broken_seals/game/scripts/dungeons/dungeon.gd

311 lines
8.1 KiB
GDScript

tool
extends Spatial
export(bool) var generate_on_ready : bool = true
export(PropData) var start_room : PropData
export(Array, PropData) var rooms : Array
export(PropData) var plug : PropData
export(bool) var generate : bool setget set_generate, get_generate
export(bool) var spawn_mobs : bool = true
export(int) var min_level : int = 1
export(int) var max_level : int = 2
export(int) var dungeon_seed : int = 0
#todo calc aabbs and store in PropData during prop conversion
var room_hulls : Dictionary
var portal_map : Dictionary
var portals : Array
var current_aabbs : Array
var debug : bool = true
var _rng : RandomNumberGenerator = RandomNumberGenerator.new()
func _enter_tree() -> void:
if not Engine.editor_hint && generate_on_ready:
call_deferred("generate")
func set_up_room_data() -> void:
clear_room_data()
process_prop(start_room)
for r in rooms:
process_prop(r)
process_portals()
func process_prop(room : PropData) -> void:
if !room:
return
if !room.is_room:
return
if room in room_hulls:
return
var ps : PoolVector3Array = room.room_bounds
#Convert the bounds to 2d
#This should probably be done in 3d later
#I found no simple way to do it for now
#Will look later
var points : PoolVector2Array = PoolVector2Array()
for p in ps:
points.push_back(Vector2(p.x, p.z))
points = Geometry.convex_hull_2d(points)
room_hulls[room] = points
for i in range(room.props.size()):
var pe : PropDataEntry = room.props[i]
if pe is PropDataPortal:
portals.append([pe, room, i])
func process_portals() -> void:
for i in range(portals.size()):
var pe = portals[i]
var portal : PropDataPortal = pe[0]
var room : PropData = pe[1]
var portal_points : PoolVector2Array = portal.points
if portal in portal_map:
continue
var map_data : Array = Array()
for j in range(portals.size()):
if i == j:
continue
var pp : Array = portals[j]
var cportal : PropDataPortal = pp[0]
var cportal_points : PoolVector2Array = cportal.points
if (cportal_points.size() != portal_points.size()):
continue
var eq : bool = true
for k in range(portal_points.size()):
var p1 : Vector2 = portal_points[k]
var p2 : Vector2 = cportal_points[k]
if !p1.is_equal_approx(p2):
eq = false
break
if !eq:
continue
var croom : PropData = pp[1]
var cj : int = pp[2]
map_data.append([ croom, cportal, cj ])
portal_map[portal] = map_data
func clear_room_data() -> void:
portal_map.clear()
portals.clear()
room_hulls.clear()
current_aabbs.clear()
func generate() -> void:
_rng.seed = dungeon_seed
clear()
set_up_room_data()
spawn_room(Transform(), start_room)
func spawn_room(room_lworld_transform : Transform, room : PropData, level : int = 0, current_portal : PropDataPortal = null) -> void:
if level > 4:
var plugi : PropInstanceMerger = PropInstanceMerger.new()
plugi.prop_data = plug
plugi.first_lod_distance_squared = 4000
add_child(plugi)
plugi.transform = room_lworld_transform
#test_spawn_pos(room_lworld_transform)
return
var orig_room_lworld_transform : Transform = room_lworld_transform
if current_portal:
var lworld_curr_portal : Transform = current_portal.transform
#portal center should be precalculated
#this will only work with the current portals
lworld_curr_portal = lworld_curr_portal.translated(Vector3(-0.5, 0, 0))
lworld_curr_portal.basis = lworld_curr_portal.basis.rotated(Vector3(0, 1, 0), PI)
room_lworld_transform = room_lworld_transform * lworld_curr_portal.inverse()
var sr : PropInstanceMerger = PropInstanceMerger.new()
sr.prop_data = room
sr.first_lod_distance_squared = 4000
add_child(sr)
sr.transform = room_lworld_transform
var cab : PoolVector2Array = room_hulls[room]
var ctfab : PoolVector2Array = PoolVector2Array()
for a in cab:
var v : Vector3 = Vector3(a.x, 0, a.y)
v = room_lworld_transform.xform(v)
ctfab.push_back(Vector2(v.x, v.z))
#v.y = 0
#test_spawn_pos(Transform(Basis(), v))
current_aabbs.push_back(ctfab)
if spawn_mobs && level > 0 && ctfab.size() > 0:
if _rng.randi() % 3 == 0:
var v2 : Vector2 = ctfab[0]
for i in range(1, ctfab.size()):
v2 = v2.linear_interpolate(ctfab[i], 0.5)
var gt : Transform = global_transform
var scale : Vector3 = gt.basis.get_scale()
v2 *= Vector2(scale.x, scale.z)
ESS.entity_spawner.spawn_mob(0, min_level + (_rng.randi() % (max_level - min_level)), Vector3(v2.x, gt.origin.y, v2.y))
#if Engine.editor_hint and debug:
# sr.owner = get_tree().edited_scene_root
for pe in room.props:
if pe is PropDataPortal:
if pe == current_portal:
continue
var current_portal_lworld_position : Transform = room_lworld_transform * pe.transform
var d : Array = portal_map[pe]
if d.size() == 0:
continue
var new_room_data = d[_rng.randi() % d.size()]
#[ croom, cportal, cj ]
var new_room : PropData = new_room_data[0]
var new_room_portal : PropDataPortal = new_room_data[1]
#todo figure out the transforms
var poffset : Vector3 = new_room_portal.transform.xform(Vector3())
#middle of the current portal
var offset_current_portal_lworld_position : Transform = current_portal_lworld_position
#portal center should be precalculated
#this will only work with the current portals
offset_current_portal_lworld_position = offset_current_portal_lworld_position.translated(Vector3(-0.5, 0, 0))
var ab : PoolVector2Array = room_hulls[new_room]
var tfab : PoolVector2Array = PoolVector2Array()
for a in ab:
var v : Vector3 = Vector3(a.x, 0, a.y)
v = offset_current_portal_lworld_position.xform(v)
tfab.push_back(Vector2(v.x, v.z))
# v.y = 0
# test_spawn_pos(Transform(Basis(), v))
#test_spawn_pos(offset_current_portal_lworld_position)
var can_spawn : bool = true
for saab in current_aabbs:
var ohull : PoolVector2Array = saab
var poly_int_res : Array = Geometry.intersect_polygons_2d(ohull, tfab)
if poly_int_res.size() > 0:
for poly in poly_int_res:
var indices : PoolIntArray = Geometry.triangulate_polygon(poly)
for i in range(0, indices.size(), 3):
var p1 : Vector2 = poly[indices[i]]
var p2 : Vector2 = poly[indices[i + 1]]
var p3 : Vector2 = poly[indices[i + 2]]
var pp1 : float = (p1.x * p2.y + p2.x * p3.y + p3.x * p1.y)
var pp2 : float = (p2.x * p1.y + p3.x * p2.y + p1.x * p3.y)
var area : float = 0.5 * (pp1 - pp2)
if area > 0.2:
#print(area)
#print(poly)
#print(indices)
#for p in poly:
# test_spawn_pos(Transform(Basis(), Vector3(p.x, 0, p.y)))
can_spawn = false
break
if !can_spawn:
break
if !can_spawn:
break
if can_spawn:
spawn_room(offset_current_portal_lworld_position, new_room, level + 1, new_room_portal)
else:
var plugi : PropInstanceMerger = PropInstanceMerger.new()
plugi.prop_data = plug
add_child(plugi)
plugi.transform = offset_current_portal_lworld_position
#test_spawn_pos(offset_current_portal_lworld_position)
func clear() -> void:
if Engine.editor_hint and debug:
#don't destroy the user's nodes
for c in get_children():
if c.owner == get_tree().edited_scene_root:
c.queue_free()
else:
for c in get_children():
c.queue_free()
func test_spawn_pos(lworld_position : Transform, color : Color = Color(1, 1, 1)):
var testspat : ImmediateGeometry = ImmediateGeometry.new()
add_child(testspat)
testspat.transform = lworld_position
testspat.begin(Mesh.PRIMITIVE_LINES)
testspat.set_color(color)
testspat.add_vertex(Vector3(0, -0.5, 0))
testspat.set_color(color)
testspat.add_vertex(Vector3(0, 0.5, 0))
testspat.set_color(color)
testspat.add_vertex(Vector3(-0.5, 0, 0))
testspat.set_color(color)
testspat.add_vertex(Vector3(0.5, 0, 0))
testspat.set_color(color)
testspat.add_vertex(Vector3(0, 0, -0.5))
testspat.set_color(color)
testspat.add_vertex(Vector3(0, 0, 0.5))
testspat.end()
func set_generate(on) -> void:
if on:
generate()
func get_generate() -> bool:
return false