WIP checkpoint: Address review feedback: Implement Godot dedicated server scene + player spawning
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class_name TileLayer
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extends RefCounted
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## A single tile layer within a chunk.
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##
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## Holds the dense grid of tile IDs, the palette mapping tile IDs to tile
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## definitions, and the layer metadata. This is the runtime representation of
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## the `TileLayer` from the chunk data format (see docs/architecture/world.md
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## §3.2).
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## Layer name (e.g. "ground", "walls", "decor").
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var name: String = ""
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## Numeric layer id, unique within the chunk.
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var layer_id: int = 0
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## Grid dimensions in tiles.
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var width: int = 0
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var height: int = 0
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var depth: int = 1
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## Palette mapping tile IDs to tile definitions (shared per layer).
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var palette: Array[TileDef] = []
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## Dense, row-major tile IDs. Length = width * height * depth.
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var tiles: PackedInt32Array = PackedInt32Array()
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func _init(
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p_layer_name: String = "",
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p_layer_id: int = 0,
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p_width: int = 0,
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p_height: int = 0,
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p_depth: int = 1
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) -> void:
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name = p_layer_name
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layer_id = p_layer_id
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width = p_width
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height = p_height
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depth = p_depth
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## Total number of tiles in this layer.
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func tile_count() -> int:
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return width * height * depth
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## Get the tile ID at (x, y, z). Returns 0 (empty) for out-of-bounds.
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func get_tile(x: int, y: int, z: int = 0) -> int:
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if x < 0 or x >= width or y < 0 or y >= height or z < 0 or z >= depth:
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return 0
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var idx := (z * height + y) * width + x
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if idx < tiles.size():
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return tiles[idx]
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return 0
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## Set the tile ID at (x, y, z). No-op if out of bounds.
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func set_tile(x: int, y: int, z: int, tile_id: int) -> void:
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if x < 0 or x >= width or y < 0 or y >= height or z < 0 or z >= depth:
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return
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var idx := (z * height + y) * width + x
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if idx < tiles.size():
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tiles[idx] = tile_id
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## Get the tile definition for a tile ID, or null if not in the palette.
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func get_tile_def(tile_id: int) -> TileDef:
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for def in palette:
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if def.id == tile_id:
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return def
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return null
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## Whether the tile at (x, y, z) is solid (collision).
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func is_solid(x: int, y: int, z: int = 0) -> bool:
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var def := get_tile_def(get_tile(x, y, z))
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return def != null and def.solid
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## Whether the tile at (x, y, z) is walkable.
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func is_walkable(x: int, y: int, z: int = 0) -> bool:
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var def := get_tile_def(get_tile(x, y, z))
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return def != null and def.is_walkable()
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