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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@ -88,6 +88,7 @@ Dictionary godot::dungeon_to_dictionary(const dungeon_t *d, const mesh_build_t *
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out["depth"] = depth;
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out["num_levels"] = num_levels;
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out["cell_size"] = mb->cell_size;
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out["cell_stride"] = (int)sizeof(cell3d_t);
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out["dimensions"] = Vector3i(BL_DCOLS, num_levels, BL_DROWS);
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// Raw voxel cell data for future mutation. Order: z-major (level,y,x).
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