Added sector generator

This commit is contained in:
2025-12-06 21:25:41 +03:00
parent 29df43abd2
commit acd1202e42
14 changed files with 227 additions and 71 deletions
+1
View File
@@ -9,6 +9,7 @@ extends Node
func _ready() -> void:
pause_screen.hide()
game_over_screen.hide()
world_generator.generate(randi())
func _input(event: InputEvent) -> void:
+2 -4
View File
@@ -4,7 +4,7 @@
[ext_resource type="PackedScene" uid="uid://d34nh3lc1gpb" path="res://menu/pause_screen.tscn" id="2_h7iqs"]
[ext_resource type="PackedScene" uid="uid://dgc0087kvarx6" path="res://game/passage.tscn" id="3_4fuuu"]
[ext_resource type="PackedScene" uid="uid://duxm8n62j2qt6" path="res://menu/game_over_screen.tscn" id="4_4fuuu"]
[ext_resource type="Script" uid="uid://b7e3xk14le68j" path="res://game/world/generators/world_generator.gd" id="5_dxrkv"]
[ext_resource type="PackedScene" uid="uid://ggf76ayl53bb" path="res://game/world/generators/world_generator.tscn" id="5_dxrkv"]
[node name="Game" type="Node2D"]
script = ExtResource("1_l1rk1")
@@ -27,9 +27,7 @@ offset_top = 172.0
offset_right = 320.0
offset_bottom = 172.0
[node name="WorldGenerator" type="Node" parent="."]
script = ExtResource("5_dxrkv")
metadata/_custom_type_script = "uid://b7e3xk14le68j"
[node name="WorldGenerator" parent="." instance=ExtResource("5_dxrkv")]
[connection signal="player_died" from="Passage" to="." method="_on_passage_player_died"]
[connection signal="continue_game" from="PauseScreen" to="." method="_on_pause_screen_continue_game"]
+1 -3
View File
@@ -2,9 +2,7 @@ class_name AreaData
extends Resource
@export var first_stage : StageData
@export var last_stage : StageData
@export var inner_stages : Array[StageData] = []
@export var stages : Array[StageData] = []
@export var passages : Array[PassageData] = []
@export var seed_value : int = 0
+100 -55
View File
@@ -6,55 +6,50 @@ extends Node
@onready var passage_generator : PassageGenerator = $PassageGenerator
const INNER_STAGE_COUNT = 3
const STAGE_COUNT = 9
const EXTRA_PASSAGE_CHANCE = 20
var local_seed_rng : RandomNumberGenerator = RandomNumberGenerator.new()
var stage_seed_rng : RandomNumberGenerator = RandomNumberGenerator.new()
var passage_seed_rng : RandomNumberGenerator = RandomNumberGenerator.new()
var passage_chance_rng : RandomNumberGenerator = RandomNumberGenerator.new()
var passage_direction_rng : RandomNumberGenerator = RandomNumberGenerator.new()
func generate(seed_value: int) -> AreaData:
var rng := RandomNumberGenerator.new()
rng.seed = seed_value
local_seed_rng.seed = seed_value
stage_seed_rng.seed = local_seed_rng.randi()
passage_seed_rng.seed = local_seed_rng.randi()
passage_chance_rng.seed = local_seed_rng.randi()
passage_direction_rng.seed = local_seed_rng.randi()
var data : AreaData = AreaData.new()
data.seed_value = seed_value
_fill_stages(rng, data)
_fill_passages(rng, data)
_fill_stages(data)
_fill_passages(data)
return data
func _fill_stages(rng: RandomNumberGenerator, data : AreaData) -> void:
_fill_first_stage(rng, data)
_fill_last_stage(rng, data)
_fill_inner_stages(rng, data)
func _fill_stages(data : AreaData) -> void:
for i in range(STAGE_COUNT):
var is_endpoint := i == 0 or i == STAGE_COUNT - 1
var seed_value := stage_seed_rng.randi()
var stage := stage_generator.generate(seed_value, is_endpoint)
data.stages.append(stage)
func _fill_first_stage(rng: RandomNumberGenerator, data : AreaData) -> void:
var stage := _get_stage(rng, true)
data.first_stage = stage
func _fill_last_stage(rng: RandomNumberGenerator, data : AreaData) -> void:
var stage := _get_stage(rng, true)
data.last_stage = stage
func _fill_inner_stages(rng: RandomNumberGenerator, data : AreaData) -> void:
for i in INNER_STAGE_COUNT:
var stage := _get_stage(rng)
data.inner_stages.append(stage)
func _fill_passages(rng: RandomNumberGenerator, data : AreaData) -> void:
var all_stages : Array[StageData] = [data.first_stage] + data.inner_stages + [data.last_stage]
for i in range(all_stages.size() - 1):
var first_stage := all_stages[i]
var second_stage := all_stages[i + 1]
_fill_passages_for_pair(rng, data, first_stage, second_stage)
func _fill_passages(data : AreaData) -> void:
for i in range(data.stages.size() - 1):
var first_stage := data.stages[i]
var second_stage := data.stages[i + 1]
_fill_passages_for_pair(data, first_stage, second_stage)
func _fill_passages_for_pair(
rng: RandomNumberGenerator,
data : AreaData,
first_stage: StageData,
second_stage: StageData
@@ -62,32 +57,82 @@ func _fill_passages_for_pair(
var first_size := first_stage.sectors.size()
var second_size := second_stage.sectors.size()
if first_size == second_size:
match first_size:
1:
pass
2:
pass
3:
pass
if first_size < second_size:
var is_flipped := false
_fill_passages_for_unequal_pair(data, first_stage.sectors, second_stage.sectors, is_flipped)
elif first_size > second_size:
var is_flipped := true
_fill_passages_for_unequal_pair(data, second_stage.sectors, first_stage.sectors, is_flipped)
else:
var lesser_stage := first_stage if first_size < second_size else second_stage
var greater_stage := first_stage if first_size > second_size else second_stage
var lesser_size := lesser_stage.sectors.size()
var greater_size := greater_stage.sectors.size()
_fill_passages_for_equal_pair(data, first_stage.sectors, second_stage.sectors)
func _fill_passages_for_equal_pair(
data : AreaData,
first_sectors: Array[SectorData],
second_sectors: Array[SectorData]
) -> void:
var size := first_sectors.size()
for i in range(size):
_connect_sectors(data, first_sectors[i], second_sectors[i])
for i in range(size - 1):
if _extra_passage_needed():
var is_passage_fliped := _is_extra_passage_flipped()
var from := i if is_passage_fliped else i + 1
var to := i + 1 if is_passage_fliped else i
_connect_sectors(data, first_sectors[from], second_sectors[to])
func _fill_passages_for_unequal_pair(
data : AreaData,
lesser_sectors: Array[SectorData],
greater_sectors: Array[SectorData],
is_sectors_flipped: bool
) -> void:
var lesser_size := lesser_sectors.size()
var greater_size := greater_sectors.size()
match lesser_size:
1:
match greater_size:
for i in range(greater_size):
_connect_sectors(data, lesser_sectors[0], greater_sectors[i], is_sectors_flipped)
2:
pass
3:
pass
2:
pass
_connect_sectors(data, lesser_sectors[0], greater_sectors[0], is_sectors_flipped)
_connect_sectors(data, lesser_sectors[1], greater_sectors[2], is_sectors_flipped)
if _extra_passage_needed():
_connect_sectors(data, lesser_sectors[0], greater_sectors[1], is_sectors_flipped)
_connect_sectors(data, lesser_sectors[1], greater_sectors[1], is_sectors_flipped)
else:
var from := 0 if _is_extra_passage_flipped() else 1
_connect_sectors(data, lesser_sectors[from], greater_sectors[1], is_sectors_flipped)
func _get_stage(rng: RandomNumberGenerator, is_endpoint: bool = false) -> StageData:
var seed_value := rng.randi()
var stage := stage_generator.generate(seed_value, is_endpoint)
return stage
func _extra_passage_needed() -> bool:
return passage_chance_rng.randi_range(1, 100) <= EXTRA_PASSAGE_CHANCE
func _is_extra_passage_flipped() -> bool:
return passage_direction_rng.randi_range(0, 1) == 0
func _connect_sectors(
data : AreaData,
first_sector: SectorData,
second_sector: SectorData,
is_flipped: bool = false
) -> void:
var seed_value := passage_seed_rng.randi()
var passage := passage_generator.generate(seed_value)
var previous_sector := second_sector if is_flipped else first_sector
var next_sector := first_sector if is_flipped else second_sector
passage.previous_sector = previous_sector
passage.next_sector = next_sector
previous_sector.next_passages.append(passage)
next_sector.previous_passages.append(passage)
data.passages.append(passage)
@@ -0,0 +1,16 @@
class_name PassageGenerator
extends Node
var local_seed_rng : RandomNumberGenerator = RandomNumberGenerator.new()
func generate(seed_value: int) -> PassageData:
local_seed_rng.seed = seed_value
var data : PassageData = PassageData.new()
data.seed_value = seed_value
return data
@@ -0,0 +1 @@
uid://bi5vt3ikxya8d
@@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3 uid="uid://cfcpr07j58cvx"]
[ext_resource type="Script" uid="uid://bi5vt3ikxya8d" path="res://game/world/generators/passage_generator.gd" id="1_3arab"]
[node name="PassageGenerator" type="Node"]
script = ExtResource("1_3arab")
+16
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@@ -0,0 +1,16 @@
class_name SectorGenerator
extends Node
var local_seed_rng : RandomNumberGenerator = RandomNumberGenerator.new()
func generate(seed_value: int) -> SectorData:
local_seed_rng.seed = seed_value
var data : SectorData = SectorData.new()
data.seed_value = seed_value
return data
@@ -0,0 +1 @@
uid://de386hpwwum7o
@@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3 uid="uid://bh1v37wol5ktj"]
[ext_resource type="Script" uid="uid://de386hpwwum7o" path="res://game/world/generators/sector_generator.gd" id="1_trjpu"]
[node name="SectorGenerator" type="Node"]
script = ExtResource("1_trjpu")
+54
View File
@@ -0,0 +1,54 @@
class_name StageGenerator
extends Node
const CHANSES_BY_SECTOR_COUNT : Dictionary[int, int] = {
1: 25,
2: 60,
3: 15
}
@onready var sector_generator : SectorGenerator = $SectorGenerator
var local_seed_rng : RandomNumberGenerator = RandomNumberGenerator.new()
var sector_seed_rng : RandomNumberGenerator = RandomNumberGenerator.new()
var sector_count_rng : RandomNumberGenerator = RandomNumberGenerator.new()
func generate(seed_value: int, is_endpoint: bool = false) -> StageData:
local_seed_rng.seed = seed_value
sector_seed_rng.seed = local_seed_rng.randi()
sector_count_rng.seed = local_seed_rng.randi()
var data : StageData = StageData.new()
data.seed_value = seed_value
_fill_sectors(data, is_endpoint)
return data
func _fill_sectors(data : StageData, is_endpoint: bool = false) -> void:
var sector_count := 1 if is_endpoint else _get_sector_count()
for i in sector_count:
var seed_value := sector_seed_rng.randi()
var sector := sector_generator.generate(seed_value)
data.sectors.append(sector)
func _get_sector_count() -> int:
var total_chance := 0
for count in CHANSES_BY_SECTOR_COUNT:
total_chance += CHANSES_BY_SECTOR_COUNT[count]
var threshold := sector_count_rng.randi_range(1, total_chance)
var cumulative := 0
for count in CHANSES_BY_SECTOR_COUNT:
cumulative += CHANSES_BY_SECTOR_COUNT[count]
if threshold <= cumulative:
return count
return 1
@@ -0,0 +1 @@
uid://jn0w7kgstq1j
@@ -0,0 +1,9 @@
[gd_scene load_steps=3 format=3 uid="uid://bn4r4f3str55v"]
[ext_resource type="Script" uid="uid://jn0w7kgstq1j" path="res://game/world/generators/stage_generator.gd" id="1_7pxno"]
[ext_resource type="PackedScene" uid="uid://bh1v37wol5ktj" path="res://game/world/generators/sector_generator.tscn" id="2_etmdi"]
[node name="StageGenerator" type="Node"]
script = ExtResource("1_7pxno")
[node name="SectorGenerator" parent="." instance=ExtResource("2_etmdi")]
+9 -5
View File
@@ -8,20 +8,24 @@ extends Node
const AREA_COUNT = 3
var local_seed_rng : RandomNumberGenerator = RandomNumberGenerator.new()
var area_seed_rng : RandomNumberGenerator = RandomNumberGenerator.new()
func generate(seed_value: int) -> WorldData:
var rng := RandomNumberGenerator.new()
rng.seed = seed_value
local_seed_rng.seed = seed_value
area_seed_rng.seed = local_seed_rng.randi()
var data : WorldData = WorldData.new()
data.seed_value = seed_value
_fill_areas(rng, data)
_fill_areas(data)
return data
func _fill_areas(rng: RandomNumberGenerator, data : WorldData) -> void:
func _fill_areas(data : WorldData) -> void:
for i in AREA_COUNT:
var seed_value := rng.randi()
var seed_value := area_seed_rng.randi()
var area := area_generator.generate(seed_value)
data.areas.append(area)