Interior algorithm taking its shape
This commit is contained in:
459
proto3/godot/city/building.gd
Normal file
459
proto3/godot/city/building.gd
Normal file
@@ -0,0 +1,459 @@
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extends Spatial
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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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var wall = preload("res://scenes/maps/wall.escn")
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var window = preload("res://scenes/maps/window.tscn")
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var door = preload("res://scenes/maps/door.tscn")
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var entry = preload("res://scenes/maps/door-outside.tscn")
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var fl = preload("res://scenes/maps/floor.escn")
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const FLAG_WALL_LEFT = (1 << 0)
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const FLAG_WALL_UP = (1 << 1)
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const FLAG_WALL_RIGHT = (1 << 2)
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const FLAG_WALL_DOWN = (1 << 3)
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const FLAG_FLOOR = (1 << 4)
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const FLAG_ENTRY_LEFT = (1 << 5)
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const FLAG_ENTRY_UP = (1 << 6)
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const FLAG_ENTRY_RIGHT = (1 << 7)
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const FLAG_ENTRY_DOWN = (1 << 8)
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const FLAG_WINDOW_LEFT = (1 << 9)
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const FLAG_WINDOW_UP = (1 << 10)
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const FLAG_WINDOW_RIGHT = (1 << 11)
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const FLAG_WINDOW_DOWN = (1 << 12)
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const FLAG_DOOR_LEFT = (1 << 13)
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const FLAG_DOOR_UP = (1 << 14)
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const FLAG_DOOR_RIGHT = (1 << 15)
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const FLAG_DOOR_DOWN = (1 << 16)
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const FLAG_WALL_MASK = (FLAG_WALL_LEFT | FLAG_WALL_UP | FLAG_WALL_RIGHT | FLAG_WALL_DOWN)
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const FLAG_ENTRY_MASK = (FLAG_ENTRY_LEFT | FLAG_ENTRY_UP | FLAG_ENTRY_RIGHT | FLAG_ENTRY_DOWN)
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const FLAG_WINDOW_MASK = (FLAG_WINDOW_LEFT | FLAG_WINDOW_UP | FLAG_WINDOW_RIGHT | FLAG_WINDOW_DOWN)
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const FLAG_DOOR_MASK = (FLAG_DOOR_LEFT | FLAG_DOOR_UP | FLAG_DOOR_RIGHT | FLAG_DOOR_DOWN)
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const FLAG_LEFT_MASK = (FLAG_WALL_LEFT | FLAG_ENTRY_LEFT | FLAG_WINDOW_LEFT | FLAG_DOOR_LEFT)
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const FLAG_UP_MASK = (FLAG_WALL_UP | FLAG_ENTRY_UP | FLAG_WINDOW_UP | FLAG_DOOR_UP)
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const FLAG_RIGHT_MASK = (FLAG_WALL_RIGHT | FLAG_ENTRY_RIGHT | FLAG_WINDOW_RIGHT | FLAG_DOOR_RIGHT)
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const FLAG_DOWN_MASK = (FLAG_WALL_DOWN | FLAG_ENTRY_DOWN | FLAG_WINDOW_DOWN | FLAG_DOOR_DOWN)
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# Called when the node enters the scene tree for the first time.
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var rnd: RandomNumberGenerator
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var contour = [
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Vector2(-10, -10), Vector2(-8, -10), Vector2(-8, -8), Vector2(-6, -8), Vector2(-6, -10),
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Vector2(10, -10), Vector2(10, -8), Vector2(8, -8), Vector2(8, -6), Vector2(10, -6),
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Vector2(10, 10), Vector2(8, 10), Vector2(8, 8), Vector2(6, 8), Vector2(6, 10),
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Vector2(-10, 10), Vector2(-10, 8), Vector2(-8, 8), Vector2(-8, 6), Vector2(-10, 6), Vector2(-15, 2),
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]
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var wall_length = 2.0
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var grid_areas = []
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var grid_walls = []
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var grid_rect: = Rect2()
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var grid_size = 2.0
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var size_x:int = 0
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var size_y:int = 0
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var windows = []
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var enterance
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var spaces = [
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"entry",
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"window",
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"corridoor"
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]
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var walls_tiles = []
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#var adj = {
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# "entry": ["hall"],
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# "hall": ["hall1", "kitchen", "toilet1", "bathroom1", "hall2"],
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#}
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func init_grid():
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$debug.begin(Mesh.PRIMITIVE_LINES)
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for k in range(contour.size()):
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var p1 = contour[k]
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var p2 = contour[(k + 1) % contour.size()]
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$debug.add_vertex(Vector3(p1.x, 3.0, p1.y))
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$debug.add_vertex(Vector3(p2.x, 3.0, p2.y))
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$debug.end()
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for x in contour:
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grid_rect = grid_rect.expand(x)
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size_x = grid_rect.size.x / grid_size + 2
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size_y = grid_rect.size.y / grid_size + 2
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grid_areas.resize(size_x * size_y)
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grid_walls.resize(size_x * size_y)
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for t in range(size_x * size_y):
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grid_areas[t] = 0
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grid_walls[t] = 0
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# for e in adj.keys():
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# if !e in spaces:
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# spaces.push_back(e)
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var cur_pos: = Vector2()
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func init_walls():
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for y in range(size_y):
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for x in range(size_x):
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var point_flags = 0
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var px = float(x) * grid_size + grid_rect.position.x - grid_size
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var py = float(y) * grid_size + grid_rect.position.y - grid_size
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var p0 = Vector2(px - 0.1, py - 0.1)
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var p1 = Vector2(px - 0.1 + grid_size + 0.1, py)
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var p2 = Vector2(px + grid_size + 0.1, py + grid_size + 0.1)
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var p3 = Vector2(px - 0.1, py + grid_size + 0.1)
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var p4 = p0 + Vector2(grid_size * 0.5, grid_size * 0.5) + Vector2(0.1, 0.1)
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var p01 = p0.linear_interpolate(p1, 0.5)
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var p12 = p1.linear_interpolate(p2, 0.5)
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var p23 = p2.linear_interpolate(p3, 0.5)
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var p30 = p3.linear_interpolate(p0, 0.5)
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if Geometry.is_point_in_polygon(p0, PoolVector2Array(contour)):
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point_flags |= 1
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if Geometry.is_point_in_polygon(p1, PoolVector2Array(contour)):
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point_flags |= 2
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if Geometry.is_point_in_polygon(p2, PoolVector2Array(contour)):
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point_flags |= 4
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if Geometry.is_point_in_polygon(p3, PoolVector2Array(contour)):
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point_flags |= 8
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if Geometry.is_point_in_polygon(p4, PoolVector2Array(contour)):
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point_flags |= 16
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if Geometry.is_point_in_polygon(p01, PoolVector2Array(contour)):
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point_flags |= 32
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if Geometry.is_point_in_polygon(p12, PoolVector2Array(contour)):
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point_flags |= 64
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if Geometry.is_point_in_polygon(p23, PoolVector2Array(contour)):
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point_flags |= 128
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if Geometry.is_point_in_polygon(p30, PoolVector2Array(contour)):
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point_flags |= 256
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if point_flags == 0:
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grid_areas[y * size_x + x] = 0xffff
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else:
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grid_areas[y * size_x + x] = 0
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grid_walls[y * size_x + x] = point_flags
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func convert_walls():
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$debug.begin(Mesh.PRIMITIVE_LINES)
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for y in range(size_y):
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for x in range(size_x):
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var left = false
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var right = false
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var up = false
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var down = false
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var f = false
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var point_flags = grid_walls[y * size_x + x]
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var px = float(x) * grid_size + grid_rect.position.x - grid_size
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var py = float(y) * grid_size + grid_rect.position.y - grid_size
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var p0 = Vector2(px, py)
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var p1 = Vector2(px + grid_size, py)
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var p2 = Vector2(px + grid_size, py + grid_size)
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var p3 = Vector2(px, py + grid_size)
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$debug.add_vertex(Vector3(p0.x, 0.1, p0.y))
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$debug.add_vertex(Vector3(p1.x, 0.1, p1.y))
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$debug.add_vertex(Vector3(p1.x, 0.1, p1.y))
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$debug.add_vertex(Vector3(p2.x, 0.1, p2.y))
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$debug.add_vertex(Vector3(p2.x, 0.1, p2.y))
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$debug.add_vertex(Vector3(p3.x, 0.1, p3.y))
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$debug.add_vertex(Vector3(p3.x, 0.1, p3.y))
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$debug.add_vertex(Vector3(p0.x, 0.1, p0.y))
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match(point_flags):
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0x1ff:
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f = true
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0x01, 0x02, 0x4, 0x08, 0x108, 0x84, 0x8c, 0x88, 0x0, 0x22, 0x23, 0x21, 0x046:
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f = false
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0x109, 0x101, 0x12b, 0x18d, 0x042, 0x06, 0xe4, 0x67, 0x40, 0x64, 0xc6:
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f = false
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0x80, 0xc, 0x1ce, 0x100, 0x1a9, 0x9, 0x161, 0x3, 0x20:
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f = false
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0xd6, 0xde:
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f = true
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up = true
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left = true
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0x19c, 0x1de, 0x1df, 0x1da:
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f = true
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up = true
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0x19a, 0x19b, 0x198:
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f = true
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up = true
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right = true
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0xf4, 0xf6, 0xf7, 0xff, 0xfe, 0x1fe:
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f = true
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left = true
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0x1b3, 0x1bb, 0x1bf, 0x199, 0x1bd, 0x1b9:
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f = true
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right = true
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0x1fd, 0x1fb, 0x1f7, 0x1f6:
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f = true
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0x72, 0x76:
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f = true
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left = true
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down = true
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0x73, 0x152, 0x173, 0x17b, 0x177, 0x172, 0x17f:
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f = true
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down = true
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0x131, 0x133, 0x139:
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f = true
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right = true
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down = true
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0x52, 0x56:
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f = true
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down = true
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up = true
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left = true
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0x96:
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f = true
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left = true
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right = true
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up = true
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0x11a, 0x110:
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f = true
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up = true
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right = true
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down = true
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0x33:
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f = true
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left = true
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right = true
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down = true
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_:
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if point_flags & 0x10 != 0:
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print("%03x" % (point_flags))
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else:
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print("skip %03x" % (point_flags))
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if up:
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if y > 0:
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if grid_walls[(y - 1) * size_x + x] & 16 != 0:
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up = false
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if down:
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if y < size_y - 1:
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if grid_walls[(y + 1) * size_x + x] & 16 != 0:
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down = false
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if left:
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if x > 0:
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if grid_walls[y * size_x + x - 1] & 16 != 0:
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left = false
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if right:
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if x < size_x - 1:
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if grid_walls[y * size_x + x + 1] & 16 != 0:
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right = false
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if !up && f:
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if y > 0:
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if grid_walls[(y - 1) * size_x + x] & 16 == 0:
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up = true
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if !down && f:
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if y < size_y - 1:
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if grid_walls[(y + 1) * size_x + x] & 16 == 0:
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down = true
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if !left && f:
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if x > 0:
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if grid_walls[y * size_x + x - 1] & 16 == 0:
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left = true
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if !right && f:
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if x < size_x - 1:
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if grid_walls[y * size_x + x + 1] & 16 == 0:
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right = true
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point_flags = 0
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if left:
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point_flags |= 1
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if up:
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point_flags |= 2
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if right:
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point_flags |= 4
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if down:
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point_flags |= 8
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if f:
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point_flags |= 16
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grid_walls[y * size_x + x] = point_flags
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if point_flags & 0xf != 0:
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walls_tiles.push_back(y * size_x + x)
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$debug.end()
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func create_entry_door():
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var tile = walls_tiles[rnd.randi() % walls_tiles.size()]
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var point_flags = grid_walls[tile]
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var flags = [
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[1, 32],
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[2, 64],
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[4, 128],
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[8, 256]
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]
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var rflags = []
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for p in flags:
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if point_flags & p[0] != 0:
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rflags.push_back(p)
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var f = rflags[rnd.randi() % rflags.size()]
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point_flags &= ~f[0]
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point_flags |= f[1]
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grid_walls[tile] = point_flags
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func create_windows(pwindow: float):
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for tile in walls_tiles:
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var point_flags = grid_walls[tile]
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var flags = [
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[1, 512],
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[2, 1024],
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[4, 2048],
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[8, 4096]
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]
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var rflags = []
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for p in flags:
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if point_flags & p[0] != 0:
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if rnd.randf() > pwindow:
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rflags.push_back(p)
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for f in rflags:
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point_flags &= ~f[0]
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point_flags |= f[1]
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grid_walls[tile] = point_flags
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func tile_distance(tile1: int, tile2: int):
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var last_x = tile1 % size_x
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var last_y = int(tile1 / size_x)
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var cur_x = tile2 % size_x
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var cur_y = int(tile2 / size_x)
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var dst = Vector2(cur_x - last_x, cur_y - last_y).length()
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return int(dst)
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func create_areas(min_d: int = 4):
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var created_roots = []
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for t in range(grid_walls.size()):
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if grid_walls[t] & FLAG_FLOOR:
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grid_areas[t] = 0x0
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else:
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grid_areas[t] = 0xffff
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var p = walls_tiles.duplicate()
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var area_code: int = 1
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while p.size() > 0:
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var tile = p.pop_front()
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print("tile ", tile)
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var point_flags = grid_walls[tile]
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for t in [FLAG_ENTRY_MASK, FLAG_WINDOW_MASK]:
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if (point_flags & t != 0):
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if created_roots.empty():
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print("p")
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grid_areas[tile] = area_code
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area_code += 1
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created_roots.push_back(tile)
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else:
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print("pp")
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var mdst = 1000000000
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for e in created_roots:
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var dst = tile_distance(e, tile)
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if mdst > dst:
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mdst = dst
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print(mdst)
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if mdst >= min_d:
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grid_areas[tile] = area_code
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area_code += 1
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created_roots.push_back(tile)
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func grow_areas_left():
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for k in range(grid_areas.size()):
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pass
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print(grid_areas)
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print(grid_walls)
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func build_area_walls():
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for tile in range(grid_areas.size()):
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var code = grid_areas[tile]
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var point_flags = grid_walls[tile]
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var old_point_flags = point_flags
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if code == 0xffff:
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continue
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if (point_flags & FLAG_FLOOR) == 0:
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continue
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var x = tile % size_x
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var y = int(tile / size_x)
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var leftm = point_flags & FLAG_LEFT_MASK
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var rightm = point_flags & FLAG_RIGHT_MASK
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var upm = point_flags & FLAG_UP_MASK
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var downm = point_flags & FLAG_DOWN_MASK
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if (leftm == 0) && x > 0:
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var left_code = grid_areas[tile - 1]
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if code != left_code:
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var left_flags = grid_walls[tile - 1]
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if (point_flags & FLAG_LEFT_MASK == 0) && (left_flags & FLAG_RIGHT_MASK == 0):
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point_flags |= FLAG_WALL_LEFT
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print("left ", leftm)
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if (rightm == 0) && x < size_x - 1:
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var right_code = grid_areas[tile + 1]
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if code != right_code:
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var right_flags = grid_walls[tile + 1]
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if (point_flags & FLAG_RIGHT_MASK == 0) && (right_flags & FLAG_LEFT_MASK == 0):
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point_flags |= FLAG_WALL_RIGHT
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print("right ", rightm)
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if upm == 0 && y > 0:
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var up_code = grid_areas[tile - size_x]
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if code != up_code:
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var up_flags = grid_walls[tile - size_x]
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if (point_flags & FLAG_UP_MASK == 0) && (up_flags & FLAG_DOWN_MASK == 0):
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point_flags |= FLAG_WALL_UP
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print("up ", upm)
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if downm == 0 && y < size_y - 1:
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var down_code = grid_areas[tile + size_x]
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if code != down_code:
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var down_flags = grid_walls[tile + size_x]
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if (point_flags & FLAG_DOWN_MASK == 0) && (down_flags & FLAG_UP_MASK == 0):
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point_flags |= FLAG_WALL_DOWN
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print("down ", downm)
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if old_point_flags != point_flags:
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print("point flags %04x" % (old_point_flags), " after %04x" % (point_flags))
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grid_walls[tile] = point_flags
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func instance_wall(what, p0, p1):
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var obj = what.instance()
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add_child(obj)
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var v = p1 - p0
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var xform = Transform().rotated(Vector3(0, 1, 0), -v.angle())
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var p = p0 + v * 0.5
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xform.origin = Vector3(p.x, 0, p.y)
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obj.transform = xform
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func display_walls():
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for y in range(size_y):
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for x in range(size_x):
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var point_flags = grid_walls[y * size_x + x]
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var px = float(x) * grid_size + grid_rect.position.x - grid_size
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var py = float(y) * grid_size + grid_rect.position.y - grid_size
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var p0 = Vector2(px, py)
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var p1 = Vector2(px + grid_size, py)
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var p2 = Vector2(px + grid_size, py + grid_size)
|
||||
var p3 = Vector2(px, py + grid_size)
|
||||
var obje
|
||||
var objects = {
|
||||
FLAG_WALL_MASK: wall,
|
||||
FLAG_ENTRY_MASK: entry,
|
||||
FLAG_WINDOW_MASK: window,
|
||||
FLAG_DOOR_MASK: door
|
||||
}
|
||||
for k in objects.keys():
|
||||
if point_flags & k != 0:
|
||||
obje = objects[k]
|
||||
if point_flags & (k & FLAG_LEFT_MASK) != 0:
|
||||
instance_wall(obje, p3, p0)
|
||||
if point_flags & (k & FLAG_UP_MASK) != 0:
|
||||
instance_wall(obje, p0, p1)
|
||||
if point_flags & (k & FLAG_RIGHT_MASK) != 0:
|
||||
instance_wall(obje, p1, p2)
|
||||
if point_flags & (k & FLAG_DOWN_MASK) != 0:
|
||||
instance_wall(obje, p2, p3)
|
||||
|
||||
if point_flags & FLAG_FLOOR != 0:
|
||||
var fd = fl.instance()
|
||||
add_child(fd)
|
||||
var xform = Transform()
|
||||
var p = p0
|
||||
xform.origin = Vector3(p.x, 0, p.y)
|
||||
fd.transform = xform
|
||||
|
||||
|
||||
func _ready():
|
||||
rnd = RandomNumberGenerator.new()
|
||||
rnd.seed = OS.get_unix_time()
|
||||
|
||||
var state = 0
|
||||
func _process(delta):
|
||||
match(state):
|
||||
0:
|
||||
init_grid()
|
||||
init_walls()
|
||||
convert_walls()
|
||||
create_entry_door()
|
||||
create_windows(0.0)
|
||||
create_areas(4)
|
||||
build_area_walls()
|
||||
display_walls()
|
||||
# place_flats()
|
||||
# grow_flats()
|
||||
# draw_grid()
|
||||
# draw_walls()
|
||||
# print(grid)
|
||||
# for k in range(150):
|
||||
# build_corridor()
|
||||
state = 1
|
||||
19
proto3/godot/city/cam.gd
Normal file
19
proto3/godot/city/cam.gd
Normal file
@@ -0,0 +1,19 @@
|
||||
extends Camera
|
||||
|
||||
|
||||
# Declare member variables here. Examples:
|
||||
# var a = 2
|
||||
# var b = "text"
|
||||
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready():
|
||||
pass # Replace with function body.
|
||||
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(delta):
|
||||
if Input.is_action_pressed("walk_forward"):
|
||||
global_translate(Vector3(0, 0, -1) * 10.0 * delta)
|
||||
if Input.is_action_pressed("walk_back"):
|
||||
global_translate(Vector3(0, 0, 1) * 10.0 * delta)
|
||||
38
proto3/godot/city/contour_building_gen.tscn
Normal file
38
proto3/godot/city/contour_building_gen.tscn
Normal file
@@ -0,0 +1,38 @@
|
||||
[gd_scene load_steps=6 format=2]
|
||||
|
||||
[ext_resource path="res://city/building.gd" type="Script" id=1]
|
||||
[ext_resource path="res://city/cam.gd" type="Script" id=2]
|
||||
|
||||
[sub_resource type="SpatialMaterial" id=1]
|
||||
albedo_color = Color( 0.180392, 0.737255, 0.490196, 1 )
|
||||
|
||||
[sub_resource type="PlaneMesh" id=2]
|
||||
material = SubResource( 1 )
|
||||
size = Vector2( 200, 200 )
|
||||
|
||||
[sub_resource type="SpatialMaterial" id=3]
|
||||
flags_unshaded = true
|
||||
flags_vertex_lighting = true
|
||||
vertex_color_use_as_albedo = true
|
||||
params_line_width = 3.0
|
||||
params_point_size = 3.0
|
||||
|
||||
[node name="contour_building_gen" type="Spatial"]
|
||||
|
||||
[node name="cam" type="Camera" parent="."]
|
||||
transform = Transform( 1, 0, 0, 0, 0.707107, 0.707107, 0, -0.707107, 0.707107, 0, 10, 10 )
|
||||
script = ExtResource( 2 )
|
||||
|
||||
[node name="MeshInstance" type="MeshInstance" parent="."]
|
||||
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.843487, 0 )
|
||||
mesh = SubResource( 2 )
|
||||
material/0 = null
|
||||
|
||||
[node name="building" type="Spatial" parent="."]
|
||||
script = ExtResource( 1 )
|
||||
|
||||
[node name="debug" type="ImmediateGeometry" parent="building"]
|
||||
material_override = SubResource( 3 )
|
||||
|
||||
[node name="DirectionalLight" type="DirectionalLight" parent="."]
|
||||
transform = Transform( 1, 0, 0, 0, 0.866025, 0.5, 0, -0.5, 0.866025, 0, 20, 0 )
|
||||
21
proto3/godot/city/spaces_building_gen.gd
Normal file
21
proto3/godot/city/spaces_building_gen.gd
Normal file
@@ -0,0 +1,21 @@
|
||||
extends Spatial
|
||||
|
||||
|
||||
var graph = {
|
||||
"entry": ["corridoor", "stairs"],
|
||||
"corridoor": ["corridoor", "flat-door"]
|
||||
}
|
||||
|
||||
# Declare member variables here. Examples:
|
||||
# var a = 2
|
||||
# var b = "text"
|
||||
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready():
|
||||
pass # Replace with function body.
|
||||
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
#func _process(delta):
|
||||
# pass
|
||||
6
proto3/godot/city/spaces_building_gen.tscn
Normal file
6
proto3/godot/city/spaces_building_gen.tscn
Normal file
@@ -0,0 +1,6 @@
|
||||
[gd_scene load_steps=2 format=2]
|
||||
|
||||
[ext_resource path="res://city/spaces_building_gen.gd" type="Script" id=1]
|
||||
|
||||
[node name="spaces_building_gen" type="Spatial"]
|
||||
script = ExtResource( 1 )
|
||||
35
proto3/godot/city/spaces_building_gen_2d.gd
Normal file
35
proto3/godot/city/spaces_building_gen_2d.gd
Normal file
@@ -0,0 +1,35 @@
|
||||
extends Node2D
|
||||
|
||||
var graph = {
|
||||
"entry": ["corridoor", "stairs"],
|
||||
"corridoor": ["corridoor", "flat-door"]
|
||||
}
|
||||
|
||||
var grid = []
|
||||
|
||||
var spaces = []
|
||||
# Declare member variables here. Examples:
|
||||
# var a = 2
|
||||
# var b = "text"
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
var space_color = []
|
||||
var xdim = 10
|
||||
var ydim = 10
|
||||
func _ready():
|
||||
$Camera2D.current = true
|
||||
grid.resize(10 * 10)
|
||||
for e in graph.keys():
|
||||
for k in [e] + graph[e]:
|
||||
if !k in spaces:
|
||||
spaces.push_back(k)
|
||||
space_color.push_back(Color(randf(), randf(), randf(), 1))
|
||||
|
||||
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
#func _process(delta):
|
||||
# pass
|
||||
|
||||
func _draw():
|
||||
draw_rect(Rect2(-10, -10, 20, 20), Color(1, 0, 0, 1))
|
||||
8
proto3/godot/city/spaces_building_gen_2d.tscn
Normal file
8
proto3/godot/city/spaces_building_gen_2d.tscn
Normal file
@@ -0,0 +1,8 @@
|
||||
[gd_scene load_steps=2 format=2]
|
||||
|
||||
[ext_resource path="res://city/spaces_building_gen_2d.gd" type="Script" id=1]
|
||||
|
||||
[node name="spaces_building_gen_2d" type="Node2D"]
|
||||
script = ExtResource( 1 )
|
||||
|
||||
[node name="Camera2D" type="Camera2D" parent="."]
|
||||
140
proto3/godot/scenes/maps/floor.escn
Normal file
140
proto3/godot/scenes/maps/floor.escn
Normal file
@@ -0,0 +1,140 @@
|
||||
[gd_scene load_steps=1 format=2]
|
||||
|
||||
[sub_resource id=1 type="Shader"]
|
||||
|
||||
resource_name = "Shader Nodetree"
|
||||
code = "shader_type spatial;
|
||||
render_mode blend_mix, depth_draw_always, cull_back, diffuse_burley, specular_schlick_ggx;
|
||||
|
||||
|
||||
|
||||
void node_bsdf_principled(vec4 color, float subsurface, vec4 subsurface_color,
|
||||
float metallic, float specular, float roughness, float clearcoat,
|
||||
float clearcoat_roughness, float anisotropy, float transmission,
|
||||
float IOR, out vec3 albedo, out float sss_strength_out,
|
||||
out float metallic_out, out float specular_out,
|
||||
out float roughness_out, out float clearcoat_out,
|
||||
out float clearcoat_gloss_out, out float anisotropy_out,
|
||||
out float transmission_out, out float ior) {
|
||||
metallic = clamp(metallic, 0.0, 1.0);
|
||||
transmission = clamp(transmission, 0.0, 1.0);
|
||||
|
||||
subsurface = subsurface * (1.0 - metallic);
|
||||
|
||||
albedo = mix(color.rgb, subsurface_color.rgb, subsurface);
|
||||
sss_strength_out = subsurface;
|
||||
metallic_out = metallic;
|
||||
specular_out = pow((IOR - 1.0)/(IOR + 1.0), 2)/0.08;
|
||||
roughness_out = roughness;
|
||||
clearcoat_out = clearcoat * (1.0 - transmission);
|
||||
clearcoat_gloss_out = 1.0 - clearcoat_roughness;
|
||||
anisotropy_out = clamp(anisotropy, 0.0, 1.0);
|
||||
transmission_out = (1.0 - transmission) * (1.0 - metallic);
|
||||
ior = IOR;
|
||||
}
|
||||
|
||||
void vertex () {
|
||||
}
|
||||
|
||||
void fragment () {
|
||||
|
||||
// node: 'Principled BSDF'
|
||||
// type: 'ShaderNodeBsdfPrincipled'
|
||||
// input sockets handling
|
||||
vec4 node0_in0_basecolor = vec4(0.06881529837846756, 0.005524288397282362,
|
||||
0.003115540137514472, 1.0);
|
||||
float node0_in1_subsurface = float(0.0);
|
||||
vec3 node0_in2_subsurfaceradius = vec3(1.0, 0.20000000298023224,
|
||||
0.10000000149011612);
|
||||
vec4 node0_in3_subsurfacecolor = vec4(0.800000011920929, 0.800000011920929,
|
||||
0.800000011920929, 1.0);
|
||||
float node0_in4_metallic = float(0.0);
|
||||
float node0_in5_specular = float(0.5);
|
||||
float node0_in6_speculartint = float(0.0);
|
||||
float node0_in7_roughness = float(0.4000000059604645);
|
||||
float node0_in8_anisotropic = float(0.0);
|
||||
float node0_in9_anisotropicrotation = float(0.0);
|
||||
float node0_in10_sheen = float(0.0);
|
||||
float node0_in11_sheentint = float(0.5);
|
||||
float node0_in12_clearcoat = float(0.0);
|
||||
float node0_in13_clearcoatroughness = float(0.029999999329447746);
|
||||
float node0_in14_ior = float(1.4500000476837158);
|
||||
float node0_in15_transmission = float(0.0);
|
||||
float node0_in16_transmissionroughness = float(0.0);
|
||||
vec4 node0_in17_emission = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
float node0_in18_alpha = float(1.0);
|
||||
vec3 node0_in19_normal = NORMAL;
|
||||
vec3 node0_in20_clearcoatnormal = vec3(0.0, 0.0, 0.0);
|
||||
vec3 node0_in21_tangent = TANGENT;
|
||||
// output sockets definitions
|
||||
vec3 node0_bsdf_out0_albedo;
|
||||
float node0_bsdf_out1_sss_strength;
|
||||
float node0_bsdf_out3_specular;
|
||||
float node0_bsdf_out2_metallic;
|
||||
float node0_bsdf_out4_roughness;
|
||||
float node0_bsdf_out5_clearcoat;
|
||||
float node0_bsdf_out6_clearcoat_gloss;
|
||||
float node0_bsdf_out7_anisotropy;
|
||||
float node0_bsdf_out8_transmission;
|
||||
float node0_bsdf_out9_ior;
|
||||
|
||||
node_bsdf_principled(node0_in0_basecolor, node0_in1_subsurface,
|
||||
node0_in3_subsurfacecolor, node0_in4_metallic, node0_in5_specular,
|
||||
node0_in7_roughness, node0_in12_clearcoat, node0_in13_clearcoatroughness,
|
||||
node0_in8_anisotropic, node0_in15_transmission, node0_in14_ior,
|
||||
node0_bsdf_out0_albedo, node0_bsdf_out1_sss_strength, node0_bsdf_out2_metallic,
|
||||
node0_bsdf_out3_specular, node0_bsdf_out4_roughness, node0_bsdf_out5_clearcoat,
|
||||
node0_bsdf_out6_clearcoat_gloss, node0_bsdf_out7_anisotropy,
|
||||
node0_bsdf_out8_transmission, node0_bsdf_out9_ior);
|
||||
|
||||
|
||||
ALBEDO = node0_bsdf_out0_albedo;
|
||||
SSS_STRENGTH = node0_bsdf_out1_sss_strength;
|
||||
SPECULAR = node0_bsdf_out3_specular;
|
||||
METALLIC = node0_bsdf_out2_metallic;
|
||||
ROUGHNESS = node0_bsdf_out4_roughness;
|
||||
CLEARCOAT = node0_bsdf_out5_clearcoat;
|
||||
CLEARCOAT_GLOSS = node0_bsdf_out6_clearcoat_gloss;
|
||||
NORMAL = node0_in19_normal;
|
||||
// uncomment it when you need it
|
||||
// TRANSMISSION = vec3(1.0, 1.0, 1.0) * node0_bsdf_out8_transmission;
|
||||
// uncomment it when you are modifing TANGENT
|
||||
// TANGENT = normalize(cross(cross(node0_in21_tangent, NORMAL), NORMAL));
|
||||
// BINORMAL = cross(TANGENT, NORMAL);
|
||||
// uncomment it when you have tangent(UV) set
|
||||
// ANISOTROPY = node0_bsdf_out7_anisotropy;
|
||||
}
|
||||
"
|
||||
|
||||
[sub_resource id=2 type="ShaderMaterial"]
|
||||
|
||||
resource_name = ""
|
||||
shader = SubResource(1)
|
||||
|
||||
[sub_resource id=3 type="ArrayMesh"]
|
||||
|
||||
resource_name = "floor"
|
||||
surfaces/0 = {
|
||||
"material":SubResource(2),
|
||||
"primitive":4,
|
||||
"arrays":[
|
||||
Vector3Array(1.99, 2.23517e-08, 0.01, 0.01, 2.23517e-08, 1.99, 0.01, 2.23517e-08, 0.01, 0.0, -0.19, 1.99, 0.0, -0.00999998, 0.01, 0.0, -0.00999998, 1.99, 1.99, -0.19, 2.0, 0.01, -0.00999998, 2.0, 1.99, -0.00999998, 2.0, 0.01, -0.2, 0.01, 1.99, -0.2, 1.99, 1.99, -0.2, 0.01, 2.0, -0.19, 0.01, 2.0, -0.00999998, 1.99, 2.0, -0.00999998, 0.01, 1.99, -0.19, 0.0, 1.99, -0.2, 0.01, 2.0, -0.19, 0.01, 1.99, 2.23517e-08, 0.01, 1.99, -0.00999998, 0.0, 2.0, -0.00999998, 0.01, 2.0, -0.19, 1.99, 1.99, -0.2, 1.99, 1.99, -0.19, 2.0, 2.0, -0.00999998, 1.99, 1.99, -0.00999998, 2.0, 1.99, 2.23517e-08, 1.99, 0.01, -0.19, 0.0, 0.0, -0.19, 0.01, 0.01, -0.2, 0.01, 0.0, -0.00999998, 0.01, 0.01, -0.00999998, 0.0, 0.01, 2.23517e-08, 0.01, 0.0, -0.19, 1.99, 0.01, -0.19, 2.0, 0.01, -0.2, 1.99, 0.01, 2.23517e-08, 1.99, 0.01, -0.00999998, 2.0, 0.0, -0.00999998, 1.99, 0.01, 2.23517e-08, 1.99, 0.0, -0.00999998, 0.01, 0.01, 2.23517e-08, 0.01, 0.01, 2.23517e-08, 0.01, 1.99, -0.00999998, 0.0, 1.99, 2.23517e-08, 0.01, 2.0, -0.00999998, 0.01, 1.99, -0.19, 0.0, 2.0, -0.19, 0.01, 0.01, -0.19, 2.0, 0.0, -0.00999998, 1.99, 0.01, -0.00999998, 2.0, 1.99, -0.00999998, 2.0, 2.0, -0.19, 1.99, 1.99, -0.19, 2.0, 0.01, -0.00999998, 0.0, 0.0, -0.19, 0.01, 0.01, -0.19, 0.0, 0.01, -0.2, 1.99, 1.99, -0.19, 2.0, 1.99, -0.2, 1.99, 1.99, -0.2, 1.99, 2.0, -0.19, 0.01, 1.99, -0.2, 0.01, 1.99, 2.23517e-08, 1.99, 0.01, -0.00999998, 2.0, 0.01, 2.23517e-08, 1.99, 0.01, -0.2, 0.01, 0.0, -0.19, 1.99, 0.01, -0.2, 1.99, 1.99, -0.2, 0.01, 0.01, -0.19, 0.0, 0.01, -0.2, 0.01, 1.99, 2.23517e-08, 0.01, 2.0, -0.00999998, 1.99, 1.99, 2.23517e-08, 1.99, 0.01, -0.19, 0.0, 1.99, -0.00999998, 0.0, 0.01, -0.00999998, 0.0, 1.99, 2.23517e-08, 1.99, 0.0, -0.19, 0.01, 0.01, -0.19, 2.0, 0.01, -0.2, 1.99, 2.0, -0.19, 1.99, 0.0, -0.00999998, 1.99, 0.01, -0.00999998, 0.0, 2.0, -0.00999998, 0.01, 1.99, -0.00999998, 0.0, 1.99, -0.19, 0.0, 0.01, -0.19, 2.0, 0.0, -0.19, 1.99, 0.0, -0.00999998, 1.99, 1.99, -0.00999998, 2.0, 2.0, -0.00999998, 1.99, 2.0, -0.19, 1.99, 0.01, -0.00999998, 0.0, 0.0, -0.00999998, 0.01, 0.0, -0.19, 0.01, 0.01, -0.2, 1.99, 0.01, -0.19, 2.0, 1.99, -0.19, 2.0, 1.99, -0.2, 1.99, 2.0, -0.19, 1.99, 2.0, -0.19, 0.01, 1.99, 2.23517e-08, 1.99, 1.99, -0.00999998, 2.0, 0.01, -0.00999998, 2.0, 0.01, -0.2, 0.01, 0.0, -0.19, 0.01, 0.0, -0.19, 1.99, 1.99, -0.19, 0.0, 2.0, -0.00999998, 0.01, 1.99, -0.19, 0.0),
|
||||
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null, ; No Weights,
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],
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"morph_arrays":[]
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}
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[node type="Spatial" name="Scene"]
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mesh = SubResource(3)
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visible = true
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1063
proto3/godot/scenes/maps/floor.escn.import
Normal file
1063
proto3/godot/scenes/maps/floor.escn.import
Normal file
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Load Diff
140
proto3/godot/scenes/maps/wall.escn
Normal file
140
proto3/godot/scenes/maps/wall.escn
Normal file
File diff suppressed because one or more lines are too long
1063
proto3/godot/scenes/maps/wall.escn.import
Normal file
1063
proto3/godot/scenes/maps/wall.escn.import
Normal file
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user