extends Node2D # Copyright (c) 2019 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(PackedScene) var world_layer : PackedScene export(bool) var spawn_mobs : bool = true export(bool) var editor_generate : bool = false setget set_editor_generate, get_editor_generate export(bool) var show_loading_screen : bool = true export(bool) var generate_on_ready : bool = false var initial_generation : bool = false var _editor_generate : bool var _player_file_name : String var _player : Entity enum Tile { Floor, Wall, Door, Ladder, Stone } var tile_size : int = 32 export(Vector2) var level_size : Vector2 = Vector2(40, 40) 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 var map : Array = [] var rooms : Array = [] var enemies : Array = [] var nav_graph : AStar2D onready var tile_map : TileMap = $Terrarin onready var visibility_map : TileMap = $VisibilityMap func _ready(): tile_size = get_node("/root/Main").get_tile_size() pass # Replace with function body. func load_character(file_name: String) -> void: _player_file_name = file_name randomize() build_level() #Place player var start_room = rooms.front() var player_x = start_room.position.x + 1 + randi() % int(start_room.size.x - 2) var player_y = start_room.position.y + 1 + randi() % int(start_room.size.y - 2) var pos : Vector3 = Vector3(player_x * tile_size + tile_size / 2, player_y * tile_size + tile_size / 2, 0) _player = ESS.entity_spawner.load_player(_player_file_name, pos, 1) as Entity Server.sset_seed(_player.sseed) #Place enemies 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 enemies: var body = enemy.get_body() var bp = body.get_tile_position() if bp.x == x && bp.y == y: blocked = true break if !blocked: var t = tile_to_pixel_center(x, y) var enemy = ESS.entity_spawner.spawn_mob(1, 1, Vector3(t.x, t.y, 0)) enemies.append(enemy) tile_map.update_dirty_quadrants() call_deferred("update_visibility") func player_moved(): _player.update(1) for e in enemies: e.update(1) call_deferred("update_visibility") func update_visibility(): if _player == null: return var body = _player.get_body() if body == null: return var tp : Vector2 = body.get_tile_position() var space_state : Physics2DDirectSpaceState = get_world_2d().direct_space_state for x in range(level_size.x): for y in range(level_size.y): if visibility_map.get_cell(x, y) == 0: var x_dir = 1 if x < tp.x else -1 var y_dir = 1 if y < tp.y else -1 var test_point = tile_to_pixel_center(x, y) + Vector2(x_dir, y_dir) * tile_size / 2 var occlusion = space_state.intersect_ray(body.transform.origin, test_point) if !occlusion || (occlusion.position - test_point).length() < 1: visibility_map.set_cell(x, y, -1) for e in enemies: var b = e.get_body() if !b.visible: var pos : Vector2 = b.transform.origin var occlusion = space_state.intersect_ray(body.transform.origin, pos) if !occlusion: b.set_visibility(true) e.sets_target(_player) func clear_path(tile): var new_point = nav_graph.get_available_point_id() nav_graph.add_point(new_point, Vector2(tile.x, tile.y)) var points_to_conect = [] if tile.x > 0 && map[tile.x - 1][tile.y] == Tile.Floor: points_to_conect.append(nav_graph.get_closest_point(Vector2(tile.x - 1, tile.y))) if tile.y > 0 && map[tile.x][tile.y - 1] == Tile.Floor: points_to_conect.append(nav_graph.get_closest_point(Vector2(tile.x, tile.y - 1))) if tile.x < 0 && map[tile.x + 1][tile.y] == Tile.Floor: points_to_conect.append(nav_graph.get_closest_point(Vector2(tile.x + 1, tile.y))) if tile.y < 0 && map[tile.x][tile.y + 1] == Tile.Floor: points_to_conect.append(nav_graph.get_closest_point(Vector2(tile.x, tile.y + 1))) for point in points_to_conect: nav_graph.connect_points(point, new_point) func pixel_to_tile(x, y): return tile_map.world_to_map(Vector2(x, y)) func tile_to_pixel_center(x, y): return Vector2((x + 0.5) * tile_size, (y + 0.5) * tile_size) func is_position_walkable(x : int, y : int) -> bool: var type = map[x][y] if type == Tile.Wall: return false elif type == Tile.Stone: return false for e in enemies: var pos : Vector2 = e.get_body().get_tile_position() if pos.x == x && pos.y == y: return false return true func get_enemy_at_tile(x : int, y : int) -> Entity: for e in enemies: var pos : Vector2 = e.get_body().get_tile_position() if pos.x == x && pos.y == y: return e return null func build_level(): rooms.clear() map.clear() tile_map.clear() for e in enemies: e.queue_free() enemies.clear() nav_graph = AStar2D.new() for x in range(level_size.x): map.append([]) for y in range(level_size.y): map[x].append(Tile.Stone) tile_map.set_cell(x, y, Tile.Stone) visibility_map.set_cell(x, y, 0) var free_regions = [Rect2(Vector2(2, 2), level_size - Vector2(4, 4))] for i in range(level_room_count): add_room(free_regions) if free_regions.empty(): break connect_rooms() func connect_rooms(): var stone_graph : AStar2D = AStar2D.new() var point_id : int = 0 for x in range(level_size.x): for y in range(level_size.y): if map[x][y] == Tile.Stone: stone_graph.add_point(point_id, Vector2(x, y)) #connect to left if also stone if x > 0 && map[x - 1][y] == Tile.Stone: 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.Stone: 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 tile_map.set_cell(x, y, type) if type == Tile.Floor: clear_path(Vector2(x, y)) func save() -> void: if _player == null or _player_file_name == "": return ESS.entity_spawner.save_player(_player, _player_file_name) func _generation_finished(): if show_loading_screen and not Engine.editor_hint: get_node("..").hide_loading_screen() # if _player: # _player.set_physics_process(true) func get_editor_generate() -> bool: return _editor_generate func set_editor_generate(value : bool) -> void: if value: #library.refresh_rects() #level_generator.setup(self, current_seed, false, library) #spawn() pass else: #spawned = false #clear() pass _editor_generate = value