bgen/demo/scripts/export_map.gd

489 lines
16 KiB
GDScript3
Raw Permalink Normal View History

2026-04-16 21:04:50 -04:00
extends SceneTree
# Usage (preferred):
# godot --headless --path demo --script scripts/export_map.gd -- \
# --generator brogue|blobber --seed N --depth N [--levels N] --out PATH.map
#
# Legacy positional form (brogue only):
2026-04-16 21:04:50 -04:00
# godot --headless --path demo --script scripts/export_map.gd -- SEED DEPTH [LEVELS] OUT.map
#
# Generates N dungeons (seeds SEED..SEED+N-1, depths DEPTH..DEPTH+N-1 for
# brogue; single seed multi-level for blobber), stacks them vertically, and
# writes one Standard Quake .map file with typed FuncGodot entities for
# water, lava, stairs, doors, and a player spawn.
2026-04-16 21:04:50 -04:00
#
# Chasms on non-bottom levels are real holes — no floor brush, and the
# level below has its ceiling drilled out at the same (x,y) so the shaft
# stays open all the way down until it hits a non-chasm floor. Chasms on
# the bottom level get a local pit floor at CHASM_TOP so you don't fall
# into the void.
const TILE_SIZE := 64
const HEIGHT := 128
const WALL_THICKNESS := 64
const TEXTURE := "__TB_empty"
const FLOOR_TOP := 0
const WATER_TOP := -32
const LAVA_TOP := -32
2026-04-16 21:04:50 -04:00
const CHASM_TOP := -128
const PIT_BOTTOM := CHASM_TOP - WALL_THICKNESS # = -192
const WALL_TOP := HEIGHT + WALL_THICKNESS # = 192
# Per-level Z offset. Each level's brushes get translated by
# -level_index * LEVEL_SPACING. Sized so level N+1's ceiling top sits at
# or below level N's PIT_BOTTOM — no overlap, no z-fighting.
const LEVEL_SPACING := 384
# terrain_t
const T_NOTHING := 0
const T_FLOOR := 1
const T_WALL := 2
const T_DOOR := 3
const T_CORRIDOR := 4
const T_LIQUID := 5
const T_BRIDGE := 6
const T_STAIRS_UP := 7
const T_STAIRS_DOWN := 8
# liquid_t
const L_WATER := 1
const L_LAVA := 2
2026-04-16 21:04:50 -04:00
const L_CHASM := 3
enum Kind { EMPTY, WALL, FLOOR, WATER, LAVA, CHASM }
2026-04-16 21:04:50 -04:00
func _init() -> void:
var parsed := _parse_args(OS.get_cmdline_user_args())
if parsed.is_empty():
quit(1)
return
var generator: String = parsed["generator"]
var seed_value: int = parsed["seed"]
var depth: int = parsed["depth"]
var levels: int = parsed["levels"]
var out_path: String = parsed["out"]
2026-04-16 21:04:50 -04:00
if levels < 1:
push_error("levels must be >= 1")
quit(1)
return
var grids: Array = _generate_grids(generator, seed_value, depth, levels)
if grids.is_empty():
push_error("generator '%s' returned no grids" % generator)
quit(1)
return
2026-04-16 21:04:50 -04:00
var f := FileAccess.open(out_path, FileAccess.WRITE)
if f == null:
push_error("cannot open %s for write" % out_path)
quit(1)
return
var stats := _write_map(f, grids, seed_value, depth, generator)
2026-04-16 21:04:50 -04:00
f.close()
print("wrote %s — generator=%s levels=%d brushes=%d entities=%d" % [
out_path, generator, levels, stats["brushes"], stats["entities"],
])
2026-04-16 21:04:50 -04:00
quit(0)
func _parse_args(args: PackedStringArray) -> Dictionary:
# Accept either --flag form or legacy positional form.
if args.size() >= 1 and args[0].begins_with("--"):
return _parse_flag_args(args)
return _parse_positional_args(args)
func _parse_flag_args(args: PackedStringArray) -> Dictionary:
var out := {
"generator": "brogue",
"seed": 0,
"depth": 1,
"levels": 1,
"out": "",
}
var seen_seed := false
var seen_depth := false
var seen_out := false
var i := 0
while i < args.size():
var a: String = args[i]
match a:
"--generator":
i += 1
out["generator"] = args[i] if i < args.size() else ""
"--seed":
i += 1
if i < args.size():
out["seed"] = int(args[i]); seen_seed = true
"--depth":
i += 1
if i < args.size():
out["depth"] = int(args[i]); seen_depth = true
"--levels":
i += 1
if i < args.size():
out["levels"] = int(args[i])
"--out":
i += 1
if i < args.size():
out["out"] = args[i]; seen_out = true
_:
push_error("unknown arg: %s" % a)
return {}
i += 1
if not seen_seed or not seen_depth or not seen_out:
push_error("usage: --generator brogue|blobber --seed N --depth N [--levels N] --out PATH")
return {}
if out["generator"] != "brogue" and out["generator"] != "blobber":
push_error("--generator must be 'brogue' or 'blobber'")
return {}
return out
func _parse_positional_args(args: PackedStringArray) -> Dictionary:
match args.size():
3:
return {
"generator": "brogue",
"seed": int(args[0]),
"depth": int(args[1]),
"levels": 1,
"out": args[2],
}
4:
return {
"generator": "brogue",
"seed": int(args[0]),
"depth": int(args[1]),
"levels": int(args[2]),
"out": args[3],
}
_:
push_error("usage: --generator brogue|blobber --seed N --depth N [--levels N] --out PATH (or: SEED DEPTH [LEVELS] OUT.map)")
return {}
func _generate_grids(generator: String, seed_value: int, depth: int, levels: int) -> Array:
match generator:
"brogue":
var out: Array = []
for k in range(levels):
var gen := BrogueGen.new()
out.append(gen.generate(seed_value + k, depth + k))
gen.free()
return out
"blobber":
var gen := BrogueGen.new()
var slices_v: Variant = gen.generate_2d_slices(seed_value, levels, depth)
gen.free()
if slices_v == null:
return []
var slices: Array = slices_v
return slices
return []
func _write_map(f: FileAccess, grids: Array, seed_value: int, depth: int, generator: String) -> Dictionary:
2026-04-16 21:04:50 -04:00
f.store_string("// Game: FuncGodot\n")
f.store_string("// Format: Valve\n")
f.store_string("// Generated by brogue-genesis — generator: %s, seed: %d, depth: %d, levels: %d\n" % [
generator, seed_value, depth, grids.size(),
2026-04-16 21:04:50 -04:00
])
var stats := {"brushes": 0, "entities": 0}
_emit_worldspawn(f, grids, stats)
_emit_liquid_entities(f, grids, stats)
_emit_point_entities(f, grids, stats)
return stats
# --- Worldspawn: static geometry only (floors/walls/ceilings/bridges/stairs floors). ---
func _emit_worldspawn(f: FileAccess, grids: Array, stats: Dictionary) -> void:
2026-04-16 21:04:50 -04:00
f.store_string("{\n")
f.store_string("\"classname\" \"worldspawn\"\n")
var w: int = grids[0]["width"]
var h: int = grids[0]["height"]
var chasm_above := PackedByteArray()
chasm_above.resize(w * h)
for k in range(grids.size()):
var grid: Dictionary = grids[k]
var is_bottom := (k == grids.size() - 1)
var z_offset := -k * LEVEL_SPACING
stats["brushes"] += _write_level_worldspawn(f, grid, z_offset, chasm_above, is_bottom)
2026-04-16 21:04:50 -04:00
_propagate_chasms(grid, chasm_above)
f.store_string("}\n")
func _write_level_worldspawn(f: FileAccess, grid: Dictionary, z_off: int,
2026-04-16 21:04:50 -04:00
chasm_above: PackedByteArray, is_bottom: bool) -> int:
var w: int = grid["width"]
var h: int = grid["height"]
var terrain: PackedByteArray = grid["terrain"]
var liquid: PackedByteArray = grid["liquid"]
var count := 0
var ts := TILE_SIZE
# Pass 1 — floors / walls / chasm pit-floors, row-merged.
# Water & lava are skipped here; they are emitted as entities.
2026-04-16 21:04:50 -04:00
for gy in range(h):
var run_start := 0
var run_kind := _kind(terrain, liquid, w, 0, gy)
for gx in range(1, w + 1):
var cur: int = Kind.EMPTY
if gx < w:
cur = _kind(terrain, liquid, w, gx, gy)
if cur == run_kind and gx < w:
continue
var x0 := run_start * ts
var x1 := gx * ts
var y0 := gy * ts
var y1 := (gy + 1) * ts
match run_kind:
Kind.WALL:
count += _emit_box(f, x0, y0, z_off + PIT_BOTTOM,
x1, y1, z_off + WALL_TOP)
Kind.FLOOR:
count += _emit_box(f, x0, y0, z_off + PIT_BOTTOM,
x1, y1, z_off + FLOOR_TOP)
Kind.CHASM:
# Non-bottom chasms are real holes — no floor. Bottom
# chasms get a local pit floor so the player doesn't
# fall into empty void.
if is_bottom:
count += _emit_box(f, x0, y0, z_off + PIT_BOTTOM,
x1, y1, z_off + CHASM_TOP)
_:
pass
run_start = gx
run_kind = cur
# Pass 2 — ceilings, row-merged by "is ceiling present here?". A
# ceiling is present if the cell has floor-like terrain AND no level
# above has drilled a chasm through it.
for gy in range(h):
var run_start := 0
var run_has := _has_ceiling(terrain, chasm_above, w, 0, gy)
for gx in range(1, w + 1):
var cur := false
if gx < w:
cur = _has_ceiling(terrain, chasm_above, w, gx, gy)
if cur == run_has and gx < w:
continue
if run_has:
var x0 := run_start * ts
var x1 := gx * ts
var y0 := gy * ts
var y1 := (gy + 1) * ts
count += _emit_box(f, x0, y0, z_off + HEIGHT,
x1, y1, z_off + WALL_TOP)
run_start = gx
run_has = cur
return count
# --- Liquid entities: one func_water / func_lava per row-run, per level. ---
func _emit_liquid_entities(f: FileAccess, grids: Array, stats: Dictionary) -> void:
for k in range(grids.size()):
var grid: Dictionary = grids[k]
var z_off := -k * LEVEL_SPACING
var counts := _write_level_liquid_entities(f, grid, z_off)
stats["brushes"] += counts["brushes"]
stats["entities"] += counts["entities"]
func _write_level_liquid_entities(f: FileAccess, grid: Dictionary, z_off: int) -> Dictionary:
var w: int = grid["width"]
var h: int = grid["height"]
var terrain: PackedByteArray = grid["terrain"]
var liquid: PackedByteArray = grid["liquid"]
var brushes := 0
var entities := 0
var ts := TILE_SIZE
for gy in range(h):
var run_start := 0
var run_kind := _kind(terrain, liquid, w, 0, gy)
for gx in range(1, w + 1):
var cur: int = Kind.EMPTY
if gx < w:
cur = _kind(terrain, liquid, w, gx, gy)
if cur == run_kind and gx < w:
continue
var x0 := run_start * ts
var x1 := gx * ts
var y0 := gy * ts
var y1 := (gy + 1) * ts
match run_kind:
Kind.WATER:
brushes += _emit_solid_entity_box(f, "func_water",
x0, y0, z_off + PIT_BOTTOM, x1, y1, z_off + WATER_TOP)
entities += 1
Kind.LAVA:
brushes += _emit_solid_entity_box(f, "func_lava",
x0, y0, z_off + PIT_BOTTOM, x1, y1, z_off + LAVA_TOP)
entities += 1
_:
pass
run_start = gx
run_kind = cur
return {"brushes": brushes, "entities": entities}
# --- Point entities: stairs, doors, and a single player spawn. ---
func _emit_point_entities(f: FileAccess, grids: Array, stats: Dictionary) -> void:
var player_start_origin: Vector3i = Vector3i(-1, -1, -1)
for k in range(grids.size()):
var grid: Dictionary = grids[k]
var z_off := -k * LEVEL_SPACING
var w: int = grid["width"]
var h: int = grid["height"]
var terrain: PackedByteArray = grid["terrain"]
var ts := TILE_SIZE
for gy in range(h):
for gx in range(w):
var idx := gy * w + gx
var t: int = terrain[idx]
var ox := gx * ts + ts / 2
var oy := gy * ts + ts / 2
var oz := z_off + FLOOR_TOP
match t:
T_STAIRS_UP:
_emit_point_entity(f, "point_stair_up", Vector3i(ox, oy, oz))
stats["entities"] += 1
if k == 0 and player_start_origin.x < 0:
player_start_origin = Vector3i(ox, oy, oz + 32)
T_STAIRS_DOWN:
_emit_point_entity(f, "point_stair_down", Vector3i(ox, oy, oz))
stats["entities"] += 1
T_DOOR:
var angle := _door_angle(terrain, w, h, gx, gy)
_emit_point_entity(f, "point_door", Vector3i(ox, oy, oz),
{"angle": str(angle)})
stats["entities"] += 1
_:
pass
# Fallback: no stairs-up on level 0 — pick first floor cell.
if player_start_origin.x < 0 and grids.size() > 0:
var grid: Dictionary = grids[0]
var w: int = grid["width"]
var h: int = grid["height"]
var terrain: PackedByteArray = grid["terrain"]
var ts := TILE_SIZE
for gy in range(h):
for gx in range(w):
var idx := gy * w + gx
var t: int = terrain[idx]
if t == T_FLOOR or t == T_CORRIDOR or t == T_BRIDGE:
player_start_origin = Vector3i(
gx * ts + ts / 2, gy * ts + ts / 2, FLOOR_TOP + 32)
break
if player_start_origin.x >= 0:
break
if player_start_origin.x >= 0:
_emit_point_entity(f, "point_player_start", player_start_origin)
stats["entities"] += 1
# Angle (0/90/180/270, Quake convention: 0=east) derived from which
# adjacent cell is open — door faces into the open corridor/room.
func _door_angle(terrain: PackedByteArray, w: int, _h: int, x: int, y: int) -> int:
var east_open := x + 1 < w and _is_passable(terrain[y * w + (x + 1)])
var west_open := x - 1 >= 0 and _is_passable(terrain[y * w + (x - 1)])
if east_open or west_open:
return 0 # door axis along E/W; value doesn't matter much for now
return 90 # default to N/S axis
func _is_passable(t: int) -> bool:
return t == T_FLOOR or t == T_CORRIDOR or t == T_BRIDGE \
or t == T_DOOR or t == T_STAIRS_UP or t == T_STAIRS_DOWN
2026-04-16 21:04:50 -04:00
# Record any chasm cells at this level into the running mask so the NEXT
# level knows to drill its ceiling there.
func _propagate_chasms(grid: Dictionary, chasm_above: PackedByteArray) -> void:
var w: int = grid["width"]
var h: int = grid["height"]
var terrain: PackedByteArray = grid["terrain"]
var liquid: PackedByteArray = grid["liquid"]
for gy in range(h):
for gx in range(w):
var idx := gy * w + gx
if terrain[idx] == T_LIQUID and liquid[idx] == L_CHASM:
chasm_above[idx] = 1
# Draw kind for floor/wall emission. Water and lava are distinct so the
# main switch can route them to separate entity emitters.
2026-04-16 21:04:50 -04:00
func _kind(terrain: PackedByteArray, liquid: PackedByteArray,
w: int, x: int, y: int) -> int:
var idx := y * w + x
var t: int = terrain[idx]
match t:
T_NOTHING: return Kind.EMPTY
T_WALL: return Kind.WALL
T_LIQUID:
var liq: int = liquid[idx]
if liq == L_CHASM: return Kind.CHASM
if liq == L_WATER: return Kind.WATER
if liq == L_LAVA: return Kind.LAVA
return Kind.FLOOR
2026-04-16 21:04:50 -04:00
_: return Kind.FLOOR
# Ceiling emitted when the cell is floor-like AND no chasm sits above it.
# Walls and empty cells don't get ceilings either (wall brush already
# reaches WALL_TOP; empty is empty).
func _has_ceiling(terrain: PackedByteArray, chasm_above: PackedByteArray,
w: int, x: int, y: int) -> bool:
var idx := y * w + x
if chasm_above[idx] != 0:
return false
var t: int = terrain[idx]
return t != T_NOTHING and t != T_WALL
# Standard Quake brush: 6 axis-aligned planes, 3 points per plane, inward
# normals per TrenchBroom convention. Mirrors libd's emit_solid_box.
func _emit_box(f: FileAccess, x0: int, y0: int, z0: int,
x1: int, y1: int, z1: int) -> int:
if x0 >= x1 or y0 >= y1 or z0 >= z1:
return 0
f.store_string("{\n")
# Valve 220 texture axes per face normal (Quake convention).
var ax_x := "[ 0 1 0 0 ] [ 0 0 -1 0 ]"
var ax_y := "[ 1 0 0 0 ] [ 0 0 -1 0 ]"
var ax_z := "[ 1 0 0 0 ] [ 0 -1 0 0 ]"
_face(f, x0, y0, z0, x0, y1, z0, x0, y0, z1, ax_x)
_face(f, x1, y0, z0, x1, y0, z1, x1, y1, z0, ax_x)
_face(f, x0, y0, z1, x1, y0, z1, x0, y0, z0, ax_y)
_face(f, x0, y1, z0, x1, y1, z0, x0, y1, z1, ax_y)
_face(f, x0, y0, z0, x1, y0, z0, x0, y1, z0, ax_z)
_face(f, x0, y0, z1, x0, y1, z1, x1, y0, z1, ax_z)
f.store_string("}\n")
return 1
# Solid entity wrapping a single axis-aligned box (one brush per entity).
func _emit_solid_entity_box(f: FileAccess, classname: String,
x0: int, y0: int, z0: int, x1: int, y1: int, z1: int) -> int:
if x0 >= x1 or y0 >= y1 or z0 >= z1:
return 0
f.store_string("{\n")
f.store_string("\"classname\" \"%s\"\n" % classname)
var emitted := _emit_box(f, x0, y0, z0, x1, y1, z1)
f.store_string("}\n")
return emitted
func _emit_point_entity(f: FileAccess, classname: String, origin: Vector3i,
extra: Dictionary = {}) -> void:
f.store_string("{\n")
f.store_string("\"classname\" \"%s\"\n" % classname)
f.store_string("\"origin\" \"%d %d %d\"\n" % [origin.x, origin.y, origin.z])
for key in extra.keys():
f.store_string("\"%s\" \"%s\"\n" % [key, extra[key]])
f.store_string("}\n")
2026-04-16 21:04:50 -04:00
func _face(f: FileAccess, x1: int, y1: int, z1: int,
x2: int, y2: int, z2: int,
x3: int, y3: int, z3: int, axes: String) -> void:
f.store_string("( %d %d %d ) ( %d %d %d ) ( %d %d %d ) %s %s 0 1 1\n" % [
x1, y1, z1, x2, y2, z2, x3, y3, z3, TEXTURE, axes,
])