extends Node3D class_name LevelGenerator var levelGrid: Array[Array] @export var gridSize: int = 250 var spawnableRooms: Array[RoomData] var biomes: Array[Biome] var rng := RandomNumberGenerator.new() func _ready() -> void: initGrid() var spaceshipRoomList := RoomListSpaceship.new() # Have something choose the map in this part later spawnableRooms = spaceshipRoomList.rooms var temp: Array[DoorPosition] # Generate the level temp = spawnRoom(spawnableRooms[0],Vector2i(40,40),0,true) for x in temp: spawnRoomAtDoor(spawnableRooms[0],x) printLevelGrid() func initGrid() -> void: for x in gridSize: var newRow: Array levelGrid.push_back(newRow) for y in gridSize: var newCell := GridCell.new() levelGrid[x].push_back(newCell) func addGridCells(cell1: GridCell,cell2: GridCell) -> GridCell: var returnCell: GridCell = GridCell.new() returnCell.spaceTaken = cell1.spaceTaken or cell2.spaceTaken returnCell.door = cell2.door returnCell.doorOrientation = cell2.doorOrientation returnCell.biome = cell1.biome return returnCell func addArrays2D(array1: Array[Array], array2: Array[Array], arr2pos: Vector2i = Vector2i(0,0)) -> void: if array1.size() < (arr2pos.x - 1) + array2.size(): return if array1[arr2pos.y].size() < (arr2pos.y - 1) + array2[0].size(): return for x in array2.size(): for y in array2[x].size(): array1[x+arr2pos.x][y+arr2pos.y] = addGridCells(array1[x+arr2pos.x][y+arr2pos.y],array2[x][y]) func rotateArray2D(array: Array[Array], numberOfRotationsBy90Degrees: int = 1) -> void: var size: int = array.size() var layerCount: int = size/2 for x in numberOfRotationsBy90Degrees%4: for layer in layerCount: var first: int = layer var last: int = size - first - 1 for element in range(first, last): var offset = element - first var top = array[first][element] var right = array[element][last] var bot = array[last][last-offset] var left = array[last-offset][first] array[element][last] = top array[last][last-offset] = right array[last-offset][first] = bot array[first][element] = left func getDoorPosition(cell: GridCell, GridCellPosition: Vector2i) -> DoorPosition: if !cell.door: print("Tried to get door at cell that isnt a door") return null var returnDoorPosition := DoorPosition.new() returnDoorPosition.pos = GridCellPosition returnDoorPosition.orientation = cell.doorOrientation return returnDoorPosition func addObject(AddedObject:PackedScene, Parent: Node3D, Position: Vector3, Rotation: Vector3= Vector3(0,0,0)): if !AddedObject: print("tried to add object but packed scene is null") return var obj = AddedObject.instantiate() Parent.add_child(obj) obj.position = Position obj.rotation = Rotation return obj func rotateRoom(roomData: RoomData, numberOfRotationsBy90Degrees: int) -> void: rotateArray2D(roomData.roomGrid,numberOfRotationsBy90Degrees) for door in roomData.doorPositions: door.rotatePosRight(roomData.roomGrid.size(),numberOfRotationsBy90Degrees) door.orientation += numberOfRotationsBy90Degrees % 4 func spawnRoom(roomData: RoomData,pos: Vector2i,numberOfRotationsBy90Degrees: int = 0, centered: bool = false) -> Array[DoorPosition]: #Pos corresponds to the upper left corner of the room immage var roomScene: PackedScene = load(roomData.roomSceneRef) rotateRoom(roomData,numberOfRotationsBy90Degrees) var roomGrid := roomData.roomGrid var doorPositions: Array[DoorPosition] = roomData.doorPositions if centered: pos = Vector2i(pos.x-(roomGrid.size()/2),pos.y-(roomGrid[0].size()/2)) addArrays2D(levelGrid,roomGrid,pos) addObject(roomScene,self,Vector3(pos.x+(roomGrid.size()/2),0,pos.y+(roomGrid[0].size()/2)),Vector3(0,(numberOfRotationsBy90Degrees%4)*PI/2,0)) for door in doorPositions: door.pos += pos return doorPositions func spawnRoomAtDoor(roomData: RoomData, door: DoorPosition) -> void: var spawnDoor: DoorPosition = roomData.doorPositions[rng.randi_range(0,roomData.doorPositions.size()-1)] var doorOrientationDifference : int = spawnDoor.orientation - door.orientation var numberOfRoomRotations: int = 0 if !abs(doorOrientationDifference) == 2: if doorOrientationDifference > 0: numberOfRoomRotations = 1 if doorOrientationDifference == 0: numberOfRoomRotations = 2 if doorOrientationDifference < 0: numberOfRoomRotations = 3 spawnRoom(roomData,door.pos,numberOfRoomRotations) func printLevelGrid() -> void: var debugCube: PackedScene = preload("res://test/debugCube.tscn") for x in levelGrid.size(): for y in levelGrid[x].size(): if levelGrid[x][y].spaceTaken: addObject(debugCube,self,Vector3(x+0.5,0,y+0.5))