bgen/demo/scripts/dungeon_builder.gd

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extends Node3D
# Blobber dungeon builder. Calls BrogueGen.generate_dungeon() and assembles
# per-material MeshInstance3D children from the returned mesh surface arrays.
# Material ids mirror src/mesh/material_ids.h.
#
# If `party_path` is set, the builder also feeds the generated Dictionary to
# the party controller so it lands on the entry stair with fresh cell data.
const BlobberPartyScript := preload("res://scripts/blobber_party.gd")
const MAT_STONE_FLOOR := 0
const MAT_STONE_CEILING := 1
const MAT_STONE_WALL := 2
const MAT_DOOR_FLOOR := 3
const MAT_STAIR_UP := 4
const MAT_STAIR_DOWN := 5
const MAT_WATER := 6
const MAT_LAVA := 7
const MAT_BRIDGE := 8
const MAT_CAVE_FLOOR := 9
const MAT_CAVE_CEILING := 10
const MAT_CAVE_WALL := 11
@export var seed_value: int = 42
@export var num_levels: int = 1
@export var depth: int = 1
@export var regenerate_on_ready: bool = true
@export var party_path: NodePath
var _materials: Dictionary = {}
var _mesh_parent: Node3D
func _ready() -> void:
_materials = _build_materials()
if regenerate_on_ready:
regenerate()
func regenerate() -> void:
if _mesh_parent and is_instance_valid(_mesh_parent):
_mesh_parent.queue_free()
_mesh_parent = Node3D.new()
_mesh_parent.name = "Meshes"
add_child(_mesh_parent)
var gen := BrogueGen.new()
var dungeon: Dictionary = gen.generate_dungeon(seed_value, num_levels, depth)
gen.free()
if dungeon.is_empty():
push_error("generate_dungeon returned empty dictionary")
return
var meshes: Array = dungeon.get("meshes", [])
for entry_v in meshes:
var entry: Dictionary = entry_v
var material_id: int = entry.get("material", -1)
var arrays: Array = entry.get("arrays", [])
if material_id < 0 or arrays.is_empty():
continue
var mesh := ArrayMesh.new()
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
mesh.surface_set_material(0, _materials.get(material_id, _fallback_material()))
var mi := MeshInstance3D.new()
mi.mesh = mesh
mi.name = "Surface_%d" % material_id
_mesh_parent.add_child(mi)
var dims: Vector3i = dungeon.get("dimensions", Vector3i(79, 1, 29))
var levels: Array = dungeon.get("levels", [])
print("Dungeon built: seed=%d dims=%s surfaces=%d levels=%d" %
[seed_value, dims, meshes.size(), levels.size()])
if party_path != NodePath(""):
var party := get_node_or_null(party_path)
if party and party.has_method("setup"):
party.setup(dungeon)
# Distinct albedo colors per material for instant visual debugging.
# Later PRs replace these with proper StandardMaterial3D + textures.
func _build_materials() -> Dictionary:
var m := {}
m[MAT_STONE_FLOOR] = _flat(Color(0.45, 0.42, 0.38))
m[MAT_STONE_CEILING] = _flat(Color(0.30, 0.28, 0.26))
m[MAT_STONE_WALL] = _flat(Color(0.55, 0.50, 0.45))
m[MAT_DOOR_FLOOR] = _flat(Color(0.62, 0.38, 0.18))
m[MAT_STAIR_UP] = _flat(Color(0.20, 0.75, 0.40))
m[MAT_STAIR_DOWN] = _flat(Color(0.85, 0.25, 0.20))
m[MAT_WATER] = _flat(Color(0.15, 0.40, 0.75))
m[MAT_LAVA] = _flat(Color(0.95, 0.40, 0.10))
m[MAT_BRIDGE] = _flat(Color(0.50, 0.35, 0.20))
m[MAT_CAVE_FLOOR] = _flat(Color(0.35, 0.32, 0.28))
m[MAT_CAVE_CEILING] = _flat(Color(0.22, 0.20, 0.18))
m[MAT_CAVE_WALL] = _flat(Color(0.42, 0.38, 0.34))
return m
func _flat(c: Color) -> StandardMaterial3D:
var sm := StandardMaterial3D.new()
sm.albedo_color = c
sm.roughness = 0.85
sm.metallic = 0.0
return sm
func _fallback_material() -> StandardMaterial3D:
return _flat(Color.MAGENTA)