glitch-in-the-system/scripts/v2/worldgen/standard_generator.gd

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GDScript3
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2023-10-18 15:26:27 -04:00
class_name StandardWorldGenerator
extends WorldGenerator
@export
var rooms: Array[PackedScene] = []
var _rooms_left: Array[PackedScene] = []
var _rooms_right: Array[PackedScene] = []
var _rooms_top: Array[PackedScene] = []
var _rooms_bottom: Array[PackedScene] = []
var _rooms_blocking: Array[PackedScene] = []
var _progress_tracker: ProgressTracker = ProgressTracker.new(1)
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func _generate(map: TileMap) -> void:
self._sort_rooms(_progress_tracker.next_step("Sorting Rooms"))
func _sort_rooms(step_tracker: ProgressStepTracker) -> void:
step_tracker.complete.call_deferred()
step_tracker.set_substeps(len(self.rooms))
for room_scene in rooms:
step_tracker.substep(room_scene.get_name())
var room: StandardRoom = room_scene.instantiate()
if room.left:
self._rooms_left.append(room_scene)
if room.right:
self._rooms_right.append(room_scene)
if room.top:
self._rooms_top.append(room_scene)
if room.bottom:
self._rooms_bottom.append(room_scene)
if room.is_block():
self._rooms_blocking.append(room_scene)
room.queue_free()
if len(self._rooms_left) == 0:
push_error("0 left rooms!")
if len(self._rooms_right) == 0:
push_error("0 right rooms!")
if len(self._rooms_top) == 0:
push_error("0 top rooms!")
if len(self._rooms_bottom) == 0:
push_error("0 bottom rooms!")
if len(self._rooms_blocking) == 0:
push_warning("0 blocking rooms!")
func _get_progress_tracker() -> ProgressTracker:
return self._progress_tracker