diff --git a/game/modules/planets/test_planet/biomes/simple_biome.gd b/game/modules/planets/test_planet/biomes/simple_biome.gd index 83c7b828..f34da6a6 100644 --- a/game/modules/planets/test_planet/biomes/simple_biome.gd +++ b/game/modules/planets/test_planet/biomes/simple_biome.gd @@ -53,7 +53,7 @@ func _generate_chunk(chunk: VoxelChunk, spawn_mobs: bool) -> void: entrance_position *= voxel_scale terrarin_gen.generate_simple_terrarin(chunk, spawn_mobs) - + for i in range(get_dungeon_count()): get_dungeon(i).generate_chunk(chunk, spawn_mobs) diff --git a/game/modules/planets/test_planet/dungeons/vman_dungeon.gd b/game/modules/planets/test_planet/dungeons/vman_dungeon.gd new file mode 100644 index 00000000..71d17768 --- /dev/null +++ b/game/modules/planets/test_planet/dungeons/vman_dungeon.gd @@ -0,0 +1,454 @@ +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_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() +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_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) + + +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 + + 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 + +# print("spawn_teleporter_scene at: " + str(transform.origin) + " points to: " + str(teleports_to)) + +func build(): +# randomize() + build_level() + + #Place player + 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 + diff --git a/game/modules/planets/test_planet/dungeons/vman_dungeon.tres b/game/modules/planets/test_planet/dungeons/vman_dungeon.tres new file mode 100644 index 00000000..4c46a061 --- /dev/null +++ b/game/modules/planets/test_planet/dungeons/vman_dungeon.tres @@ -0,0 +1,15 @@ +[gd_resource type="Dungeon" load_steps=2 format=2] + +[ext_resource path="res://modules/planets/test_planet/dungeons/vman_dungeon.gd" type="Script" id=1] + +[resource] +posy = -79 +sizex = 40 +sizey = 3 +sizez = 40 +script = ExtResource( 1 ) +level_room_count = 9 +min_room_dimension = 5 +max_room_dimension = 8 +enemy_count = 14 +spawn_mobs = false