262 lines
7.9 KiB
GDScript3
262 lines
7.9 KiB
GDScript3
|
|
extends SceneTree
|
||
|
|
|
||
|
|
# Usage:
|
||
|
|
# 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),
|
||
|
|
# stacks them vertically, and writes one Standard Quake .map file.
|
||
|
|
#
|
||
|
|
# 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 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_CHASM := 3
|
||
|
|
|
||
|
|
enum Kind { EMPTY, WALL, FLOOR, WATER, CHASM }
|
||
|
|
|
||
|
|
func _init() -> void:
|
||
|
|
var args := OS.get_cmdline_user_args()
|
||
|
|
var seed: int
|
||
|
|
var depth: int
|
||
|
|
var levels: int
|
||
|
|
var out_path: String
|
||
|
|
match args.size():
|
||
|
|
3:
|
||
|
|
seed = int(args[0])
|
||
|
|
depth = int(args[1])
|
||
|
|
levels = 1
|
||
|
|
out_path = args[2]
|
||
|
|
4:
|
||
|
|
seed = int(args[0])
|
||
|
|
depth = int(args[1])
|
||
|
|
levels = int(args[2])
|
||
|
|
out_path = args[3]
|
||
|
|
_:
|
||
|
|
push_error("usage: -- SEED DEPTH [LEVELS] OUT.map")
|
||
|
|
quit(1)
|
||
|
|
return
|
||
|
|
|
||
|
|
if levels < 1:
|
||
|
|
push_error("levels must be >= 1")
|
||
|
|
quit(1)
|
||
|
|
return
|
||
|
|
|
||
|
|
var grids: Array = []
|
||
|
|
for k in range(levels):
|
||
|
|
var gen := BrogueGen.new()
|
||
|
|
grids.append(gen.generate(seed + k, depth + k))
|
||
|
|
gen.free()
|
||
|
|
|
||
|
|
var f := FileAccess.open(out_path, FileAccess.WRITE)
|
||
|
|
if f == null:
|
||
|
|
push_error("cannot open %s for write" % out_path)
|
||
|
|
quit(1)
|
||
|
|
return
|
||
|
|
|
||
|
|
var brush_count := _write_map(f, grids, seed, depth)
|
||
|
|
f.close()
|
||
|
|
print("wrote %s — %d levels, %d brushes" % [out_path, levels, brush_count])
|
||
|
|
quit(0)
|
||
|
|
|
||
|
|
func _write_map(f: FileAccess, grids: Array, seed: int, depth: int) -> int:
|
||
|
|
f.store_string("// Game: FuncGodot\n")
|
||
|
|
f.store_string("// Format: Valve\n")
|
||
|
|
f.store_string("// Generated by brogue-genesis — seed: %d, depth: %d, levels: %d\n" % [
|
||
|
|
seed, depth, grids.size(),
|
||
|
|
])
|
||
|
|
f.store_string("{\n")
|
||
|
|
f.store_string("\"classname\" \"worldspawn\"\n")
|
||
|
|
|
||
|
|
var count := 0
|
||
|
|
var w: int = grids[0]["width"]
|
||
|
|
var h: int = grids[0]["height"]
|
||
|
|
# Per-(x,y) flag: "some level above has a chasm here, so our ceiling
|
||
|
|
# is drilled out so the shaft stays open". Accumulates top-down.
|
||
|
|
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
|
||
|
|
count += _write_level(f, grid, z_offset, chasm_above, is_bottom)
|
||
|
|
# Update chasm_above for the next level using THIS level's chasms.
|
||
|
|
_propagate_chasms(grid, chasm_above)
|
||
|
|
|
||
|
|
f.store_string("}\n")
|
||
|
|
return count
|
||
|
|
|
||
|
|
func _write_level(f: FileAccess, grid: Dictionary, z_off: int,
|
||
|
|
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, row-merged by kind.
|
||
|
|
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.WATER:
|
||
|
|
count += _emit_box(f, x0, y0, z_off + PIT_BOTTOM,
|
||
|
|
x1, y1, z_off + WATER_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
|
||
|
|
|
||
|
|
# 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.
|
||
|
|
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
|
||
|
|
return Kind.FLOOR # lava / brimstone sit at floor level
|
||
|
|
_: 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).
|
||
|
|
# X-facing walls: U=Y, V=-Z. Y-facing walls: U=X, V=-Z. Z-facing: U=X, V=-Y.
|
||
|
|
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 ]"
|
||
|
|
# -X
|
||
|
|
_face(f, x0, y0, z0, x0, y1, z0, x0, y0, z1, ax_x)
|
||
|
|
# +X
|
||
|
|
_face(f, x1, y0, z0, x1, y0, z1, x1, y1, z0, ax_x)
|
||
|
|
# -Y
|
||
|
|
_face(f, x0, y0, z1, x1, y0, z1, x0, y0, z0, ax_y)
|
||
|
|
# +Y
|
||
|
|
_face(f, x0, y1, z0, x1, y1, z0, x0, y1, z1, ax_y)
|
||
|
|
# -Z
|
||
|
|
_face(f, x0, y0, z0, x1, y0, z0, x0, y1, z0, ax_z)
|
||
|
|
# +Z
|
||
|
|
_face(f, x0, y0, z1, x0, y1, z1, x1, y0, z1, ax_z)
|
||
|
|
f.store_string("}\n")
|
||
|
|
return 1
|
||
|
|
|
||
|
|
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,
|
||
|
|
])
|