231 lines
6.1 KiB
GDScript
231 lines
6.1 KiB
GDScript
extends TileMap
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@export var width := 128
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@export var height := 75
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@export var fill_percentage := 0.65
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@export var solid_id := 0
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@export var non_solid_id := 1
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@export var solid_threshold := 7
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@export var nonsolid_threshold := 4
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@export var start_area_size := 5
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@export var start_area_corner_size := 2
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@export var cave_gen_iterations := 3
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@export var cave_mine_size_threshold := 80
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func _ready():
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var time = generate()
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print("time for generation: " + str(time))
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pass
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func generate() -> float:
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var start_time = Time.get_unix_time_from_system()
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randomize()
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fill_random_noise()
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for i in cave_gen_iterations:
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change_cells_by_neighbor_thresholds()
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set_borders_solid()
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prepare_player_start_area()
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connect_caves(get_caves())
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for i in cave_gen_iterations:
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change_cells_by_neighbor_thresholds()
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set_borders_solid()
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return Time.get_unix_time_from_system() - start_time
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func fill_random_noise():
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for x in width:
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for y in height:
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if randf() < fill_percentage:
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self.set_cell(0, Vector2i(x,y),solid_id, Vector2i(0, 0))
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else:
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self.set_cell(0, Vector2i(x,y),non_solid_id, Vector2i(0, 0))
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pass
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func set_borders_solid():
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for x in width:
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self.set_cell(0, Vector2i(x,0),solid_id, Vector2i(0, 0))
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self.set_cell(0, Vector2i(x,height-1),solid_id, Vector2i(0, 0))
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for y in height:
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self.set_cell(0, Vector2i(0,y),solid_id, Vector2i(0, 0))
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self.set_cell(0, Vector2i(width-1,y),solid_id, Vector2i(0, 0))
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pass
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func prepare_player_start_area():
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var center = Vector2i(width/2, height/2)
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for x in range(center.x - start_area_size, center.x + start_area_size):
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# Getting a P factor for the corner "radius" Decission
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var p := 0
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if x <= center.x - start_area_size + start_area_corner_size:
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p = center.x - start_area_size + start_area_corner_size - x
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if x >= center.x + start_area_size - start_area_corner_size:
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p = x - ( center.x + start_area_size) + start_area_corner_size + 1
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var p2 = p
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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
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if !(p2 > 0 or p2 <= - (start_area_size*2 - p*2)):
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self.set_cell(0, Vector2i(x,y),non_solid_id, Vector2i(0, 0))
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p2 -= 1
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pass
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func change_cells_by_neighbor_thresholds():
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for x in range(1, width):
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for y in range(1, height):
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# Count Solid Neighbor Cells
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var count := 0
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#y-1
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if self.get_cell_source_id(0, Vector2i(x-1, y-1)) == solid_id: count +=1
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if self.get_cell_source_id(0, Vector2i(x, y-1)) == solid_id: count +=1
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if self.get_cell_source_id(0, Vector2i(x+1, y-1)) == solid_id: count +=1
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#y
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if self.get_cell_source_id(0, Vector2i(x-1, y)) == solid_id: count +=1
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if self.get_cell_source_id(0, Vector2i(x+1, y)) == solid_id: count +=1
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#y+1
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if self.get_cell_source_id(0, Vector2i(x-1, y+1)) == solid_id: count +=1
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if self.get_cell_source_id(0, Vector2i(x, y+1)) == solid_id: count +=1
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if self.get_cell_source_id(0, Vector2i(x+1, y+1)) == solid_id: count +=1
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# Check Threshold
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if count < nonsolid_threshold:
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self.set_cell(0, Vector2i(x,y),non_solid_id, Vector2i(0, 0))
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if count >= solid_threshold:
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self.set_cell(0, Vector2i(x,y),solid_id, Vector2i(0, 0))
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pass
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func get_caves() -> Array:
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# get caves
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var caves := []
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for x in range (2, width-2):
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for y in range (2, height-2):
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if self.get_cell_source_id(0, Vector2i(x, y)) == non_solid_id:
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flood_fill(x,y, caves)
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for cave in caves:
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for tile in cave:
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self.set_cell(0, Vector2i(tile.x,tile.y),non_solid_id, Vector2i(0, 0))
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return caves
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func flood_fill(tilex, tiley, caves) -> Array:
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var cave := []
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var to_fill := [Vector2i(tilex, tiley)]
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while to_fill:
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var tile = to_fill.pop_back()
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if !cave.has(tile):
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cave.append(tile)
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self.set_cell(0, Vector2i(tile.x,tile.y),solid_id, Vector2i(0, 0))
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#check adjacent cells
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var north = Vector2i(tile.x, tile.y+1)
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var south = Vector2i(tile.x, tile.y-1)
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var east = Vector2i(tile.x+1, tile.y)
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var west = Vector2i(tile.x-1, tile.y)
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for dir in [north,south,east,west]:
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if self.get_cell_source_id(0, dir) == non_solid_id:
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if !to_fill.has(dir) and !cave.has(dir):
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to_fill.append(dir)
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if cave.size() >= cave_mine_size_threshold:
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caves.append(cave)
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return caves
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func choose_rand(choices):
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randomize()
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var rand_index = randi() % choices.size()
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return choices[rand_index]
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func connect_caves(caves):
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var prev_cave = null
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var tunnel_caves = caves.duplicate()
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for cave in tunnel_caves:
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if prev_cave:
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var new_point = choose_rand(cave)
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var prev_point = choose_rand(prev_cave)
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# ensure not the same point
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if new_point != prev_point:
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create_tunnel(new_point, prev_point, cave)
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prev_cave = cave
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pass
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func create_tunnel(point1, point2, cave):
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randomize() # for randf
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var max_steps = 500 # so game won't hang if walk fails
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var steps = 0
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var drunk_x = point2[0]
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var drunk_y = point2[1]
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while steps < max_steps and !cave.has(Vector2i(drunk_x, drunk_y)):
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steps += 1
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# set initial dir weights
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var n = 1.0
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var s = 1.0
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var e = 1.0
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var w = 1.0
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var weight = 1
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# weight the random walk against edges
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if drunk_x < point1.x:
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e += weight
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elif drunk_x > point1.x:
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w += weight
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if drunk_y < point1.y:
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s += weight
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elif drunk_y > point1.y:
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n += weight
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# normalize probabilities so they form a range from 0 to 1
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var total = n + s + e + w
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n /= total
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s /= total
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e /= total
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w /= total
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var dx
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var dy
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# choose_rand the direction
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var choice = randf()
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if 0 <= choice and choice < n:
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dx = 0
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dy = -1
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elif n <= choice and choice < (n+s):
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dx = 0
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dy = 1
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elif (n+s) <= choice and choice < (n+s+e):
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dx = 1
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dy = 0
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else:
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dx = -1
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dy = 0
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# ensure not to walk past edge of map
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if (2 < drunk_x + dx and drunk_x + dx < width-2) and \
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(2 < drunk_y + dy and drunk_y + dy < height-2):
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drunk_x += dx
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drunk_y += dy
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if self.get_cell_source_id(0, Vector2i(drunk_x, drunk_y)) == solid_id:
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self.set_cell(0, Vector2i(drunk_x, drunk_y),non_solid_id, Vector2i(0, 0))
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#make tunnel wider
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self.set_cell(0, Vector2i(drunk_x+1, drunk_y),non_solid_id, Vector2i(0, 0))
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self.set_cell(0, Vector2i(drunk_x+1, drunk_y+1),non_solid_id, Vector2i(0, 0))
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pass
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