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2 Commits
4e3135559f
...
153878d792
| Author | SHA1 | Date | |
|---|---|---|---|
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153878d792 | ||
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b7a9e2e0b2 |
@@ -5,8 +5,7 @@ var raycasts_count = 100
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var raycast_queue = []
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var astar: AStar
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# Need to make more generic
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var exit_door: Node
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var interior
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func _ready():
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set_save_slot(0)
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@@ -35,6 +34,7 @@ func update_time(delta):
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if game_hour == 24:
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game_hour = 0
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game_day += 1
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emit_signal("new_day")
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match(game_hour):
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23,0,1,2,3:
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day_period = periods.NIGHT
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@@ -159,7 +159,7 @@ class ObjectiveWalkto extends QuestObjective:
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return save_data
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func _ready():
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pass
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set_process(false)
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func check_trigger(t):
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@@ -201,13 +201,15 @@ func create_objective(v):
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var o_title = v[1]
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var o_desc = v[2]
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var o_radius = v[3]
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var where = global.exit_door.global_transform.origin
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var where = global.interior.exit_doors[0].global_transform.origin
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var obj = ObjectiveWalkto.new(o_title, o_desc, where, o_radius)
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return obj
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return null
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var up_time = 0.0
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var state: int = 0
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func activate():
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set_process(true)
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func _process(delta):
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up_time += delta
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if up_time > 1000.0:
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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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|
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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]
|
||||
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():
|
||||
for k in range(grid_areas.size()):
|
||||
pass
|
||||
print(grid_areas)
|
||||
print(grid_walls)
|
||||
func build_area_walls():
|
||||
for tile in range(grid_areas.size()):
|
||||
var code = grid_areas[tile]
|
||||
var point_flags = grid_walls[tile]
|
||||
var old_point_flags = point_flags
|
||||
if code == 0xffff:
|
||||
continue
|
||||
if (point_flags & FLAG_FLOOR) == 0:
|
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continue
|
||||
var x = tile % size_x
|
||||
var y = int(tile / size_x)
|
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var leftm = point_flags & FLAG_LEFT_MASK
|
||||
var rightm = point_flags & FLAG_RIGHT_MASK
|
||||
var upm = point_flags & FLAG_UP_MASK
|
||||
var downm = point_flags & FLAG_DOWN_MASK
|
||||
if (leftm == 0) && x > 0:
|
||||
var left_code = grid_areas[tile - 1]
|
||||
if code != left_code:
|
||||
var left_flags = grid_walls[tile - 1]
|
||||
if (point_flags & FLAG_LEFT_MASK == 0) && (left_flags & FLAG_RIGHT_MASK == 0):
|
||||
point_flags |= FLAG_WALL_LEFT
|
||||
print("left ", leftm)
|
||||
if (rightm == 0) && x < size_x - 1:
|
||||
var right_code = grid_areas[tile + 1]
|
||||
if code != right_code:
|
||||
var right_flags = grid_walls[tile + 1]
|
||||
if (point_flags & FLAG_RIGHT_MASK == 0) && (right_flags & FLAG_LEFT_MASK == 0):
|
||||
point_flags |= FLAG_WALL_RIGHT
|
||||
print("right ", rightm)
|
||||
if upm == 0 && y > 0:
|
||||
var up_code = grid_areas[tile - size_x]
|
||||
if code != up_code:
|
||||
var up_flags = grid_walls[tile - size_x]
|
||||
if (point_flags & FLAG_UP_MASK == 0) && (up_flags & FLAG_DOWN_MASK == 0):
|
||||
point_flags |= FLAG_WALL_UP
|
||||
print("up ", upm)
|
||||
if downm == 0 && y < size_y - 1:
|
||||
var down_code = grid_areas[tile + size_x]
|
||||
if code != down_code:
|
||||
var down_flags = grid_walls[tile + size_x]
|
||||
if (point_flags & FLAG_DOWN_MASK == 0) && (down_flags & FLAG_UP_MASK == 0):
|
||||
point_flags |= FLAG_WALL_DOWN
|
||||
print("down ", downm)
|
||||
if old_point_flags != point_flags:
|
||||
print("point flags %04x" % (old_point_flags), " after %04x" % (point_flags))
|
||||
grid_walls[tile] = point_flags
|
||||
|
||||
func instance_wall(what, p0, p1):
|
||||
var obj = what.instance()
|
||||
add_child(obj)
|
||||
var v = p1 - p0
|
||||
var xform = Transform().rotated(Vector3(0, 1, 0), -v.angle())
|
||||
var p = p0 + v * 0.5
|
||||
xform.origin = Vector3(p.x, 0, p.y)
|
||||
obj.transform = xform
|
||||
func display_walls():
|
||||
for y in range(size_y):
|
||||
for x in range(size_x):
|
||||
var point_flags = grid_walls[y * size_x + x]
|
||||
var px = float(x) * grid_size + grid_rect.position.x - grid_size
|
||||
var py = float(y) * grid_size + grid_rect.position.y - grid_size
|
||||
var p0 = Vector2(px, py)
|
||||
var p1 = Vector2(px + grid_size, py)
|
||||
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="."]
|
||||
@@ -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]
|
||||
|
||||
@@ -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()
|
||||
|
||||
@@ -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")
|
||||
|
||||
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),
|
||||
Vector3Array(0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -0.577356, 0.577353, 0.577342, -0.577356, 0.577353, 0.577342, -0.577356, 0.577353, 0.577342, -0.577354, -0.577354, 0.577343, -0.577354, -0.577354, 0.577343, -0.577354, -0.577354, 0.577343, -0.577351, 0.577361, -0.577339, -0.577351, 0.577361, -0.577339, -0.577351, 0.577361, -0.577339, -0.577351, -0.577361, -0.577339, -0.577351, -0.577361, -0.577339, -0.577351, -0.577361, -0.577339, 0.577351, 0.57735, 0.57735, 0.577351, 0.57735, 0.57735, 0.577351, 0.57735, 0.57735, 0.57735, -0.57735, 0.57735, 0.57735, -0.57735, 0.57735, 0.57735, -0.57735, 0.57735, 0.577354, 0.577342, -0.577354, 0.577354, 0.577342, -0.577354, 0.577354, 0.577342, -0.577354, 0.577354, -0.577343, -0.577354, 0.577354, -0.577343, -0.577354, 0.577354, -0.577343, -0.577354, 0.707107, -0.707107, 0.0, 0.707107, -0.707107, 0.0, 0.707107, -0.707107, 0.0, 0.0, -0.707107, 0.707107, 0.0, -0.707107, 0.707107, 0.0, -0.707107, 0.707107, -0.707107, 0.0, 0.707107, -0.707107, 0.0, 0.707107, -0.707107, 0.0, 0.707107, 0.707106, 0.0, -0.707107, 0.707106, 0.0, -0.707107, 0.707106, 0.0, -0.707107, -0.707106, 0.0, -0.707107, -0.707106, 0.0, -0.707107, -0.707106, 0.0, -0.707107, 0.707107, 0.0, 0.707107, 0.707107, 0.0, 0.707107, 0.707107, 0.0, 0.707107, 0.0, 0.707101, -0.707112, 0.0, 0.707101, -0.707112, 0.0, 0.707101, -0.707112, -0.707106, 0.707107, 0.0, -0.707106, 0.707107, 0.0, -0.707106, 0.707107, 0.0, 0.0, -0.707102, -0.707112, 0.0, -0.707102, -0.707112, 0.0, -0.707102, -0.707112, 0.707106, 0.707108, 0.0, 0.707106, 0.707108, 0.0, 0.707106, 0.707108, 0.0, 0.0, 0.707107, 0.707107, 0.0, 0.707107, 0.707107, 0.0, 0.707107, 0.707107, -0.707107, -0.707106, 0.0, -0.707107, -0.707106, 0.0, -0.707107, -0.707106, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, -1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 1.0, 0.0, -1.0, 0.0, 0.0, 0.707107, -0.707107, 0.0, 0.0, -0.707107, 0.707107, -0.707107, 0.0, 0.707107, -0.707107, 0.0, 0.707107, -0.707107, 0.0, 0.707107, 0.707106, 0.0, -0.707107, 0.707106, 0.0, -0.707107, 0.707106, 0.0, -0.707107, -0.707106, 0.0, -0.707107, -0.707106, 0.0, -0.707107, -0.707106, 0.0, -0.707107, 0.707107, 0.0, 0.707107, 0.707107, 0.0, 0.707107, 0.707107, 0.0, 0.707107, 0.0, 0.70711, -0.707104, 0.0, 0.70711, -0.707104, 0.0, 0.70711, -0.707104, -0.707108, 0.707105, 0.0, -0.707108, 0.707105, 0.0, -0.707108, 0.707105, 0.0, 0.0, -0.70711, -0.707103, 0.0, -0.70711, -0.707103, 0.0, -0.70711, -0.707103, 0.707108, 0.707106, 0.0, 0.707108, 0.707106, 0.0, 0.707108, 0.707106, 0.0, 0.0, 0.707107, 0.707107, -0.707107, -0.707106, 0.0, 0.0, 0.0, 1.0),
|
||||
FloatArray(-1.49949e-07, 0.0, 1.0, 1.0, -1.49949e-07, 0.0, 1.0, 1.0, -1.2163e-07, 0.0, 1.0, 1.0, 0.0, -1.0, -2.82773e-07, 1.0, 0.0, -1.0, -1.73203e-08, 1.0, 0.0, -1.0, -3.00093e-07, 1.0, 4.87539e-09, -1.0, 0.0, 1.0, 2.98626e-10, -1.0, 0.0, 1.0, 5.17401e-09, -1.0, 0.0, 1.0, -6.08149e-08, 0.0, -1.0, 1.0, -6.08149e-08, 0.0, -1.0, 1.0, -1.2163e-07, 0.0, -1.0, 1.0, 0.0, -1.0, 0.0, 1.0, 0.0, -1.0, 0.0, 1.0, 0.0, -1.0, 0.0, 1.0, 4.59712e-06, 0.707102, -0.707111, 1.0, 4.59712e-06, 0.707102, -0.707111, 1.0, 4.59712e-06, 0.707102, -0.707111, 1.0, -4.60837e-06, 0.707102, 0.707111, 1.0, -4.60837e-06, 0.707102, 0.707111, 1.0, -4.60837e-06, 0.707102, 0.707111, 1.0, -0.70711, -0.707103, -4.21548e-06, 1.0, -0.70711, -0.707103, -4.21548e-06, 1.0, -0.70711, -0.707103, -4.21548e-06, 1.0, 0.707111, -0.707103, 4.43916e-06, 1.0, 0.707111, -0.707103, 4.43916e-06, 1.0, 0.707111, -0.707103, 4.43916e-06, 1.0, -8.44653e-06, 0.707111, -0.707102, 1.0, -8.44653e-06, 0.707111, -0.707102, 1.0, -8.44653e-06, 0.707111, -0.707102, 1.0, -0.707103, -0.707111, -8.42933e-06, 1.0, -0.707103, -0.707111, -8.42933e-06, 1.0, -0.707103, -0.707111, -8.42933e-06, 1.0, 0.707102, -0.707112, 4.68611e-06, 1.0, 0.707102, -0.707112, 4.68611e-06, 1.0, 0.707102, -0.707112, 4.68611e-06, 1.0, -3.90413e-06, -0.707116, 0.707098, 1.0, -3.90413e-06, -0.707116, 0.707098, 1.0, -3.90413e-06, -0.707116, 0.707098, 1.0, -1.20532e-07, -1.20532e-07, 1.0, 1.0, -1.20416e-07, -1.20416e-07, 1.0, 1.0, -1.20415e-07, -1.20415e-07, 1.0, 1.0, 8.39109e-06, 0.707107, 0.707107, 1.0, 3.82867e-08, 0.707107, 0.707107, 1.0, 0.0, 0.707107, 0.707107, 1.0, 0.0, -1.0, 0.0, 1.0, 0.0, -1.0, 0.0, 1.0, 0.0, -1.0, 0.0, 1.0, 0.0, -1.0, 0.0, 1.0, 0.0, -1.0, 0.0, 1.0, 0.0, -1.0, 0.0, 1.0, 5.17402e-09, -1.0, -5.17401e-09, 1.0, 5.17402e-09, -1.0, -5.17401e-09, 1.0, 5.17402e-09, -1.0, -5.17401e-09, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, -0.707112, -0.707101, 1.0, 0.0, -0.707112, -0.707101, 1.0, 0.0, -0.707112, -0.707101, 1.0, -1.20414e-07, -1.20413e-07, -1.0, 1.0, -1.20414e-07, -1.20413e-07, -1.0, 1.0, -1.20414e-07, -1.20413e-07, -1.0, 1.0, -8.51452e-06, -0.707112, 0.707102, 1.0, -8.51452e-06, -0.707112, 0.707102, 1.0, -8.51452e-06, -0.707112, 0.707102, 1.0, 0.0, 0.0, -1.0, 1.0, 0.0, 0.0, -1.0, 1.0, 0.0, 0.0, -1.0, 1.0, -7.73467e-08, 0.707107, -0.707107, 1.0, -1.69517e-05, 0.707107, -0.707107, 1.0, -1.7029e-05, 0.707107, -0.707107, 1.0, -1.7859e-07, 1.7859e-07, 1.0, 1.0, -1.7827e-07, 1.7827e-07, 1.0, 1.0, -1.78268e-07, 1.78268e-07, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, -1.78268e-07, 0.0, 1.0, 1.0, 0.0, -1.0, 0.0, 1.0, 0.0, -1.0, 0.0, 1.0, 0.0, 0.0, -1.0, 1.0, 0.0, -1.0, 0.0, 1.0, -1.20533e-07, -1.20533e-07, 1.0, 1.0, 8.42937e-06, 0.707107, 0.707107, 1.0, 0.0, -1.0, 0.0, 1.0, 0.0, -1.0, 0.0, 1.0, 0.0, -1.0, 0.0, 1.0, 0.0, -1.0, 0.0, 1.0, 0.0, -1.0, 0.0, 1.0, 0.0, -1.0, 0.0, 1.0, 0.0, -1.0, 0.0, 1.0, 0.0, -1.0, 0.0, 1.0, 0.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, -0.707104, -0.70711, 1.0, 0.0, -0.707104, -0.70711, 1.0, 0.0, -0.707104, -0.70711, 1.0, -1.20347e-07, -1.20348e-07, -1.0, 1.0, -1.20347e-07, -1.20348e-07, -1.0, 1.0, -1.20347e-07, -1.20348e-07, -1.0, 1.0, -1.97563e-07, -0.707103, 0.70711, 1.0, -1.97563e-07, -0.707103, 0.70711, 1.0, -1.97563e-07, -0.707103, 0.70711, 1.0, -1.20534e-07, 1.20534e-07, -1.0, 1.0, -1.20534e-07, 1.20534e-07, -1.0, 1.0, -1.20534e-07, 1.20534e-07, -1.0, 1.0, 0.0, 0.707107, -0.707107, 1.0, -1.78592e-07, 1.78592e-07, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0),
|
||||
null, ; no Vertex Colors,
|
||||
Vector2Array(0.00357143, 0.9975, 0.710714, 0.5025, 0.00357151, 0.5025, 0.782143, 0.9975, 0.717857, 0.5025, 0.717857, 0.9975, 0.853571, 0.9975, 0.789286, 0.5025, 0.789286, 0.9975, 0.710714, 0.0025, 0.00357142, 0.4975, 0.710714, 0.4975, 0.996429, 0.9975, 0.932143, 0.5025, 0.932143, 0.9975, 0.860714, 0.9975, 0.857143, 0.9975, 0.860714, 1.0, 0.00357143, 0.9975, 4.25747e-10, 0.9975, 0.00357142, 1.0, 0.996429, 0.5025, 1.0, 0.5025, 0.996429, 0.5, 0.932143, 0.5025, 0.932143, 0.5, 0.928572, 0.5025, 0.860714, 0.5025, 0.860714, 0.5, 0.857143, 0.5025, 0.717857, 0.5025, 0.717857, 0.5, 0.714286, 0.5025, 0.782143, 0.9975, 0.782143, 1.0, 0.785714, 0.9975, 0.710714, 0.5025, 0.714285, 0.5025, 0.710714, 0.5, 0.710714, 0.5025, 0.00357151, 0.5, 0.00357151, 0.5025, 0.00357151, 0.5025, 4.25747e-10, 0.9975, 0.00357143, 0.9975, 0.932143, 0.9975, 0.996429, 1.0, 0.996429, 0.9975, 0.853571, 0.5025, 0.789286, 0.5, 0.789286, 0.5025, 0.789286, 0.9975, 0.853571, 1.0, 0.853571, 0.9975, 0.925, 0.5025, 0.860714, 0.5, 0.860714, 0.5025, 0.00357154, 0.0025, 5.81859e-10, 0.4975, 0.00357142, 0.4975, 0.00357142, 0.4975, 0.710714, 0.5, 0.710714, 0.4975, 0.710714, 0.9975, 0.714285, 0.5025, 0.710714, 0.5025, 0.710714, 0.0025, 0.00357154, 0.0, 0.00357154, 0.0025, 0.710714, 0.4975, 0.714285, 0.00250006, 0.710714, 0.0025, 0.00357143, 0.9975, 0.710714, 1.0, 0.710714, 0.9975, 0.860714, 0.5025, 0.925, 0.9975, 0.925, 0.5025, 0.710714, 0.9975, 0.782143, 0.5025, 0.853571, 0.5025, 0.00357154, 0.0025, 0.996429, 0.5025, 0.710714, 0.5, 8.47237e-08, 0.5025, 0.932143, 0.9975, 0.932143, 1.0, 0.996429, 1.0, 0.853571, 0.5025, 0.853571, 0.5, 0.789286, 0.5, 0.789286, 0.9975, 0.789286, 1.0, 0.853571, 1.0, 0.925, 0.5025, 0.925, 0.5, 0.860714, 0.5, 0.00357154, 0.0025, 1.1579e-07, 0.0025, 5.81859e-10, 0.4975, 0.00357142, 0.4975, 0.00357142, 0.5, 0.710714, 0.5, 0.710714, 0.9975, 0.714285, 0.9975, 0.714285, 0.5025, 0.710714, 0.0025, 0.710714, 5.96046e-08, 0.00357154, 0.0, 0.714285, 0.4975, 0.00357142, 1.0, 0.860714, 0.9975),
|
||||
null, ; No UV2,
|
||||
null, ; No Bones,
|
||||
null, ; No Weights,
|
||||
IntArray(0, 2, 1, 3, 5, 4, 6, 8, 7, 9, 11, 10, 12, 14, 13, 15, 17, 16, 18, 20, 19, 21, 23, 22, 24, 26, 25, 27, 29, 28, 30, 32, 31, 33, 35, 34, 36, 38, 37, 39, 41, 40, 42, 44, 43, 45, 47, 46, 48, 50, 49, 51, 53, 52, 54, 56, 55, 57, 59, 58, 60, 62, 61, 63, 65, 64, 66, 68, 67, 69, 71, 70, 72, 74, 73, 75, 77, 76, 0, 1, 78, 3, 4, 79, 6, 7, 80, 9, 10, 81, 12, 13, 82, 39, 40, 83, 42, 43, 84, 85, 87, 86, 88, 90, 89, 91, 93, 92, 94, 96, 95, 97, 99, 98, 100, 102, 101, 103, 105, 104, 106, 108, 107, 69, 70, 109, 72, 73, 110, 75, 76, 111)
|
||||
],
|
||||
"morph_arrays":[]
|
||||
}
|
||||
|
||||
[node type="Spatial" name="Scene"]
|
||||
|
||||
[node name="floor" type="MeshInstance" parent="."]
|
||||
|
||||
mesh = SubResource(3)
|
||||
visible = true
|
||||
transform = Transform(1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0)
|
||||
1063
proto3/godot/scenes/maps/floor.escn.import
Normal file
1063
proto3/godot/scenes/maps/floor.escn.import
Normal file
File diff suppressed because it is too large
Load Diff
@@ -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)
|
||||
|
||||
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
@@ -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()
|
||||
|
||||
Reference in New Issue
Block a user