Make the teleporter work with the dungeon even when it's noit loaded, also fixed and enablen mob spawning in the dungeon.

This commit is contained in:
Relintai 2020-07-23 00:12:19 +02:00
parent e95f5ac67e
commit 7b5712a996
6 changed files with 28 additions and 20 deletions

View File

@ -41,4 +41,5 @@ func teleport():
if (p.get_body().transform.origin - transform.origin).length() > use_range: if (p.get_body().transform.origin - transform.origin).length() > use_range:
return return
p.get_body().transform.origin = teleport_to p.get_body().teleport(teleport_to)
# p.get_body().transform.origin = teleport_to

View File

@ -6,12 +6,12 @@
[sub_resource type="CubeMesh" id=1] [sub_resource type="CubeMesh" id=1]
size = Vector3( 1, 1, 1 ) size = Vector3( 1, 1, 1 )
[sub_resource type="SpatialMaterial" id=3] [sub_resource type="SpatialMaterial" id=2]
flags_vertex_lighting = true flags_vertex_lighting = true
albedo_color = Color( 0.494118, 0.494118, 0.494118, 1 ) albedo_color = Color( 0.494118, 0.494118, 0.494118, 1 )
albedo_texture = ExtResource( 2 ) albedo_texture = ExtResource( 2 )
[sub_resource type="BoxShape" id=2] [sub_resource type="BoxShape" id=3]
extents = Vector3( 0.5, 0.5, 0.5 ) extents = Vector3( 0.5, 0.5, 0.5 )
[node name="DungeonTeleporter" type="StaticBody"] [node name="DungeonTeleporter" type="StaticBody"]
@ -20,7 +20,7 @@ default_albedo = Color( 0.521569, 0.521569, 0.521569, 1 )
[node name="MeshInstance" type="MeshInstance" parent="."] [node name="MeshInstance" type="MeshInstance" parent="."]
mesh = SubResource( 1 ) mesh = SubResource( 1 )
material/0 = SubResource( 3 ) material/0 = SubResource( 2 )
[node name="CollisionShape" type="CollisionShape" parent="."] [node name="CollisionShape" type="CollisionShape" parent="."]
shape = SubResource( 2 ) shape = SubResource( 3 )

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@ -121,7 +121,7 @@ func _generate_chunk(chunk, spawn_mobs):
var chunk_aabb : AABB = AABB(chunk.get_position() * Vector3(chunk.size_x, chunk.size_y, chunk.size_z), Vector3(chunk.size_x, chunk.size_y, chunk.size_z)) var chunk_aabb : AABB = AABB(chunk.get_position() * Vector3(chunk.size_x, chunk.size_y, chunk.size_z), Vector3(chunk.size_x, chunk.size_y, chunk.size_z))
if dung_entrance_scene && chunk_aabb.has_point(entrance_position.origin): if dung_entrance_scene && chunk_aabb.has_point(entrance_position.origin):
inner_entrance_position = Vector3(player_inner_entrance_position_x * chunk.voxel_scale, (posy + 2) * chunk.voxel_scale + 0.3, player_inner_entrance_position_z * chunk.voxel_scale) 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) call_deferred("spawn_teleporter_scene", dung_entrance_scene, entrance_position, chunk, inner_entrance_position)
if !aabb.intersects(chunk_aabb): if !aabb.intersects(chunk_aabb):
@ -198,11 +198,14 @@ func _generate_chunk(chunk, spawn_mobs):
zz = 0 zz = 0
if spawn_mobs: if spawn_mobs:
var chunk_world_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))
for enemy in enemy_data: for enemy in enemy_data:
var bp = enemy[0] var bp = enemy[0]
var pos : Vector3 = Vector3(bp.x * chunk.voxel_scale, floor_pos, bp.y * chunk.voxel_scale) var pos : Vector3 = Vector3(bp.x * chunk.voxel_scale, (posy + 4) * chunk.voxel_scale, bp.y * chunk.voxel_scale)
ESS.entity_spawner.spawn_mob(enemy[1], enemy[2], pos) if chunk_world_aabb.has_point(pos):
ESS.entity_spawner.spawn_mob(enemy[1], enemy[2], pos)
# entities.app # entities.app
# for i in range(get_dungeon_start_room_count()): # for i in range(get_dungeon_start_room_count()):

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@ -13,7 +13,7 @@
[ext_resource path="res://modules/planets/test_planet/voxel_library/textures/stone_dungeon_1_albedo.png" type="Texture" id=11] [ext_resource path="res://modules/planets/test_planet/voxel_library/textures/stone_dungeon_1_albedo.png" type="Texture" id=11]
[resource] [resource]
posy = -50 posy = -45
sizex = 40 sizex = 40
sizey = 3 sizey = 3
sizez = 40 sizez = 40
@ -22,7 +22,7 @@ level_room_count = 9
min_room_dimension = 5 min_room_dimension = 5
max_room_dimension = 8 max_room_dimension = 8
enemy_count = 14 enemy_count = 14
spawn_mobs = false spawn_mobs = true
dung_floor = ExtResource( 7 ) dung_floor = ExtResource( 7 )
dung_ceiling = ExtResource( 4 ) dung_ceiling = ExtResource( 4 )
dung_wall_xp = ExtResource( 5 ) dung_wall_xp = ExtResource( 5 )

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@ -385,7 +385,7 @@ func process_movement_mob(delta : float) -> void:
if vel.length_squared() < 0.12: if vel.length_squared() < 0.12:
sleep = true sleep = true
if translation.y < -50.0: if translation.y < -200.0:
print("killed mob with fall damage") print("killed mob with fall damage")
var sdi : SpellDamageInfo = SpellDamageInfo.new() var sdi : SpellDamageInfo = SpellDamageInfo.new()
sdi.damage_source_type = SpellDamageInfo.DAMAGE_SOURCE_UNKNOWN sdi.damage_source_type = SpellDamageInfo.DAMAGE_SOURCE_UNKNOWN
@ -653,3 +653,7 @@ func set_max_visible_distance(var value : float) -> void:
max_visible_distance = value max_visible_distance = value
func teleport(teleport_to : Vector3):
world.spawn(teleport_to.x / world.chunk_size_x / world.voxel_scale, teleport_to.y/ world.chunk_size_y / world.voxel_scale, teleport_to.z/ world.chunk_size_z / world.voxel_scale)
transform.origin = teleport_to
placed = false

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@ -56,7 +56,7 @@ func generate():
if level_generator != null: if level_generator != null:
level_generator.setup(self, 80, false, library) level_generator.setup(self, 80, false, library)
spawn() spawn(0, 0, 0)
func _process(delta): func _process(delta):
@ -174,14 +174,14 @@ func _create_chunk(x : int, y : int, z : int, pchunk : VoxelChunk) -> VoxelChunk
# print("added " + str(Vector3(x, y, z))) # print("added " + str(Vector3(x, y, z)))
return ._create_chunk(x, y, z, chunk) return ._create_chunk(x, y, z, chunk)
func spawn() -> void: func spawn(start_x : int, start_y : int, start_z : int) -> void:
if not Engine.editor_hint: if not Engine.editor_hint:
_max_frame_chunk_build_temp = max_frame_chunk_build_steps _max_frame_chunk_build_temp = max_frame_chunk_build_steps
max_frame_chunk_build_steps = 0 max_frame_chunk_build_steps = 0
for x in range(-chunk_spawn_range, chunk_spawn_range): for x in range(-chunk_spawn_range + start_x, chunk_spawn_range + start_x):
for z in range(-chunk_spawn_range, chunk_spawn_range): for z in range(-chunk_spawn_range + start_z, chunk_spawn_range + start_z):
for y in range(-1, 2): for y in range(-1 + start_y, 2 + start_y):
create_chunk(x, y, z) create_chunk(x, y, z)
# add_prop(Transform().translated(Vector3(0, 2, 0)), test_prop) # add_prop(Transform().translated(Vector3(0, 2, 0)), test_prop)
@ -197,7 +197,7 @@ func set_editor_generate(value : bool) -> void:
library.refresh_rects() library.refresh_rects()
level_generator.setup(self, current_seed, false, library) level_generator.setup(self, current_seed, false, library)
spawn() spawn(0, 0, 0)
# else: # else:
# spawned = false # spawned = false
# clear() # clear()
@ -226,7 +226,7 @@ func setup_client_seed(pseed : int) -> void:
if level_generator != null: if level_generator != null:
level_generator.setup(self, pseed, false, library) level_generator.setup(self, pseed, false, library)
spawn() spawn(0, 0, 0)
func load_character(file_name : String) -> void: func load_character(file_name : String) -> void:
_player_file_name = file_name _player_file_name = file_name
@ -241,7 +241,7 @@ func load_character(file_name : String) -> void:
if level_generator != null: if level_generator != null:
level_generator.setup(self, _player.sseed, true, library) level_generator.setup(self, _player.sseed, true, library)
spawn() spawn(0, 0, 0)
set_process(true) set_process(true)