tool #extends Building extends Resource # Copyright (c) 2019-2021 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() 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 } var sizex : int = 0 var sizey : int = 0 var sizez : int = 0 var posx : int = 0 var posy : int = 0 var posz : int = 0 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_terra_library(library): ._setup_terra_library(library) if library is TerrainLibraryMerger: 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_voxel_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 : TerrainChunk, 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 : TerrainChunk, 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 func has_entrance_position(): return true