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-rw-r--r--scripts/bsp_level_generator.gd111
1 files changed, 83 insertions, 28 deletions
diff --git a/scripts/bsp_level_generator.gd b/scripts/bsp_level_generator.gd
index af34e0b..7d9e268 100644
--- a/scripts/bsp_level_generator.gd
+++ b/scripts/bsp_level_generator.gd
@@ -1,20 +1,28 @@
-extends Node2D
+extends Node3D
+@export_category("Level Generator")
@export var width: int = 40
@export var height: int = 40
@export var min_dim: int = 5
+@export_category("Geometry Generator")
+## Geometry generation config
+@export var wall_thickness: float = 1
+
var min_room_size: int = min_dim * min_dim
-var rects: Array[Vector4i] = []
+enum Direction {LEFT, RIGHT}
+enum Tile {FLOOR, WALL}
class BSPNode:
+ var axis: int
var min_dims: Vector2i
var max_dims: Vector2i
var left: BSPNode
var right: BSPNode
- func _init(p_min_dims: Vector2i, p_max_dims: Vector2i, p_left: BSPNode, p_right: BSPNode):
+ func _init(p_axis: int, p_min_dims: Vector2i, p_max_dims: Vector2i, p_left: BSPNode, p_right: BSPNode):
+ axis = p_axis
min_dims = p_min_dims
max_dims = p_max_dims
left = p_left
@@ -22,24 +30,19 @@ class BSPNode:
func generate_level(axis: int, min_space: Vector2i, max_space: Vector2i, depth: int = 0) -> BSPNode:
var dims = max_space - min_space
- if dims[axis] / 2 < min_dim:
- #rects.append(Vector4i(min_space.x, min_space.y, max_space.x, max_space.y))
- return null
-
var new_axis = (axis + 1) % 2
# 10% we stop here and just create a big room
if (depth > 2 and randi_range(0, 9) == 0) \
or dims.x * dims.y <= min_dim * min_dim \
or dims[new_axis] / 2 < min_dim:
- rects.append(Vector4i(min_space.x, min_space.y, max_space.x, max_space.y))
- return BSPNode.new(min_space, max_space, null, null)
+ return BSPNode.new(new_axis, min_space, max_space, null, null)
# Calculate min and max ranges so that a split
# doesn't create a room that violates min dimensions
var min_value = min_space[axis] + min_dim
var max_value = max_space[axis] - min_dim
var split = randi_range(min_value, max_value)
- print("Spliting axis ", axis, " at ", split)
+ #print("Spliting axis ", axis, " at ", split)
var left_min_space = min_space
var left_max_space = max_space
@@ -51,28 +54,80 @@ func generate_level(axis: int, min_space: Vector2i, max_space: Vector2i, depth:
var right_max_space = max_space
var right = generate_level(new_axis, right_min_space, right_max_space, depth + 1)
- assert((left == null and right == null) or (left != null and right != null))
+ return BSPNode.new(axis, min_space, max_space, left, right)
- if left == null and right == null:
- rects.append(Vector4i(min_space.x, min_space.y, max_space.x, max_space.y))
-
- return BSPNode.new(min_space, max_space, left, right)
+func is_leaf(node: BSPNode) -> bool:
+ return node.left == null and node.right == null
+
+func generate_grid(map: BSPNode, grid: Array[Tile]):
+ if is_leaf(map):
+ for y in range(map.min_dims.y + 1, map.max_dims.y - 1):
+ for x in range(map.min_dims.x + 1, map.max_dims.x - 1):
+ grid[y * width + x] = Tile.FLOOR
+ else:
+ generate_grid(map.left, grid)
+ generate_grid(map.right, grid)
+
+ # Look for space on dividing wall to place door
+ var other_axis = (map.axis + 1) % 2
+ var split_axis = map.left.max_dims[map.axis]
+ var have_door = false
+ var tries = 0
+
+ while not have_door:
+ var test_door = randi_range(map.min_dims[other_axis], map.max_dims[other_axis] - 1)
+ var door_pos = Vector2i.ZERO
+ door_pos[map.axis] = split_axis
+ door_pos[other_axis] = test_door
+
+ var room_left = door_pos
+ room_left[map.axis] -= 2
+
+ var room_right = door_pos
+ room_right[map.axis] += 1
+
+ # Check if there are two spaces to connect
+ # And ensure no door already exists in the space
+ if grid[room_left.y * width + room_left.x] == Tile.FLOOR \
+ and grid[room_right.y * width + room_right.x] == Tile.FLOOR \
+ and grid[door_pos.y * width + door_pos.x] == Tile.WALL:
+ have_door = true
+ grid[door_pos.y * width + door_pos.x] = Tile.FLOOR
+ door_pos[map.axis] -= 1
+ grid[door_pos.y * width + door_pos.x] = Tile.FLOOR
+
+ tries += 1
+ if tries > 1000:
+ print("Took too many attempts to generate a door")
+ get_tree().quit()
+
+func generate_geo(grid: Array[Tile]):
+ var csg_root = CSGCombiner3D.new()
+ for y in range(height):
+ for x in range(width):
+ var tile = grid[y * width + x]
+
+ if tile == Tile.FLOOR:
+ var box = CSGBox3D.new()
+ box.size = Vector3(1.5, 0.1, 1.5)
+ box.position = 1.5*Vector3(x, 0, y) + 0.5 * box.size
+ csg_root.add_child(box)
+ elif tile == Tile.WALL:
+ var box = CSGBox3D.new()
+ box.size = Vector3(1.5, 2, 1.5)
+ box.position = 1.5*Vector3(x, 0, y) + 0.5 * box.size
+ csg_root.add_child(box)
+
+ csg_root.use_collision = true
+ add_child(csg_root)
func _ready() -> void:
var starting_axis = randi_range(0, 1)
var min_space = Vector2i(0, 0)
var max_space = Vector2i(width, height)
var map = generate_level(starting_axis, min_space, max_space)
-
-func _draw():
- var mult = 1
- for rect in rects:
- var pos1 = 5*Vector2i(rect.x, rect.y)
- var pos2 = 5*Vector2i(rect.z, rect.w)
- var dims = pos2 - pos1
- draw_rect(Rect2(pos1, dims), mult*Color(0.01, 0.01, 0.01))
- draw_line(pos1, Vector2i(pos1.x, pos2.y), Color(0, 1, 0))
- draw_line(Vector2i(pos1.x, pos2.y), pos2, Color(0, 1, 0))
- draw_line(pos2, Vector2i(pos2.x, pos1.y), Color(0, 1, 0))
- draw_line(Vector2i(pos2.x, pos1.y), pos1, Color(0, 1, 0))
- mult += 2
+ var grid: Array[Tile] = []
+ grid.resize(width * height)
+ grid.fill(Tile.WALL)
+ generate_grid(map, grid)
+ generate_geo(grid)