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HoppyEaster/Scripts/MapGenerator.gd

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extends TileMap
@export var width := 60
@export var height := 32
@export var fill_percentage := 0.65
@export var solid_threshold := 7
@export var nonsolid_threshold := 4
@export var start_area_size := 5
@export var start_area_corner_size := 2
@export var cave_gen_iterations := 3
@export var cave_mine_size_threshold := 80
var tile_array : Array
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func generate() -> Dictionary:
var start_time = Time.get_unix_time_from_system()
randomize()
setup_tile_data_array()
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fill_random_noise()
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for i in cave_gen_iterations:
change_cells_by_neighbor_thresholds()
set_borders_solid()
prepare_player_start_area()
connect_caves(get_caves())
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for i in cave_gen_iterations:
change_cells_by_neighbor_thresholds()
set_borders_solid()
tile_array_to_terrain()
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return {"time": Time.get_unix_time_from_system() - start_time, "free_tiles": get_free_tiles()}
func get_free_tiles() -> Array:
var free_tiles = []
for x in width:
for y in height:
if get_tile_non_solid(x, y): free_tiles.push_back(Vector2(x, y) * self.cell_quadrant_size * self.scale + (Vector2(self.cell_quadrant_size, self.cell_quadrant_size) / 2))
return free_tiles
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func setup_tile_data_array():
tile_array.clear()
tile_array = []
for x in width:
tile_array.append([])
for y in height:
tile_array[x].append([])
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func fill_random_noise():
for x in width:
for y in height:
if randf() < fill_percentage:
set_tile_solid(x,y)
else:
set_tile_non_solid(x,y)
pass
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func set_borders_solid():
for x in width:
set_tile_solid(x,0)
set_tile_solid(x,height-1)
for y in height:
set_tile_solid(0,y)
set_tile_solid(width-1,y)
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pass
func prepare_player_start_area():
var center = Vector2i(width/2, height/2)
for x in range(center.x - start_area_size, center.x + start_area_size):
# Getting a P factor for the corner "radius" Decission
var p := 0
if x <= center.x - start_area_size + start_area_corner_size:
p = center.x - start_area_size + start_area_corner_size - x
if x >= center.x + start_area_size - start_area_corner_size:
p = x - ( center.x + start_area_size) + start_area_corner_size + 1
var p2 = p
for y in range(center.y - start_area_size, center.y + start_area_size):
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# Decide if the tile is part of the Corner or not
if !(p2 > 0 or p2 <= - (start_area_size*2 - p*2)):
set_tile_non_solid(x,y)
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p2 -= 1
pass
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func change_cells_by_neighbor_thresholds():
for x in range(1, width-1):
for y in range(1, height-1):
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# Count Solid Neighbor Cells
var count := 0
#y-1
if get_tile_solid(x-1, y-1): count +=1
if get_tile_solid(x, y-1): count +=1
if get_tile_solid(x+1, y-1): count +=1
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#y
if get_tile_solid(x-1, y): count +=1
if get_tile_solid(x+1, y): count +=1
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#y+1
if get_tile_solid(x-1, y+1): count +=1
if get_tile_solid(x, y+1): count +=1
if get_tile_solid(x+1, y+1): count +=1
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# Check Threshold
if count < nonsolid_threshold:
set_tile_non_solid(x,y)
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if count >= solid_threshold:
set_tile_solid(x,y)
pass
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func get_caves() -> Array:
# get caves
var caves := []
for x in range (2, width-2):
for y in range (2, height-2):
if get_tile_non_solid(x, y):
flood_fill(x,y, caves)
for cave in caves:
for tile in cave:
set_tile_non_solid(tile.x,tile.y)
return caves
func flood_fill(tilex, tiley, caves) -> Array:
var cave := []
var to_fill := [Vector2i(tilex, tiley)]
while to_fill:
var tile = to_fill.pop_back()
if !cave.has(tile):
cave.append(tile)
set_tile_solid(tile.x,tile.y)
#check adjacent cells
var north = Vector2i(tile.x, tile.y+1)
var south = Vector2i(tile.x, tile.y-1)
var east = Vector2i(tile.x+1, tile.y)
var west = Vector2i(tile.x-1, tile.y)
for dir in [north,south,east,west]:
if get_tile_non_solid(dir.x, dir.y):
if !to_fill.has(dir) and !cave.has(dir):
to_fill.append(dir)
if cave.size() >= cave_mine_size_threshold:
caves.append(cave)
return caves
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func choose_rand(choices):
randomize()
var rand_index = randi() % choices.size()
return choices[rand_index]
func connect_caves(caves):
var prev_cave = null
var tunnel_caves = caves.duplicate()
for cave in tunnel_caves:
if prev_cave:
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var new_point = choose_rand(cave)
var prev_point = choose_rand(prev_cave)
# ensure not the same point
if new_point != prev_point:
create_tunnel(new_point, prev_point, cave)
prev_cave = cave
pass
func create_tunnel(point1, point2, cave):
randomize() # for randf
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var max_steps = 500 # so game won't hang if walk fails
var steps = 0
var drunk_x = point2[0]
var drunk_y = point2[1]
while steps < max_steps and !cave.has(Vector2i(drunk_x, drunk_y)):
steps += 1
# set initial dir weights
var n = 1.0
var s = 1.0
var e = 1.0
var w = 1.0
var weight = 1
# weight the random walk against edges
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if drunk_x < point1.x:
e += weight
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elif drunk_x > point1.x:
w += weight
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if drunk_y < point1.y:
s += weight
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elif drunk_y > point1.y:
n += weight
# normalize probabilities so they form a range from 0 to 1
var total = n + s + e + w
n /= total
s /= total
e /= total
w /= total
var dx
var dy
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# choose_rand the direction
var choice = randf()
if 0 <= choice and choice < n:
dx = 0
dy = -1
elif n <= choice and choice < (n+s):
dx = 0
dy = 1
elif (n+s) <= choice and choice < (n+s+e):
dx = 1
dy = 0
else:
dx = -1
dy = 0
# ensure not to walk past edge of map
if (2 < drunk_x + dx and drunk_x + dx < width-2) and \
(2 < drunk_y + dy and drunk_y + dy < height-2):
drunk_x += dx
drunk_y += dy
if get_tile_solid(drunk_x, drunk_y):
set_tile_non_solid(drunk_x, drunk_y)
#make tunnel wider
set_tile_non_solid(drunk_x+1, drunk_y)
set_tile_non_solid(drunk_x+1, drunk_y+1)
pass
func tile_array_to_terrain():
for x in width:
for y in height:
match tile_array[x][y]:
0: set_terrain_tile_non_solid(x,y)
1: set_terrain_tile_solid(x,y)
pass
# Getter
func get_tile_solid(x : int, y : int) -> bool:
return tile_array[x][y] == 1
func get_tile_non_solid(x : int, y : int) -> bool:
return tile_array[x][y] == 0
# Setter
func set_tile_solid(x : int, y : int):
tile_array[x][y] = 1
pass
func set_tile_non_solid(x : int, y : int):
tile_array[x][y] = 0
pass
func set_terrain_tile_solid(x : int, y : int):
self.set_cells_terrain_connect(0, [Vector2i(x,y)], 0, 0, false)
pass
func set_terrain_tile_non_solid(x : int, y : int):
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self.set_cells_terrain_connect(0, [Vector2i(x,y)], 0, 1, false)
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pass