Files
glitch-in-the-system/scripts/v2/worldgen/standard/room.gd

217 lines
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GDScript

class_name StandardRoom
extends TileMap
const TILEMAP_LAYER = 0
@export_category("Room Openings")
@export var left: bool = false
@export var right: bool = false
@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:
exits.append(Vector2i.LEFT)
if self.right:
exits.append(Vector2i.RIGHT)
if self.top:
exits.append(Vector2i.UP)
if self.bottom:
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:
pos = Vector2i(0, self.room_size.y / 2)
elif exit == Vector2i.RIGHT:
pos = Vector2i(self.room_size.x - 1, self.room_size.y / 2)
elif exit == Vector2i.UP:
pos = Vector2i(self.room_size.x / 2, 0)
elif exit == Vector2i.DOWN:
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:
return edge_pos + Vector2i(self.room_size.x / -2, self.room_size.y * -1)
Vector2i.DOWN:
return edge_pos + Vector2i(self.room_size.x / -2, 1)
Vector2i.LEFT:
return edge_pos + Vector2i(-self.room_size.x, -self.room_size.y / 2)
Vector2i.RIGHT:
return edge_pos + Vector2i(1, -self.room_size.y / 2)
_:
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):
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),
alt
)
else:
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)
)
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)
)
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)
)
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)
)
## 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)
)
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
func _validate() -> bool:
# 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
):
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
)
):
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
if self.top and self.get_cell_source_id(TILEMAP_LAYER, Vector2i(self.room_size.x / 2, 0)) != -1:
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
)
):
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
elif exit == Vector2i.RIGHT:
self.right = false
elif exit == Vector2i.UP:
self.top = false
elif exit == Vector2i.DOWN:
self.bottom = false