broken_seals/game/modules/planets/test_planet/dungeons/dungeon.gd

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GDScript3
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tool
extends Dungeon
# Copyright (c) 2019-2020 Péter Magyar
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in all
# copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
# SOFTWARE.
export(int) var level_room_count : int = 9
export(int) var min_room_dimension : int = 5
export(int) var max_room_dimension : int = 8
export(int) var enemy_count : int = 14
export(bool) var spawn_mobs : bool = false
export(MeshDataResource) var dung_floor : MeshDataResource = null
export(MeshDataResource) var dung_ceiling : MeshDataResource = null
export(MeshDataResource) var dung_wall_xp : MeshDataResource = null
export(MeshDataResource) var dung_wall_xn : MeshDataResource = null
export(MeshDataResource) var dung_wall_zp : MeshDataResource = null
export(MeshDataResource) var dung_wall_zn : MeshDataResource = null
export(Texture) var wall_texture : Texture
export(Texture) var floor_texture : Texture
export(Texture) var ceiling_texture : Texture
export(MeshDataResource) var dung_entrance_mdr : MeshDataResource = null
export(PackedScene) var dung_entrance_scene : PackedScene = null
var map : Array = []
var rooms : Array = []
var enemies : Array = []
#var nav_graph : AStar2D
var entrance_position : Transform = Transform()
var inner_entrance_position : Vector3 = Vector3()
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var player_inner_entrance_position_x : int = 0
var player_inner_entrance_position_z : int = 0
var entrance_position_data_space : Vector3 = Vector3()
var next_level_teleporter_position_data_space : Vector3 = Vector3()
var enemy_data : Array = []
# in binary: WallXP = 00001, WallXN = 0010, WallZP = 0100, WallZN = 1000
enum NeighbourCaseCodeFlags { WallXP = 1, WallXN = 2, WallZP = 4, WallZN = 8 }
enum Tile { Wall, Floor, Door, Empty }
func _instance(p_seed, p_instance):
._instance(p_seed, p_instance)
p_instance.level_room_count = level_room_count
p_instance.min_room_dimension = min_room_dimension
p_instance.max_room_dimension = max_room_dimension
p_instance.enemy_count = enemy_count
p_instance.spawn_mobs = spawn_mobs
p_instance.dung_floor = dung_floor
p_instance.dung_ceiling = dung_ceiling
p_instance.dung_wall_xp = dung_wall_xp
p_instance.dung_wall_xn = dung_wall_xn
p_instance.dung_wall_zp = dung_wall_zp
p_instance.dung_wall_zn = dung_wall_zn
p_instance.wall_texture = wall_texture
p_instance.floor_texture = floor_texture
p_instance.ceiling_texture = ceiling_texture
p_instance.dung_entrance_mdr = dung_entrance_mdr
p_instance.dung_entrance_scene = dung_entrance_scene
return p_instance
func _setup():
if sizex == 0 || sizey == 0 || sizez == 0:
print("Dungeon size is 0!")
return
# entrance_position.origin = Vector3(7, 5, 7)
# if data.get_dungeon_start_room_data_count() == 0:
# return
#
# var drd : DungeonRoom = data.get_dungeon_start_room_data(0)
#
# var dung : DungeonRoom = drd.instance()
#
# dung.posx = posx
# dung.posy = posy
# dung.posz = posz
# dung.current_seed = current_seed
# dung.data = drd
# dung.setup()
#
# add_dungeon_start_room(dung)
build()
func _setup_library(library):
._setup_library(library)
if library is VoxelmanLibraryMerger:
library.get_prop_packer().add_texture(wall_texture)
library.get_prop_packer().add_texture(floor_texture)
library.get_prop_packer().add_texture(ceiling_texture)
func _generate_chunk(chunk, spawn_mobs):
var aabb : AABB = AABB(Vector3(posx - 1, posy - 1, posz - 1) * Vector3(chunk.voxel_scale, chunk.voxel_scale, chunk.voxel_scale), Vector3(sizex + 2, sizey + 2, sizez + 2) * Vector3(chunk.voxel_scale, chunk.voxel_scale, chunk.voxel_scale))
var chunk_aabb : AABB = AABB(chunk.get_position() * Vector3(chunk.size_x, chunk.size_y, chunk.size_z) * Vector3(chunk.voxel_scale, chunk.voxel_scale, chunk.voxel_scale), Vector3(chunk.size_x, chunk.size_y, chunk.size_z) * Vector3(chunk.voxel_scale, chunk.voxel_scale, chunk.voxel_scale))
if dung_entrance_scene && chunk_aabb.has_point(entrance_position.origin):
inner_entrance_position = Vector3(player_inner_entrance_position_x * chunk.voxel_scale, (posy + 4) * chunk.voxel_scale + 0.3, player_inner_entrance_position_z * chunk.voxel_scale)
call_deferred("spawn_teleporter_scene", dung_entrance_scene, entrance_position, chunk, inner_entrance_position)
if !aabb.intersects(chunk_aabb):
return
var px : int = chunk.position_x * chunk.size_x - posx
var pz : int = chunk.position_z * chunk.size_z - posz
var tox : int = px + chunk.size_x
var toz : int = pz + chunk.size_z
if tox > sizex:
tox = sizex
if toz > sizez:
toz = sizez
var floor_pos : int = posy - chunk.position_y * chunk.size_y
var ceiling_pos : int = floor_pos + sizey
var draw_floor : bool = true
var draw_ceiling : bool = true
if floor_pos > chunk.size_y:
return
if ceiling_pos < 0:
return
if floor_pos < 0:
floor_pos = 0
draw_floor = false
if ceiling_pos > chunk.size_y:
ceiling_pos = chunk.size_y
draw_ceiling = false
var xx : int = 0
var zz : int = 0
for x in range(px, tox):
for z in range(pz, toz):
var tile : int = map[x][z]
#we can safely check like this
if tile > Tile.Wall:
#grab the wall data, by just right shifting it back. (binary) XXXXYYYY -> 0000XXXX
var walls : int = tile >> 4
if walls > 0:
#(binary) XXXX & 0001 -> 000X
if walls & NeighbourCaseCodeFlags.WallXP != 0:
add_wall(chunk, xx, zz, floor_pos, ceiling_pos, dung_wall_xp, wall_texture)
#(binary) XXXX & 0010 -> 00X0
if walls & NeighbourCaseCodeFlags.WallXN != 0:
#+ 1 offsets it to be at the proper place
add_wall(chunk, xx + 1, zz, floor_pos, ceiling_pos, dung_wall_xn, wall_texture)
#etc
if walls & NeighbourCaseCodeFlags.WallZP != 0:
add_wall(chunk, xx, zz - 1, floor_pos, ceiling_pos, dung_wall_zp, wall_texture)
if walls & NeighbourCaseCodeFlags.WallZN != 0:
#+ 1 offsets it to be at the proper place
add_wall(chunk, xx, zz, floor_pos, ceiling_pos, dung_wall_zn, wall_texture)
if draw_floor:
chunk.add_mesh_data_resourcev(Vector3(xx, floor_pos, zz), dung_floor, floor_texture)
if draw_ceiling:
chunk.add_mesh_data_resourcev(Vector3(xx, ceiling_pos, zz), dung_ceiling, ceiling_texture)
zz += 1
xx += 1
zz = 0
if spawn_mobs:
for enemy in enemy_data:
var bp = enemy[0]
var pos : Vector3 = Vector3(bp.x * chunk.voxel_scale, (posy + 4) * chunk.voxel_scale, bp.y * chunk.voxel_scale)
if chunk_aabb.has_point(pos):
ESS.entity_spawner.spawn_mob(enemy[1], enemy[2], pos)
# entities.app
# for i in range(get_dungeon_start_room_count()):
# get_dungeon_start_room(i).generate_chunk(chunk, spawn_mobs)
func add_wall(chunk : VoxelChunk, x : int, z : int, floor_pos : int, ceiling_pos : int, wall : MeshDataResource, tex : Texture):
for y in range(floor_pos, ceiling_pos):
chunk.add_mesh_data_resourcev(Vector3(x, y, z), wall, tex)
func spawn_teleporter_scene(scene : PackedScene, transform : Transform, chunk : VoxelChunk, teleports_to : Vector3):
var s = scene.instance()
chunk.get_voxel_world().add_child(s)
s.transform = transform
s.teleport_to = teleports_to
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# print("spawn_teleporter_scene at: " + str(transform.origin) + " points to: " + str(teleports_to))
func build():
# randomize()
build_level()
#Place player
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var start_room = rooms.front()
player_inner_entrance_position_x = start_room.position.x + 1 + randi() % int(start_room.size.x - 2)
player_inner_entrance_position_z = start_room.position.y + 1 + randi() % int(start_room.size.y - 2)
inner_entrance_position = Vector3(10,10,10)
#inner_entrance_position!
# entrance_position.origin = Vector2(player_x * tile_size + tile_size / 2, player_y * tile_size + tile_size / 2)
# _player = ESS.entity_spawner.load_player(_player_file_name, pos, 1) as Entity
#Server.sset_seed(_player.sseed)
var end_room = rooms[rooms.size() - 1]
var erx = start_room.position.x + 1 + randi() % int(start_room.size.x - 2)
var erz = start_room.position.y + 1 + randi() % int(start_room.size.y - 2)
next_level_teleporter_position_data_space = Vector3(erx, posy, erz)
#Place enemies
if spawn_mobs:
for i in range(enemy_count):
var room = rooms[1 + randi() % (rooms.size() - 1)]
var x = room.position.x + 1 + randi() % int (room.size.x - 2)
var y = room.position.y + 1 + randi() % int (room.size.y - 2)
var blocked = false
for enemy in enemy_data:
var bp = enemy[0]
if bp.x == x && bp.y == y:
blocked = true
break
if !blocked:
enemy_data.append([Vector2(x, y), 1, 1])
# var enemy = ESS.entity_spawner.spawn_mob(1, 1, Vector3(t.x, t.y, 0), get_path())
func build_level():
rooms.clear()
map.clear()
for e in enemies:
e.queue_free()
enemies.clear()
for x in range(sizex):
map.append([])
for y in range(sizez):
map[x].append(Tile.Wall)
var free_regions = [Rect2(Vector2(2, 2), Vector2(sizex, sizez) - Vector2(4, 4))]
for i in range(level_room_count):
add_room(free_regions)
if free_regions.empty():
break
connect_rooms()
#post process walls, so they have the correct type
var neighbours : int = 0
for x in range(sizex):
for z in range(sizez):
if map[x][z] == Tile.Floor:
if x != 0:
if map[x - 1][z] <= Tile.Wall:
neighbours |= NeighbourCaseCodeFlags.WallXP
if x != sizex - 1:
if map[x + 1][z] <= Tile.Wall:
neighbours |= NeighbourCaseCodeFlags.WallXN
if z != 0:
if map[x][z - 1] <= Tile.Wall:
neighbours |= NeighbourCaseCodeFlags.WallZP
if z != sizez - 1:
if map[x][z + 1] <= Tile.Wall:
neighbours |= NeighbourCaseCodeFlags.WallZN
#left shift all bits by 4 -> (binary) 0000XXXX -> XXXX0000
neighbours = neighbours << 4
#bitwise or them together -> (Tile.Floor = 1 = 00000001) -> (binary) 000000001 | XXXX0000 -> XXXX0001
map[x][z] = Tile.Floor | neighbours
neighbours = 0
func connect_rooms():
var stone_graph : AStar2D = AStar2D.new()
var point_id : int = 0
for x in range(sizex):
for y in range(sizez):
if map[x][y] == Tile.Wall:
stone_graph.add_point(point_id, Vector2(x, y))
#connect to left if also stone
if x > 0 && map[x - 1][y] == Tile.Wall:
var left_point = stone_graph.get_closest_point(Vector2(x - 1, y))
stone_graph.connect_points(point_id, left_point)
#connect to above if also stone
if y > 0 && map[x][y - 1] == Tile.Wall:
var above_point = stone_graph.get_closest_point(Vector2(x, y - 1))
stone_graph.connect_points(point_id, above_point)
point_id += 1
#Build an AStar graph of room connections
var room_graph : AStar2D = AStar2D.new()
point_id = 0
for room in rooms:
var room_center = room.position + room.size / 2
room_graph.add_point(point_id, Vector2(room_center.x, room_center.y))
point_id += 1
#Add random connections until everything is connected
while !is_everything_connected(room_graph):
add_random_connection(stone_graph, room_graph)
func is_everything_connected(graph : AStar2D):
var points = graph.get_points()
var start = points.pop_back()
for point in points:
var path = graph.get_point_path(start, point)
if !path:
return false
return true
func add_random_connection(stone_graph : AStar2D, room_graph : AStar2D):
#Pick rooms to connect
var start_room_id = get_least_connected_point(room_graph)
var end_room_id = get_nearest_unconnected_point(room_graph, start_room_id)
#Pick door locations
var start_position = pick_random_door_location(rooms[start_room_id])
var end_position = pick_random_door_location(rooms[end_room_id])
#Find a path to connect the doors to each other
var closest_start_point = stone_graph.get_closest_point(start_position)
var closest_end_point = stone_graph.get_closest_point(end_position)
var path = stone_graph.get_point_path(closest_start_point, closest_end_point)
assert(path)
#Add path to the map
set_tile(start_position.x, start_position.y, Tile.Door)
set_tile(end_position.x, end_position.y, Tile.Door)
for position in path:
set_tile(position.x, position.y, Tile.Floor)
room_graph.connect_points(start_room_id, end_room_id)
func get_least_connected_point(graph : AStar2D):
var point_ids = graph.get_points()
var least
var tied_for_least = []
for point in point_ids:
var count = graph.get_point_connections(point).size()
if !least || count < least:
least = count
tied_for_least = [point]
elif count == least:
tied_for_least.append(point)
return tied_for_least[randi() % tied_for_least.size()]
func get_nearest_unconnected_point(graph : AStar2D, target_point):
var target_position = graph.get_point_position(target_point)
var point_ids = graph.get_points()
var nearest
var tied_for_nearest = []
for point in point_ids:
if point == target_point:
continue
var path = graph.get_point_path(point, target_point)
if path:
continue
var dist = (graph.get_point_position(point) - target_position).length()
if !nearest || dist < nearest:
nearest = dist
tied_for_nearest = [point]
elif dist == nearest:
tied_for_nearest.append(point)
return tied_for_nearest[randi() % tied_for_nearest.size()]
func pick_random_door_location(room):
var options = []
#Top and bottom walls
for x in range(room.position.x + 1, room.end.x - 2):
options.append(Vector2(x, room.position.y))
options.append(Vector2(x, room.end.y))
#Left and right walls
for y in range(room.position.y + 1, room.end.y - 2):
options.append(Vector2(room.position.x, y))
options.append(Vector2(room.end.x, y))
return options[randi() % options.size()]
func add_room(free_regions):
var region = free_regions[randi() % free_regions.size()]
var size_x = min_room_dimension
if region.size.x > min_room_dimension:
size_x += randi() % int(region.size.x - min_room_dimension)
var size_y = min_room_dimension
if region.size.y > min_room_dimension:
size_y += randi() % int(region.size.y - min_room_dimension)
size_x = min(size_x, min_room_dimension)
size_y = min(size_y, min_room_dimension)
var start_x = region.position.x
if region.size.x > size_x:
start_x += randi() % int(region.size.x - size_x)
var start_y = region.position.y
if region.size.y > size_y:
start_y += randi() % int(region.size.y - size_y)
var room = Rect2(start_x, start_y, size_x, size_y)
rooms.append(room)
for x in range(start_x, start_x + size_x):
set_tile(x, start_y, Tile.Wall)
set_tile(x, start_y + size_y - 1, Tile.Wall)
for y in range(start_y, start_y + size_y):
set_tile(start_x, y, Tile.Wall)
set_tile(start_x + size_x - 1, y, Tile.Wall)
for x in range(start_x + 1, start_x + size_x - 1):
set_tile(x, y, Tile.Floor)
cut_regions(free_regions, room)
func cut_regions(free_regions, region_to_remove):
var removal_queue = []
var addition_queue = []
for region in free_regions:
if region.intersects(region_to_remove):
removal_queue.append(region)
var leftover_left = region_to_remove.position.x - region.position.x - 1
var leftover_right = region_to_remove.end.x - region_to_remove.end.x - 1
var leftover_above = region_to_remove.position.y - region.position.y - 1
var leftover_below = region.end.y - region_to_remove.end.y - 1
if leftover_left >= min_room_dimension:
addition_queue.append(Rect2(region.position, Vector2(leftover_left, region.size.y)))
if leftover_right >= min_room_dimension:
addition_queue.append(Rect2(Vector2(region_to_remove.end.x + 1, region.position.y), Vector2(leftover_right, region.size.y)))
if leftover_above >= min_room_dimension:
addition_queue.append(Rect2(region.position, Vector2(region.size.x, leftover_above)))
if leftover_below >= min_room_dimension:
addition_queue.append(Rect2(Vector2(region.position.x, region_to_remove.end.y + 1), Vector2(region.size.x, leftover_below)))
for region in removal_queue:
free_regions.erase(region)
for region in addition_queue:
free_regions.append(region)
func set_tile(x, y, type):
map[x][y] = type
func has_entrance_position():
return true