Fixed bug with front door placement

This commit is contained in:
Segey Lapin
2020-04-16 09:50:31 +03:00
parent 4e3135559f
commit b7a9e2e0b2
7 changed files with 223 additions and 162 deletions

View File

@@ -5,8 +5,7 @@ var raycasts_count = 100
var raycast_queue = []
var astar: AStar
# Need to make more generic
var exit_door: Node
var interior
func _ready():
set_save_slot(0)
@@ -35,6 +34,7 @@ func update_time(delta):
if game_hour == 24:
game_hour = 0
game_day += 1
emit_signal("new_day")
match(game_hour):
23,0,1,2,3:
day_period = periods.NIGHT

View File

@@ -159,7 +159,7 @@ class ObjectiveWalkto extends QuestObjective:
return save_data
func _ready():
pass
set_process(false)
func check_trigger(t):
@@ -201,13 +201,15 @@ func create_objective(v):
var o_title = v[1]
var o_desc = v[2]
var o_radius = v[3]
var where = global.exit_door.global_transform.origin
var where = global.interior.exit_doors[0].global_transform.origin
var obj = ObjectiveWalkto.new(o_title, o_desc, where, o_radius)
return obj
return null
var up_time = 0.0
var state: int = 0
func activate():
set_process(true)
func _process(delta):
up_time += delta
if up_time > 1000.0:

View File

@@ -217,7 +217,6 @@ grabbing="*res://autoloads/grabbing.gd"
global="*res://autoloads/global.gd"
rpg="*res://autoloads/rpg.gd"
combat="*res://autoloads/combat.gd"
phy_bones="*res://autoloads/phy_bones.gd"
quests="*res://autoloads/quests.gd"
[input]

View File

@@ -20,6 +20,7 @@ func _ready():
assert(e == OK)
e = quests.connect("new_quest", self, "new_quest")
assert(e == OK)
global.interior = $dungeon
var default_meta = {
"grabbing": false,
@@ -39,6 +40,8 @@ var player_meta = {
func start_ai():
print("prepared")
$"meta-ai".start()
global.interior = $dungeon
quests.activate()
func save():
global.save_characters()

View File

@@ -13,25 +13,30 @@ var room = preload("res://scenes/maps/interior2.tscn")
var bed = preload("res://scenes/furniture/bed.tscn")
var table_chairs = preload("res://scenes/furniture/table_chairs.tscn")
var closet = preload("res://scenes/furniture/closet.tscn")
var size_x = 3
var size_y = 3
var floors = 6
var size_x = 2
var size_y = 2
var floors = 2
var w = 10
var h = 8
var dungeon = []
var dungeon_save = {}
var spawn_save = {}
var prepared = false
var map = []
var exit_doors = []
var stairs_x = 0
var stairs_y = 0
func save():
for k in range(dungeon.size()):
dungeon[k].save()
dungeon_save[str(k)] = dungeon[k].save_data
global.save_data.dungeon = dungeon_save
var window_rooms = []
var doors = {}
func build_rooms():
print("build_rooms")
var stairs_x = randi() % size_x
var stairs_y = randi() % size_y
stairs_x = randi() % size_x
stairs_y = randi() % size_y
for k in range(floors):
var cur_x = stairs_x
@@ -41,38 +46,23 @@ func build_rooms():
var visited = []
while cur_room:
var choice = randi() % 4
match(choice):
0:
if cur_x > 0:
cur_room.open_path(cur_room.OPEN_LEFT)
cur_x -= 1
1:
if cur_x < size_x - 1:
cur_room.open_path(cur_room.OPEN_RIGHT)
cur_x += 1
2:
if cur_y > 0:
cur_room.open_path(cur_room.OPEN_UP)
cur_y -= 1
3:
if cur_y < size_y - 1:
cur_room.open_path(cur_room.OPEN_DOWN)
cur_y += 1
if !cur_room in visited:
visited.push_back(cur_room)
cur_room = dungeon[k * size_x * size_y + cur_y * size_x + cur_x]
match(choice):
0:
cur_room.open_path(cur_room.OPEN_RIGHT)
1:
cur_room.open_path(cur_room.OPEN_LEFT)
2:
cur_room.open_path(cur_room.OPEN_DOWN)
3:
cur_room.open_path(cur_room.OPEN_UP)
# print(cur_x, " ", cur_y)
if visited.size() == size_x * size_y:
break
var sel = [cur_room.OPEN_LEFT, cur_room.OPEN_RIGHT, cur_room.OPEN_UP, cur_room.OPEN_DOWN]
var rsel = [cur_room.OPEN_RIGHT, cur_room.OPEN_LEFT, cur_room.OPEN_DOWN, cur_room.OPEN_UP]
var selx = [-1, 1, 0, 0]
var sely = [0, 0, -1, 1]
var nx = cur_x + selx[choice]
var ny = cur_y + sely[choice]
if nx >= 0 && nx < size_x && ny >= 0 && ny < size_y:
cur_room.open_path(sel[choice])
if !cur_room in visited:
visited.push_back(cur_room)
var old_room = cur_room
cur_x = nx
cur_y = ny
cur_room = dungeon[k * size_x * size_y + cur_y * size_x + cur_x]
cur_room.open_path(rsel[choice])
if visited.size() == size_x * size_y:
break
print("base rooms done")
for fl in range(floors):
for k in range(size_x):
@@ -89,11 +79,41 @@ func build_rooms():
dungeon[right].open_window(dungeon[right].OPEN_RIGHT)
window_rooms.push_back(left)
window_rooms.push_back(right)
func build_exits():
var street_exits = []
while street_exits.size() == 0:
var fl = 0
for k in range(size_x):
var up = fl * size_x * size_y + k
var down = fl * size_x * size_y + (size_y - 1) * size_x + k
for h in [up, down]:
print(h)
if street_exits.size() < 1:
if dungeon[h].has_meta("master_room"):
continue
if randf() > 0.7:
var d = dungeon[h].OPEN_UP if h == up else dungeon[h].OPEN_DOWN
dungeon[h].outside_doors.push_back(d)
dungeon[h].set_meta("exit_room", true)
print("exit room: ", h)
street_exits.push_back(h)
for k in range(size_y):
var left = fl * size_x * size_y + k * size_x
var right = fl * size_x * size_y + k * size_x + size_x - 1
for h in [left, right]:
print(h)
if street_exits.size() < 1:
if dungeon[h].has_meta("master_room"):
continue
if randf() > 0.7:
var d = dungeon[h].OPEN_LEFT if h == left else dungeon[h].OPEN_RIGHT
dungeon[h].outside_doors.push_back(d)
dungeon[h].set_meta("exit_room", true)
print("exit room: ", h)
street_exits.push_back(h)
print("rooms build complete")
var special_rooms = {
"exit_room": {
"alloc": size_x * size_y
},
"master_room": {
"alloc": floors * size_x * size_y
},
@@ -106,6 +126,10 @@ var special_rooms = {
}
func alloc_special_rooms():
var allocated = []
for e in range(floors):
var id = e * size_x * size_y + stairs_y * size_x + stairs_x
allocated.push_back(id)
dungeon[id].set_meta("stairs", e)
for k in special_rooms.keys():
if special_rooms[k].has("id"):
allocated.push_back(special_rooms[k].id)
@@ -126,8 +150,6 @@ func alloc_special_rooms():
dungeon[room_id].add_child(player_spawn)
player_spawn.name = "player-spawn"
player_spawn.add_to_group("spawn")
if k == "exit_room":
print("exit room: ", room_id)
func build_special_rooms():
print("build_special_rooms")
@@ -163,22 +185,30 @@ func _process(_delta):
if dungeon_save.empty():
state = 20
else:
state = 30
state = 40
20:
print("build rooms")
build_rooms()
state = 21
21:
print("build special rooms")
build_special_rooms()
state = 22
22:
state = 31
31:
print("build exits")
build_exits()
state = 32
32:
print("build room nodes")
for r in dungeon:
r.create_rooms()
assert(global.exit_door)
state = 23
23:
exit_doors = get_tree().get_nodes_in_group("exit_door")
state = 33
33:
print("spawn furniture")
furniture_nodes = get_tree().get_nodes_in_group("furniture")
state = 24
24:
state = 34
34:
if furniture_nodes.size() > 0:
var k = furniture_nodes.pop_front()
if k.name.begins_with("fc"):
@@ -200,19 +230,19 @@ func _process(_delta):
k.rotate_y(randf() * PI / 24.0)
else:
save()
state = 40
30:
state = 50
40:
dungeon_ids = range(dungeon.size())
state = 31
31:
state = 41
41:
if dungeon_ids.size() > 0:
var k = dungeon_ids.pop_front()
dungeon[k].save_data = dungeon_save[str(k)]
dungeon[k].restore()
else:
state = 40
40:
state = 50
50:
print("loaded")
state = 50
state = 60
prepared = true
emit_signal("prepared")

View File

@@ -9,11 +9,12 @@ const BITLEFT = (1 << 2)
const BITRIGHT = (1 << 3)
var exits = []
var windows = []
var outside_doors = []
var door = preload("res://scenes/maps/door.tscn")
var jail_door = preload("res://scenes/maps/jail-door.tscn")
var window = preload("res://scenes/maps/window.tscn")
var outside_door = preload("res://scenes/maps/window.tscn")
var outside_door = preload("res://scenes/maps/door-outside.tscn")
var stairs = preload("res://scenes/maps/stairs.tscn")
var outside_door_placed = false
var tw2d
@@ -127,31 +128,46 @@ func _ready():
te2d = $c_modular/e2d.transform
tn2d = $c_modular/n2d.transform
ts2d = $c_modular/s2d.transform
var open_paths = {
OPEN_UP: {
"rm_walls": ["n2d", "iw4d"],
"rm": ["fc4"],
"bit": BITUP
},
OPEN_DOWN: {
"rm_walls": ["s2d", "iw11d"],
"rm": ["fc5"],
"bit": BITDOWN
},
OPEN_LEFT: {
"rm_walls": ["w2d", "iw17d"],
"rm": ["fc2"],
"bit": BITLEFT
},
OPEN_RIGHT: {
"rm_walls": ["e2d", "iw22d"],
"rm": ["fc3"],
"bit": BITRIGHT
},
}
func open_path(flag):
if flag == OPEN_UP:
$c_modular/n2d.queue_free()
$c_modular/iw4d.queue_free()
$fc4.queue_free()
bitflags |= BITUP
elif flag == OPEN_DOWN:
$c_modular/s2d.queue_free()
$c_modular/iw11d.queue_free()
$fc5.queue_free()
bitflags |= BITDOWN
elif flag == OPEN_LEFT:
$c_modular/w2d.queue_free()
$c_modular/iw17d.queue_free()
$fc2.queue_free()
bitflags |= BITLEFT
elif flag == OPEN_RIGHT:
$c_modular/e2d.queue_free()
$c_modular/iw22d.queue_free()
$fc3.queue_free()
bitflags |= BITRIGHT
if !flag in exits:
if exits.size() == 1 && !has_meta("master_room"):
$fc1.queue_free()
var kf = open_paths[flag]
bitflags |= kf.bit
exits.push_back(flag)
for e in kf.rm:
if get_node(e):
get_node(e).queue_free()
func create_paths():
for flag in exits:
var kf = open_paths[flag]
for e in kf.rm_walls:
$c_modular.get_node(e).queue_free()
for e in kf.rm:
if get_node(e):
get_node(e).queue_free()
if exits.size() == 1 && !has_meta("master_room"):
$fc1.queue_free()
func open_window(flag):
if !flag in windows:
windows.push_back(flag)
@@ -202,51 +218,85 @@ func master_room():
func wall2door(n):
var door_xform = n.transform
var door_i
for e in get_tree().get_nodes_in_group("door"):
var xpos = e.global_transform.origin
var ypos = n.global_transform.origin
if xpos.distance_to(ypos) < 1.3:
n.queue_free()
return
if has_meta("jail_room"):
door_i = jail_door.instance()
else:
door_i = door.instance()
add_child(door_i)
door_i.transform = door_xform
door_i.add_to_group("door")
n.queue_free()
func exit_door(n):
var xn = n.name
var exit_door_xform = n.transform
var xdoor_i = outside_door.instance()
add_child(xdoor_i)
xdoor_i.transform = exit_door_xform
xdoor_i.name = xn
n.queue_free()
xdoor_i.add_to_group("exit_door")
func wall2window(n):
var window_xform = n.transform
var xn = n.name
var window_i
# if has_meta("jail_room"):
# window_i = jail_window.instance()
# else:
# window_i = door.instance()
if has_meta("exit_room") && !outside_door_placed:
print("exit room place door")
window_i = outside_door.instance()
outside_door_placed = true
global.exit_door = window_i
else:
window_i = window.instance()
window_i = window.instance()
add_child(window_i)
window_i.name = xn
window_i.transform = window_xform
n.queue_free()
var bitdata = {
BITLEFT: {
"doors": ["iw17d"],
"path_remove": ["path_west"],
"nodes_remove": ["iw1", "iw2d", "iw3", "iw8", "iw9d", "iw10"]
},
BITRIGHT: {
"doors": ["iw22d"],
"path_remove": ["path_east"],
"nodes_remove": ["iw5", "iw6d", "iw7", "iw12", "iw13d", "iw14"]
},
BITUP: {
"doors": [],
"path_remove": ["path_north"],
"nodes_remove": ["iw15", "iw16d", "iw23d", "iw24"]
},
BITDOWN: {
"doors": [],
"path_remove": ["path_south"],
"nodes_remove": ["iw18d", "iw19", "iw20", "iw21d"]
}
}
var master_metas = ["master_room", "kitchen_room", "exit_room", "stairs"]
func create_rooms():
assert(exits.size() > 0)
if has_meta("master_room"):
create_paths()
var is_master_room = false
for m in master_metas:
if has_meta(m):
is_master_room = true
if is_master_room:
master_room()
elif has_meta("kitchen_room"):
master_room()
elif has_meta("exit_room"):
assert(windows.size() > 0)
master_room()
for e in get_children():
if e.is_in_group("furniture"):
e.queue_free()
elif has_meta("stairs"):
master_room()
var stairs_i = stairs.instance()
add_child(stairs_i)
for e in get_children():
if e.is_in_group("furniture"):
e.queue_free()
if get_meta("stairs") > 0:
$c_modular/floor.queue_free()
if has_meta("exit_room"):
assert(windows.size() > 0)
for e in get_children():
if e.is_in_group("furniture"):
e.queue_free()
if has_meta("stairs"):
var stairs_i = stairs.instance()
add_child(stairs_i)
for e in get_children():
if e.is_in_group("furniture"):
e.queue_free()
if get_meta("stairs") > 0:
$c_modular/floor.queue_free()
elif exits.size() == 1:
personal_room()
elif exits.size() == 4:
@@ -255,49 +305,26 @@ func create_rooms():
wall2door($c_modular/iw9d)
wall2door($c_modular/iw13d)
else:
if bitflags & BITLEFT == 0:
$c_modular/iw1.queue_free()
$c_modular/iw2d.queue_free()
$c_modular/iw3.queue_free()
$c_modular/iw8.queue_free()
$c_modular/iw9d.queue_free()
$c_modular/iw10.queue_free()
wall2door($c_modular/iw17d)
$path_west.queue_free()
if bitflags & BITRIGHT == 0:
$c_modular/iw5.queue_free()
$c_modular/iw6d.queue_free()
$c_modular/iw7.queue_free()
$c_modular/iw12.queue_free()
$c_modular/iw13d.queue_free()
$c_modular/iw14.queue_free()
wall2door($c_modular/iw22d)
$path_east.queue_free()
if bitflags & BITUP == 0:
$c_modular/iw15.queue_free()
$c_modular/iw16d.queue_free()
$c_modular/iw23d.queue_free()
$c_modular/iw24.queue_free()
$path_north.queue_free()
if bitflags & BITDOWN == 0:
$c_modular/iw18d.queue_free()
$c_modular/iw19.queue_free()
$c_modular/iw20.queue_free()
$c_modular/iw21d.queue_free()
$path_south.queue_free()
if OPEN_LEFT in windows:
wall2window($c_modular/w1)
wall2window($c_modular/w2d)
wall2window($c_modular/w3)
if OPEN_DOWN in windows:
wall2window($c_modular/s1)
wall2window($c_modular/s2d)
wall2window($c_modular/s3)
if OPEN_RIGHT in windows:
wall2window($c_modular/e1)
wall2window($c_modular/e2d)
wall2window($c_modular/e3)
if OPEN_UP in windows:
wall2window($c_modular/n1)
wall2window($c_modular/n2d)
wall2window($c_modular/n3)
for e in [BITLEFT, BITRIGHT, BITUP, BITDOWN]:
if bitflags & e == 0:
for g in bitdata[e].doors:
wall2door($c_modular.get_node(g))
for g in bitdata[e].path_remove:
get_node(g).queue_free()
for g in bitdata[e].nodes_remove:
$c_modular.get_node(g).queue_free()
var external = {
OPEN_LEFT: ["w1", "w2d", "w3"],
OPEN_DOWN: ["s1", "s2d", "s3"],
OPEN_RIGHT: ["e1", "e2d", "e3"],
OPEN_UP: ["n1", "n2d", "n3"]
}
for p in windows:
for q in external[p]:
var n = $c_modular.get_node(q)
if !p in outside_doors:
wall2window(n)
for p in outside_doors:
var q = external[p][1]
var n = $c_modular.get_node(q)
exit_door(n)

View File

@@ -10,14 +10,14 @@ extends Node2D
var target: = Vector3()
var rect: = Rect2()
func _ready():
var pos = get_viewport().get_camera().unproject_position(target)
pass
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
var pos = get_viewport().get_camera().unproject_position(target)
rect = get_viewport_rect()
rect.grow(-8.0)
rect = rect.grow(-8.0)
if get_viewport().get_camera().is_position_behind(target):
if visible:
hide()