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 | extends CanvasLayer
var player
var drawer
var sprite
var label
var cell_left
var cell_top
var cell_right
var cell_bottom
var cell_width
var cell_height
var center_x_min
var center_x_max
var center_y_min
var center_y_max
func _ready():
	player = get_tree().get_root().get_node("scene/player")
	var svc = PanelContainer.new()
	svc.anchor_left = 1.0
	svc.anchor_top = 1.0
	svc.anchor_right = 1.0
	svc.anchor_bottom = 1.0
	svc.offset_left = -320.0
	svc.offset_top = -320.0
	svc.offset_right = -64.0
	svc.offset_bottom = -64.0
	svc.clip_contents = true
	add_child(svc)
	var background_color = Color.WHITE
	var world_env = get_tree().get_root().get_node("scene/WorldEnvironment")
	if world_env != null and world_env.environment != null:
		if world_env.environment.background_mode == Environment.BG_COLOR:
			background_color = world_env.environment.background_color
		elif (
			world_env.environment.background_mode == Environment.BG_SKY
			and world_env.environment.sky != null
			and world_env.environment.sky.sky_material != null
		):
			var sky = world_env.environment.sky.sky_material
			if sky is PhysicalSkyMaterial:
				background_color = sky.ground_color
			elif sky is ProceduralSkyMaterial:
				background_color = sky.sky_top_color
	var stylebox = StyleBoxFlat.new()
	stylebox.bg_color = Color(background_color, 0.6)
	svc.add_theme_stylebox_override("panel", stylebox)
	drawer = Node2D.new()
	svc.add_child(drawer)
	var gridmap = get_tree().get_root().get_node("scene/GridMap")
	if gridmap == null:
		visible = false
		return
	cell_left = 0
	cell_top = 0
	cell_right = 0
	cell_bottom = 0
	for pos in gridmap.get_used_cells():
		if pos.x < cell_left:
			cell_left = pos.x
		if pos.x > cell_right:
			cell_right = pos.x
		if pos.z < cell_top:
			cell_top = pos.z
		if pos.z > cell_bottom:
			cell_bottom = pos.z
	cell_width = cell_right - cell_left + 1
	cell_height = cell_bottom - cell_top + 1
	var rendered = _renderMap(gridmap)
	var image_texture = ImageTexture.create_from_image(rendered)
	sprite = Sprite2D.new()
	sprite.texture = image_texture
	sprite.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST
	sprite.scale = Vector2(2, 2)
	sprite.centered = false
	drawer.add_child(sprite)
	label = Label.new()
	label.theme = preload("res://assets/themes/baseUI.tres")
	label.add_theme_font_size_override("font_size", 32)
	label.text = "@"
	drawer.add_child(label)
	#var local_tl = gridmap.map_to_local(Vector3i(cell_left, 0, cell_top))
	#var global_tl = gridmap.to_global(local_tl)
	#var local_br = gridmap.map_to_local(Vector3i(cell_right, 0, cell_bottom))
	#var global_br = gridmap.to_global(local_br)
	center_x_min = 0
	center_x_max = cell_width - 128
	center_y_min = 0
	center_y_max = cell_height - 128
	if center_x_max < center_x_min:
		center_x_min = (center_x_min + center_x_max) / 2
		center_x_max = center_x_min
	if center_y_max < center_y_min:
		center_y_min = (center_y_min + center_y_max) / 2
		center_y_max = center_y_min
func _process(_delta):
	if visible == false:
		return
	drawer.position.x = clamp(player.position.x - cell_left - 64, center_x_min, center_x_max) * -2
	drawer.position.y = clamp(player.position.z - cell_top - 64, center_y_min, center_y_max) * -2
	label.position.x = (player.position.x - cell_left) * 2 - 16
	label.position.y = (player.position.z - cell_top) * 2 - 16
func _renderMap(gridmap):
	var ap = global.get_node("Archipelago")
	var heights = {}
	var rendered = Image.create_empty(cell_width, cell_height, false, Image.FORMAT_RGBA8)
	rendered.fill(Color.TRANSPARENT)
	var meshes_node = get_tree().get_root().get_node("scene/Meshes")
	if meshes_node != null:
		_renderMeshNode(ap, gridmap, meshes_node, rendered)
	for pos in gridmap.get_used_cells():
		var in_plane = Vector2i(pos.x, pos.z)
		if in_plane in heights and heights[in_plane] > pos.y:
			continue
		heights[in_plane] = pos.y
		var cell_item = gridmap.get_cell_item(pos)
		var mesh = gridmap.mesh_library.get_item_mesh(cell_item)
		var material = mesh.surface_get_material(0)
		var color = ap.color_by_material_path.get(material.resource_path, Color.TRANSPARENT)
		rendered.set_pixel(pos.x - cell_left, pos.z - cell_top, color)
	return rendered
func _renderMeshNode(ap, gridmap, mesh, rendered):
	if mesh is MeshInstance3D:
		var local_tl = gridmap.map_to_local(Vector3i(cell_left, 0, cell_top))
		var global_tl = gridmap.to_global(local_tl)
		var mesh_material = mesh.get_surface_override_material(0)
		if mesh_material != null:
			var mesh_color = ap.color_by_material_path.get(
				mesh_material.resource_path, Color.TRANSPARENT
			)
			for y in range(
				max(mesh.position.z - mesh.scale.z / 2 - global_tl.z, 0),
				min(mesh.position.z + mesh.scale.z / 2 - global_tl.z, cell_height)
			):
				for x in range(
					max(mesh.position.x - mesh.scale.x / 2 - global_tl.x, 0),
					min(mesh.position.x + mesh.scale.x / 2 - global_tl.x, cell_width)
				):
					rendered.set_pixel(x, y, mesh_color)
	for child in mesh.get_children():
		_renderMeshNode(ap, gridmap, child, rendered)
 |