broken_seals_roguelike/game/scenes/World.gd

459 lines
13 KiB
GDScript

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