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