590 lines
22 KiB
GDScript3
590 lines
22 KiB
GDScript3
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extends Node3D
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class_name LevelGenerator
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var levelGrid: Array[Array]
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@export var gridSize: int = 100
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@export var mapLogic: MapLogic
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@export var doorBlock: PackedScene # Temporary
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@export var doorOBJ: PackedScene #Temporary
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@export var tile: PackedScene # Temporary
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@export var tileWall: PackedScene # Temporary
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@export var tileCorner: PackedScene # Temporary
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@export var levelGenSeed: String = "default"
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var rng: RandomNumberGenerator = RandomNumberGenerator.new() #Get random values, usefull for random level generation huh
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var currentMission: Mission
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var doorSpawnPoints: Array[DoorPosition] #Where to put them doors
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var doorBlockSpawnPoints: Array[DoorPosition] #Where to put them door blockers
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var biomeExitPositions: Array[BiomeExit] #Points where you can leave a biome
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var biomeExitChecker: RoomData = RoomData.new(preload("res://Maps/MapGenerator/BiomeExitChecker.png").get_image(),"null") #Nonexisten Room used to check if a door is a valid Biome Exit
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var connectPathPositions: PackedVector2Array #Where to place floor tiles of connecting paths
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var astar: AStar2D = AStar2D.new()
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func _ready() -> void:
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initRandom() # Set seed for level generation
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initGrid() #Assign a new grid space object to each space of the 1x1m grid
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#Center the world
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position.x = -gridSize/2
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position.z = -gridSize/2
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currentMission = RescueMission.new() #Have something choose the mission type in this part later
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#Biomes
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var doorList: Array[DoorPosition] #Seccond Array contains door positions
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for bPrio in currentMission.biomes.size():
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doorList = placeBiomes(currentMission.biomes[bPrio])
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spreadBiomes()
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#Rooms into Biomes
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placeRooms(doorList)
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#Doors
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chooseBiomeExits()
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#print(biomeExitPositions[0].biome,biomeExitPositions[1].biome)r
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doorsAtBiomeExits()
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findValidDoors()
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spawnDoors()
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#Generate Astar setup for finding Paths between Biomes and Rooms
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generateAstarPoints()
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connectAstarPoints()
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weightAstarPoints()
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#Connect Biomes
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connectPathPositions = generateConnectionPath()
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generateFloorPositions()
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placeFloorPositionTiles()
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placeWallsAlongTiles()
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print("done")
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func initRandom() -> void:
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rng.set_seed(hash(levelGenSeed))
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#Misc Utility
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func initGrid() -> void:
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for x in gridSize:
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var newRow: Array
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levelGrid.push_back(newRow)
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for y in gridSize:
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var newCell := GridCell.new()
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newCell.position = Vector2i(x,y)
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levelGrid[x].push_back(newCell)
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func addGridCells(cell1: GridCell,cell2: GridCell) -> GridCell:
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var returnCell: GridCell = GridCell.new()
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returnCell.spaceTaken = cell1.spaceTaken or cell2.spaceTaken
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returnCell.door = cell1.door or cell2.door
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if cell1.door and !cell2.door:
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returnCell.doorOrientation = cell1.doorOrientation
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else:
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returnCell.doorOrientation = cell2.doorOrientation
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returnCell.position = cell1.position
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returnCell.biome = cell1.biome
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returnCell.biomeConnection = cell1.biomeConnection
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return returnCell
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func shuffleArray(array: Array) -> Array:
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for i in array.size()-1:
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#Get Array indexes
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var iA: int = array.size()-1-i
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var iB: int = rng.randi_range(0,array.size()-2-i)
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#Get two elements from the array
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var a = array[iA]
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var b = array[iB]
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#Swap both elements
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array[iB] = a
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array[iA] = b
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return array
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func addArrays2D(array1: Array[Array], array2: Array[Array], arr2pos: Vector2i = Vector2i(0,0)) -> void:
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if array1.size() <= (arr2pos.x) + array2.size(): return
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if array1[arr2pos.y].size() <= (arr2pos.y) + array2[0].size(): return
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for x in array2.size():
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for y in array2[x].size():
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array1[x+arr2pos.x][y+arr2pos.y] = addGridCells(array1[x+arr2pos.x][y+arr2pos.y],array2[x][y])
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func checkOverlapArrays2D(array1: Array[Array], array2: Array[Array], arr2pos: Vector2i = Vector2i(0,0)) -> bool:
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if array1.size() <= arr2pos.x + array2.size() or arr2pos.x < 0: return true
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if array1[arr2pos.y].size() <= arr2pos.y + array2[0].size() or arr2pos.y < 0: return true
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for x in array2.size():
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for y in array2[x].size():
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if array1[x+arr2pos.x][y+arr2pos.y].spaceTaken and array2[x][y].spaceTaken: return true
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return false
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func checkBiomeOverlap(biome: String, pos: Vector2i, length: int, height: int) -> bool:
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if levelGrid.size() <= pos.x + length or pos.x < 0: return true
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if levelGrid[pos.y].size() <= pos.y + height or pos.y < 0: return true
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for x in length:
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for y in height:
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if levelGrid[x+pos.x][y+pos.y].biome: return true
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return false
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func rotateArray2D(array: Array[Array], numberOfRotationsBy90Degrees: int) -> void:
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var size: int = array.size()
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var layerCount: int = size/2
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for x in numberOfRotationsBy90Degrees%4:
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for layer in layerCount:
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var first: int = layer
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var last: int = size - first - 1
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for element in range(first, last):
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var offset = element - first
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var top = array[first][element]
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var right = array[element][last]
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var bot = array[last][last-offset]
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var left = array[last-offset][first]
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array[element][last] = top
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array[last][last-offset] = right
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array[last-offset][first] = bot
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array[first][element] = left
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func getDoorPosition(cell: GridCell, GridCellPosition: Vector2i) -> DoorPosition:
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if !cell.door:
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print("Tried to get door at cell that isnt a door")
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return null
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var returnDoorPosition := DoorPosition.new()
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returnDoorPosition.pos = GridCellPosition
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returnDoorPosition.orientation = cell.doorOrientation
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return returnDoorPosition
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func addObject(AddedObject:PackedScene, Parent: Node3D, Position: Vector3, Rotation: Vector3= Vector3(0,0,0)):
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if !AddedObject:
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print("tried to add object but packed scene is null")
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return
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var obj = AddedObject.instantiate()
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Parent.add_child(obj)
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obj.position = Position
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obj.rotation = Rotation
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return obj
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func changeBiomeArea2D(biome: String,pos:Vector2i,length: int,height: int):
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for x in length:
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for y in height:
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levelGrid[pos.x+x][pos.y+y].biome = biome
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#Spawning Rooms
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func rotateRoomData(roomData: RoomData, numberOfRotationsBy90Degrees: int) -> void:
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rotateArray2D(roomData.roomGrid,numberOfRotationsBy90Degrees)
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roomData.rotations = wrapi(roomData.rotations + numberOfRotationsBy90Degrees,0,4)
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for door in roomData.doorPositions:
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door.rotatePosRight(roomData.roomGrid.size(),numberOfRotationsBy90Degrees)
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roomData.roomGrid[door.pos.x][door.pos.y].doorOrientation = wrapi(door.orientation-2,0,4)
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func spawnRoom(roomDataInput: RoomData,pos: Vector2i,numberOfRotationsBy90Degrees: int = 0, centered: bool = false) -> Array[DoorPosition]: #Pos corresponds to the upper left corner of the room immage
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var roomData: RoomData = roomDataInput.duplicateRoom()
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var roomScene: PackedScene = load(roomData.roomSceneRef)
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rotateRoomData(roomData,numberOfRotationsBy90Degrees)
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var roomGrid := roomData.roomGrid
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var doorPositions: Array[DoorPosition] = roomData.doorPositions
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if centered:
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pos = Vector2i(pos.x-(roomGrid.size()/2),pos.y-(roomGrid[0].size()/2))
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addArrays2D(levelGrid,roomGrid,pos)
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addObject(roomScene,self,Vector3(pos.x+(roomGrid.size()/2),0,pos.y+(roomGrid[0].size()/2)),Vector3(0,(roomData.rotations%4)*PI/2,0))
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for door in doorPositions:
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door.pos = pos + door.pos
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return doorPositions
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func getDoorFromRoom(roomData: RoomData,index: int) -> DoorPosition:
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return roomData.doorPositions[index % roomData.doorPositions.size()]
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func putRoomAtDoor(roomData: RoomData, door: DoorPosition,spawnDoorIndex: int) -> Array: ##Return array contains roomData, spawn Pos in that order
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#Init Values:
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var spawnDoor: DoorPosition = getDoorFromRoom(roomData,spawnDoorIndex) #Which door from the spawned room connects to the exiting room
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var doorOrientationDifference : int = wrapi(spawnDoor.orientation - door.orientation,0,4) #Difference in orinet. between spawned and existing room
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var numberOfRoomRotations: int = 0 #How many rotations are needed to make spawned rooms spawn door face the existing door
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var spawnPos: Vector2i
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var doorOffset: Vector2i #Offset by 1 space so the doors are next to eachother and not inside eachoter
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#Find number of rotations and then rotate the room
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if !doorOrientationDifference == 2:
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if doorOrientationDifference == 1:
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numberOfRoomRotations = 3
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if doorOrientationDifference == 0:
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numberOfRoomRotations = 2
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if doorOrientationDifference == 3:
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numberOfRoomRotations = 1
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rotateRoomData(roomData,numberOfRoomRotations)
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#Get new values for spawnDoor and set door offset
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spawnDoor = getDoorFromRoom(roomData,spawnDoorIndex)
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match spawnDoor.orientation:
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0: doorOffset = Vector2i(0,-1)
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1: doorOffset = Vector2i(1,0)
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2: doorOffset = Vector2i(0,1)
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3: doorOffset = Vector2i(-1,0)
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#Set spawn pos and return values
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spawnPos = door.pos - spawnDoor.pos + doorOffset
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var returnArray: Array = [roomData,spawnPos]
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return returnArray
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func spawnRoomAtDoor(roomDataInput: Array[RoomData], door: DoorPosition, biome: String) -> Array[DoorPosition]:
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var returnArray: Array[DoorPosition]
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var roomData: RoomData = null
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var spawnDoorIndex: int = -1
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#Choose the room to use
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var rooms: Array[RoomData] = roomDataInput.duplicate()
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shuffleArray(rooms)
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for room in rooms:
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#Randomise door checking order
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var doorIndices: Array[int]
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for x in room.doorPositions.size():
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doorIndices.push_back(x)
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shuffleArray(doorIndices)
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#Check if doorIndex fits and assign roomData and spawnDoorIndex if it does
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for doorIndex in doorIndices:
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if checkIfRoomFits(room,door,doorIndex, biome):
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roomData = room.duplicateRoom()
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spawnDoorIndex = doorIndex
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break
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#Check if a room has been found
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if !roomData or spawnDoorIndex == -1:
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var checkPosition = door.pos
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match door.orientation:
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0: checkPosition += Vector2i(-1,-2)
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1: checkPosition += Vector2i(0,-1)
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2: checkPosition += Vector2i(-1,0)
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3: checkPosition += Vector2i(-2,-1)
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if !checkOverlapArrays2D(levelGrid,biomeExitChecker.roomGrid,checkPosition):
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biomeExitPositions.push_back(BiomeExit.new(door.pos,door.orientation,biome))
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return returnArray
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#Get Spawn Info and spawn room
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var spawnInfo: Array = putRoomAtDoor(roomData,door,spawnDoorIndex)
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spawnRoom(spawnInfo[0],spawnInfo[1])
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returnArray = spawnInfo[0].doorPositions
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for x in returnArray.size():
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returnArray[x].pos = spawnInfo[1] + returnArray[x].pos
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return returnArray
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func checkIfBiomeFits(length: int, height: int, pos: Vector2i, biome: String) -> bool:
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if levelGrid.size() <= pos.x + length or pos.x < 0: return true
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if levelGrid[pos.y].size() <= pos.y + height or pos.y < 0: return true
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for x in length:
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for y in height:
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if levelGrid[x+pos.x][y+pos.y].biome != biome:
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return false
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return true
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func checkIfRoomFits(roomDataInput: RoomData,door: DoorPosition,spawnDoorIndex: int, biome: String) -> bool:
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var roomData: RoomData = roomDataInput.duplicateRoom()
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var spawnInfo: Array = putRoomAtDoor(roomData,door,spawnDoorIndex)
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if !checkOverlapArrays2D(levelGrid,spawnInfo[0].roomGrid,spawnInfo[1]) and checkIfBiomeFits(spawnInfo[0].roomGrid.size(),spawnInfo[0].roomGrid[0].size(),spawnInfo[1],biome):
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return true
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else:
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return false
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func isOutOfArray2DBounds(sizeX: int, sizeY: int, pos: Vector2i) -> bool:
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if pos.x >= sizeX or pos.x < 0 or pos.y >= sizeY or pos.y < 0:
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return true
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else:
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return false
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func isValidDoor(pos:Vector2i) -> bool: # Checks if the door connects to another door using its orientation,
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#if this function finds a valid door, it removes the door status from the other door to avoid duplicated doors
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match levelGrid[pos.x][pos.y].doorOrientation:
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0:
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if isOutOfArray2DBounds(levelGrid.size(),levelGrid[0].size(),Vector2i(pos.x,pos.y-1)): return false
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if !levelGrid[pos.x][pos.y-1].door: return false
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else: levelGrid[pos.x][pos.y-1].door = false
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1:
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if isOutOfArray2DBounds(levelGrid.size(),levelGrid[0].size(),Vector2i(pos.x+1,pos.y)): return false
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if !levelGrid[pos.x+1][pos.y].door: return false
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else: levelGrid[pos.x+1][pos.y].door = false
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2:
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if isOutOfArray2DBounds(levelGrid.size(),levelGrid[0].size(),Vector2i(pos.x,pos.y+1)): return false
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if !levelGrid[pos.x][pos.y+1].door: return false
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else: levelGrid[pos.x][pos.y+1].door = false
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3:
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if isOutOfArray2DBounds(levelGrid.size(),levelGrid[0].size(),Vector2i(pos.x-1,pos.y)): return false
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if !levelGrid[pos.x-1][pos.y].door: return false
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else: levelGrid[pos.x-1][pos.y].door = false
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return true
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func findValidDoors() -> void:
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for x in levelGrid.size():
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for y in levelGrid[x].size():
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|
if levelGrid[x][y].door:
|
||
|
|
var newDoorObject := DoorPosition.new()
|
||
|
|
newDoorObject.pos = Vector2i(x,y)
|
||
|
|
newDoorObject.orientation = levelGrid[x][y].doorOrientation
|
||
|
|
if isValidDoor(Vector2i(x,y)):
|
||
|
|
doorSpawnPoints.push_back(newDoorObject)
|
||
|
|
else:
|
||
|
|
doorBlockSpawnPoints.push_back(newDoorObject)
|
||
|
|
|
||
|
|
func spawnDoors() -> void:
|
||
|
|
for doorSpawn in doorSpawnPoints:
|
||
|
|
addObject(doorOBJ,self,Vector3(doorSpawn.pos.x+0.5,0,doorSpawn.pos.y+0.5),Vector3(0,doorSpawn.orientation*-PI/2,0))
|
||
|
|
#debugCubeAtPos(doorSpawn.pos)
|
||
|
|
for doorBlockSpawn in doorBlockSpawnPoints:
|
||
|
|
addObject(doorBlock,self,Vector3(doorBlockSpawn.pos.x+0.5,0,doorBlockSpawn.pos.y+0.5),Vector3(0,doorBlockSpawn.orientation*-PI/2,0))
|
||
|
|
|
||
|
|
func placeRooms(doorList: Array[DoorPosition]) -> void:
|
||
|
|
var nextDoors: Array[DoorPosition] = []
|
||
|
|
|
||
|
|
#YES I KNOW A DO WHILE LOOP IS BETTER HERE BUT GODOT DOESNT HAVE IT
|
||
|
|
for door in doorList:
|
||
|
|
var doorBiome: Biome = getBiome(levelGrid[door.pos.x][door.pos.y].biome)
|
||
|
|
nextDoors += spawnRoomAtDoor(doorBiome.roomList.rooms,door,doorBiome.name)
|
||
|
|
doorList = nextDoors
|
||
|
|
|
||
|
|
while !doorList.is_empty():
|
||
|
|
for door in doorList:
|
||
|
|
var doorBiome: Biome = getBiome(levelGrid[door.pos.x][door.pos.y].biome)
|
||
|
|
nextDoors += spawnRoomAtDoor(doorBiome.roomList.rooms,door,doorBiome.name)
|
||
|
|
doorList = nextDoors
|
||
|
|
nextDoors = []
|
||
|
|
|
||
|
|
#Generating Biomes
|
||
|
|
func getBiome(biomeName: String) -> Biome:
|
||
|
|
for prio in currentMission.biomes.size():
|
||
|
|
for biome in currentMission.biomes[prio]:
|
||
|
|
if biome.name == biomeName:
|
||
|
|
return biome
|
||
|
|
return
|
||
|
|
|
||
|
|
func generateBiomePos(biome: String,starterRoomSize: Vector2i) -> Vector2i:
|
||
|
|
var genPos: Vector2i
|
||
|
|
var possiblePos: Array[Vector2i]
|
||
|
|
|
||
|
|
#Find all possible Pos without a biome
|
||
|
|
for x in levelGrid.size():
|
||
|
|
for cell in levelGrid[x]:
|
||
|
|
if !cell.biome:
|
||
|
|
possiblePos.push_back(cell.position)
|
||
|
|
|
||
|
|
#Go through all pos untill one works
|
||
|
|
genPos = possiblePos[rng.randi_range(0,possiblePos.size()-1)]
|
||
|
|
while checkBiomeOverlap(biome,genPos,starterRoomSize.x,starterRoomSize.y):
|
||
|
|
possiblePos.erase(genPos)
|
||
|
|
genPos = possiblePos[rng.randi_range(0,possiblePos.size()-1)]
|
||
|
|
|
||
|
|
return genPos
|
||
|
|
|
||
|
|
func placeBiomes(biomes: Array[Biome]) -> Array[DoorPosition]:
|
||
|
|
var returnDoorLists: Array[DoorPosition] = []
|
||
|
|
|
||
|
|
for biome in biomes:
|
||
|
|
var starterRoomSize: Vector2i = Vector2i(biome.starterRoom.roomGrid.size(),biome.starterRoom.roomGrid[0].size())
|
||
|
|
var generatePos: Vector2i = generateBiomePos(biome.name,starterRoomSize)
|
||
|
|
#mapLogic.playerStartPos = Vector3(generatePos.x-gridSize/2-5,0.5,generatePos.y-gridSize/2-5)
|
||
|
|
changeBiomeArea2D(biome.name,generatePos,starterRoomSize.x,starterRoomSize.y)
|
||
|
|
|
||
|
|
#Spawn Starter room and add doors to list
|
||
|
|
var doorList: Array[DoorPosition]
|
||
|
|
doorList = spawnRoom(biome.starterRoom,generatePos)
|
||
|
|
returnDoorLists += doorList
|
||
|
|
|
||
|
|
return returnDoorLists
|
||
|
|
|
||
|
|
func fillCell(cellBiome: String,pos: Vector2i) -> GridCell:
|
||
|
|
if isOutOfArray2DBounds(levelGrid.size(),levelGrid[0].size(),pos): return
|
||
|
|
if !levelGrid[pos.x][pos.y].biome:
|
||
|
|
levelGrid[pos.x][pos.y].biome = cellBiome
|
||
|
|
return levelGrid[pos.x][pos.y]
|
||
|
|
return
|
||
|
|
|
||
|
|
func spreadCell(cell: GridCell,pos: Vector2i) -> Array[GridCell]:
|
||
|
|
var returnCells: Array[GridCell] = []
|
||
|
|
returnCells.push_back(fillCell(cell.biome,pos + Vector2i(0,-1)))
|
||
|
|
returnCells.push_back(fillCell(cell.biome,pos + Vector2i(1,0)))
|
||
|
|
returnCells.push_back(fillCell(cell.biome,pos + Vector2i(0,1)))
|
||
|
|
returnCells.push_back(fillCell(cell.biome,pos + Vector2i(-1,0)))
|
||
|
|
while returnCells.has(null):
|
||
|
|
returnCells.erase(null)
|
||
|
|
return returnCells
|
||
|
|
|
||
|
|
func allCellsHaveBiome() -> bool:
|
||
|
|
for x in levelGrid.size():
|
||
|
|
for cell in levelGrid[x]:
|
||
|
|
if !cell.biome: return false
|
||
|
|
return true
|
||
|
|
|
||
|
|
func spreadBiomes() -> void:
|
||
|
|
#Get all current biome grid cells -> Put them in starterCells
|
||
|
|
var startCells: Array[GridCell] = []
|
||
|
|
for x in levelGrid.size():
|
||
|
|
for y in levelGrid[x].size():
|
||
|
|
if levelGrid[x][y].biome:
|
||
|
|
startCells.push_back(levelGrid[x][y])
|
||
|
|
|
||
|
|
#Spread them by one -> put the new ones in a new array
|
||
|
|
while !allCellsHaveBiome():
|
||
|
|
shuffleArray(startCells)
|
||
|
|
var newCells: Array[GridCell] = []
|
||
|
|
for cell in startCells:
|
||
|
|
if rng.randf() * getBiome(cell.biome).spread > 0.49:
|
||
|
|
newCells += spreadCell(cell,cell.position)
|
||
|
|
else:
|
||
|
|
newCells.push_back(cell)
|
||
|
|
#New cells now contains all that were newly assigned a biome and the ones that didnt spread
|
||
|
|
startCells = newCells
|
||
|
|
|
||
|
|
#Astar
|
||
|
|
func generateAstarPoints(findAllSpaceTakenCells: bool = false) -> void:
|
||
|
|
var currentID: int = 0
|
||
|
|
for x in levelGrid.size():
|
||
|
|
for y in levelGrid[x].size():
|
||
|
|
if levelGrid[x][y].spaceTaken == findAllSpaceTakenCells:
|
||
|
|
astar.add_point(currentID,Vector2i(x,y))
|
||
|
|
currentID += 1
|
||
|
|
|
||
|
|
func connectAstarPoints() -> void:
|
||
|
|
for point in astar.get_point_ids():
|
||
|
|
var possibleNeighbors: Array[int] = [point+1,point-1,point-gridSize,point+gridSize]
|
||
|
|
|
||
|
|
for posNeigh in possibleNeighbors:
|
||
|
|
if astar.has_point(posNeigh):
|
||
|
|
astar.connect_points(point,posNeigh,true)
|
||
|
|
|
||
|
|
func weightAstarPoints() -> void:
|
||
|
|
for point in astar.get_point_ids():
|
||
|
|
if astar.get_point_connections(point).size() != 4:
|
||
|
|
astar.set_point_weight_scale(point,10)
|
||
|
|
|
||
|
|
func posToID(pos: Vector2i) -> int:
|
||
|
|
return gridSize*pos.x + pos.y
|
||
|
|
|
||
|
|
#Generating Biome Connections
|
||
|
|
func chooseBiomeExits() -> void:
|
||
|
|
var existingBiomes: Array[String] = []
|
||
|
|
var currentBiomeExits: Array[BiomeExit] = []
|
||
|
|
var choosenBiomeExits: Array[BiomeExit] = []
|
||
|
|
# Find What Biomes are Present
|
||
|
|
for x in levelGrid.size():
|
||
|
|
for y in levelGrid[x].size():
|
||
|
|
if !existingBiomes.has(levelGrid[x][y].biome):
|
||
|
|
existingBiomes.push_back(levelGrid[x][y].biome)
|
||
|
|
|
||
|
|
#For each biome choose a number of exit
|
||
|
|
for i in existingBiomes.size():
|
||
|
|
#Look through all exits for exits belonging to this biome
|
||
|
|
for exit in biomeExitPositions:
|
||
|
|
if exit.biome == existingBiomes[i]:
|
||
|
|
currentBiomeExits.push_back(exit)
|
||
|
|
biomeExitPositions.erase(exit)
|
||
|
|
|
||
|
|
#For each other biome, choose an exit
|
||
|
|
for n in existingBiomes.size()-1:
|
||
|
|
# Randomly determine an exit
|
||
|
|
var exit: BiomeExit = currentBiomeExits[rng.randi_range(0,currentBiomeExits.size()-1)]
|
||
|
|
|
||
|
|
#Test if exit was already choosen
|
||
|
|
if !choosenBiomeExits.has(exit):
|
||
|
|
choosenBiomeExits.push_back(exit)
|
||
|
|
|
||
|
|
currentBiomeExits.clear()
|
||
|
|
|
||
|
|
#Get rid of all other exits
|
||
|
|
biomeExitPositions = choosenBiomeExits
|
||
|
|
|
||
|
|
func doorsAtBiomeExits() -> void:
|
||
|
|
for exit in biomeExitPositions:
|
||
|
|
levelGrid[exit.pos.x][exit.pos.y].door = false
|
||
|
|
|
||
|
|
func generateConnectionPath() -> PackedVector2Array:
|
||
|
|
var returnArray: PackedVector2Array = []
|
||
|
|
|
||
|
|
#Look through all exits and find the closest other exit
|
||
|
|
for exit in biomeExitPositions:
|
||
|
|
var closestPoint: Vector2i
|
||
|
|
var closestPointDistance: float = gridSize*gridSize
|
||
|
|
for exit1 in biomeExitPositions:
|
||
|
|
if (exit1.pos - exit.pos).length() < closestPointDistance and exit.biome != exit1.biome:
|
||
|
|
closestPoint = exit1.pos
|
||
|
|
closestPointDistance = (exit1.pos - exit.pos).length()
|
||
|
|
#Connect the exits
|
||
|
|
returnArray += astar.get_point_path(posToID(exit.pos),posToID(closestPoint))
|
||
|
|
|
||
|
|
return returnArray #astar.get_point_path(posToID(biomeA.pos),posToID(biomeB.pos))
|
||
|
|
|
||
|
|
func addFloorPos(gridCell: GridCell) -> void:
|
||
|
|
if !gridCell.biomeConnection and !gridCell.spaceTaken:
|
||
|
|
connectPathPositions.push_back(gridCell.position)
|
||
|
|
gridCell.biomeConnection = true
|
||
|
|
gridCell.spaceTaken = true
|
||
|
|
|
||
|
|
func generateFloorPositions(spread: int = 2) -> void:
|
||
|
|
for x in spread:
|
||
|
|
for y in connectPathPositions.size():
|
||
|
|
var fPos: Vector2i = connectPathPositions[y]
|
||
|
|
levelGrid[fPos.x][fPos.y].spaceTaken = true
|
||
|
|
levelGrid[fPos.x][fPos.y].biomeConnection = true
|
||
|
|
addFloorPos(levelGrid[clampi(fPos.x+1,0,gridSize-1)][fPos.y])
|
||
|
|
addFloorPos(levelGrid[fPos.x][clampi(fPos.y+1,0,gridSize-1)])
|
||
|
|
addFloorPos(levelGrid[clampi(fPos.x-1,0,gridSize-1)][fPos.y])
|
||
|
|
addFloorPos(levelGrid[fPos.x][clampi(fPos.y-1,0,gridSize-1)])
|
||
|
|
|
||
|
|
func placeFloorPositionTiles() -> void:
|
||
|
|
for tilePos in connectPathPositions:
|
||
|
|
addObject(tile,self,Vector3(tilePos.x+0.5,0,tilePos.y+0.5))
|
||
|
|
|
||
|
|
func spawnWallSegment(pos: Vector2i,rot: int) -> void:
|
||
|
|
addObject(tileWall,self,Vector3(pos.x+0.5,0,pos.y+0.5),Vector3(0,rot*PI/2,0))
|
||
|
|
|
||
|
|
func spawnCornerSegment(pos: Vector2i,rot: int) -> void:
|
||
|
|
addObject(tileCorner,self,Vector3(pos.x+0.5,0,pos.y+0.5),Vector3(0,rot*PI/2,0))
|
||
|
|
|
||
|
|
func placeWallsAlongTiles() -> void:
|
||
|
|
for x in levelGrid.size():
|
||
|
|
for y in levelGrid[x].size():
|
||
|
|
if !levelGrid[x][y].biomeConnection: continue
|
||
|
|
if x+1 != levelGrid.size():
|
||
|
|
if !levelGrid[x+1][y].spaceTaken: spawnWallSegment(Vector2i(x,y),3)
|
||
|
|
if x != 0:
|
||
|
|
if !levelGrid[x-1][y].spaceTaken: spawnWallSegment(Vector2i(x,y),1)
|
||
|
|
if y+1 != levelGrid.size():
|
||
|
|
if !levelGrid[x][y+1].spaceTaken: spawnWallSegment(Vector2i(x,y),2)
|
||
|
|
if y != -1:
|
||
|
|
if !levelGrid[x][y-1].spaceTaken: spawnWallSegment(Vector2i(x,y),0)
|
||
|
|
if x+1 != levelGrid.size() and y+1 != levelGrid.size():
|
||
|
|
if !levelGrid[x+1][y+1].spaceTaken: spawnCornerSegment(Vector2i(x,y),3)
|
||
|
|
if x != 0 and y != 0:
|
||
|
|
if !levelGrid[x-1][y-1].spaceTaken: spawnCornerSegment(Vector2i(x,y),1)
|
||
|
|
if x+1 != levelGrid.size() and y != 0:
|
||
|
|
if !levelGrid[x+1][y-1].spaceTaken: spawnCornerSegment(Vector2i(x,y),0)
|
||
|
|
if y+1 != levelGrid.size() and x != 0:
|
||
|
|
if !levelGrid[x-1][y+1].spaceTaken: spawnCornerSegment(Vector2i(x,y),2)
|
||
|
|
|
||
|
|
#Debug Functions
|
||
|
|
func printLevelGrid() -> void:
|
||
|
|
for x in levelGrid.size():
|
||
|
|
for y in levelGrid[x].size():
|
||
|
|
if levelGrid[x][y].biomeConnection:
|
||
|
|
debugCubeAtPos(Vector2(x,y))
|
||
|
|
|
||
|
|
func printBiomeGrid() -> void:
|
||
|
|
for x in levelGrid.size():
|
||
|
|
for y in levelGrid[x].size():
|
||
|
|
if levelGrid[x][y].biome == "test":
|
||
|
|
debugCubeAtPos(Vector2(x,y))
|
||
|
|
|
||
|
|
func debugCubeAtPos(pos: Vector2):
|
||
|
|
var debugCube: PackedScene = preload("res://test/debugCube.tscn")
|
||
|
|
addObject(debugCube,self,Vector3(pos.x+0.5,0,pos.y+0.5))
|
||
|
|
|
||
|
|
func showAstarPoints() -> void:
|
||
|
|
for point in astar.get_point_ids():
|
||
|
|
var point_pos: Vector2i = astar.get_point_position(point)
|
||
|
|
debugCubeAtPos(point_pos)
|