Upgrade Godot Version & Work Towards Level Gen

This commit is contained in:
2023-12-10 00:22:06 +01:00
parent 0fa604298f
commit 51beabf526
866 changed files with 265 additions and 1302 deletions

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@ -0,0 +1,50 @@
class_name ProgressStepTracker
extends Object
var _step_name: String = ""
var _message: String = ""
var _subset_index: int = 0
var _subset_count: int = 0
var _tracker: ProgressTracker = null
func _init(tracker: ProgressTracker, step_name: String):
self._tracker = tracker
self._step_name = step_name
# set_substeps: set the number of substeps for this step
func set_substeps(substeps: int):
self._subset_count = substeps
# substep: should be called when a substep is started
func substep(message: String = ""):
self._subset_index += 1
self._message = message
self._tracker.progress_update.emit()
# complete: should be called when this step is done
func complete():
self._tracker.step_complete.emit()
# get_step_name: get the name of this step
func get_step_name() -> String:
return self._step_name
# get_message: get the message for this step
func get_message() -> String:
return self._message
# get_substep_index: get the index of the current substep
func get_substep_index() -> int:
return self._subset_index
# get_substep_count: get the number of substeps for this step
func get_substep_count() -> int:
return self._subset_count
# get_progress: get the progress of this step
func get_progress() -> float:
if self._subset_count == 0:
return 0.0
else:
return float(self._subset_index) / float(self._subset_count)

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@ -0,0 +1,50 @@
class_name ProgressTracker
extends Object
signal progress_update()
signal step_change(step: int)
signal complete()
signal step_complete()
var _current_step: ProgressStepTracker = null
var _current_step_index: int = -1
var _steps_count: int
func _init(step_count: int = 0) -> void:
_steps_count = step_count
self.substep_complete.connect(self, "_on_substep_complete")
func _on_step_complete() -> void:
if _current_step_index == _steps_count:
self.complete.emit()
return
# next_step: should be called before the step is actually started
func next_step(step_name: String = "") -> ProgressStepTracker:
_current_step_index += 1
if _current_step_index > _steps_count:
push_error("Number of steps tracked is larger than number of steps used!")
step_change.emit(_current_step_index)
self._current_step = ProgressStepTracker.new(self, step_name)
self.progress_update.emit()
return self._current_step
# step_complete: returns the progress of all steps
func get_step_progress() -> float:
return float(_current_step_index) / float(_steps_count)
# get_total_progress_percentage: returns the progress of all steps and substeps
func get_total_progress_percentage() -> float:
return self.get_step_progress()
# get_progress_data: returns a dictionary with data about the current progress for the UI
func get_progress_data() -> Dictionary:
return {
"step_name": self._current_step.get_step_name(),
"message": self._current_step.get_message(),
"substeps": self._current_step.get_substeps(),
"current_substep": self._current_step.get_substep_index(),
"total_progress":self.get_total_progress_percentage()
}

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@ -0,0 +1,19 @@
class_name StandardRoom
extends TileMap
@export_category("Room Openings")
@export var left: bool = false
@export var right: bool = false
@export var top: bool = false
@export var bottom: bool = false
@onready
var room_size: Vector2i = self.get_used_rect().size
@onready
var cell_size: Vector2i = self.tile_set.tile_size
func is_block() -> bool:
if self.left or self.right or self.top or self.bottom:
return false
return true

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@ -2,7 +2,49 @@ class_name StandardWorldGenerator
extends WorldGenerator
@export
var parts: Array[PackedScene] = []
var rooms: Array[PackedScene] = []
var _rooms_left: Array[PackedScene] = []
var _rooms_right: Array[PackedScene] = []
var _rooms_top: Array[PackedScene] = []
var _rooms_bottom: Array[PackedScene] = []
var _rooms_blocking: Array[PackedScene] = []
var _progress_tracker: ProgressTracker = ProgressTracker.new(1)
func _generate(map: TileMap) -> void:
pass
self._sort_rooms(_progress_tracker.next_step("Sorting Rooms"))
func _sort_rooms(step_tracker: ProgressStepTracker) -> void:
step_tracker.complete.call_deferred()
step_tracker.set_substeps(len(self.rooms))
for room_scene in rooms:
step_tracker.substep(room_scene.get_name())
var room: StandardRoom = room_scene.instantiate()
if room.left:
self._rooms_left.append(room_scene)
if room.right:
self._rooms_right.append(room_scene)
if room.top:
self._rooms_top.append(room_scene)
if room.bottom:
self._rooms_bottom.append(room_scene)
if room.is_block():
self._rooms_blocking.append(room_scene)
room.queue_free()
if len(self._rooms_left) == 0:
push_error("0 left rooms!")
if len(self._rooms_right) == 0:
push_error("0 right rooms!")
if len(self._rooms_top) == 0:
push_error("0 top rooms!")
if len(self._rooms_bottom) == 0:
push_error("0 bottom rooms!")
if len(self._rooms_blocking) == 0:
push_warning("0 blocking rooms!")
func _get_progress_tracker() -> ProgressTracker:
return self._progress_tracker

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@ -7,3 +7,10 @@ func generate(map: TileMap) -> void:
return
self.call("_generate", map)
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")