Restructered project folders
This commit is contained in:
@@ -0,0 +1,277 @@
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using Godot;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using static WFC;
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public partial class Layer : Node3D
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{
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Random rand = new Random();
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private Node3D decorationRoot;
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public Tile[,] tiles;
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int layerSize;
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Tile tile;
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int level;
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bool updateFailed = false;
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public bool hasContentGenerated = false;
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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{
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decorationRoot = new Node3D
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{
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Name = "Decorations"
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};
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AddChild(decorationRoot);
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}
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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public override void _Process(double delta)
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{
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}
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public void ClearDecorations()
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{
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foreach (var tile in tiles)
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{
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foreach (Node child in tile.ContentNode.GetChildren())
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{
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child.QueueFree();
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}
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}
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}
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public void SetupLayer(int layerSize, int level, Dictionary<string, MeshInstance3D> tileMeshes)
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{
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this.layerSize = layerSize;
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this.level = level;
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tiles = new Tile[layerSize, layerSize];
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GenerateBaseStructure(tileMeshes);
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int safetyCounter = 0;
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while (true)
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{
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if (GenerateLayer()) break;
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ResetLayer(tileMeshes);
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safetyCounter++;
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if (safetyCounter > 1000) break;
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}
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CreateTileNodes();
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}
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private void GenerateBaseStructure(Dictionary<string, MeshInstance3D> tileMeshes)
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{
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Vector3 position;
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float offsetX;
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float offsetY = level * 4 * -1;
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float offsetZ;
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for (int x = 0; x < layerSize; x++)
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{
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offsetX = x * 6;
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for (int y = 0; y < layerSize; y++)
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{
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offsetZ = y * 6;
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position = new Vector3(offsetX, offsetY, offsetZ);
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tile = new Tile();
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tile.SetMeshes(tileMeshes);
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tile.Position = position;
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tile.GridPosition = new Vector2I(x, y);
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tiles[x, y] = tile;
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}
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}
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}
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private void CreateTileNodes()
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{
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foreach (var tile in tiles)
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{
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var node = new Node3D
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{
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Position = tile.Position
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};
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decorationRoot.AddChild(node);
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tile.ContentNode = node;
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}
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}
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private void ResetLayer(Dictionary<string, MeshInstance3D> tileMeshes)
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{
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for (int x = 0; x < layerSize; x++)
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{
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for (int y = 0; y < layerSize; y++)
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{
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tiles[x, y].Reset(tileMeshes);
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}
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}
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}
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private bool GenerateBorder()
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{
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for (int x = 0; x < layerSize; x++)
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{
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for (int y = 0; y < layerSize; y++)
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{
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if (x == 0 || y == 0 || x == layerSize - 1 || y == layerSize - 1)
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{
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var tile = tiles[x, y];
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List<string> possibilities = new();
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if(x == 0 && y == 0)
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{
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possibilities.Add("corner_down_right");
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}
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else if(x == 0 && y == layerSize - 1)
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{
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possibilities.Add("corner_up_right");
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}
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else if(x == layerSize - 1 && y == 0)
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{
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possibilities.Add("corner_down_left");
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}
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else if(x == layerSize - 1 && y == layerSize - 1)
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{
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possibilities.Add("corner_up_left");
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}
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else if(y == 0)
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{
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possibilities.Add("straight_left_right");
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possibilities.Add("t_down");
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}
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else if(y == layerSize - 1)
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{
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possibilities.Add("straight_left_right");
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possibilities.Add("t_up");
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}
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else if(x == 0)
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{
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possibilities.Add("straight_up_down");
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possibilities.Add("t_right");
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}
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else if(x == layerSize - 1)
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{
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possibilities.Add("straight_up_down");
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possibilities.Add("t_left");
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}
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string result = tile.Collapse(possibilities[rand.Next(0, possibilities.Count)]);
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if (result == "ERR")
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return false;
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NewPropagate(new Vector2I(x, y));
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}
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}
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}
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return true;
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}
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public bool GenerateLayer()
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{
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bool result = true;
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int safetyCounter = 0;
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if (!GenerateBorder())
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{
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return false;
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}
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Vector2I position = GetSmallestPossibilities();
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while (true)
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{
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string keyword = tiles[position.X, position.Y].Collapse("");
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if (keyword == "ERR") return false;
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if (keyword != "")
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{
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NewPropagate(position);
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if (updateFailed) break;
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position = GetSmallestPossibilities();
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if (position == new Vector2(-100, -100))
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{
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break;
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}
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continue;
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}
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safetyCounter++;
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if (safetyCounter == layerSize * layerSize) return false;
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}
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if (updateFailed) return false;
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//Player has over 80% of tiles available without destroying walls => Results in about 95% success rate
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//Not necessarily needed but improves the overall generation percentage at a low resource cost
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if (!WFC.IsMapConnected(tiles, 0.8f)) return false;
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return result;
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}
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private void NewPropagate(Vector2I startPos)
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{
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Queue<Vector2I> queue = new Queue<Vector2I>();
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queue.Enqueue(startPos);
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while (queue.Count > 0)
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{
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Vector2I currentPos = queue.Dequeue();
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Tile currentTile = tiles[currentPos.X, currentPos.Y];
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// Use CURRENT state of tile
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var currentPossibilities = currentTile.collapsedMesh != null
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? new HashSet<string> { currentTile.collapsedMesh }
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: new HashSet<string>(currentTile.tileMeshes.Keys);
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for (int i = 0; i < dirs.Length; i++)
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{
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Vector2I newPos = currentPos + offsets[i];
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if (!InBounds(newPos, layerSize)) continue;
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Tile neighborTile = tiles[newPos.X, newPos.Y];
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HashSet<string> allowed = new HashSet<string>();
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foreach (string neighborOption in neighborTile.tileMeshes.Keys)
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{
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foreach (string item in currentPossibilities)
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{
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if (WFC.CanConnect(item, neighborOption, dirs[i], false))
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{
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allowed.Add(neighborOption);
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break;
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}
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}
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}
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int updateCount = neighborTile.Propagate(allowed);
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if (updateCount == int.MaxValue)
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{
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updateFailed = true;
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return;
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}
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// ONLY enqueue if something changed
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if (updateCount > 0)
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{
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queue.Enqueue(newPos);
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}
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}
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}
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}
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private Vector2I GetSmallestPossibilities()
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{
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Vector2I result = new Vector2I(-100, -100);
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int lowest = 100;
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int current;
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for (int x = 0; x < layerSize; x++)
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{
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for (int y = 0; y < layerSize; y++)
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{
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if (tiles[x, y].collapsedMesh != null) continue;
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current = tiles[x, y].tileMeshes.Count;
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if (current < lowest)
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{
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result = new Vector2I(x, y);
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lowest = current;
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}
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}
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}
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return result;
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}
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}
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@@ -0,0 +1 @@
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uid://dkg0vq75koeig
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@@ -0,0 +1,137 @@
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using Godot;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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public partial class Tile
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{
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public Dictionary<string, MeshInstance3D> tileMeshes;
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public string collapsedMesh;
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Random rand = new Random();
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public Vector3 Position;
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public Vector2I GridPosition;
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public Node3D ContentNode;
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public bool containsLight, containsDecoration, containsResource;
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public void SetMeshes(Dictionary<string, MeshInstance3D> tileMeshes)
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{
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this.tileMeshes = new Dictionary<string, MeshInstance3D>(tileMeshes);
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}
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public string Collapse(string tile)
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{
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if (collapsedMesh != null) return "";
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if (tileMeshes.Keys.Count <= 0) return "ERR";
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collapsedMesh = (tile.Length > 0) ? tile : ChooseWeighted();
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tileMeshes.Clear();
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return collapsedMesh;
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}
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private string ChooseWeighted()
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{
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float totalWeight = 0f;
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foreach (string tile in tileMeshes.Keys)
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{
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totalWeight += WFC.weights[tile];
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}
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float r = (float)(rand.NextDouble() * totalWeight);
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float cumulative = 0f;
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foreach (string tile in tileMeshes.Keys)
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{
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cumulative += WFC.weights[tile];
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if (r <= cumulative)
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return tile;
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}
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return "junction";
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}
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public int Propagate(HashSet<string> possibleKeys)
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{
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int amountRemoved = 0;
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if (collapsedMesh != null) return 0;
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foreach (string key in tileMeshes.Keys.ToList())
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{
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if (!possibleKeys.Contains(key))
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{
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tileMeshes.Remove(key);
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amountRemoved++;
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}
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}
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if (tileMeshes.Count == 0) return int.MaxValue;
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return amountRemoved;
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}
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public void Reset(Dictionary<string, MeshInstance3D> tileMeshes)
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{
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collapsedMesh = null;
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SetMeshes(tileMeshes);
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}
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public void SpawnContent(Dictionary<string, MeshInstance3D> contentMeshes, Transform3D transform, List<Placeholder> placeholders)
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{
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foreach (Placeholder placeholder in placeholders)
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{
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if (containsLight && placeholder.name == "light") SpawnLight(contentMeshes["light"], placeholder, transform);
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else if (containsResource && placeholder.name == "resource") SpawnResource(contentMeshes["resource"], placeholder, transform);
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else if (containsDecoration && placeholder.name != "light" && placeholder.name != "resource") SpawnDecorations(contentMeshes, placeholder, transform);
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}
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}
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private void SpawnLight(MeshInstance3D lightMesh, Placeholder placeholder, Transform3D transform)
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{
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MeshInstance3D light = new MeshInstance3D
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{
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Mesh = lightMesh.Mesh,
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Position = placeholder.transform.Origin
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};
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OmniLight3D lightSource = new OmniLight3D()
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{
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OmniAttenuation = 2f,
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LightColor = GameData.lightColor,
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ShadowEnabled = true,
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LightEnergy = 100f,
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LightIndirectEnergy = 1.5f,
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OmniRange = 20f,
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Position = placeholder.transform.Origin
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};
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lightSource.Position.MoveToward(transform.Origin, 0.1f);
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LightHandler.lights.Add(lightSource);
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light.AddChild(lightSource);
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ContentNode.AddChild(light);
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light.LookAt(transform.Origin, Vector3.Up);
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}
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private void SpawnResource(MeshInstance3D resourceMesh, Placeholder placeholder, Transform3D transform)
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{
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MeshInstance3D resource = new MeshInstance3D
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{
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Mesh = resourceMesh.Mesh,
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Position = placeholder.transform.Origin
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};
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ContentNode.AddChild(resource);
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resource.LookAt(transform.Origin, Vector3.Up);
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}
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private void SpawnDecorations(Dictionary<string, MeshInstance3D> contentMeshes, Placeholder placeholder, Transform3D transform)
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{
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foreach (string key in contentMeshes.Keys)
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{
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if (key.ToLower() != placeholder.name) continue;
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MeshInstance3D decoration = new MeshInstance3D
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{
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Mesh = contentMeshes[key].Mesh,
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Position = placeholder.transform.Origin
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};
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ContentNode.AddChild(decoration);
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decoration.LookAt(transform.Origin, Vector3.Up);
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}
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}
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}
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@@ -0,0 +1 @@
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uid://crimbrc78gxkc
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@@ -0,0 +1,195 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Godot;
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public class WFC
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{
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public static Dictionary<string, Dictionary<Direction, List<string>>> adjacency = new Dictionary<string, Dictionary<Direction, List<string>>>();
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public static Random rand = new Random();
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public enum Direction
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{
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Up,
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Down,
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Left,
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Right,
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None
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}
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public static readonly Vector2I[] offsets =
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{
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new Vector2I(0, -1),
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new Vector2I(0, 1),
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new Vector2I(-1, 0),
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new Vector2I(1, 0)
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};
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public static readonly Direction[] dirs =
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{
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Direction.Up,
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Direction.Down,
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Direction.Left,
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Direction.Right
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};
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public static Dictionary<string, HashSet<Direction>> tileConnections = new Dictionary<string, HashSet<Direction>>
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{
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["t_right"] = new() { Direction.Up, Direction.Down, Direction.Right },
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["t_left"] = new() { Direction.Up, Direction.Down, Direction.Left },
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["t_up"] = new() { Direction.Left, Direction.Right, Direction.Up },
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["t_down"] = new() { Direction.Left, Direction.Right, Direction.Down },
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["end_up"] = new() { Direction.Up },
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["end_down"] = new() { Direction.Down },
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["end_left"] = new() { Direction.Left },
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["end_right"] = new() { Direction.Right },
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["straight_left_right"] = new() { Direction.Left, Direction.Right },
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["straight_up_down"] = new() { Direction.Up, Direction.Down },
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["corner_up_left"] = new() { Direction.Up, Direction.Left },
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["corner_up_right"] = new() { Direction.Up, Direction.Right },
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["corner_down_left"] = new() { Direction.Down, Direction.Left },
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["corner_down_right"] = new() { Direction.Down, Direction.Right },
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["junction"] = new() { Direction.Up, Direction.Down, Direction.Left, Direction.Right },
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["gate"] = new() { Direction.Up, Direction.Down, Direction.Left, Direction.Right }
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};
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public static Dictionary<string, float> weights = new()
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{
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["junction"] = 3f,
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["t_up"] = 3f,
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["t_down"] = 3f,
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["t_left"] = 3f,
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["t_right"] = 3f,
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["straight_left_right"] = 2f,
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["straight_up_down"] = 2f,
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["corner_up_left"] = 0.7f,
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["corner_up_right"] = 0.7f,
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["corner_down_left"] = 0.7f,
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["corner_down_right"] = 0.7f,
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["end_up"] = 0.2f,
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["end_down"] = 0.1f,
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["end_left"] = 0.2f,
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["end_right"] = 0.3f,
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["gate"] = 0.1f
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};
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public static Direction Opposite(Direction dir)
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{
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return dir switch
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{
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Direction.Up => Direction.Down,
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Direction.Down => Direction.Up,
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Direction.Left => Direction.Right,
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Direction.Right => Direction.Left,
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_ => dir
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};
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}
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public static bool CanConnect(string a, string b, Direction direction, bool checkWalking)
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{
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var aDirs = tileConnections[a];
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var bDirs = tileConnections[b];
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bool aOpen = aDirs.Contains(direction);
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bool bOpen = bDirs.Contains(Opposite(direction));
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if (checkWalking) return aOpen && bOpen;
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return aOpen == bOpen;
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}
|
||||
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||||
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||||
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||||
public static void FillAdjacencies()
|
||||
{
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||||
foreach (var tile in tileConnections.Keys)
|
||||
{
|
||||
adjacency[tile] = new Dictionary<Direction, List<string>>();
|
||||
|
||||
foreach (Direction dir in Enum.GetValues(typeof(Direction)))
|
||||
{
|
||||
var valid = new List<string>();
|
||||
|
||||
foreach (var other in tileConnections.Keys)
|
||||
{
|
||||
if (CanConnect(tile, other, dir, false))
|
||||
valid.Add(other);
|
||||
}
|
||||
|
||||
adjacency[tile][dir] = valid;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static bool IsWalkable(Tile tile)
|
||||
{
|
||||
var dirs = tileConnections[tile.collapsedMesh];
|
||||
return dirs.Count > 0 && !dirs.Contains(Direction.None);
|
||||
}
|
||||
|
||||
public static bool CanWalk(Tile[,] layer, Vector2I from, Vector2I to, Direction dir)
|
||||
{
|
||||
var fromTile = layer[from.X, from.Y];
|
||||
var toTile = layer[to.X, to.Y];
|
||||
|
||||
if (!IsWalkable(toTile))
|
||||
return false;
|
||||
|
||||
return CanConnect(fromTile.collapsedMesh, toTile.collapsedMesh, dir, true);
|
||||
}
|
||||
|
||||
public static bool IsMapConnected(Tile[,] layer, float accessibilityThreshhold)
|
||||
{
|
||||
bool result = false;
|
||||
HashSet<Vector2I> visited = new HashSet<Vector2I>();
|
||||
List<Vector2I> toCheck = new List<Vector2I>();
|
||||
Vector2I position;
|
||||
toCheck.Add(new Vector2I(1, 1));
|
||||
|
||||
int safetyCounter = 0;
|
||||
while (true)
|
||||
{
|
||||
if (toCheck.Count <= 0) break;
|
||||
int index = rand.Next(toCheck.Count);
|
||||
position = toCheck[index];
|
||||
toCheck[index] = toCheck[^1];
|
||||
toCheck.RemoveAt(toCheck.Count - 1);
|
||||
if (!visited.Add(position)) continue;
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
var next = position + offsets[i];
|
||||
|
||||
if (!InBounds(next, layer.GetLength(0)))
|
||||
continue;
|
||||
|
||||
if (CanWalk(layer, position, next, dirs[i]))
|
||||
{
|
||||
toCheck.Add(next);
|
||||
}
|
||||
}
|
||||
safetyCounter++;
|
||||
if (safetyCounter > layer.Length * 2) break;
|
||||
if (visited.Count >= Math.Pow(layer.GetLength(0) - 1, 2) * accessibilityThreshhold)
|
||||
{
|
||||
result = true;
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
public static bool InBounds(Vector2I pos, int layerSize)
|
||||
{
|
||||
return pos.X > 0 &&
|
||||
pos.Y > 0 &&
|
||||
pos.X < layerSize &&
|
||||
pos.Y < layerSize;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://d3jw4gk5f8hhg
|
||||
@@ -0,0 +1,182 @@
|
||||
using Godot;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using static GameData;
|
||||
|
||||
public partial class World : Node3D
|
||||
{
|
||||
Random rand = new Random();
|
||||
public Dictionary<string, MeshInstance3D> tileMeshes;
|
||||
public Dictionary<string, MeshInstance3D> contentMeshes;
|
||||
public Dictionary<string, List<Placeholder>> tilePlaceholders;
|
||||
PackedScene layerPrefab = ResourceLoader.LoadLayerPrefab();
|
||||
private Dictionary<string, MultiMeshInstance3D> multiMeshes = new();
|
||||
private Dictionary<string, Mesh> meshLibrary = new();
|
||||
Layer[] map;
|
||||
Layer layerNode;
|
||||
|
||||
private MultiMeshHandler multiMeshHandler;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
WFC.FillAdjacencies();
|
||||
|
||||
tileMeshes = ResourceLoader.LoadTiles();
|
||||
contentMeshes = ResourceLoader.LoadDecorations();
|
||||
|
||||
tilePlaceholders = new Dictionary<string, List<Placeholder>>();
|
||||
|
||||
foreach (var kvp in tileMeshes)
|
||||
{
|
||||
tilePlaceholders[kvp.Key] = new List<Placeholder>();
|
||||
foreach (Node3D child in kvp.Value.GetChildren())
|
||||
{
|
||||
tilePlaceholders[kvp.Key].Add(new Placeholder(child.Name, child.Transform));
|
||||
}
|
||||
meshLibrary[kvp.Key] = kvp.Value.Mesh;
|
||||
kvp.Value.QueueFree();
|
||||
}
|
||||
|
||||
multiMeshes = CreateMultiMeshes(meshLibrary);
|
||||
multiMeshHandler = new MultiMeshHandler(multiMeshes);
|
||||
|
||||
map = new Layer[ruinSize];
|
||||
GenerateWorld();
|
||||
|
||||
HandleRenderData(BuildRenderData(0));
|
||||
}
|
||||
|
||||
private Dictionary<string, MultiMeshInstance3D> CreateMultiMeshes(Dictionary<string, Mesh> meshLibrary)
|
||||
{
|
||||
var result = new Dictionary<string, MultiMeshInstance3D>();
|
||||
|
||||
foreach (var kvp in meshLibrary)
|
||||
{
|
||||
var mm = new MultiMesh
|
||||
{
|
||||
Mesh = kvp.Value,
|
||||
TransformFormat = MultiMesh.TransformFormatEnum.Transform3D
|
||||
};
|
||||
|
||||
var instance = new MultiMeshInstance3D
|
||||
{
|
||||
Multimesh = mm
|
||||
};
|
||||
|
||||
AddChild(instance);
|
||||
|
||||
result[kvp.Key] = instance;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
public override void _Process(double delta)
|
||||
{
|
||||
if (Input.IsActionJustPressed("layer_up") && currentLayer > 0) currentLayer--;
|
||||
if (Input.IsActionJustPressed("layer_down") && currentLayer < ruinSize - 1) currentLayer++;
|
||||
if (currentLayer != visibleLayer)
|
||||
{
|
||||
map[visibleLayer].ClearDecorations();
|
||||
HandleRenderData(BuildRenderData(currentLayer));
|
||||
visibleLayer = currentLayer;
|
||||
}
|
||||
|
||||
if (Input.IsActionJustPressed("spawn_robot") && robots.Count < maxRobotCount)
|
||||
{
|
||||
Robot robot = ResourceLoader.LoadRobotPrefab().Instantiate<Robot>();
|
||||
robot.Position = map[0].tiles[rand.Next(layerSize), rand.Next(layerSize)].Position;
|
||||
AddChild(robot);
|
||||
robots.Add(robot);
|
||||
}
|
||||
}
|
||||
|
||||
private void GenerateWorld()
|
||||
{
|
||||
for (int layer = 0; layer < ruinSize; layer++)
|
||||
{
|
||||
layerNode = layerPrefab.Instantiate<Layer>();
|
||||
AddChild(layerNode);
|
||||
layerNode.SetupLayer(layerSize, layer, tileMeshes);
|
||||
map[layer] = layerNode;
|
||||
}
|
||||
}
|
||||
|
||||
private List<TileRenderData> BuildRenderData(int layerIndex)
|
||||
{
|
||||
var result = new List<TileRenderData>();
|
||||
Layer layer = map[layerIndex];
|
||||
layer.ClearDecorations();
|
||||
|
||||
for (int x = 0; x < layerSize; x++)
|
||||
{
|
||||
for (int y = 0; y < layerSize; y++)
|
||||
{
|
||||
Tile tile = layer.tiles[x, y];
|
||||
result.Add(new TileRenderData
|
||||
{
|
||||
Tile = tile,
|
||||
MeshKey = tile.collapsedMesh,
|
||||
Transform = new Transform3D(Basis.Identity, tile.Position),
|
||||
Placeholders = tilePlaceholders[tile.collapsedMesh]
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
if (!layer.hasContentGenerated)
|
||||
{
|
||||
DistributeTileContent(layer);
|
||||
layer.hasContentGenerated = true;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
private void DistributeTileContent(Layer layer)
|
||||
{
|
||||
int currentDecoration = 0;
|
||||
int currentLight = 0;
|
||||
int currentResource = 0;
|
||||
|
||||
int posX, posY;
|
||||
|
||||
while(currentLight < layerSize * 3)
|
||||
{
|
||||
posX = rand.Next(layerSize);
|
||||
posY = rand.Next(layerSize);
|
||||
//Skip already placed lights and skip junction and gate as they do not contain lights
|
||||
if(layer.tiles[posX, posY].collapsedMesh == "junction" || layer.tiles[posX, posY].collapsedMesh == "gate") continue;
|
||||
if(layer.tiles[posX, posY].containsLight) continue;
|
||||
layer.tiles[posX, posY].containsLight = true;
|
||||
currentLight++;
|
||||
}
|
||||
|
||||
while(currentDecoration < layerSize)
|
||||
{
|
||||
posX = rand.Next(layerSize);
|
||||
posY = rand.Next(layerSize);
|
||||
if(layer.tiles[posX, posY].containsDecoration) continue;
|
||||
layer.tiles[posX, posY].containsDecoration = true;
|
||||
currentDecoration++;
|
||||
}
|
||||
|
||||
while(currentResource < layerSize)
|
||||
{
|
||||
posX = rand.Next(layerSize);
|
||||
posY = rand.Next(layerSize);
|
||||
if(layer.tiles[posX, posY].containsResource) continue;
|
||||
layer.tiles[posX, posY].containsResource = true;
|
||||
currentResource++;
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleRenderData(List<TileRenderData> renderData)
|
||||
{
|
||||
multiMeshHandler.Build(renderData);
|
||||
foreach (TileRenderData data in renderData)
|
||||
{
|
||||
data.Tile.SpawnContent(contentMeshes, data.Transform, data.Placeholders);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://br2udyi6t8yvf
|
||||
Reference in New Issue
Block a user