Working map generator
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@ -18,9 +18,10 @@ var _rooms_top: Array[PackedScene] = []
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var _rooms_bottom: Array[PackedScene] = []
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var _rooms_blocking: Array[PackedScene] = []
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var _progress_tracker: ProgressTracker = ProgressTracker.new(1)
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var _progress_tracker: ProgressTracker
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func _generate(map: TileMap) -> void:
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self._progress_tracker = ProgressTracker.new(1)
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self._sort_rooms(_progress_tracker.next_step("Sorting Rooms"))
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@ -30,8 +31,9 @@ func _generate(map: TileMap) -> void:
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# Create rooms
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self._create_rooms(map, init_room, self.max_room_path_length, _progress_tracker.next_step("Creating Rooms"))
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map.update_internals()
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func _sort_rooms(step_tracker: ProgressStepTracker, validate: bool = false) -> void:
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func _sort_rooms(step_tracker: ProgressStepTracker) -> void:
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step_tracker.complete.call_deferred()
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step_tracker.set_substeps(len(self.rooms))
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@ -67,12 +69,12 @@ func _create_initial_room(map: TileMap, room: PackedScene, step_tracker: Progres
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step_tracker.complete.call_deferred()
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# Instantiate spawn room
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var spawn_room: StandardRoom = room.instance()
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var init_room: StandardRoom = room.instantiate()
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# Copy spawn room into map
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spawn_room.copy_to_map(map, Vector2i(0, 0))
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init_room.copy_to_map(map)
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return spawn_room
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return init_room
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# Create rooms by randomly selecting from the available rooms in every direction with openings from the current room
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@ -88,6 +90,8 @@ func _create_rooms(map: TileMap, parent_room: StandardRoom, max_path_length: int
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# If the maximum path length has been exceeded, stop
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if max_path_length <= 0:
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for exit in exits:
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parent_room.seal_exit(map, parent_room.position, exit)
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return
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# If there are no more exits, stop
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@ -106,30 +110,42 @@ func _create_rooms(map: TileMap, parent_room: StandardRoom, max_path_length: int
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var room_edge_pos: Vector2i = exit_pos + Vector2i(parent_room.position)
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# If there is already a room at this position, skip it
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if map.get_cellv(room_edge_pos) != -1:
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continue
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# Get the rooms that can be added in this direction
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var rooms: Array[PackedScene] = self._get_rooms(exit)
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var possible_rooms: Array[PackedScene] = self._get_rooms(parent_room.flip_vector(exit)).duplicate()
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# If there are no rooms that can be added in this direction, skip it
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if len(rooms) == 0:
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if len(possible_rooms) == 0:
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continue
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# Get the room to add
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var room: PackedScene = rooms[randi() % len(rooms)]
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var room_instance: StandardRoom = null
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while len(possible_rooms) != 0 and room_instance == null:
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var i = randi() % len(possible_rooms)
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var possible_room = possible_rooms.pop_at(i).instantiate()
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var origin_pos: Vector2i = possible_room.get_exit_pos_offset(room_edge_pos, exit)
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possible_room.position = origin_pos
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if possible_room.is_overlapping(map):
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continue
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room_instance = possible_room
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# Instantiate the room
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var room_instance: StandardRoom = room.instance()
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room_instance.position = room_edge_pos + (room_instance.size / 2)
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if room_instance == null:
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parent_room.seal_exit(map, parent_room.position, exit)
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continue
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room_instance.queue_free.call_deferred()
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# Disable direction that the room was added from
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# since the parent room will already be there
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room_instance.disable_room_exit_opposite(exit)
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# Copy the room into the map
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room_instance.copy_to_map(map, Vector2i(room_instance.position))
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room_instance.copy_to_map(map)
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# Create rooms from the exits of the room that was just added
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self._create_rooms(map, room_instance, max_path_length - 1, step_tracker.next_step("Creating Rooms"))
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step_tracker.substep("Creating Rooms")
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self._create_rooms(map, room_instance, max_path_length - 1, step_tracker)
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# If there are no more exits, stop
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return
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