Implementing Tileset for Map Generation
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27d1606d08
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579faa06df
2 changed files with 79 additions and 40 deletions
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@ -1,13 +1,14 @@
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[gd_scene load_steps=3 format=3 uid="uid://chfp8mm3vwh2e"]
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[ext_resource type="TileSet" uid="uid://b7cqbf6xdbeal" path="res://Assets/Test_Tileset.tres" id="1_8lepy"]
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[ext_resource type="TileSet" uid="uid://bj7uu2180mie3" path="res://Assets/Tileset.tres" id="1_a2htf"]
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[ext_resource type="Script" path="res://Scripts/MapGenerator.gd" id="2_qvwn8"]
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[node name="Node2D" type="Node2D"]
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[node name="TileMap" type="TileMap" parent="."]
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tile_set = ExtResource("1_8lepy")
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tile_set = ExtResource("1_a2htf")
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cell_quadrant_size = 8
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collision_visibility_mode = 1
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format = 2
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script = ExtResource("2_qvwn8")
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height = 33
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@ -1,12 +1,9 @@
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extends TileMap
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@export var width := 128
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@export var height := 75
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@export var width := 60
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@export var height := 32
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@export var fill_percentage := 0.65
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@export var solid_id := 0
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@export var non_solid_id := 1
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@export var solid_threshold := 7
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@export var nonsolid_threshold := 4
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@ -16,6 +13,8 @@ extends TileMap
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@export var cave_gen_iterations := 3
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@export var cave_mine_size_threshold := 80
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var tile_array : Array
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func _ready():
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var time = generate()
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print("time for generation: " + str(time))
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@ -25,40 +24,47 @@ func _ready():
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func generate() -> float:
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var start_time = Time.get_unix_time_from_system()
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randomize()
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setup_tile_data_array()
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fill_random_noise()
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for i in cave_gen_iterations:
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change_cells_by_neighbor_thresholds()
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set_borders_solid()
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prepare_player_start_area()
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connect_caves(get_caves())
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for i in cave_gen_iterations:
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change_cells_by_neighbor_thresholds()
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set_borders_solid()
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tile_array_to_terrain()
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return Time.get_unix_time_from_system() - start_time
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func setup_tile_data_array():
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tile_array.clear()
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tile_array = []
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for x in width:
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tile_array.append([])
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for y in height:
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tile_array[x].append([])
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func fill_random_noise():
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for x in width:
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for y in height:
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if randf() < fill_percentage:
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self.set_cell(0, Vector2i(x,y),solid_id, Vector2i(0, 0))
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set_tile_solid(x,y)
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else:
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self.set_cell(0, Vector2i(x,y),non_solid_id, Vector2i(0, 0))
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set_tile_non_solid(x,y)
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pass
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func set_borders_solid():
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for x in width:
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self.set_cell(0, Vector2i(x,0),solid_id, Vector2i(0, 0))
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self.set_cell(0, Vector2i(x,height-1),solid_id, Vector2i(0, 0))
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set_tile_solid(x,0)
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set_tile_solid(x,height-1)
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for y in height:
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self.set_cell(0, Vector2i(0,y),solid_id, Vector2i(0, 0))
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self.set_cell(0, Vector2i(width-1,y),solid_id, Vector2i(0, 0))
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set_tile_solid(0,y)
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set_tile_solid(width-1,y)
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pass
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func prepare_player_start_area():
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@ -76,32 +82,32 @@ func prepare_player_start_area():
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for y in range(center.y - start_area_size, center.y + start_area_size):
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# Decide if the tile is part of the Corner or not
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if !(p2 > 0 or p2 <= - (start_area_size*2 - p*2)):
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self.set_cell(0, Vector2i(x,y),non_solid_id, Vector2i(0, 0))
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set_tile_non_solid(x,y)
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p2 -= 1
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pass
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func change_cells_by_neighbor_thresholds():
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for x in range(1, width):
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for y in range(1, height):
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for x in range(1, width-1):
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for y in range(1, height-1):
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# Count Solid Neighbor Cells
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var count := 0
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#y-1
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if self.get_cell_source_id(0, Vector2i(x-1, y-1)) == solid_id: count +=1
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if self.get_cell_source_id(0, Vector2i(x, y-1)) == solid_id: count +=1
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if self.get_cell_source_id(0, Vector2i(x+1, y-1)) == solid_id: count +=1
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if get_tile_solid(x-1, y-1): count +=1
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if get_tile_solid(x, y-1): count +=1
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if get_tile_solid(x+1, y-1): count +=1
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#y
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if self.get_cell_source_id(0, Vector2i(x-1, y)) == solid_id: count +=1
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if self.get_cell_source_id(0, Vector2i(x+1, y)) == solid_id: count +=1
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if get_tile_solid(x-1, y): count +=1
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if get_tile_solid(x+1, y): count +=1
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#y+1
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if self.get_cell_source_id(0, Vector2i(x-1, y+1)) == solid_id: count +=1
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if self.get_cell_source_id(0, Vector2i(x, y+1)) == solid_id: count +=1
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if self.get_cell_source_id(0, Vector2i(x+1, y+1)) == solid_id: count +=1
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if get_tile_solid(x-1, y+1): count +=1
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if get_tile_solid(x, y+1): count +=1
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if get_tile_solid(x+1, y+1): count +=1
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# Check Threshold
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if count < nonsolid_threshold:
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self.set_cell(0, Vector2i(x,y),non_solid_id, Vector2i(0, 0))
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set_tile_non_solid(x,y)
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if count >= solid_threshold:
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self.set_cell(0, Vector2i(x,y),solid_id, Vector2i(0, 0))
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set_tile_solid(x,y)
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pass
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func get_caves() -> Array:
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@ -110,12 +116,12 @@ func get_caves() -> Array:
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for x in range (2, width-2):
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for y in range (2, height-2):
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if self.get_cell_source_id(0, Vector2i(x, y)) == non_solid_id:
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if get_tile_non_solid(x, y):
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flood_fill(x,y, caves)
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for cave in caves:
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for tile in cave:
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self.set_cell(0, Vector2i(tile.x,tile.y),non_solid_id, Vector2i(0, 0))
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set_tile_non_solid(tile.x,tile.y)
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return caves
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func flood_fill(tilex, tiley, caves) -> Array:
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@ -126,7 +132,7 @@ func flood_fill(tilex, tiley, caves) -> Array:
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if !cave.has(tile):
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cave.append(tile)
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self.set_cell(0, Vector2i(tile.x,tile.y),solid_id, Vector2i(0, 0))
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set_tile_solid(tile.x,tile.y)
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#check adjacent cells
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var north = Vector2i(tile.x, tile.y+1)
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@ -135,7 +141,7 @@ func flood_fill(tilex, tiley, caves) -> Array:
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var west = Vector2i(tile.x-1, tile.y)
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for dir in [north,south,east,west]:
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if self.get_cell_source_id(0, dir) == non_solid_id:
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if get_tile_non_solid(dir.x, dir.y):
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if !to_fill.has(dir) and !cave.has(dir):
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to_fill.append(dir)
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if cave.size() >= cave_mine_size_threshold:
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@ -223,9 +229,41 @@ func create_tunnel(point1, point2, cave):
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drunk_x += dx
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drunk_y += dy
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if self.get_cell_source_id(0, Vector2i(drunk_x, drunk_y)) == solid_id:
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self.set_cell(0, Vector2i(drunk_x, drunk_y),non_solid_id, Vector2i(0, 0))
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if get_tile_solid(drunk_x, drunk_y):
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set_tile_non_solid(drunk_x, drunk_y)
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#make tunnel wider
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self.set_cell(0, Vector2i(drunk_x+1, drunk_y),non_solid_id, Vector2i(0, 0))
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self.set_cell(0, Vector2i(drunk_x+1, drunk_y+1),non_solid_id, Vector2i(0, 0))
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set_tile_non_solid(drunk_x+1, drunk_y)
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set_tile_non_solid(drunk_x+1, drunk_y+1)
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pass
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func tile_array_to_terrain():
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for x in width:
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for y in height:
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match tile_array[x][y]:
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0: set_terrain_tile_non_solid(x,y)
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1: set_terrain_tile_solid(x,y)
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pass
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# Getter
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func get_tile_solid(x : int, y : int) -> bool:
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return tile_array[x][y] == 1
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func get_tile_non_solid(x : int, y : int) -> bool:
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return tile_array[x][y] == 0
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# Setter
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func set_tile_solid(x : int, y : int):
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tile_array[x][y] = 1
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pass
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func set_tile_non_solid(x : int, y : int):
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tile_array[x][y] = 0
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pass
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func set_terrain_tile_solid(x : int, y : int):
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self.set_cells_terrain_connect(0, [Vector2i(x,y)], 0, 0, false)
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pass
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func set_terrain_tile_non_solid(x : int, y : int):
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self.set_cell(0, Vector2i(x,y), -1)
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pass
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