Mag gen & work towards AI

This commit is contained in:
2024-01-21 16:39:13 +01:00
parent 405b374b9a
commit 9e3deaf3b0
20 changed files with 341 additions and 21 deletions

56
scripts/v2/creature.gd Normal file
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@ -0,0 +1,56 @@
class_name Creature
extends Node
signal damaged(amount)
signal healed(amount)
signal death()
@export
var max_hp: int = 1
@export
var death_sound: AudioStream = null
@export
var free_on_death: bool = true
var hp: int :
get:
return hp
set(value):
var old_hp = hp
hp = clampi(value, 0, max_hp)
if hp < old_hp:
self.damaged.emit(old_hp - hp)
elif hp > old_hp:
self.healed.emit(hp - old_hp)
if hp == 0:
self.death.emit()
func _ready() -> void:
self.hp = self.max_hp
self.death.connect(self._creature_on_death)
func take_damage(damage: int) -> void:
self.hp -= damage
func heal(amount: int) -> void:
self.hp += amount
func _creature_on_death() -> void:
# Play a sound on creature death
if self.death_sound:
var audio_player = AudioStreamPlayer2D.new()
self.get_parent().add_child(audio_player)
audio_player.stream = self.death_sound
audio_player.bus = "Sound Effects"
audio_player.finished.connect(audio_player.queue_free)
audio_player.play()
# Destroy on death
if self.free_on_death:
self.queue_free()

42
scripts/v2/enemy.gd Normal file
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@ -0,0 +1,42 @@
class_name Enemy
extends Creature
enum State {
IDLE,
CHASE,
ATTACK
}
@export
var state: State = State.IDLE
@export_category("Parts")
@export
var animation_player: AnimationPlayer
var _chase_target: Node2D
var _target_is_left: bool = false
func _play_animation(animation: String) -> void:
if not animation_player:
return
if not animation_player.has_animation(animation):
return
if animation_player.is_playing() and animation_player.current_animation == animation:
return
animation_player.play(animation)
func _process(delta: float) -> void:
var animation_name = str(State.keys()[self.state]).to_lower()
self._play_animation(animation_name)
func _physics_process(delta: float) -> void:
match self.state:
State.CHASE:
if not self._chase_target:
self.state = State.IDLE
pass

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@ -8,8 +8,3 @@ var map: TileMap
func _ready() -> void:
self.generator.generate(map)
func _process(_delta: float) -> void:
if Input.is_action_just_pressed("jump"):
map.clear()
self.generator.generate(map)

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@ -0,0 +1,65 @@
class_name StandardEntityMarker
extends Node2D
enum SPAWN_METHOD {
ALL,
FURTHEST,
ONCE,
NONE
}
enum ENTITY_SELECTION_METHOD {
RANDOM,
POP
}
@export_category("Entity Spawning")
@export
var marker_id: String
@export
var entities: Array[PackedScene] = []
@export
var spawn_method: SPAWN_METHOD
@export_range(0, 1.0)
var spawn_chance: float = 1.0
@export
var entity_selection_method: ENTITY_SELECTION_METHOD
@export_category("Marker Debug")
@export
var debug_color: Color = Color.WHITE
@export
var marker_size: int = 16
func _ready() -> void:
self.add_to_group("genv2:entity_marker")
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:
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)
func _get_debug_texture() -> Texture2D:
var texture = GradientTexture2D.new()
var gradient = Gradient.new()
gradient.colors = [self.debug_color]
texture.gradient = gradient
texture.width = self.marker_size
texture.height = self.marker_size
return texture

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@ -62,8 +62,10 @@ 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):
var tile = self.get_cell_source_id(TILEMAP_LAYER, Vector2i(x, y))
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))
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))

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@ -20,6 +20,8 @@ var _rooms_blocking: Array[PackedScene] = []
var _progress_tracker: ProgressTracker
var _markers: Dictionary = {}
func _generate(map: TileMap) -> void:
self._progress_tracker = ProgressTracker.new(1)
@ -32,6 +34,9 @@ func _generate(map: TileMap) -> void:
# Create 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()
func _sort_rooms(step_tracker: ProgressStepTracker) -> void:
step_tracker.complete.call_deferred()
@ -163,5 +168,95 @@ func _get_rooms(exit: Vector2i) -> Array[PackedScene]:
push_error("Invalid exit: " + str(exit))
return []
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:
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)
for marker_id in self._markers:
var sample_marker: StandardEntityMarker = self._markers[marker_id][0]
match sample_marker.spawn_method:
StandardEntityMarker.SPAWN_METHOD.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)
if packed_entity == null:
continue
var entity: Node2D = packed_entity.instantiate()
entity.position = marker.position
map.add_child(entity)
StandardEntityMarker.SPAWN_METHOD.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)
if calc_distance > furthest_distance:
map.erase_cell(0, map.local_to_map(furthest_marker.position))
furthest_marker = marker
furthest_distance = calc_distance
else:
map.erase_cell(0, map.local_to_map(marker.position))
# Erase furthest marker
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)
if packed_entity == null:
continue
var entity: Node2D = packed_entity.instantiate()
entity.position = furthest_marker.position
map.add_child(entity)
StandardEntityMarker.SPAWN_METHOD.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)
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:
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:
if len(entities) == 0:
return null
match mode:
StandardEntityMarker.ENTITY_SELECTION_METHOD.RANDOM:
var i = randi() % len(entities)
return entities[i]
StandardEntityMarker.ENTITY_SELECTION_METHOD.POP:
var i = randi() % len(entities)
return entities.pop_at(i)
return null
func _get_progress_tracker() -> ProgressTracker:
return self._progress_tracker