124 lines
4.3 KiB
GDScript
124 lines
4.3 KiB
GDScript
extends Spatial
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var courtyard_tile: PackedScene = load("res://objects/courtyard-tile.scn")
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var foundation_tile: PackedScene = load("res://objects/foundation.scn")
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var room_tile: PackedScene = load("res://objects/block-room-corridoor.scn")
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var tower_walls_tile: PackedScene = load("res://objects/tower-walls.scn")
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var tower_floor_tile: PackedScene = load("res://objects/tower_floor.scn")
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var stairs_tile: PackedScene = load("res://objects/stairs.scn")
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var gate_bottom_tile: PackedScene = load("res://objects/gate_bottom.scn")
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var gate_top_tile: PackedScene = load("res://objects/gate-top.scn")
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var entry_tile: PackedScene = load("res://objects/block-room-entry.scn")
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var roof_tile: PackedScene = load("res://objects/roof.scn")
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var tower_roof_tile: PackedScene = load("res://objects/tower-roof.scn")
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const tile_size = 8
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const palace_size = 8
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const layers = 4
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func _ready():
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var voffset = 0.0
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for layer in range(layers):
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match layer:
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0:
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voffset += 0.0
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1:
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voffset += 1
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2:
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voffset += 4
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_:
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voffset += 4
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for i in range(palace_size):
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for j in range(palace_size):
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var x = i * tile_size - palace_size * tile_size / 2
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var z = j * tile_size - palace_size * tile_size / 2
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if layer == 0:
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var ct = courtyard_tile.instance()
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var xform = Transform(Basis(), Vector3(x, voffset, z))
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if i > 0 && i < palace_size - 1:
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if j > 0 && j < palace_size - 1:
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call_deferred("place", ct, xform)
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if i in [0, palace_size - 1] || j in [0, palace_size - 1]:
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call_deferred("place", ct, xform)
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else:
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var ct = room_tile.instance()
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var tower_angles = {
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0:
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{
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0: -PI / 2.0,
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palace_size - 1: 0
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},
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palace_size - 1:
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{
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0: PI,
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palace_size - 1: PI / 2.0
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}
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}
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var xform = Transform(Basis(), Vector3(x, voffset, z))
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if i == 0 && !j in [0, palace_size - 1]:
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xform.basis = Basis().rotated(Vector3.UP, -PI / 2.0)
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spawn_wall(layer, i, j, xform)
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elif i == palace_size - 1 && !j in [0, palace_size - 1]:
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xform.basis = Basis().rotated(Vector3.UP, PI / 2.0)
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spawn_wall(layer, i, j, xform)
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elif !i in [0, palace_size - 1] && j == 0:
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xform.basis = Basis().rotated(Vector3.UP, PI)
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spawn_wall(layer, i, j, xform)
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elif !i in [0, palace_size - 1] && j == palace_size - 1:
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xform.basis = Basis()
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spawn_wall(layer, i, j, xform)
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elif tower_angles.has(i) && tower_angles[i].has(j):
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xform.basis = Basis().rotated(Vector3.UP, tower_angles[i][j])
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if layer == layers - 1:
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var twr = tower_roof_tile.instance()
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call_deferred("place", twr, xform)
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else:
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var tw = tower_walls_tile.instance()
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call_deferred("place", tw, xform)
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var st = stairs_tile.instance()
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call_deferred("place", st, xform)
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if layer == 1:
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var tfl = tower_floor_tile.instance()
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call_deferred("place", tfl, xform)
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var car = Spatial.new()
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car.add_to_group("spawn")
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car.add_to_group("keep")
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car.add_to_group("car")
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add_child(car)
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for e in range(5):
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var major_f = Spatial.new()
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major_f.add_to_group("spawn")
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if e == 0:
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major_f.add_to_group("male")
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else:
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major_f.add_to_group("female")
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major_f.add_to_group("keep")
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add_child(major_f)
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major_f.global_transform = Transform(Basis(), Vector3(cos(PI / 3 * e) * 2.0, 0, sin(PI / 3 * e) * 2.0) + Vector3(10.0, 0, 0))
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print("PALACE done")
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func place(obj, where):
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add_child(obj)
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obj.transform = where
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print("placed at ", where.origin)
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func spawn_wall(layer:int, i: int, j: int, xform: Transform):
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if layer == layers - 1:
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var rt = roof_tile.instance()
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call_deferred("place", rt, xform)
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elif (j != palace_size / 2.0 && i != palace_size / 2.0)|| layer > 2:
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var ct = room_tile.instance()
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call_deferred("place", ct, xform)
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elif (j == palace_size / 2.0 && i != palace_size / 2.0) && layer == 1:
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var ent = entry_tile.instance()
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call_deferred("place", ent, xform)
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elif (j != palace_size / 2.0 && i == palace_size / 2.0) && layer == 1:
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var gw = gate_bottom_tile.instance()
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call_deferred("place", gw, xform)
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elif (j != palace_size / 2.0 && i == palace_size / 2.0) && layer == 2:
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var gw = gate_top_tile.instance()
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call_deferred("place", gw, xform)
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elif (j == palace_size / 2.0 && i != palace_size / 2.0) && layer == 2:
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var ct = room_tile.instance()
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call_deferred("place", ct, xform)
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