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https://github.com/Relintai/broken_seals.git
synced 2024-11-13 20:47:19 +01:00
Now the dungeon (mostly) properly gets written to chunks based on it's map's data. I implemented wall post processing with bit shifting, and since using bit shifting with scripting languages is not as common I threw in a few comments on how it works, hopefully someone will find it useful. Also fix 2 line's indentation level.
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@ -43,7 +43,9 @@ var enemies : Array = []
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var entrance_position : Transform = Transform()
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var inner_entrance_position : Vector3 = Vector3()
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enum Tile { None, Floor, Wall, Door }
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# in binary: WallXP = 00001, WallXN = 0010, WallZP = 0100, WallZN = 1000
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enum NeighbourCaseCodeFlags { WallXP = 1, WallXN = 2, WallZP = 4, WallZN = 8 }
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enum Tile { Wall, Floor, Door, Empty }
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func _setup():
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if sizex == 0 || sizey == 0 || sizez == 0:
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@ -69,6 +71,8 @@ func _setup():
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#
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# add_dungeon_start_room(dung)
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posy = 7
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build()
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#
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#func _setup_library(library):
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@ -82,7 +86,7 @@ func _generate_chunk(chunk, spawn_mobs):
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# for x in range(chunk.size_x):
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# for z in range(chunk.size_z):
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# chunk.add_mesh_data_resourcev(Vector3(x, 5, z), dung_ceiling)
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var aabb : AABB = AABB(Vector3(posx, posy, posz) * chunk.get_voxel_scale(), Vector3(sizex, sizey, sizez) * chunk.get_voxel_scale())
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var chunk_aabb : AABB = AABB(chunk.get_position() * Vector3(chunk.size_x, chunk.size_y, chunk.size_z) * chunk.get_voxel_scale(), Vector3(chunk.size_x, chunk.size_y, chunk.size_z) * chunk.get_voxel_scale())
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@ -95,10 +99,79 @@ func _generate_chunk(chunk, spawn_mobs):
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if !aabb.intersects(chunk_aabb):
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return
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var px : int = chunk.position_x * chunk.size_x - posx
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var pz : int = chunk.position_z * chunk.size_z - posz
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var tox : int = px + chunk.size_x
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var toz : int = pz + chunk.size_z
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if tox > sizex:
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tox = sizex
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if toz > sizez:
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toz = sizez
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var floor_pos : int = chunk.position_y * chunk.size_y - posy
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var ceiling_pos : int = floor_pos + sizey
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var draw_floor : bool = true
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var draw_ceiling : bool = true
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if floor_pos < 0:
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floor_pos = 0
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draw_floor = false
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if ceiling_pos > chunk.size_y:
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ceiling_pos = chunk.size_y
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draw_ceiling = false
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var xx : int = 0
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var zz : int = 0
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for x in range(px, tox):
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for z in range(pz, toz):
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var tile : int = map[x][z]
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#we can safely check like this as wall is 0
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if tile > Tile.Wall:
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#grab the wall data, by just right shifting it back. (binary) XXXXYYYY -> 0000XXXX
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var walls : int = tile >> 4
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if walls > 0:
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#(binary) XXXX & 0001 -> 000X
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if walls & NeighbourCaseCodeFlags.WallXP != 0:
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add_wall(chunk, xx, zz, floor_pos, ceiling_pos, dung_wall_xp)
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#(binary) XXXX & 0010 -> 00X0
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if walls & NeighbourCaseCodeFlags.WallXN != 0:
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#+ 1 offsets it to be at the proper place
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add_wall(chunk, xx + 1, zz, floor_pos, ceiling_pos, dung_wall_xn)
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#etc
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if walls & NeighbourCaseCodeFlags.WallZP != 0:
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add_wall(chunk, xx, zz - 1, floor_pos, ceiling_pos, dung_wall_zp)
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if walls & NeighbourCaseCodeFlags.WallZN != 0:
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#+ 1 offsets it to be at the proper place
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add_wall(chunk, xx, zz, floor_pos, ceiling_pos, dung_wall_zn)
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if draw_floor:
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chunk.add_mesh_data_resourcev(Vector3(xx, floor_pos, zz), dung_floor)
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if draw_ceiling:
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chunk.add_mesh_data_resourcev(Vector3(xx, ceiling_pos, zz), dung_ceiling)
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zz += 1
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xx += 1
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zz = 0
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# for i in range(get_dungeon_start_room_count()):
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# get_dungeon_start_room(i).generate_chunk(chunk, spawn_mobs)
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func add_wall(chunk : VoxelChunk, x : int, z : int, floor_pos : int, ceiling_pos : int, wall : MeshDataResource):
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for y in range(floor_pos, ceiling_pos):
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chunk.add_mesh_data_resourcev(Vector3(x, y, z), wall)
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func spawn_teleporter_scene(scene : PackedScene, transform : Transform, chunk : VoxelChunk, teleports_to : Vector3):
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var s = scene.instance()
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chunk.get_voxel_world().add_child(s)
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@ -168,6 +241,38 @@ func build_level():
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break
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connect_rooms()
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#post process walls, so they have the correct type
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#0 : xn
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#1 : xp
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#2 : zn
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#3 : zp
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var neighbours : int = 0
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for x in range(sizex):
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for z in range(sizez):
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if map[x][z] == Tile.Floor:
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if x != 0:
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if map[x - 1][z] <= Tile.Wall:
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neighbours |= NeighbourCaseCodeFlags.WallXP
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if x != sizex - 1:
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if map[x + 1][z] <= Tile.Wall:
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neighbours |= NeighbourCaseCodeFlags.WallXN
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if z != 0:
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if map[x][z - 1] <= Tile.Wall:
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neighbours |= NeighbourCaseCodeFlags.WallZP
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if z != sizez - 1:
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if map[x][z + 1] <= Tile.Wall:
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neighbours |= NeighbourCaseCodeFlags.WallZN
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#left shift all bits by 4 -> (binary) 0000XXXX -> XXXX0000
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neighbours = neighbours << 4
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#bitwise or them together -> (Tile.Floor = 1 = 00000001) -> (binary) 000000001 | XXXX0000 -> XXXX0001
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map[x][z] = Tile.Floor | neighbours
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neighbours = 0
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func connect_rooms():
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var stone_graph : AStar2D = AStar2D.new()
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@ -199,9 +304,8 @@ func connect_rooms():
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point_id += 1
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#Add random connections until everything is connected
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while !is_everything_connected(room_graph):
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add_random_connection(stone_graph, room_graph)
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while !is_everything_connected(room_graph):
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add_random_connection(stone_graph, room_graph)
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func is_everything_connected(graph : AStar2D):
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var points = graph.get_points()
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