Implement simple worldgen

This commit is contained in:
2024-01-16 21:34:08 +01:00
parent 51beabf526
commit cd80ab3357
2 changed files with 166 additions and 2 deletions

View File

@ -4,6 +4,14 @@ extends WorldGenerator
@export
var rooms: Array[PackedScene] = []
@export
var max_room_path_length: int = 10
@export
var spawn_room: PackedScene = null
# Rooms are sorted into these arrays based on their exits
# Each PackedScene is a StandardRoom
var _rooms_left: Array[PackedScene] = []
var _rooms_right: Array[PackedScene] = []
var _rooms_top: Array[PackedScene] = []
@ -13,9 +21,17 @@ var _rooms_blocking: Array[PackedScene] = []
var _progress_tracker: ProgressTracker = ProgressTracker.new(1)
func _generate(map: TileMap) -> void:
self._sort_rooms(_progress_tracker.next_step("Sorting Rooms"))
func _sort_rooms(step_tracker: ProgressStepTracker) -> void:
# Create 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"))
func _sort_rooms(step_tracker: ProgressStepTracker, validate: bool = false) -> void:
step_tracker.complete.call_deferred()
step_tracker.set_substeps(len(self.rooms))
@ -46,5 +62,90 @@ 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:
step_tracker.complete.call_deferred()
# Instantiate spawn room
var spawn_room: StandardRoom = room.instance()
# Copy spawn room into map
spawn_room.copy_to_map(map, Vector2i(0, 0))
return spawn_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()
var exits: Array[Vector2i] = parent_room.get_exits()
# If the maximum path length has been exceeded, stop
if max_path_length <= 0:
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:
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)
# If there is already a room at this position, skip it
if map.get_cellv(room_edge_pos) != -1:
continue
# Get the rooms that can be added in this direction
var rooms: Array[PackedScene] = self._get_rooms(exit)
# If there are no rooms that can be added in this direction, skip it
if len(rooms) == 0:
continue
# Get the room to add
var room: PackedScene = rooms[randi() % len(rooms)]
# Instantiate the room
var room_instance: StandardRoom = room.instance()
room_instance.position = room_edge_pos + (room_instance.size / 2)
room_instance.queue_free.call_deferred()
# Copy the room into the map
room_instance.copy_to_map(map, Vector2i(room_instance.position))
# Create rooms from the exits of the room that was just added
self._create_rooms(map, room_instance, max_path_length - 1, step_tracker.next_step("Creating Rooms"))
# 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 _get_progress_tracker() -> ProgressTracker:
return self._progress_tracker