mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-21 13:16:49 +01:00
453 lines
14 KiB
GDScript
453 lines
14 KiB
GDScript
tool
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extends Dungeon
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# Copyright (c) 2019-2020 Péter Magyar
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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export(int) var level_room_count : int = 9
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export(int) var min_room_dimension : int = 5
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export(int) var max_room_dimension : int = 8
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export(int) var enemy_count : int = 14
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export(int) var fill_tile : int = 1
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export(bool) var spawn_mobs : bool = false
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export(Texture) var wall_texture : Texture
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export(Texture) var floor_texture : Texture
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export(Texture) var ceiling_texture : Texture
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export(MeshDataResource) var dung_entrance_mdr : MeshDataResource = null
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export(PackedScene) var dung_entrance_scene : PackedScene = null
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var map : Array = []
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var rooms : Array = []
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var enemies : Array = []
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#var nav_graph : AStar2D
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var entrance_position : Transform = Transform()
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var inner_entrance_position : Vector3 = Vector3()
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var player_inner_entrance_position_x : int = 0
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var player_inner_entrance_position_z : int = 0
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var entrance_position_data_space : Vector3 = Vector3()
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var next_level_teleporter_position_data_space : Vector3 = Vector3()
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var enemy_data : Array = []
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enum Tile { Wall, Floor, Door, Empty }
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func _instance(p_seed, p_instance):
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._instance(p_seed, p_instance)
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p_instance.level_room_count = level_room_count
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p_instance.min_room_dimension = min_room_dimension
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p_instance.max_room_dimension = max_room_dimension
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p_instance.enemy_count = enemy_count
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p_instance.fill_tile = fill_tile
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p_instance.spawn_mobs = spawn_mobs
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p_instance.dung_entrance_mdr = dung_entrance_mdr
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p_instance.dung_entrance_scene = dung_entrance_scene
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return p_instance
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func _setup():
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if sizex == 0 || sizey == 0 || sizez == 0:
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print("Dungeon size is 0!")
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return
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# entrance_position.origin = Vector3(7, 5, 7)
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# if data.get_dungeon_start_room_data_count() == 0:
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# return
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#
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# var drd : DungeonRoom = data.get_dungeon_start_room_data(0)
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#
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# var dung : DungeonRoom = drd.instance()
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#
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# dung.posx = posx
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# dung.posy = posy
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# dung.posz = posz
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# dung.current_seed = current_seed
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# dung.data = drd
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# dung.setup()
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#
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# add_dungeon_start_room(dung)
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build()
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func _generate_chunk(chunk, spawn_mobs):
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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))
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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))
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if dung_entrance_scene && chunk_aabb.has_point(entrance_position.origin):
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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)
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call_deferred("spawn_teleporter_scene", dung_entrance_scene, entrance_position, chunk, inner_entrance_position)
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if !aabb.intersects(chunk_aabb):
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return
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chunk.ensure_channel_allocated(VoxelChunkDefault.DEFAULT_CHANNEL_ALT_TYPE, 1)
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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 = posy - chunk.position_y * chunk.size_y
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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 > chunk.size_y:
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return
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if ceiling_pos < 0:
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return
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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
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if tile > Tile.Wall:
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add_wall(chunk, xx, zz, floor_pos, ceiling_pos, null, wall_texture)
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# if draw_floor:
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# chunk.add_mesh_data_resourcev(Vector3(xx, floor_pos, zz), dung_floor, floor_texture)
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#
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# if draw_ceiling:
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# chunk.add_mesh_data_resourcev(Vector3(xx, ceiling_pos, zz), dung_ceiling, ceiling_texture)
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zz += 1
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xx += 1
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zz = 0
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if spawn_mobs:
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for enemy in enemy_data:
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var bp = enemy[0]
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var pos : Vector3 = Vector3(bp.x * chunk.voxel_scale, (posy + 4) * chunk.voxel_scale, bp.y * chunk.voxel_scale)
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if chunk_aabb.has_point(pos):
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ESS.entity_spawner.spawn_mob(enemy[1], enemy[2], pos)
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# entities.app
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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, tex : Texture):
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for y in range(floor_pos, ceiling_pos):
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chunk.set_voxel(0, x, y, z, VoxelChunkDefault.DEFAULT_CHANNEL_ALT_TYPE)
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# chunk.add_mesh_data_resourcev(Vector3(x, y, z), wall, tex)
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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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s.transform = transform
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s.teleport_to = teleports_to
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# print("spawn_teleporter_scene at: " + str(transform.origin) + " points to: " + str(teleports_to))
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func build():
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# randomize()
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build_level()
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#Place player
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var start_room = rooms.front()
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player_inner_entrance_position_x = start_room.position.x + 1 + randi() % int(start_room.size.x - 2)
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player_inner_entrance_position_z = start_room.position.y + 1 + randi() % int(start_room.size.y - 2)
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inner_entrance_position = Vector3(10,10,10)
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#inner_entrance_position!
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# entrance_position.origin = Vector2(player_x * tile_size + tile_size / 2, player_y * tile_size + tile_size / 2)
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# _player = ESS.entity_spawner.load_player(_player_file_name, pos, 1) as Entity
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#Server.sset_seed(_player.sseed)
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var end_room = rooms[rooms.size() - 1]
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var erx = start_room.position.x + 1 + randi() % int(start_room.size.x - 2)
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var erz = start_room.position.y + 1 + randi() % int(start_room.size.y - 2)
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next_level_teleporter_position_data_space = Vector3(erx, posy, erz)
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#Place enemies
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if spawn_mobs:
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for i in range(enemy_count):
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var room = rooms[1 + randi() % (rooms.size() - 1)]
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var x = room.position.x + 1 + randi() % int (room.size.x - 2)
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var y = room.position.y + 1 + randi() % int (room.size.y - 2)
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var blocked = false
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for enemy in enemy_data:
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var bp = enemy[0]
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if bp.x == x && bp.y == y:
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blocked = true
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break
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if !blocked:
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enemy_data.append([Vector2(x, y), 1, 1])
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# var enemy = ESS.entity_spawner.spawn_mob(1, 1, Vector3(t.x, t.y, 0), get_path())
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func build_level():
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rooms.clear()
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map.clear()
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for e in enemies:
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e.queue_free()
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enemies.clear()
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for x in range(sizex):
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map.append([])
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for y in range(sizez):
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map[x].append(Tile.Wall)
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var free_regions = [Rect2(Vector2(2, 2), Vector2(sizex, sizez) - Vector2(4, 4))]
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for i in range(level_room_count):
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add_room(free_regions)
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if free_regions.empty():
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break
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connect_rooms()
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func connect_rooms():
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var stone_graph : AStar2D = AStar2D.new()
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var point_id : int = 0
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for x in range(sizex):
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for y in range(sizez):
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if map[x][y] == Tile.Wall:
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stone_graph.add_point(point_id, Vector2(x, y))
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#connect to left if also stone
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if x > 0 && map[x - 1][y] == Tile.Wall:
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var left_point = stone_graph.get_closest_point(Vector2(x - 1, y))
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stone_graph.connect_points(point_id, left_point)
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#connect to above if also stone
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if y > 0 && map[x][y - 1] == Tile.Wall:
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var above_point = stone_graph.get_closest_point(Vector2(x, y - 1))
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stone_graph.connect_points(point_id, above_point)
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point_id += 1
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#Build an AStar graph of room connections
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var room_graph : AStar2D = AStar2D.new()
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point_id = 0
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for room in rooms:
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var room_center = room.position + room.size / 2
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room_graph.add_point(point_id, Vector2(room_center.x, room_center.y))
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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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func is_everything_connected(graph : AStar2D):
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var points = graph.get_points()
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var start = points.pop_back()
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for point in points:
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var path = graph.get_point_path(start, point)
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if !path:
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return false
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return true
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func add_random_connection(stone_graph : AStar2D, room_graph : AStar2D):
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#Pick rooms to connect
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var start_room_id = get_least_connected_point(room_graph)
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var end_room_id = get_nearest_unconnected_point(room_graph, start_room_id)
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#Pick door locations
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var start_position = pick_random_door_location(rooms[start_room_id])
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var end_position = pick_random_door_location(rooms[end_room_id])
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#Find a path to connect the doors to each other
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var closest_start_point = stone_graph.get_closest_point(start_position)
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var closest_end_point = stone_graph.get_closest_point(end_position)
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var path = stone_graph.get_point_path(closest_start_point, closest_end_point)
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assert(path)
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#Add path to the map
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set_tile(start_position.x, start_position.y, Tile.Door)
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set_tile(end_position.x, end_position.y, Tile.Door)
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for position in path:
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set_tile(position.x, position.y, Tile.Floor)
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room_graph.connect_points(start_room_id, end_room_id)
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func get_least_connected_point(graph : AStar2D):
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var point_ids = graph.get_points()
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var least
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var tied_for_least = []
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for point in point_ids:
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var count = graph.get_point_connections(point).size()
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if !least || count < least:
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least = count
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tied_for_least = [point]
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elif count == least:
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tied_for_least.append(point)
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return tied_for_least[randi() % tied_for_least.size()]
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func get_nearest_unconnected_point(graph : AStar2D, target_point):
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var target_position = graph.get_point_position(target_point)
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var point_ids = graph.get_points()
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var nearest
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var tied_for_nearest = []
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for point in point_ids:
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if point == target_point:
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continue
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var path = graph.get_point_path(point, target_point)
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if path:
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continue
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var dist = (graph.get_point_position(point) - target_position).length()
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if !nearest || dist < nearest:
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nearest = dist
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tied_for_nearest = [point]
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elif dist == nearest:
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tied_for_nearest.append(point)
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return tied_for_nearest[randi() % tied_for_nearest.size()]
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func pick_random_door_location(room):
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var options = []
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#Top and bottom walls
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for x in range(room.position.x + 1, room.end.x - 2):
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options.append(Vector2(x, room.position.y))
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options.append(Vector2(x, room.end.y))
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#Left and right walls
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for y in range(room.position.y + 1, room.end.y - 2):
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options.append(Vector2(room.position.x, y))
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options.append(Vector2(room.end.x, y))
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return options[randi() % options.size()]
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func add_room(free_regions):
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var region = free_regions[randi() % free_regions.size()]
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var size_x = min_room_dimension
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if region.size.x > min_room_dimension:
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size_x += randi() % int(region.size.x - min_room_dimension)
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var size_y = min_room_dimension
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if region.size.y > min_room_dimension:
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size_y += randi() % int(region.size.y - min_room_dimension)
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size_x = min(size_x, min_room_dimension)
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size_y = min(size_y, min_room_dimension)
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var start_x = region.position.x
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if region.size.x > size_x:
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start_x += randi() % int(region.size.x - size_x)
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var start_y = region.position.y
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if region.size.y > size_y:
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start_y += randi() % int(region.size.y - size_y)
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var room = Rect2(start_x, start_y, size_x, size_y)
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rooms.append(room)
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for x in range(start_x, start_x + size_x):
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set_tile(x, start_y, Tile.Wall)
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set_tile(x, start_y + size_y - 1, Tile.Wall)
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for y in range(start_y, start_y + size_y):
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set_tile(start_x, y, Tile.Wall)
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set_tile(start_x + size_x - 1, y, Tile.Wall)
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for x in range(start_x + 1, start_x + size_x - 1):
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set_tile(x, y, Tile.Floor)
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cut_regions(free_regions, room)
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func cut_regions(free_regions, region_to_remove):
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var removal_queue = []
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var addition_queue = []
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for region in free_regions:
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if region.intersects(region_to_remove):
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removal_queue.append(region)
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var leftover_left = region_to_remove.position.x - region.position.x - 1
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var leftover_right = region_to_remove.end.x - region_to_remove.end.x - 1
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var leftover_above = region_to_remove.position.y - region.position.y - 1
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var leftover_below = region.end.y - region_to_remove.end.y - 1
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if leftover_left >= min_room_dimension:
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addition_queue.append(Rect2(region.position, Vector2(leftover_left, region.size.y)))
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if leftover_right >= min_room_dimension:
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addition_queue.append(Rect2(Vector2(region_to_remove.end.x + 1, region.position.y), Vector2(leftover_right, region.size.y)))
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if leftover_above >= min_room_dimension:
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addition_queue.append(Rect2(region.position, Vector2(region.size.x, leftover_above)))
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if leftover_below >= min_room_dimension:
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addition_queue.append(Rect2(Vector2(region.position.x, region_to_remove.end.y + 1), Vector2(region.size.x, leftover_below)))
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for region in removal_queue:
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free_regions.erase(region)
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for region in addition_queue:
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free_regions.append(region)
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func set_tile(x, y, type):
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map[x][y] = type
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func has_entrance_position():
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return true
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