General code improvements, progress step tracker implementation for worldgen, and work towards enemy behavior
This commit is contained in:
parent
3f465a708c
commit
49562ba9ce
@ -72,11 +72,8 @@ texture = ExtResource("3_ca38s")
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[sub_resource type="TileSetScenesCollectionSource" id="TileSetScenesCollectionSource_mxjkl"]
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resource_name = "Entity Markers"
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scenes/1/scene = ExtResource("4_skp8u")
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scenes/1/display_placeholder = ExtResource("4_skp8u")
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scenes/2/scene = ExtResource("5_5hygb")
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scenes/2/display_placeholder = ExtResource("5_5hygb")
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scenes/3/scene = ExtResource("6_m5a4l")
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scenes/3/display_placeholder = ExtResource("6_m5a4l")
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[resource]
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physics_layer_0/collision_layer = 1
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@ -1,20 +1,31 @@
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class_name Creature
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extends Node
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extends CharacterBody2D
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signal damaged(amount)
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signal healed(amount)
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signal death()
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## Emitted when the creature is damaged
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signal damaged(amount: int)
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## Emitted when the creature is healed
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signal healed(amount: int)
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## Emitted when the creature dies
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signal death
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## Emitted when a status effect is applied to the creature
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signal status_effect_applied(effect: StatusEffect)
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## Emitted when a status effect is removed from the creature
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signal status_effect_removed(effect: StatusEffect)
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@export_category("Creature")
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@export
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var max_hp: int = 1
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@export
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var death_sound: AudioStream = null
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## The creature's maximum health
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@export var max_hp: int = 1
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@export
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var free_on_death: bool = true
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## The sound to play when the creature dies
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@export var death_sound: AudioStream = null
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## If true, the creature will be freed when it dies
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@export var free_on_death: bool = true
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@export var uses_gravity: bool = true
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## The creature's current health
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var hp: int:
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get:
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return hp
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@ -31,20 +42,43 @@ var hp: int :
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if hp == 0:
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self.death.emit()
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var _status_effects: Array = []
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@onready var default_gravity: float = ProjectSettings.get_setting("physics/2d/default_gravity")
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func _ready() -> void:
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self.hp = self.max_hp
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self.death.connect(self._creature_on_death)
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if self.has_method("_on_ready"):
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self.call("_on_ready")
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func _physics_process(delta: float) -> void:
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if self.uses_gravity:
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self.velocity.y += self.default_gravity * delta
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if self.is_on_floor():
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self.velocity.y = 0
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self.move_and_slide()
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func _process(delta: float) -> void:
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for status_effect in self._status_effects:
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status_effect.process(self, delta)
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## Damage the creature by the given amount
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func take_damage(damage: int) -> void:
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self.hp -= damage
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## Heal the creature by the given amount
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func heal(amount: int) -> void:
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self.hp += amount
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func _creature_on_death() -> void:
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## Callback for when the creature dies
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func _creature_on_death() -> void:
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# Play a sound on creature death
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if self.death_sound:
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var audio_player = AudioStreamPlayer2D.new()
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@ -57,3 +91,30 @@ func _creature_on_death() -> void:
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# Destroy on death
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if self.free_on_death:
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self.queue_free()
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## Returns true if the creature's health is greater than 0
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func is_alive() -> bool:
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return hp > 0
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## Reset the creature's health to its maximum
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func reset_health() -> void:
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self.hp = self.max_hp
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## Apply a status effect to the creature
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func apply_status_effect(status_effect: StatusEffect) -> void:
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status_effect.apply(self)
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## Remove a status effect from the creature
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func remove_status_effect(status_effect: StatusEffect) -> void:
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status_effect.remove(self)
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self._status_effects.erase(status_effect)
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## Remove all status effects from the creature
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func clear_status_effects() -> void:
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for status_effect in self._status_effects:
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self.remove_status_effect(status_effect)
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@ -1,28 +1,34 @@
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class_name Enemy
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extends Creature
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enum State {
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IDLE,
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CHASE,
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ATTACK
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}
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enum State { IDLE, CHASE, ATTACK }
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@export
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var state: State = State.IDLE
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@export_category("Behavior")
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@export var state: State = State.IDLE
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## Speed the enemy will chase the player
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@export var chase_speed: float = 25
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## Distance the enemy will chase the player before attacking
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@export var attack_distance: float = 10
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## Maximum distance the enemy will chase the player before giving up
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@export var max_chase_distance: float = 200
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@export_category("Parts")
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@export
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var animation_player: AnimationPlayer
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## The area that will detect players
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@export var animation_player: AnimationPlayer
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@export
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var sprite: Sprite2D
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## The area that will detect players
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@export var sprite: Sprite2D
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@export
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var detection_area: Area2D
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@export var detection_area: Area2D
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var _chase_target: Node2D
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var _target_is_left: bool = false
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func _play_animation(animation: String) -> void:
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if not animation_player:
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return
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@ -35,25 +41,68 @@ func _play_animation(animation: String) -> void:
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animation_player.play(animation)
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func _on_ready() -> void:
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self.detection_area.body_entered.connect(self._on_detection_area_entered)
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func _process(delta: float) -> void:
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func _process(_delta: float) -> void:
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var animation_name = str(State.keys()[self.state]).to_lower()
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self._play_animation(animation_name)
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sprite.flip_h = self._target_is_left
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var distance: float = 0
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if self._chase_target:
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var target_position: Vector2 = self._chase_target.position
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self._target_is_left = target_position.x < self.position.x
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distance = target_position.distance_to(self.position)
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match self.state:
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State.IDLE:
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pass
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State.CHASE:
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if not self._chase_target:
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self.state = State.IDLE
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return
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if distance < self.attack_distance:
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self.state = State.ATTACK
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return
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if distance > self.max_chase_distance:
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self._chase_target = null
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self.state = State.IDLE
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return
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State.ATTACK:
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if distance > self.attack_distance:
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self.state = State.CHASE
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return
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func _physics_process(delta: float) -> void:
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match self.state:
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State.CHASE:
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if not self._chase_target:
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self.state = State.IDLE
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return
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# lmanley: This is super basic movement logic for test
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# it will need to be updated to actually be able to
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# path, jump, etc.
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var target_position: Vector2 = self._chase_target.position
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var direction: Vector2 = target_position - self.position
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direction = direction.normalized()
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self.velocity += direction * self.chase_speed * delta
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State.IDLE:
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self.velocity.x = 0
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super._physics_process(delta)
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self._target_is_left = self._chase_target.position.x < self.position.x
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func _on_detection_area_entered(body: CollisionObject2D) -> void:
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match state:
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State.IDLE:
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if body is Player:
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# If not already chasing a target and the body is a player, start chasing
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if not self._chase_target and body is Player:
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self._chase_target = body
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self.state = State.CHASE
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@ -8,43 +8,51 @@ var _subset_count: int = 0
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var _tracker: ProgressTracker = null
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func _init(tracker: ProgressTracker, step_name: String):
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self._tracker = tracker
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self._step_name = step_name
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# set_substeps: set the number of substeps for this step
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## Sets the number of substeps for this step
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func set_substeps(substeps: int):
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self._subset_count = substeps
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# substep: should be called when a substep is started
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## Progresses to the next substep
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func substep(message: String = ""):
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self._subset_index += 1
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self._message = message
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self._tracker.progress_update.emit()
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# complete: should be called when this step is done
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## Completes this step
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func complete():
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self._tracker.step_complete.emit()
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# get_step_name: get the name of this step
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## Returns the name of this step
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func get_step_name() -> String:
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return self._step_name
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# get_message: get the message for this step
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## Returns the message for this step
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func get_message() -> String:
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return self._message
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# get_substep_index: get the index of the current substep
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## Returns the index of the current substep
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func get_substep_index() -> int:
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return self._subset_index
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# get_substep_count: get the number of substeps for this step
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## Returns the number of substeps for this step
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func get_substep_count() -> int:
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return self._subset_count
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# get_progress: get the progress of this step
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## Returns the progress of this step
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func get_progress() -> float:
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if self._subset_count == 0:
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return 0.0
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else:
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return float(self._subset_index) / float(self._subset_count)
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@ -1,25 +1,25 @@
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class_name ProgressTracker
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extends Object
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signal progress_update()
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## Signal emitted when there is a progress update
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signal progress_update
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## Signal emitted when the current step changes
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signal step_change(step: int)
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signal complete()
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signal step_complete()
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## Signal emitted when the all steps are completed
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signal complete
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## Signal emitted when a step is completed
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signal step_complete
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var _current_step: ProgressStepTracker = null
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var _current_step_index: int = -1
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var _steps_count: int
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func _init(step_count: int = 0) -> void:
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_steps_count = step_count
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#self.substep_complete.connect(self, "_on_substep_complete")
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func _on_step_complete() -> void:
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if _current_step_index == _steps_count:
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self.complete.emit()
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return
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# next_step: should be called before the step is actually started
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## Progresses to the next step
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func next_step(step_name: String = "") -> ProgressStepTracker:
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_current_step_index += 1
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if _current_step_index > _steps_count:
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@ -31,20 +31,35 @@ func next_step(step_name: String = "") -> ProgressStepTracker:
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return self._current_step
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# step_complete: returns the progress of all steps
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## Returns the progress of the current step
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func get_step_progress() -> float:
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return float(_current_step_index) / float(_steps_count)
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# get_total_progress_percentage: returns the progress of all steps and substeps
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func get_total_progress_percentage() -> float:
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return self.get_step_progress()
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# get_progress_data: returns a dictionary with data about the current progress for the UI
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## Returns the progress of the current step
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func get_total_progress_percentage() -> float:
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var progress: float = self.get_step_progress()
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if self._current_step:
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return progress + (self._current_step.get_progress() / self._steps_count)
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return progress
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## Returns a dictionary with the following keys:
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## - step_name: the name of the current step
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## - message: the message of the current step
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## - substeps: the number of substeps in the current step
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## - current_substep: the index of the current substep
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## - total_progress: the progress of all steps and substeps
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func get_progress_data() -> Dictionary:
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if not _current_step:
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return {
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"step_name": "", "message": "", "substeps": 0, "current_substep": 0, "total_progress": 0
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}
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return {
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"step_name": self._current_step.get_step_name(),
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"message": self._current_step.get_message(),
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"substeps": self._current_step.get_substeps(),
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"substeps": self._current_step.get_substep_count(),
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"current_substep": self._current_step.get_substep_index(),
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"total_progress": self.get_total_progress_percentage()
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}
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27
scripts/v2/status_effect.gd
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27
scripts/v2/status_effect.gd
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@ -0,0 +1,27 @@
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class_name StatusEffect
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extends Resource
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## A status effect is a temporary effect that can be applied to a creature.
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## Duration of the status effect in seconds.
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@export var duration: float = 0.0
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## Magnitude of the status effect.
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@export var magnitude: float = 0.0
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## Apply the status effect to a creature.
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func apply(creature: Creature) -> void:
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if self.has_method("_apply"):
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self.call("_apply", creature)
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## Remove the status effect from a creature.
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func remove(creature: Creature) -> void:
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if self.has_method("_remove"):
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self.call("_remove", creature)
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## Tick the status effect on a creature.
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func tick(creature: Creature, delta: float) -> void:
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if self.has_method("_tick"):
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self.call("_tick", creature, delta)
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@ -1,10 +1,23 @@
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extends Node
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@export
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var generator: WorldGenerator
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@export var generator: WorldGenerator
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@export var map: TileMap
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var _progress_tracker: ProgressTracker = null
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@export
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var map: TileMap
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func _ready() -> void:
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self._progress_tracker = self.generator.get_progress_tracker()
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self._progress_tracker.progress_update.connect(self._on_progress)
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self.generator.generate(map)
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func _on_progress() -> void:
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var status = self._progress_tracker.get_progress_data()
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print(
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(
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"%s (%s): %s"
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% [status.step_name, str(int(status.total_progress * 100.0)) + "%", status.message]
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)
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)
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@ -1,56 +1,64 @@
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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
|
||||
var sprite: Sprite2D = self.get_node_or_null("Sprite2D")
|
||||
if not sprite:
|
||||
sprite = Sprite2D.new()
|
||||
sprite.texture = _get_debug_texture()
|
||||
self.add_child(sprite)
|
||||
|
||||
func _register(gen: StandardWorldGenerator) -> void:
|
||||
|
||||
## Registers this marker with the world generator
|
||||
func register(gen: StandardWorldGenerator) -> void:
|
||||
if self.marker_id == "":
|
||||
push_error("Marker ID is empty, this marker will not be used for spawning entities.")
|
||||
return
|
||||
gen._register_marker("genv2:entity_marker:%s" % self.marker_id, self)
|
||||
gen.register_marker("genv2:entity_marker:%s" % self.marker_id, self)
|
||||
|
||||
|
||||
## Generates a texture for the debug sprite
|
||||
func _get_debug_texture() -> Texture2D:
|
||||
var texture = GradientTexture2D.new()
|
||||
|
||||
|
@ -9,18 +9,27 @@ const TILEMAP_LAYER = 0
|
||||
@export var top: bool = false
|
||||
@export var bottom: bool = false
|
||||
|
||||
## The rect that the room occupies in the map
|
||||
## from 0, 0 to room_size.x, room_size.y
|
||||
var room_size: Vector2i
|
||||
|
||||
## The size of each tile in the room
|
||||
var cell_size: Vector2i
|
||||
|
||||
|
||||
func _init() -> void:
|
||||
self.room_size = self.get_used_rect().size
|
||||
self.cell_size = self.tile_set.tile_size
|
||||
|
||||
|
||||
## Returns true when the room has no exits
|
||||
func is_block() -> bool:
|
||||
if self.left or self.right or self.top or self.bottom:
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
## Get the position of the exit in the room
|
||||
func get_exits() -> Array[Vector2i]:
|
||||
var exits: Array[Vector2i] = []
|
||||
if self.left:
|
||||
@ -33,6 +42,8 @@ func get_exits() -> Array[Vector2i]:
|
||||
exits.append(Vector2i.DOWN)
|
||||
return exits
|
||||
|
||||
|
||||
## Get the position of the exit in the room
|
||||
func get_exit_pos(exit: Vector2i) -> Vector2i:
|
||||
var pos: Vector2i = Vector2i.ZERO
|
||||
if exit == Vector2i.LEFT:
|
||||
@ -45,6 +56,8 @@ func get_exit_pos(exit: Vector2i) -> Vector2i:
|
||||
pos = Vector2i(self.room_size.x / 2, self.room_size.y - 1)
|
||||
return pos
|
||||
|
||||
|
||||
## Get the offset of the exit position from the edge of the room
|
||||
func get_exit_pos_offset(edge_pos: Vector2i, exit: Vector2i) -> Vector2i:
|
||||
match exit:
|
||||
Vector2i.UP:
|
||||
@ -58,6 +71,8 @@ func get_exit_pos_offset(edge_pos: Vector2i, exit: Vector2i) -> Vector2i:
|
||||
_:
|
||||
return Vector2i.ZERO
|
||||
|
||||
|
||||
## Copy the room to the TileMap at a given position
|
||||
func copy_to_map(map: TileMap) -> void:
|
||||
for x in range(0, self.room_size.x):
|
||||
for y in range(0, self.room_size.y):
|
||||
@ -65,55 +80,98 @@ func copy_to_map(map: TileMap) -> void:
|
||||
var alt = self.get_cell_alternative_tile(TILEMAP_LAYER, Vector2i(x, y))
|
||||
|
||||
if tile != -1:
|
||||
map.set_cell(TILEMAP_LAYER, Vector2i(position.x + x, position.y + y), tile, Vector2i(0, 0), alt)
|
||||
map.set_cell(
|
||||
TILEMAP_LAYER,
|
||||
Vector2i(position.x + x, position.y + y),
|
||||
tile,
|
||||
Vector2i(0, 0),
|
||||
alt
|
||||
)
|
||||
else:
|
||||
map.set_cell(TILEMAP_LAYER, Vector2i(position.x + x, position.y + y), -1, Vector2i(0, 0))
|
||||
map.set_cell(
|
||||
TILEMAP_LAYER, Vector2i(position.x + x, position.y + y), -1, Vector2i(0, 0)
|
||||
)
|
||||
|
||||
|
||||
## Seal the exit of a room by placing a tile over it
|
||||
func seal_exit(map: TileMap, pos: Vector2i, exit: Vector2i) -> void:
|
||||
var exit_pos = get_exit_pos(exit)
|
||||
var seal_tile_id = 0
|
||||
|
||||
match exit:
|
||||
Vector2i.UP:
|
||||
map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x - 1, pos.y), seal_tile_id, Vector2i(0, 0))
|
||||
map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y), seal_tile_id, Vector2i(0, 0))
|
||||
map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x + 1, pos.y), seal_tile_id, Vector2i(0, 0))
|
||||
map.set_cell(
|
||||
TILEMAP_LAYER, exit_pos + Vector2i(pos.x - 1, pos.y), seal_tile_id, Vector2i(0, 0)
|
||||
)
|
||||
map.set_cell(
|
||||
TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y), seal_tile_id, Vector2i(0, 0)
|
||||
)
|
||||
map.set_cell(
|
||||
TILEMAP_LAYER, exit_pos + Vector2i(pos.x + 1, pos.y), seal_tile_id, Vector2i(0, 0)
|
||||
)
|
||||
Vector2i.DOWN:
|
||||
map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x - 1, pos.y), seal_tile_id, Vector2i(0, 0))
|
||||
map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y), seal_tile_id, Vector2i(0, 0))
|
||||
map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x + 1, pos.y), seal_tile_id, Vector2i(0, 0))
|
||||
map.set_cell(
|
||||
TILEMAP_LAYER, exit_pos + Vector2i(pos.x - 1, pos.y), seal_tile_id, Vector2i(0, 0)
|
||||
)
|
||||
map.set_cell(
|
||||
TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y), seal_tile_id, Vector2i(0, 0)
|
||||
)
|
||||
map.set_cell(
|
||||
TILEMAP_LAYER, exit_pos + Vector2i(pos.x + 1, pos.y), seal_tile_id, Vector2i(0, 0)
|
||||
)
|
||||
Vector2i.RIGHT:
|
||||
map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y - 1), seal_tile_id, Vector2i(0, 0))
|
||||
map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y), seal_tile_id, Vector2i(0, 0))
|
||||
map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y + 1), seal_tile_id, Vector2i(0, 0))
|
||||
map.set_cell(
|
||||
TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y - 1), seal_tile_id, Vector2i(0, 0)
|
||||
)
|
||||
map.set_cell(
|
||||
TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y), seal_tile_id, Vector2i(0, 0)
|
||||
)
|
||||
map.set_cell(
|
||||
TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y + 1), seal_tile_id, Vector2i(0, 0)
|
||||
)
|
||||
Vector2i.LEFT:
|
||||
map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y - 1), seal_tile_id, Vector2i(0, 0))
|
||||
map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y), seal_tile_id, Vector2i(0, 0))
|
||||
map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y + 1), seal_tile_id, Vector2i(0, 0))
|
||||
map.set_cell(
|
||||
TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y - 1), seal_tile_id, Vector2i(0, 0)
|
||||
)
|
||||
map.set_cell(
|
||||
TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y), seal_tile_id, Vector2i(0, 0)
|
||||
)
|
||||
map.set_cell(
|
||||
TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y + 1), seal_tile_id, Vector2i(0, 0)
|
||||
)
|
||||
|
||||
|
||||
## Check if the room overlaps with any tiles in the map
|
||||
func is_overlapping(map: TileMap) -> bool:
|
||||
for x in range(0, self.room_size.x):
|
||||
for y in range(0, self.room_size.y):
|
||||
var tile = map.get_cell_source_id(TILEMAP_LAYER, Vector2i(self.position.x + x, self.position.y + y))
|
||||
var tile = map.get_cell_source_id(
|
||||
TILEMAP_LAYER, Vector2i(self.position.x + x, self.position.y + y)
|
||||
)
|
||||
if tile != -1:
|
||||
return true
|
||||
return false
|
||||
|
||||
# Validate room by checking that the top left tile is at 0, 0 and all exits are valid
|
||||
|
||||
## Validate room by checking that the top left tile is at 0, 0 and all exits are valid
|
||||
func _validate() -> bool:
|
||||
|
||||
# Check for tiles where x is negative
|
||||
pass
|
||||
|
||||
# Check for tiles where y is negative
|
||||
pass
|
||||
|
||||
# If exit on left, check that the middle tile on the left is empty
|
||||
if self.left and self.get_cell_source_id(TILEMAP_LAYER, Vector2i(0, self.room_size.y / 2)) != -1:
|
||||
if (
|
||||
self.left
|
||||
and self.get_cell_source_id(TILEMAP_LAYER, Vector2i(0, self.room_size.y / 2)) != -1
|
||||
):
|
||||
push_error("Room with exit on left must have empty middle tile on left")
|
||||
return false
|
||||
# If exit on right, check that the middle tile on the right is empty
|
||||
if self.right and self.get_cell_source_id(TILEMAP_LAYER, Vector2i(self.room_size.x - 1, self.room_size.y / 2)) != -1:
|
||||
if (
|
||||
self.right
|
||||
and (
|
||||
self.get_cell_source_id(
|
||||
TILEMAP_LAYER, Vector2i(self.room_size.x - 1, self.room_size.y / 2)
|
||||
)
|
||||
!= -1
|
||||
)
|
||||
):
|
||||
push_error("Room with exit on right must have empty middle tile on right")
|
||||
return false
|
||||
# If exit on top, check that the middle tile on the top is empty
|
||||
@ -121,18 +179,32 @@ func _validate() -> bool:
|
||||
push_error("Room with exit on top must have empty middle tile on top")
|
||||
return false
|
||||
# If exit on bottom, check that the middle tile on the bottom is empty
|
||||
if self.bottom and self.get_cell_source_id(TILEMAP_LAYER, Vector2i(self.room_size.x / 2, self.room_size.y - 1)) != -1:
|
||||
if (
|
||||
self.bottom
|
||||
and (
|
||||
self.get_cell_source_id(
|
||||
TILEMAP_LAYER, Vector2i(self.room_size.x / 2, self.room_size.y - 1)
|
||||
)
|
||||
!= -1
|
||||
)
|
||||
):
|
||||
push_error("Room with exit on bottom must have empty middle tile on bottom")
|
||||
return false
|
||||
|
||||
return true
|
||||
|
||||
|
||||
## Flip a vector
|
||||
func flip_vector(vector: Vector2i) -> Vector2i:
|
||||
return Vector2i(vector.x * -1, vector.y * -1)
|
||||
|
||||
|
||||
## Disable a room exit by setting the corresponding exit variable to false
|
||||
func disable_room_exit_opposite(exit: Vector2i) -> void:
|
||||
self.disable_room_exit(self.flip_vector(exit))
|
||||
|
||||
|
||||
## Disable a room exit by setting the corresponding exit variable to false
|
||||
func disable_room_exit(exit: Vector2i) -> void:
|
||||
if exit == Vector2i.LEFT:
|
||||
self.left = false
|
||||
|
@ -1,14 +1,14 @@
|
||||
class_name StandardWorldGenerator
|
||||
extends WorldGenerator
|
||||
|
||||
@export
|
||||
var rooms: Array[PackedScene] = []
|
||||
## Rooms used to generate the map
|
||||
@export var rooms: Array[PackedScene] = []
|
||||
|
||||
@export
|
||||
var max_room_path_length: int = 10
|
||||
## Maximum length of a path of rooms
|
||||
@export var max_room_path_length: int = 10
|
||||
|
||||
@export
|
||||
var spawn_room: PackedScene = null
|
||||
## Room used to spawn the player
|
||||
@export var spawn_room: PackedScene = null
|
||||
|
||||
# Rooms are sorted into these arrays based on their exits
|
||||
# Each PackedScene is a StandardRoom
|
||||
@ -18,33 +18,48 @@ var _rooms_top: Array[PackedScene] = []
|
||||
var _rooms_bottom: Array[PackedScene] = []
|
||||
var _rooms_blocking: Array[PackedScene] = []
|
||||
|
||||
## Number of total generated rooms
|
||||
var _room_count: int = 0
|
||||
|
||||
## Progress tracker
|
||||
var _progress_tracker: ProgressTracker
|
||||
|
||||
## Marker groups
|
||||
var _markers: Dictionary = {}
|
||||
|
||||
func _generate(map: TileMap) -> void:
|
||||
self._progress_tracker = ProgressTracker.new(1)
|
||||
|
||||
func _init() -> void:
|
||||
self._progress_tracker = ProgressTracker.new(4)
|
||||
|
||||
|
||||
## Generates a map
|
||||
func _generate(map: TileMap) -> void:
|
||||
self._sort_rooms(_progress_tracker.next_step("Sorting Rooms"))
|
||||
|
||||
# Create initial room
|
||||
var init_room = self._create_initial_room(map, self.spawn_room, _progress_tracker.next_step("Creating Initial Room"))
|
||||
var init_room = self._create_initial_room(
|
||||
map, self.spawn_room, _progress_tracker.next_step("Creating Initial Room")
|
||||
)
|
||||
init_room.queue_free.call_deferred()
|
||||
|
||||
# Create rooms
|
||||
self._create_rooms(map, init_room, self.max_room_path_length, _progress_tracker.next_step("Creating Rooms"))
|
||||
self._create_rooms(
|
||||
map, init_room, self.max_room_path_length, _progress_tracker.next_step("Creating Rooms")
|
||||
)
|
||||
map.update_internals()
|
||||
|
||||
self._spawn_entities(map, _progress_tracker.next_step("Spawning Entities"))
|
||||
map.update_internals()
|
||||
|
||||
|
||||
## Sorts rooms into arrays based on their exits
|
||||
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()
|
||||
step_tracker.substep(room.name)
|
||||
if room.left:
|
||||
self._rooms_left.append(room_scene)
|
||||
if room.right:
|
||||
@ -69,8 +84,11 @@ func _sort_rooms(step_tracker: ProgressStepTracker) -> void:
|
||||
if len(self._rooms_blocking) == 0:
|
||||
push_warning("0 blocking rooms!")
|
||||
|
||||
# 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
|
||||
@ -78,19 +96,23 @@ func _create_initial_room(map: TileMap, room: PackedScene, step_tracker: Progres
|
||||
|
||||
# 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:
|
||||
## 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()
|
||||
|
||||
# If the maximum path length has been exceeded, stop
|
||||
@ -104,7 +126,12 @@ func _create_rooms(map: TileMap, parent_room: StandardRoom, max_path_length: int
|
||||
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
|
||||
|
||||
@ -116,7 +143,9 @@ func _create_rooms(map: TileMap, parent_room: StandardRoom, max_path_length: int
|
||||
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:
|
||||
@ -133,7 +162,6 @@ 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:
|
||||
@ -147,57 +175,70 @@ func _create_rooms(map: TileMap, parent_room: StandardRoom, max_path_length: int
|
||||
|
||||
# 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
|
||||
|
||||
|
||||
## Returns the rooms that can be added in the given direction
|
||||
func _get_rooms(exit: Vector2i) -> Array[PackedScene]:
|
||||
if exit == Vector2i.LEFT:
|
||||
match exit:
|
||||
Vector2i.LEFT:
|
||||
return self._rooms_left
|
||||
elif exit == Vector2i.RIGHT:
|
||||
Vector2i.RIGHT:
|
||||
return self._rooms_right
|
||||
elif exit == Vector2i.UP:
|
||||
Vector2i.UP:
|
||||
return self._rooms_top
|
||||
elif exit == Vector2i.DOWN:
|
||||
Vector2i.DOWN:
|
||||
return self._rooms_bottom
|
||||
else:
|
||||
push_error("Invalid exit: " + str(exit))
|
||||
return []
|
||||
|
||||
func _register_marker(group: String, marker: Node2D) -> void:
|
||||
|
||||
## 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)
|
||||
|
||||
@ -215,7 +256,9 @@ 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
|
||||
|
||||
@ -223,12 +266,13 @@ func _spawn_entities(map: TileMap, step_tracker: ProgressStepTracker) -> void:
|
||||
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
|
||||
@ -237,26 +281,32 @@ func _spawn_entities(map: TileMap, step_tracker: ProgressStepTracker) -> void:
|
||||
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")
|
||||
@ -8,6 +9,8 @@ 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")
|
||||
|
Loading…
Reference in New Issue
Block a user