Files
RuinAdventurer/Scripts/WorldGeneration/World.cs
T

208 lines
5.4 KiB
C#

using Godot;
using System;
using System.Collections.Generic;
using System.Linq;
using static GameData;
public partial class World : Node3D
{
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 layerNode;
Pathfinding pathfinding;
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();
Pathfinding.BuildAStarGraph();
HandleRenderData(BuildRenderData(0));
Robot robot = ResourceLoader.LoadRobotPrefab().Instantiate<Robot>();
robot.Name = "Bob";
robot.Position = map[0].tiles[0, 0].Position;
AddChild(robot);
robots.Add(robot);
}
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 (!canMove) return;
if (Input.IsActionJustPressed("layer_up") && currentLayer > 0) currentLayer--;
if (Input.IsActionJustPressed("layer_down") && currentLayer < ruinSize - 1 && map[currentLayer].isGateOpen) currentLayer++;
if (currentLayer != visibleLayer)
{
map[visibleLayer].ClearDecorations();
HandleRenderData(BuildRenderData(currentLayer));
visibleLayer = currentLayer;
}
}
private void GenerateWorld()
{
for (int layer = 0; layer < ruinSize; layer++)
{
layerNode = layerPrefab.Instantiate<Layer>();
AddChild(layerNode);
if (layer == 0)
{
layerNode.SetupLayer(layerSize, layer, tileMeshes, new Vector2I());
}
else
{
layerNode.SetupLayer(layerSize, layer, tileMeshes, map[layer - 1].gateCoordinate);
}
map[layer] = layerNode;
}
SetupSpawn();
}
private void SetupSpawn()
{
map[0].tiles[0, 0].wasVisited = true;
map[0].tiles[0, 0].containsDecoration = true;
map[0].tiles[0, 0].containsLight = true;
map[0].tiles[0, 0].containsResource = false;
map[0].tiles[0, 0].ContentNode.Visible = true;
}
private void HandleTileVisit(int level)
{
HandleRenderData(BuildRenderData(level));
}
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;
layer.tiles[posX, posY].resource = new GameResource(ResourceDistributor.GetResource(layer.currentResources));
layer.currentResources.Add(layer.tiles[posX, posY].resource.name);
currentResource++;
}
}
private void HandleRenderData(List<TileRenderData> renderData)
{
multiMeshHandler.Build(renderData);
foreach (TileRenderData data in renderData)
{
data.Tile.SpawnContent(contentMeshes, data.Transform, data.Placeholders);
}
}
}