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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
enum Direction {LEFT, RIGHT}
class BSPNode:
var axis: int
var min_dims: Vector2i
var max_dims: Vector2i
var left: BSPNode
var 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
right = p_right
func generate_level(axis: int, min_space: Vector2i, max_space: Vector2i, depth: int = 0) -> BSPNode:
var dims = max_space - min_space
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:
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)
var left_min_space = min_space
var left_max_space = max_space
left_max_space[axis] = split
var left = generate_level(new_axis, left_min_space, left_max_space, depth + 1)
var right_min_space = min_space
right_min_space[axis] = split
var right_max_space = max_space
var right = generate_level(new_axis, right_min_space, right_max_space, depth + 1)
return BSPNode.new(axis, min_space, max_space, left, right)
func is_leaf(node: BSPNode) -> bool:
return node.left == null and node.right == null
func get_children_on_axis(node: BSPNode, axis: int, value: int) -> Array[BSPNode]:
if is_leaf(node):
if node.min_dims[axis] == value or node.max_dims[axis] == value:
return [node]
else:
return []
else:
return get_children_on_axis(node.left, axis, value) + get_children_on_axis(node.right, axis, value)
func generate_doors(node: BSPNode):
var left_children = get_children_on_axis(node.left, node.axis, node.left.max_dims[node.axis])
var right_children = get_children_on_axis(node.right, node.axis, node.right.min_dims[node.axis])
print(left_children)
print(right_children)
func generate_geo(map: BSPNode):
# TODO figure out where to place walls
if map.left == null and map.right == null:
var box = CSGBox3D.new()
var p1 = Vector3(map.min_dims.x + wall_thickness/2, 0, map.min_dims.y + wall_thickness/2)
var p2 = Vector3(map.max_dims.x - wall_thickness/2, 0.1, map.max_dims.y - wall_thickness/2)
box.size = p2 - p1
var pos_p1 = Vector3(map.min_dims.x, 0, map.min_dims.y)
var pos_p2 = Vector3(map.max_dims.x, 0, map.max_dims.y)
var offset = (pos_p2 - pos_p1) / 2
box.position = p1 + offset - Vector3(0, 1, 0)
add_child(box)
else:
generate_geo(map.left)
generate_geo(map.right)
# Generate the wall between the two
var wall = CSGBox3D.new()
var axis = 0 if map.axis == 0 else 2
var other_axis = 2 if axis == 0 else 0
var max_dim = Vector3(map.max_dims.x, 0, map.max_dims.y)
var min_dim = Vector3(map.min_dims.x, 0, map.min_dims.y)
wall.size[map.axis] = wall_thickness
wall.size[other_axis] = max_dim[other_axis] - min_dim[other_axis]
wall.size[1] = 2
var pos2d = map.left.max_dims
var pos3d = Vector3(pos2d.x, 0, pos2d.y)
wall.position = pos3d - (wall.size/2) + Vector3(1, 1, 1)
add_child(wall)
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)
generate_doors(map)
generate_geo(map)
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