feat: discrete party controller + aligned stair pairs (PR 2)
Adds the Wizardry/M&M core loop: you walk cell-by-cell with 90° turns and descend stairs between levels that actually line up. C side: - pipeline.c: after per-level 2D generation, a link_stairs() pass replaces the randomly-placed down/up stairs with aligned pairs (room cells preferred). Bottom level loses its down-stair; top level keeps the up-stair as the entry point. - dungeon_to_dict.cpp: expose sizeof(cell3d_t) as "cell_stride" so GDScript can index raw cell bytes without hardcoding layout. Godot side: - scripts/blobber_party.gd: reads cell3d_t bytes directly for wall queries, tweens position/rotation on step/turn, swaps level when stair cell is activated. - scripts/dungeon_builder.gd: now hands the generated Dictionary to a party node via `party_path` and groups mesh instances under a "Meshes" child for clean regeneration. - scenes/demo_blobber.tscn: FlyCamera replaced with a Party node (script-driven) holding a child Camera3D. num_levels=3 by default. Still deferred to later PRs: the full port/retirement of src/gen/, and a standalone plan.c/h module (linkage is currently inlined in pipeline.c with just StairPair-equivalent data). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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6 changed files with 345 additions and 11 deletions
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@ -3,6 +3,11 @@ extends Node3D
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# Blobber dungeon builder. Calls BrogueGen.generate_dungeon() and assembles
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# per-material MeshInstance3D children from the returned mesh surface arrays.
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# Material ids mirror src/mesh/material_ids.h.
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#
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# If `party_path` is set, the builder also feeds the generated Dictionary to
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# the party controller so it lands on the entry stair with fresh cell data.
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const BlobberPartyScript := preload("res://scripts/blobber_party.gd")
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const MAT_STONE_FLOOR := 0
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const MAT_STONE_CEILING := 1
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@ -21,8 +26,10 @@ const MAT_CAVE_WALL := 11
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@export var num_levels: int = 1
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@export var depth: int = 1
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@export var regenerate_on_ready: bool = true
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@export var party_path: NodePath
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var _materials: Dictionary = {}
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var _mesh_parent: Node3D
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func _ready() -> void:
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_materials = _build_materials()
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@ -30,8 +37,11 @@ func _ready() -> void:
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regenerate()
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func regenerate() -> void:
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for child in get_children():
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child.queue_free()
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if _mesh_parent and is_instance_valid(_mesh_parent):
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_mesh_parent.queue_free()
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_mesh_parent = Node3D.new()
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_mesh_parent.name = "Meshes"
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add_child(_mesh_parent)
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var gen := BrogueGen.new()
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var dungeon: Dictionary = gen.generate_dungeon(seed_value, num_levels, depth)
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@ -56,13 +66,18 @@ func regenerate() -> void:
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var mi := MeshInstance3D.new()
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mi.mesh = mesh
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mi.name = "Surface_%d" % material_id
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add_child(mi)
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_mesh_parent.add_child(mi)
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var dims: Vector3i = dungeon.get("dimensions", Vector3i(79, 1, 29))
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var levels: Array = dungeon.get("levels", [])
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print("Dungeon built: seed=%d dims=%s surfaces=%d levels=%d" %
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[seed_value, dims, meshes.size(), levels.size()])
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if party_path != NodePath(""):
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var party := get_node_or_null(party_path)
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if party and party.has_method("setup"):
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party.setup(dungeon)
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# Distinct albedo colors per material for instant visual debugging.
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# Later PRs replace these with proper StandardMaterial3D + textures.
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func _build_materials() -> Dictionary:
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