glitch-in-the-system/scripts/v2/worldgen/standard_generator.gd

263 lines
8.5 KiB
GDScript

class_name StandardWorldGenerator
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] = []
var _rooms_bottom: Array[PackedScene] = []
var _rooms_blocking: Array[PackedScene] = []
var _progress_tracker: ProgressTracker
var _markers: Dictionary = {}
func _generate(map: TileMap) -> void:
self._progress_tracker = ProgressTracker.new(1)
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"))
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"))
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()
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!")
# Create initial room
func _create_initial_room(map: TileMap, room: PackedScene, step_tracker: ProgressStepTracker) -> StandardRoom:
step_tracker.complete.call_deferred()
# Instantiate spawn room
var init_room: StandardRoom = room.instantiate()
# Copy spawn room into map
init_room.copy_to_map(map)
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:
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:
for exit in exits:
parent_room.seal_exit(map, parent_room.position, exit)
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)
# Get the rooms that can be added in this direction
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:
continue
# Get the room to add
var room_instance: StandardRoom = null
while len(possible_rooms) != 0 and room_instance == null:
var i = randi() % len(possible_rooms)
var possible_room = possible_rooms.pop_at(i).instantiate()
var origin_pos: Vector2i = possible_room.get_exit_pos_offset(room_edge_pos, exit)
possible_room.position = origin_pos
if possible_room.is_overlapping(map):
continue
room_instance = possible_room
if room_instance == null:
parent_room.seal_exit(map, parent_room.position, exit)
continue
room_instance.queue_free.call_deferred()
# Disable direction that the room was added from
# since the parent room will already be there
room_instance.disable_room_exit_opposite(exit)
# Copy the room into the map
room_instance.copy_to_map(map)
# 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
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 _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