152 lines
4.7 KiB
GDScript3
152 lines
4.7 KiB
GDScript3
extends Spatial
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var side_wall: PackedScene = preload("res://objects/wall-side.scn")
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var bottom_side: PackedScene = preload("res://objects/bottom-side.scn")
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var bottom: PackedScene = preload("res://objects/bottom.scn")
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var bottom_wheels: PackedScene = preload("res://objects/bottom-wheels.scn")
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var entry: PackedScene = preload("res://objects/entry.scn")
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var roof_floor: PackedScene = preload("res://objects/roof-floor.scn")
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var roof_floor_range: PackedScene = preload("res://objects/roof-floor-range.scn")
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var wall_internal: PackedScene = preload("res://objects/wall-internal.scn")
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var window_narrow: PackedScene = preload("res://objects/window-narrow.scn")
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var window_wide: PackedScene = preload("res://objects/window-wide.scn")
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var wall_solid: PackedScene = preload("res://objects/wall-solid.scn")
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onready var rnd = RandomNumberGenerator.new()
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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# Called when the node enters the scene tree for the first time.
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var thread: Thread
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func _ready():
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thread = Thread.new()
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# var parts = {
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# "side_wall": side_wall,
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# "bottom_side": bottom_side,
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# "bottom": bottom,
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# "bottom_wheels": bottom_wheels,
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# "entry": entry,
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# "roof_floor": roof_floor,
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# "roof_floor_range": roof_floor_range,
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# "wall_internal": wall_internal,
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# "window_narrow": window_narrow,
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# "window_wide": window_wide,
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# "wall_solid": wall_solid
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# }
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# for k in parts.keys():
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# Spawner.add_scene(k, parts[k])
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func _exit_tree():
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if thread.is_active():
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thread.wait_to_finish()
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func spawn_child(n, xform):
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add_child(n)
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n.transform = xform
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func build_house(userdata):
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var s = int(global_transform.origin.x + 100 * global_transform.origin.z * 2) % 0x1ffffff
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rnd.seed = s
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print(global_transform.origin, " seed = ", s)
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var l = 6 + 2 * rnd.randi() % 7 - 1
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var h = l - 1
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var d = 3 + rnd.randi() % (l - 5 + 1)
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var range_used = false
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for k in range(l + 1):
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var pos = Vector3(0, 0, k * 2)
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if k > 0:
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if k != d && rnd.randf() > 0.5 && !range_used:
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var r = roof_floor_range.instance()
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var xform = Transform(Basis(), pos)
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call_deferred("spawn_child", r, xform)
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range_used = true
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else:
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var r = roof_floor.instance()
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var xform = Transform(Basis(), pos)
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call_deferred("spawn_child", r, xform)
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var what
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var xt = [Transform(Basis(), pos), Transform(Basis().rotated(Vector3.UP, PI), pos - Vector3(0, 0, 2))]
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for x in range(xt.size()):
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if x == 0 && k == d:
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continue
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if rnd.randf() > 0.5:
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what = wall_solid.instance()
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elif rnd.randf() > 0.5:
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what = window_narrow.instance()
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else:
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what = window_wide.instance()
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call_deferred("spawn_child", what, xt[x])
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if k > 1 && k < l && rnd.randf() > 0.6:
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var r = wall_internal.instance()
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var xform = Transform(Basis(), pos)
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call_deferred("spawn_child", r, xform)
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match k:
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0:
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var b = side_wall.instance()
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var c = bottom_side.instance()
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var xform = Transform(Basis(), pos)
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call_deferred("spawn_child", b, xform)
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call_deferred("spawn_child", c, xform)
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1:
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var b = bottom.instance()
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var xform = Transform(Basis(), pos)
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call_deferred("spawn_child", b, xform)
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2:
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var b = bottom_wheels.instance()
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var xform = Transform(Basis(), pos)
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call_deferred("spawn_child", b, xform)
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d:
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var b = entry.instance()
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var c = bottom.instance()
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var xform = Transform(Basis(), pos)
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call_deferred("spawn_child", b, xform)
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call_deferred("spawn_child", c, xform)
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h:
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var b = bottom_wheels.instance()
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var xform = Transform(Basis(), pos)
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call_deferred("spawn_child", b, xform)
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l:
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var b = side_wall.instance()
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var c = bottom_side.instance()
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var a = bottom.instance()
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var xform = Transform(Basis().rotated(Vector3(0, 1, 0), PI), pos)
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var xform2 = Transform(Basis(), pos)
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call_deferred("spawn_child", b, xform)
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call_deferred("spawn_child", c, xform)
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call_deferred("spawn_child", a, xform2)
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_:
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var b = bottom.instance()
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var xform = Transform(Basis(), pos)
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call_deferred("spawn_child", b, xform)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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var state = 0
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func _process(delta):
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match state:
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0:
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state = 1
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1:
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build_house(self)
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state = 2
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var prev = 3000000
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func _physics_process(delta):
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var cam = get_viewport().get_camera()
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var dst = cam.global_transform.origin.distance_to(global_transform.origin)
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match state:
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2:
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if abs(prev - dst) > 20:
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var space_state = get_viewport().get_world().direct_space_state
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var where = get_global_transform().origin
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var from = where
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var to = where
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from.y -= 8.0
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to.y += 8.0
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var result = space_state.intersect_ray(from, to)
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if result.empty() || !result.has("collider"):
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return
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else:
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global_transform.origin = result.position
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prev = dst
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