General code improvements, progress step tracker implementation for worldgen, and work towards enemy behavior
This commit is contained in:
@ -1,59 +1,67 @@
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class_name StandardEntityMarker
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extends Node2D
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enum SPAWN_METHOD {
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ALL,
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FURTHEST,
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ONCE,
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NONE
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}
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## The method used to spawn entities
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##
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## ALL: Spawns all entities in the list
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## FURTHEST: Spawns the entity furthest from the player
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## ONCE: Spawns the entity once at a random marker
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## NONE: Does not spawn any entities
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enum EntitySpawnMethod { ALL, FURTHEST, ONCE, NONE }
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enum ENTITY_SELECTION_METHOD {
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RANDOM,
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POP
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}
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## The method used to select entities
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##
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## RANDOM: Selects a random entity from the list
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## POP: Removes the entity from the list after it is selected
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enum EntitySelectionMethod { RANDOM, POP }
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@export_category("Entity Spawning")
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@export
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var marker_id: String
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## The ID representing the type of this marker
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@export var marker_id: String
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@export
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var entities: Array[PackedScene] = []
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## The entities that can be spawned by this marker
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@export var entities: Array[PackedScene] = []
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@export
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var spawn_method: SPAWN_METHOD
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## The method used to spawn entities
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@export var spawn_method: EntitySpawnMethod
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@export_range(0, 1.0)
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var spawn_chance: float = 1.0
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## The chance that an entity will be spawned
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@export_range(0, 1.0) var spawn_chance: float = 1.0
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@export
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var entity_selection_method: ENTITY_SELECTION_METHOD
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## The method used to select entities
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@export var entity_selection_method: EntitySelectionMethod
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@export_category("Marker Debug")
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@export
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var debug_color: Color = Color.WHITE
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## The color of the debug sprite
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@export var debug_color: Color = Color.WHITE
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## The size of the debug sprite
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@export var marker_size: int = 16
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@export
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var marker_size: int = 16
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func _ready() -> void:
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self.add_to_group("genv2:entity_marker")
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## Create a debug sprite if one doesn't exist
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var sprite: Sprite2D = self.get_node_or_null("Sprite2D")
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if not sprite:
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sprite = Sprite2D.new()
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sprite.texture = _get_debug_texture()
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self.add_child(sprite)
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func _register(gen: StandardWorldGenerator) -> void:
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## Registers this marker with the world generator
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func register(gen: StandardWorldGenerator) -> void:
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if self.marker_id == "":
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push_error("Marker ID is empty, this marker will not be used for spawning entities.")
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return
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gen._register_marker("genv2:entity_marker:%s" % self.marker_id, self)
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gen.register_marker("genv2:entity_marker:%s" % self.marker_id, self)
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## Generates a texture for the debug sprite
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func _get_debug_texture() -> Texture2D:
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var texture = GradientTexture2D.new()
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var gradient = Gradient.new()
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gradient.colors = [self.debug_color]
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@ -61,5 +69,5 @@ func _get_debug_texture() -> Texture2D:
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texture.width = self.marker_size
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texture.height = self.marker_size
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return texture
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@ -9,18 +9,27 @@ const TILEMAP_LAYER = 0
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@export var top: bool = false
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@export var bottom: bool = false
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var room_size: Vector2i
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var cell_size: Vector2i
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## The rect that the room occupies in the map
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## from 0, 0 to room_size.x, room_size.y
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var room_size: Vector2i
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## The size of each tile in the room
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var cell_size: Vector2i
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func _init() -> void:
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self.room_size = self.get_used_rect().size
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self.cell_size = self.tile_set.tile_size
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## Returns true when the room has no exits
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func is_block() -> bool:
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if self.left or self.right or self.top or self.bottom:
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return false
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return true
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## Get the position of the exit in the room
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func get_exits() -> Array[Vector2i]:
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var exits: Array[Vector2i] = []
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if self.left:
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@ -33,6 +42,8 @@ func get_exits() -> Array[Vector2i]:
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exits.append(Vector2i.DOWN)
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return exits
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## Get the position of the exit in the room
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func get_exit_pos(exit: Vector2i) -> Vector2i:
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var pos: Vector2i = Vector2i.ZERO
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if exit == Vector2i.LEFT:
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@ -45,75 +56,122 @@ func get_exit_pos(exit: Vector2i) -> Vector2i:
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pos = Vector2i(self.room_size.x / 2, self.room_size.y - 1)
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return pos
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## Get the offset of the exit position from the edge of the room
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func get_exit_pos_offset(edge_pos: Vector2i, exit: Vector2i) -> Vector2i:
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match exit:
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Vector2i.UP:
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return edge_pos + Vector2i(self.room_size.x/-2, self.room_size.y * -1)
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return edge_pos + Vector2i(self.room_size.x / -2, self.room_size.y * -1)
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Vector2i.DOWN:
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return edge_pos + Vector2i(self.room_size.x/-2, 1)
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return edge_pos + Vector2i(self.room_size.x / -2, 1)
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Vector2i.LEFT:
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return edge_pos + Vector2i(-self.room_size.x, -self.room_size.y/2)
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return edge_pos + Vector2i(-self.room_size.x, -self.room_size.y / 2)
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Vector2i.RIGHT:
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return edge_pos + Vector2i(1, -self.room_size.y/2)
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return edge_pos + Vector2i(1, -self.room_size.y / 2)
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_:
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return Vector2i.ZERO
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## Copy the room to the TileMap at a given position
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func copy_to_map(map: TileMap) -> void:
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for x in range(0, self.room_size.x):
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for y in range(0, self.room_size.y):
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var tile = self.get_cell_source_id(TILEMAP_LAYER, Vector2i(x, y))
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var alt = self.get_cell_alternative_tile(TILEMAP_LAYER, Vector2i(x, y))
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if tile != -1:
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map.set_cell(TILEMAP_LAYER, Vector2i(position.x + x, position.y + y), tile, Vector2i(0, 0), alt)
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else:
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map.set_cell(TILEMAP_LAYER, Vector2i(position.x + x, position.y + y), -1, Vector2i(0, 0))
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if tile != -1:
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map.set_cell(
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TILEMAP_LAYER,
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Vector2i(position.x + x, position.y + y),
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tile,
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Vector2i(0, 0),
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alt
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)
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else:
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map.set_cell(
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TILEMAP_LAYER, Vector2i(position.x + x, position.y + y), -1, Vector2i(0, 0)
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)
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## Seal the exit of a room by placing a tile over it
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func seal_exit(map: TileMap, pos: Vector2i, exit: Vector2i) -> void:
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var exit_pos = get_exit_pos(exit)
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var seal_tile_id = 0
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match exit:
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Vector2i.UP:
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map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x - 1, pos.y), seal_tile_id, Vector2i(0, 0))
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map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y), seal_tile_id, Vector2i(0, 0))
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map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x + 1, pos.y), seal_tile_id, Vector2i(0, 0))
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map.set_cell(
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TILEMAP_LAYER, exit_pos + Vector2i(pos.x - 1, pos.y), seal_tile_id, Vector2i(0, 0)
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)
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map.set_cell(
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TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y), seal_tile_id, Vector2i(0, 0)
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)
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map.set_cell(
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TILEMAP_LAYER, exit_pos + Vector2i(pos.x + 1, pos.y), seal_tile_id, Vector2i(0, 0)
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)
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Vector2i.DOWN:
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map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x - 1, pos.y), seal_tile_id, Vector2i(0, 0))
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map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y), seal_tile_id, Vector2i(0, 0))
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map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x + 1, pos.y), seal_tile_id, Vector2i(0, 0))
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map.set_cell(
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TILEMAP_LAYER, exit_pos + Vector2i(pos.x - 1, pos.y), seal_tile_id, Vector2i(0, 0)
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)
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map.set_cell(
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TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y), seal_tile_id, Vector2i(0, 0)
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)
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map.set_cell(
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TILEMAP_LAYER, exit_pos + Vector2i(pos.x + 1, pos.y), seal_tile_id, Vector2i(0, 0)
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)
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Vector2i.RIGHT:
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map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y - 1), seal_tile_id, Vector2i(0, 0))
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map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y), seal_tile_id, Vector2i(0, 0))
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map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y + 1), seal_tile_id, Vector2i(0, 0))
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map.set_cell(
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TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y - 1), seal_tile_id, Vector2i(0, 0)
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)
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map.set_cell(
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TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y), seal_tile_id, Vector2i(0, 0)
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)
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map.set_cell(
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TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y + 1), seal_tile_id, Vector2i(0, 0)
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)
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Vector2i.LEFT:
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map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y - 1), seal_tile_id, Vector2i(0, 0))
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map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y), seal_tile_id, Vector2i(0, 0))
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map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y + 1), seal_tile_id, Vector2i(0, 0))
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map.set_cell(
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TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y - 1), seal_tile_id, Vector2i(0, 0)
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)
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map.set_cell(
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TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y), seal_tile_id, Vector2i(0, 0)
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)
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map.set_cell(
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TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y + 1), seal_tile_id, Vector2i(0, 0)
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)
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## Check if the room overlaps with any tiles in the map
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func is_overlapping(map: TileMap) -> bool:
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for x in range(0, self.room_size.x):
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for y in range(0, self.room_size.y):
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var tile = map.get_cell_source_id(TILEMAP_LAYER, Vector2i(self.position.x + x, self.position.y + y))
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var tile = map.get_cell_source_id(
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TILEMAP_LAYER, Vector2i(self.position.x + x, self.position.y + y)
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)
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if tile != -1:
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return true
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return false
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# Validate room by checking that the top left tile is at 0, 0 and all exits are valid
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func _validate() -> bool:
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# Check for tiles where x is negative
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pass
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# Check for tiles where y is negative
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pass
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## Validate room by checking that the top left tile is at 0, 0 and all exits are valid
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func _validate() -> bool:
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# If exit on left, check that the middle tile on the left is empty
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if self.left and self.get_cell_source_id(TILEMAP_LAYER, Vector2i(0, self.room_size.y / 2)) != -1:
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if (
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self.left
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and self.get_cell_source_id(TILEMAP_LAYER, Vector2i(0, self.room_size.y / 2)) != -1
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):
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push_error("Room with exit on left must have empty middle tile on left")
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return false
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# If exit on right, check that the middle tile on the right is empty
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if self.right and self.get_cell_source_id(TILEMAP_LAYER, Vector2i(self.room_size.x - 1, self.room_size.y / 2)) != -1:
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if (
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self.right
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and (
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self.get_cell_source_id(
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TILEMAP_LAYER, Vector2i(self.room_size.x - 1, self.room_size.y / 2)
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)
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!= -1
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)
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):
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push_error("Room with exit on right must have empty middle tile on right")
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return false
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# If exit on top, check that the middle tile on the top is empty
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@ -121,18 +179,32 @@ func _validate() -> bool:
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push_error("Room with exit on top must have empty middle tile on top")
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return false
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# If exit on bottom, check that the middle tile on the bottom is empty
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if self.bottom and self.get_cell_source_id(TILEMAP_LAYER, Vector2i(self.room_size.x / 2, self.room_size.y - 1)) != -1:
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if (
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self.bottom
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and (
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self.get_cell_source_id(
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TILEMAP_LAYER, Vector2i(self.room_size.x / 2, self.room_size.y - 1)
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)
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!= -1
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)
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):
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push_error("Room with exit on bottom must have empty middle tile on bottom")
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return false
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return true
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## Flip a vector
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func flip_vector(vector: Vector2i) -> Vector2i:
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return Vector2i(vector.x * -1, vector.y * -1)
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## Disable a room exit by setting the corresponding exit variable to false
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func disable_room_exit_opposite(exit: Vector2i) -> void:
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self.disable_room_exit(self.flip_vector(exit))
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## Disable a room exit by setting the corresponding exit variable to false
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func disable_room_exit(exit: Vector2i) -> void:
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if exit == Vector2i.LEFT:
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self.left = false
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|
@ -1,14 +1,14 @@
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class_name StandardWorldGenerator
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extends WorldGenerator
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@export
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var rooms: Array[PackedScene] = []
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## Rooms used to generate the map
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@export var rooms: Array[PackedScene] = []
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@export
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var max_room_path_length: int = 10
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## Maximum length of a path of rooms
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@export var max_room_path_length: int = 10
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@export
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var spawn_room: PackedScene = null
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## Room used to spawn the player
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@export var spawn_room: PackedScene = null
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# Rooms are sorted into these arrays based on their exits
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# Each PackedScene is a StandardRoom
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@ -18,33 +18,48 @@ 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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## Number of total generated rooms
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var _room_count: int = 0
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## Progress tracker
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var _progress_tracker: ProgressTracker
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## Marker groups
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var _markers: Dictionary = {}
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func _generate(map: TileMap) -> void:
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self._progress_tracker = ProgressTracker.new(1)
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func _init() -> void:
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self._progress_tracker = ProgressTracker.new(4)
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## Generates a map
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func _generate(map: TileMap) -> void:
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self._sort_rooms(_progress_tracker.next_step("Sorting Rooms"))
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# Create initial room
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var init_room = self._create_initial_room(map, self.spawn_room, _progress_tracker.next_step("Creating Initial Room"))
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var init_room = self._create_initial_room(
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map, self.spawn_room, _progress_tracker.next_step("Creating Initial Room")
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)
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init_room.queue_free.call_deferred()
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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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self._create_rooms(
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map, init_room, self.max_room_path_length, _progress_tracker.next_step("Creating Rooms")
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)
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map.update_internals()
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self._spawn_entities(map, _progress_tracker.next_step("Spawning Entities"))
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map.update_internals()
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## Sorts rooms into arrays based on their exits
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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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for room_scene in rooms:
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step_tracker.substep(room_scene.get_name())
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var room: StandardRoom = room_scene.instantiate()
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step_tracker.substep(room.name)
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if room.left:
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self._rooms_left.append(room_scene)
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if room.right:
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@ -55,9 +70,9 @@ func _sort_rooms(step_tracker: ProgressStepTracker) -> void:
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self._rooms_bottom.append(room_scene)
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if room.is_block():
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self._rooms_blocking.append(room_scene)
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room.queue_free()
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if len(self._rooms_left) == 0:
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push_error("0 left rooms!")
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if len(self._rooms_right) == 0:
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@ -69,27 +84,34 @@ func _sort_rooms(step_tracker: ProgressStepTracker) -> void:
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if len(self._rooms_blocking) == 0:
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push_warning("0 blocking rooms!")
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# Create initial room
|
||||
func _create_initial_room(map: TileMap, room: PackedScene, step_tracker: ProgressStepTracker) -> StandardRoom:
|
||||
|
||||
## Create initial room
|
||||
func _create_initial_room(
|
||||
map: TileMap, room: PackedScene, step_tracker: ProgressStepTracker
|
||||
) -> StandardRoom:
|
||||
step_tracker.complete.call_deferred()
|
||||
|
||||
# Instantiate spawn room
|
||||
var init_room: StandardRoom = room.instantiate()
|
||||
|
||||
|
||||
# Copy spawn room into map
|
||||
init_room.copy_to_map(map)
|
||||
self._room_count += 1
|
||||
|
||||
return init_room
|
||||
|
||||
|
||||
# Create rooms by randomly selecting from the available rooms in every direction with openings from the current room
|
||||
# where the maximum path length has not been exceeded and the room does not overlap with any other room.
|
||||
#
|
||||
# Each room is marked with boolean flags for each direction that it has an opening to another room.
|
||||
#
|
||||
# This is done recursively until the maximum path length is exceeded or there are no more rooms to add
|
||||
func _create_rooms(map: TileMap, parent_room: StandardRoom, max_path_length: int, step_tracker: ProgressStepTracker) -> void:
|
||||
step_tracker.complete.call_deferred()
|
||||
## Creates rooms from the exits of the given room
|
||||
func _create_rooms(
|
||||
map: TileMap, parent_room: StandardRoom, max_path_length: int, step_tracker: ProgressStepTracker
|
||||
) -> void:
|
||||
if step_tracker.get_substep_count() == 0:
|
||||
step_tracker.complete.call_deferred()
|
||||
|
||||
## This is an approximation of the number of rooms that will be created
|
||||
step_tracker.set_substeps(
|
||||
(max_path_length * (max_path_length + 1) / 2) * len(parent_room.get_exits())
|
||||
)
|
||||
|
||||
var exits: Array[Vector2i] = parent_room.get_exits()
|
||||
|
||||
@ -98,30 +120,37 @@ func _create_rooms(map: TileMap, parent_room: StandardRoom, max_path_length: int
|
||||
for exit in exits:
|
||||
parent_room.seal_exit(map, parent_room.position, exit)
|
||||
return
|
||||
|
||||
|
||||
# If there are no more exits, stop
|
||||
if len(exits) == 0:
|
||||
return
|
||||
|
||||
|
||||
# If there are no more rooms to add, stop
|
||||
if len(self._rooms_left) == 0 and len(self._rooms_right) == 0 and len(self._rooms_top) == 0 and len(self._rooms_bottom) == 0:
|
||||
if (
|
||||
len(self._rooms_left) == 0
|
||||
and len(self._rooms_right) == 0
|
||||
and len(self._rooms_top) == 0
|
||||
and len(self._rooms_bottom) == 0
|
||||
):
|
||||
push_warning("No more rooms to add!")
|
||||
return
|
||||
|
||||
|
||||
# For every exit, try to add a room
|
||||
for exit in exits:
|
||||
# Find exit pos in current room
|
||||
var exit_pos: Vector2i = parent_room.get_exit_pos(exit)
|
||||
|
||||
var room_edge_pos: Vector2i = exit_pos + Vector2i(parent_room.position)
|
||||
|
||||
|
||||
# Get the rooms that can be added in this direction
|
||||
var possible_rooms: Array[PackedScene] = self._get_rooms(parent_room.flip_vector(exit)).duplicate()
|
||||
|
||||
var possible_rooms: Array[PackedScene] = (
|
||||
self._get_rooms(parent_room.flip_vector(exit)).duplicate()
|
||||
)
|
||||
|
||||
# If there are no rooms that can be added in this direction, skip it
|
||||
if len(possible_rooms) == 0:
|
||||
continue
|
||||
|
||||
|
||||
# Get the room to add
|
||||
var room_instance: StandardRoom = null
|
||||
while len(possible_rooms) != 0 and room_instance == null:
|
||||
@ -133,9 +162,8 @@ func _create_rooms(map: TileMap, parent_room: StandardRoom, max_path_length: int
|
||||
if possible_room.is_overlapping(map):
|
||||
continue
|
||||
|
||||
|
||||
room_instance = possible_room
|
||||
|
||||
|
||||
if room_instance == null:
|
||||
parent_room.seal_exit(map, parent_room.position, exit)
|
||||
continue
|
||||
@ -144,63 +172,76 @@ func _create_rooms(map: TileMap, parent_room: StandardRoom, max_path_length: int
|
||||
# Disable direction that the room was added from
|
||||
# since the parent room will already be there
|
||||
room_instance.disable_room_exit_opposite(exit)
|
||||
|
||||
|
||||
# Copy the room into the map
|
||||
room_instance.copy_to_map(map)
|
||||
|
||||
self._room_count += 1
|
||||
step_tracker.substep("%s rooms" % self._room_count)
|
||||
|
||||
# Create rooms from the exits of the room that was just added
|
||||
step_tracker.substep("Creating Rooms")
|
||||
self._create_rooms(map, room_instance, max_path_length - 1, step_tracker)
|
||||
|
||||
|
||||
# If there are no more exits, stop
|
||||
return
|
||||
|
||||
func _get_rooms(exit: Vector2i) -> Array[PackedScene]:
|
||||
if exit == Vector2i.LEFT:
|
||||
return self._rooms_left
|
||||
elif exit == Vector2i.RIGHT:
|
||||
return self._rooms_right
|
||||
elif exit == Vector2i.UP:
|
||||
return self._rooms_top
|
||||
elif exit == Vector2i.DOWN:
|
||||
return self._rooms_bottom
|
||||
else:
|
||||
push_error("Invalid exit: " + str(exit))
|
||||
return []
|
||||
|
||||
func _register_marker(group: String, marker: Node2D) -> void:
|
||||
## Returns the rooms that can be added in the given direction
|
||||
func _get_rooms(exit: Vector2i) -> Array[PackedScene]:
|
||||
match exit:
|
||||
Vector2i.LEFT:
|
||||
return self._rooms_left
|
||||
Vector2i.RIGHT:
|
||||
return self._rooms_right
|
||||
Vector2i.UP:
|
||||
return self._rooms_top
|
||||
Vector2i.DOWN:
|
||||
return self._rooms_bottom
|
||||
push_error("Invalid exit: " + str(exit))
|
||||
return []
|
||||
|
||||
|
||||
## Registers a marker with the world generator
|
||||
func register_marker(group: String, marker: Node2D) -> void:
|
||||
if not group in self._markers:
|
||||
self._markers[group] = [marker]
|
||||
else:
|
||||
self._markers[group].append(marker)
|
||||
|
||||
func _spawn_entities(map: TileMap, step_tracker: ProgressStepTracker) -> void:
|
||||
|
||||
## Spawns entities in the map
|
||||
func _spawn_entities(map: TileMap, _step_tracker: ProgressStepTracker) -> void:
|
||||
_step_tracker.complete.call_deferred()
|
||||
var tree = map.get_tree()
|
||||
|
||||
|
||||
# Register entity markers
|
||||
for entity_marker in tree.get_nodes_in_group("genv2:entity_marker"):
|
||||
if entity_marker is StandardEntityMarker:
|
||||
entity_marker._register(self)
|
||||
|
||||
entity_marker.register(self)
|
||||
|
||||
_step_tracker.set_substeps(len(self._markers.keys()))
|
||||
|
||||
for marker_id in self._markers:
|
||||
_step_tracker.substep.call_deferred(marker_id)
|
||||
var sample_marker: StandardEntityMarker = self._markers[marker_id][0]
|
||||
|
||||
|
||||
match sample_marker.spawn_method:
|
||||
StandardEntityMarker.SPAWN_METHOD.ALL:
|
||||
StandardEntityMarker.EntitySpawnMethod.ALL:
|
||||
for marker in self._markers[marker_id]:
|
||||
map.erase_cell.call_deferred(0, map.local_to_map(marker.position))
|
||||
|
||||
var packed_entity: PackedScene = _select_entity(marker.entity_selection_method, marker.entities)
|
||||
|
||||
var packed_entity: PackedScene = _select_entity(
|
||||
marker.entity_selection_method, marker.entities
|
||||
)
|
||||
if packed_entity == null:
|
||||
continue
|
||||
|
||||
|
||||
var entity: Node2D = packed_entity.instantiate()
|
||||
entity.position = marker.position
|
||||
map.add_child(entity)
|
||||
StandardEntityMarker.SPAWN_METHOD.FURTHEST:
|
||||
StandardEntityMarker.EntitySpawnMethod.FURTHEST:
|
||||
var furthest_marker: StandardEntityMarker = self._markers[marker_id].pop_back()
|
||||
var furthest_distance: float = furthest_marker.position.distance_to(Vector2.ZERO)
|
||||
|
||||
|
||||
# Calculate furthest marker and destroy others
|
||||
for marker in self._markers[marker_id]:
|
||||
var calc_distance: float = marker.position.distance_to(Vector2.ZERO)
|
||||
@ -215,48 +256,57 @@ func _spawn_entities(map: TileMap, step_tracker: ProgressStepTracker) -> void:
|
||||
map.erase_cell.call_deferred(0, map.local_to_map(furthest_marker.position))
|
||||
|
||||
# Get entity
|
||||
var packed_entity: PackedScene = _select_entity(furthest_marker.entity_selection_method, furthest_marker.entities)
|
||||
var packed_entity: PackedScene = _select_entity(
|
||||
furthest_marker.entity_selection_method, furthest_marker.entities
|
||||
)
|
||||
if packed_entity == null:
|
||||
continue
|
||||
|
||||
var entity: Node2D = packed_entity.instantiate()
|
||||
entity.position = furthest_marker.position
|
||||
map.add_child(entity)
|
||||
|
||||
|
||||
StandardEntityMarker.SPAWN_METHOD.ONCE:
|
||||
|
||||
StandardEntityMarker.EntitySpawnMethod.ONCE:
|
||||
var i = randi() % len(self._markers[marker_id])
|
||||
var marker = self._markers[marker_id][i]
|
||||
|
||||
var packed_entity: PackedScene = _select_entity(marker.entity_selection_method, marker.entities)
|
||||
|
||||
var packed_entity: PackedScene = _select_entity(
|
||||
marker.entity_selection_method, marker.entities
|
||||
)
|
||||
if packed_entity != null:
|
||||
var entity: Node2D = packed_entity.instantiate()
|
||||
entity.position = marker.position
|
||||
map.add_child(entity)
|
||||
|
||||
|
||||
for _marker in self._markers[marker_id]:
|
||||
map.erase_cell(0, map.local_to_map(_marker.position))
|
||||
|
||||
StandardEntityMarker.SPAWN_METHOD.NONE:
|
||||
|
||||
StandardEntityMarker.EntitySpawnMethod.NONE:
|
||||
for marker in self._markers[marker_id]:
|
||||
map.erase_cell(0, map.local_to_map(marker.position))
|
||||
_:
|
||||
push_error("Invalid spawning method!")
|
||||
continue
|
||||
|
||||
func _select_entity(mode: StandardEntityMarker.ENTITY_SELECTION_METHOD, entities: Array) -> PackedScene:
|
||||
|
||||
## Selects an entity from the given array based on the given selection method
|
||||
func _select_entity(
|
||||
mode: StandardEntityMarker.EntitySelectionMethod, entities: Array
|
||||
) -> PackedScene:
|
||||
if len(entities) == 0:
|
||||
return null
|
||||
|
||||
|
||||
match mode:
|
||||
StandardEntityMarker.ENTITY_SELECTION_METHOD.RANDOM:
|
||||
StandardEntityMarker.EntitySelectionMethod.RANDOM:
|
||||
var i = randi() % len(entities)
|
||||
return entities[i]
|
||||
StandardEntityMarker.ENTITY_SELECTION_METHOD.POP:
|
||||
StandardEntityMarker.EntitySelectionMethod.POP:
|
||||
var i = randi() % len(entities)
|
||||
return entities.pop_at(i)
|
||||
|
||||
return null
|
||||
|
||||
|
||||
## Returns the progress tracker for this world generator
|
||||
func _get_progress_tracker() -> ProgressTracker:
|
||||
return self._progress_tracker
|
||||
|
@ -1,6 +1,7 @@
|
||||
class_name WorldGenerator
|
||||
extends Resource
|
||||
|
||||
## Generates a world to the given TileMap.
|
||||
func generate(map: TileMap) -> void:
|
||||
if not self.has_method("_generate"):
|
||||
push_error("Generator missing `_generate` method")
|
||||
@ -8,9 +9,11 @@ func generate(map: TileMap) -> void:
|
||||
|
||||
self.call("_generate", map)
|
||||
|
||||
|
||||
## Returns the progress tracker for this generator.
|
||||
func get_progress_tracker() -> ProgressTracker:
|
||||
if not self.has_method("_get_progress_tracker"):
|
||||
push_error("Generator missing `_get_progress_tracker` method")
|
||||
return null
|
||||
|
||||
|
||||
return self.call("_get_progress_tracker")
|
||||
|
Reference in New Issue
Block a user