Files
kicking-high/proto3/godot/scenes/maps/dungeon.gd
2020-04-16 09:50:31 +03:00

249 lines
7.2 KiB
GDScript3

extends Spatial
signal prepared
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
# Called when the node enters the scene tree for the first time.
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 = 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")
stairs_x = randi() % size_x
stairs_y = randi() % size_y
for k in range(floors):
var cur_x = stairs_x
var cur_y = stairs_y
var cur_room = dungeon[k * size_x * size_y + cur_y * size_x + cur_x]
cur_room.set_meta("stairs", k)
var visited = []
while cur_room:
var choice = randi() % 4
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):
var up = fl * size_x * size_y + k
var down = fl * size_x * size_y + (size_y - 1) * size_x + k
dungeon[up].open_window(dungeon[up].OPEN_UP)
dungeon[down].open_window(dungeon[down].OPEN_DOWN)
window_rooms.push_back(up)
window_rooms.push_back(down)
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
dungeon[left].open_window(dungeon[left].OPEN_LEFT)
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 = {
"master_room": {
"alloc": floors * size_x * size_y
},
"jail_room": {
"alloc": floors * size_x * size_y,
},
"kitchen_room": {
"alloc": size_x * size_y
}
}
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)
for k in special_rooms.keys():
if special_rooms[k].has("id"):
continue
while true:
var room_id = randi() % special_rooms[k].alloc
if !room_id in allocated:
special_rooms[k].id = room_id
allocated.push_back(room_id)
break
for k in special_rooms.keys():
var room_id = special_rooms[k].id
dungeon[room_id].set_meta(k, true)
if k == "master_room":
var player_spawn = Spatial.new()
dungeon[room_id].add_child(player_spawn)
player_spawn.name = "player-spawn"
player_spawn.add_to_group("spawn")
func build_special_rooms():
print("build_special_rooms")
alloc_special_rooms()
var state = 0
func _ready():
pass
# Called every frame. 'delta' is the elapsed time since the previous frame.
var furniture_nodes = []
var dungeon_ids = []
func _process(_delta):
match(state):
0:
global.save_data.dungeon_seed = OS.get_unix_time()
global.load_game()
seed(global.save_data.dungeon_seed)
if global.save_data.has("dungeon"):
dungeon_save = global.save_data.dungeon
seed(global.save_data.dungeon_seed)
state = 1
1:
dungeon.resize(floors * size_x * size_y)
for k in range(floors):
for i in range(size_x):
for j in range(size_y):
var ri = room.instance()
add_child(ri)
ri.translation.x = i * w - size_x / 2 * w
ri.translation.y = 3.0 * float(k)
ri.translation.z = j * h - size_y / 2 * h
dungeon[k * size_x * size_y + j * size_x + i] = ri
if dungeon_save.empty():
state = 20
else:
state = 40
20:
print("build rooms")
build_rooms()
state = 21
21:
print("build special rooms")
build_special_rooms()
state = 31
31:
print("build exits")
build_exits()
state = 32
32:
print("build room nodes")
for r in dungeon:
r.create_rooms()
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 = 34
34:
if furniture_nodes.size() > 0:
var k = furniture_nodes.pop_front()
if k.name.begins_with("fc"):
if randf() > 0.5 && !k.get_parent().has_meta("kitchen_room"):
var bed_i = bed.instance()
bed_i.set_meta("save_path", "res://scenes/furniture/bed.tscn")
k.add_child(bed_i)
k.rotate_y(randf() * PI / 8.0)
elif !k.get_parent().has_meta("master_room") && !k.get_parent().has_meta("jail_room"):
var table_i = table_chairs.instance()
table_i.set_meta("save_path", "res://scenes/furniture/table_chairs.tscn")
k.add_child(table_i)
k.rotate_y(randf() * PI / 8.0)
elif k.name.begins_with("fwb"):
if !k.get_parent().has_meta("master_room") && !k.get_parent().has_meta("jail_room"):
var closet_i = closet.instance()
closet_i.set_meta("save_path", "res://scenes/furniture/closet.tscn")
k.add_child(closet_i)
k.rotate_y(randf() * PI / 24.0)
else:
save()
state = 50
40:
dungeon_ids = range(dungeon.size())
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 = 50
50:
print("loaded")
state = 60
prepared = true
emit_signal("prepared")