot;
+
+namespace TheLegendOfGustav.Map;
+
+// Copiado e adaptado deste cara aqui: https://www.roguebasin.com/index.php?title=C%2B%2B_shadowcasting_implementation e deste também https://selinadev.github.io/08-rogueliketutorial-04/
+
+// Eu não vou mentir, li como o algoritmo funciona, mas mesmo assim não entendi.
+
+public partial class FieldOfView : Node
+{
+
+ private Godot.Collections.Array<Tile> fov = [];
+
+ private static readonly int[,] multipliers = new int[4, 8]{
+ {1, 0, 0, -1, -1, 0, 0, 1},
+ {0, 1, -1, 0, 0, -1, 1, 0},
+ {0, 1, 1, 0, 0, -1, -1, 0},
+ {1, 0, 0, 1, -1, 0, 0, -1}
+ };
+ private void CastLight(MapData data, Vector2I pos, int radius, int row, float startSlope, float endSlope, int xx, int xy, int yx, int yy)
+ {
+ if (startSlope < endSlope)
+ {
+ return;
+ }
+
+ float nextStartSlope = startSlope;
+ for (int i = row; i <= radius; i++)
+ {
+ bool blocked = false;
+ for (int dx = -i, dy = -i; dx <= 0; dx++)
+ {
+ float lSlope = (float)((dx - 0.5) / (dy + 0.5));
+ float rSlope = (float)((dx + 0.5) / (dy - 0.5));
+
+ if (startSlope < rSlope)
+ {
+ continue;
+ }
+ else if (endSlope > lSlope)
+ {
+ break;
+ }
+
+ int sax = dx * xx + dy * xy;
+ int say = dx * yx + dy * yy;
+
+ if ((sax < 0 && int.Abs(sax) > pos.X) || (say < 0 && int.Abs(say) > pos.Y))
+ {
+ continue;
+ }
+ int ax = pos.X + sax;
+ int ay = pos.Y + say;
+
+ if (ax >= data.Width || ay >= data.Height)
+ {
+ continue;
+ }
+
+ Tile currentTile = data.GetTile(ax, ay);
+ int radius2 = radius * radius;
+ if ((dx * dx + dy * dy) < radius2)
+ {
+ currentTile.IsInView = true;
+ fov.Add(currentTile);
+ }
+
+ if (blocked)
+ {
+ if (!currentTile.IsTransparent)
+ {
+ nextStartSlope = rSlope;
+ continue;
+ }
+ else
+ {
+ blocked = false;
+ startSlope = nextStartSlope;
+ }
+ }
+ else if (!currentTile.IsTransparent)
+ {
+ blocked = true;
+ nextStartSlope = rSlope;
+ CastLight(data, pos, radius, i + 1, startSlope, lSlope, xx, xy, yx, yy);
+ }
+ }
+ if (blocked)
+ {
+ break;
+ }
+ }
+ }
+
+ private void ClearFOV()
+ {
+ foreach (Tile tile in fov)
+ {
+ tile.IsInView = false;
+ }
+ fov.Clear();
+ }
+
+ public void UpdateFOV(MapData data, Vector2I position, int radius)
+ {
+ ClearFOV();
+ Tile start = data.GetTile(position);
+ start.IsInView = true;
+ fov.Add(start);
+ for (int i = 0; i < 8; i++)
+ {
+ CastLight(data, position, radius, 1, 1.0f, 0.0f, multipliers[0, i], multipliers[1, i], multipliers[2, i], multipliers[3, i]);
+ }
+ }
+}