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godot/README.md
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godot/README.md
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# brogue_gen — Godot GDExtension API Reference
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Brogue-style dungeon generator for Godot 4.3+. Pure C99 generator under the hood; Godot-native Dictionary interface on top.
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**Scope.** Map generation only. One class, one method. Call `BrogueGen.generate(seed, depth)` and get back everything you need to spawn a level: terrain grid, liquids, markers, rooms, machines, chokepoints, stairs. Gameplay is yours to write.
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---
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## Table of contents
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- [Installation](#installation)
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- [Project layout](#project-layout)
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- [Class `BrogueGen`](#class-broguegen)
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- [Returned dictionary schema](#returned-dictionary-schema)
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- [Data structures](#data-structures)
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- [Enums](#enums)
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- [Usage pattern](#usage-pattern)
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- [FOV reference (`BrogueFOV`)](#fov-reference)
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- [Determinism guarantees](#determinism-guarantees)
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- [Build and rebuild](#build-and-rebuild)
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- [Troubleshooting](#troubleshooting)
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---
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## Installation
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Drop the `addons/brogue_gen/` directory into any Godot 4.3+ project:
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```
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your_project/
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└── addons/
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└── brogue_gen/
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├── brogue_gen.gdextension ← registered by Godot scan
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└── bin/
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└── libbrogue_gen.linux.template_debug.x86_64.so
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```
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Re-open the project once so Godot scans and registers the extension. `BrogueGen` then appears in **Create New Node** and `class_name` auto-complete.
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**Compatibility:** The `.gdextension` manifest declares `compatibility_minimum = "4.3"`. The extension is built against `godot-cpp` 4.5 and loads in any Godot 4.3+, including 4.6.
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**Linux x86_64 only for now.** Windows / macOS require building additional targets and adding paths to the `[libraries]` section of the `.gdextension` manifest.
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---
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## Project layout
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```
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brogue-genesis/
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├── src/ pure C99 generator (no Godot, no SDL)
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│ └── gen/ room carving, lakes, machines, chokepoints, ...
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├── godot/ GDExtension wrapper
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│ ├── godot-cpp/ submodule, branch 4.5
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│ ├── src/
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│ │ ├── register_types.* module init
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│ │ ├── brogue_gen.* BrogueGen class
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│ │ └── grid_to_dict.* shared grid → Dictionary serializer
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│ ├── SConstruct build script
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│ └── brogue_gen.gdextension source-of-truth manifest
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└── demo/ reference Godot 4.6 project
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├── addons/brogue_gen/ ← build output
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│ ├── brogue_gen.gdextension
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│ └── bin/libbrogue_gen...so
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├── project.godot
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├── scenes/
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└── scripts/
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```
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Build with `make godot` from the repo root.
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---
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## Class `BrogueGen`
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`extends Node`
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One-shot blocking dungeon generator. Instantiate, call `generate()`, free.
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Typical generation time on the reference machine: **under 20 ms per level** including machines. Safe to call synchronously in `_ready()`.
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### `generate(seed: int, depth: int) -> Dictionary`
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Runs the full pipeline (accretion → loops → lakes → wreaths → bridges → walls → stairs → chokepoints → machines) and returns a Dictionary describing the final dungeon.
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Parameters:
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| name | type | range | notes |
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|---|---|---|---|
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| `seed` | int | any 64-bit | same seed + depth always yields identical output |
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| `depth` | int | 1–26 | influences liquid type weights |
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```gdscript
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var gen := BrogueGen.new()
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var grid: Dictionary = gen.generate(2026, 1)
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gen.free()
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```
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---
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## Returned dictionary schema
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| key | type | notes |
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|---|---|---|
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| `seed` | `int` | echoed back |
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| `depth` | `int` | 1..26 |
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| `width` | `int` | always `79` |
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| `height` | `int` | always `29` |
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| `terrain` | `PackedByteArray` | length `width * height`, row-major. Index = `y * width + x`. Values in [terrain enum](#terrain-enum-terrain-byte). |
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| `liquid` | `PackedByteArray` | same layout. Values in [liquid enum](#liquid-enum). Meaningful only when `terrain[i] == T_LIQUID`. |
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| `surface` | `PackedByteArray` | semantic marker byte. Values in [marker enum](#marker-enum). `MK_NONE` for un-marked cells. |
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| `flags` | `PackedInt32Array` | bitmask of [cell flags](#cell-flags). |
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| `room_id` | `PackedByteArray` | 1–255 inside a room, `0` elsewhere. |
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| `machine_id` | `PackedByteArray` | 1–255 inside a machine, `0` elsewhere. |
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| `stairs_up` | `Vector2i` | always valid grid coords; `(-1, -1)` only on degenerate seeds. |
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| `stairs_down` | `Vector2i` | farthest reachable floor from `stairs_up` (BFS). |
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| `rooms` | `Array[Dictionary]` | see [room dictionary](#room-dictionary). |
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| `machines` | `Array[Dictionary]` | see [machine dictionary](#machine-dictionary). |
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| `chokepoints` | `Array[Vector2i]` | every articulation point in the map graph. |
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| `gate_sites` | `Array[Vector2i]` | the "best" chokepoint per pocket — ideal vestibule candidates. Subset of `chokepoints`. |
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---
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## Data structures
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### Room dictionary
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Each entry in `grid["rooms"]`:
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```gdscript
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{
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"id": int, # matches room_id in the cell arrays
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"cells": Array[Vector2i], # every cell that belongs to this room
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}
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```
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### Machine dictionary
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Each entry in `grid["machines"]`:
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```gdscript
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{
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"id": int, # matches machine_id in the cell arrays
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"interior_cells": Array[Vector2i],
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"gate": Vector2i, # the one F_MACHINE_GATE cell; (-1,-1) if unflagged
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"markers": Dictionary, # marker_id (int) -> Array[Vector2i]
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}
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```
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Example:
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```gdscript
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var m: Dictionary = grid["machines"][0]
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for marker_id in m["markers"]:
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var positions: Array = m["markers"][marker_id]
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match marker_id:
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4: # MK_PEDESTAL
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for p in positions:
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spawn_pedestal(p)
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```
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---
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## Enums
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### Terrain enum (`terrain` byte)
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| id | constant | meaning |
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|---|---|---|
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| 0 | `T_NOTHING` | outside the dungeon — not walkable |
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| 1 | `T_FLOOR` | room floor |
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| 2 | `T_WALL` | wall |
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| 3 | `T_DOOR` | door in a room wall |
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| 4 | `T_CORRIDOR` | corridor between rooms |
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| 5 | `T_LIQUID` | water / lava / chasm / brimstone — see `liquid` byte |
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| 6 | `T_BRIDGE` | walkable span across water/chasm |
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| 7 | `T_STAIRS_UP` | up-stair |
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| 8 | `T_STAIRS_DOWN` | down-stair |
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`T_FLOOR`, `T_CORRIDOR`, `T_DOOR`, `T_BRIDGE`, `T_STAIRS_UP`, `T_STAIRS_DOWN` are **passable**.
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### Liquid enum (`liquid` byte)
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| id | constant | bridges allowed | |
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|---|---|---|---|
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| 0 | `L_NONE` | — | |
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| 1 | `L_WATER` | yes | shallow levels |
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| 2 | `L_LAVA` | no | damages walker |
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| 3 | `L_CHASM` | yes | gameplay-defined fall behavior |
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| 4 | `L_BRIMSTONE` | no | lowest depths |
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### Marker enum (`surface` byte)
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Semantic placement markers. The generator stamps these; gameplay interprets them.
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| id | constant | typical use |
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|---|---|---|
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| 0 | `MK_NONE` | no marker |
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| 1 | `MK_CARPET` | decorative floor tint (paint pass) |
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| 2 | `MK_ALTAR` | item pedestal on an altar |
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| 3 | `MK_CAGE` | item behind a lock |
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| 4 | `MK_PEDESTAL` | item on pedestal |
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| 5 | `MK_STATUE` | decorative statue |
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| 6 | `MK_TORCH` | point light source |
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| 7 | `MK_BRAZIER` | point light source (stronger) |
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| 8 | `MK_CHEST` | item container |
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| 9 | `MK_SPAWN_MONSTER` | spawn an enemy here |
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| 10 | `MK_SPAWN_BOSS` | spawn a boss here |
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| 11 | `MK_KEY_ITEM` | the key that unlocks this machine's parent |
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### Cell flags
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Bitmask in `flags[]`. Test with `(flags[idx] & F_X) != 0`.
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| bit | value | constant | meaning |
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|---|---|---|---|
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| 0 | `0x0001` | `F_IN_ROOM` | cell is room floor |
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| 1 | `0x0002` | `F_IN_LOOP` | cell was carved by the loop pass |
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| 2 | `0x0004` | `F_CHOKEPT` | reserved |
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| 3 | `0x0008` | `F_BRIDGE` | cell is a bridge (redundant with `T_BRIDGE`) |
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| 4 | `0x0010` | `F_WREATH` | shoreline cell (adjacent to liquid) |
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| 6 | `0x0040` | `F_IN_MACHINE` | cell belongs to a machine |
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| 7 | `0x0080` | `F_MACHINE_INTERIOR` | interior (not boundary) |
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| 8 | `0x0100` | `F_MACHINE_GATE` | the vestibule / entry |
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| 9 | `0x0200` | `F_MACHINE_IMPREGNABLE` | cell is protected from later modification (reserved) |
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| 10 | `0x0400` | `F_MACHINE_KEY` | key goes here (gameplay hint) |
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---
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## Usage pattern
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Generate a level, instantiate everything up front, hand off to gameplay.
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```gdscript
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func build_level(seed: int, depth: int) -> void:
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var gen := BrogueGen.new()
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var grid: Dictionary = gen.generate(seed, depth)
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gen.free()
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# Player at the up-stair.
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$Player.position = _grid_to_world(grid["stairs_up"])
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# Goal marker at the down-stair.
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$GoalMarker.position = _grid_to_world(grid["stairs_down"])
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# One reward per machine.
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for m in grid["machines"]:
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for marker_id in m["markers"]:
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for cell in m["markers"][marker_id]:
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spawn_for_marker(marker_id, cell)
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# Monsters proportional to room size.
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for room in grid["rooms"]:
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var size: int = (room["cells"] as Array).size()
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if size > 40 and randf() < 0.6:
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spawn_monster(_random_cell(room["cells"]))
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```
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---
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## FOV reference
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`demo/scripts/fov.gd` ships a reference `BrogueFOV` class. It is **not** part of the extension — it's pure GDScript you can copy into your project and modify.
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```gdscript
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# demo/scripts/fov.gd
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class_name BrogueFOV extends RefCounted
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static func compute(grid: Dictionary, origin: Vector2i, radius: int) -> PackedByteArray
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```
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Symmetric recursive shadowcasting, tile-accurate, O(visible cells). Opaque cells = walls, nothing, and non-water liquids (lava / chasm / brimstone block sight; water does not).
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Example:
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```gdscript
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var vis := BrogueFOV.compute(grid, player_pos, 8)
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for y in grid["height"]:
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for x in grid["width"]:
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if vis[y * grid["width"] + x] == 1:
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mark_visible(x, y)
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```
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---
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## Determinism guarantees
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- Same `(seed, depth)` input always produces identical output, across runs, platforms, and future minor versions of the plugin.
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- The C generator uses a PCG32 RNG seeded from the `seed` argument only. No platform calls (`time()`, `rand()`) are read.
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---
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## Build and rebuild
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From the repo root:
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```bash
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make godot # builds the extension
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make godot-clean # removes build artifacts
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```
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This runs `scons -j$(nproc) platform=linux target=template_debug` in `godot/`. The resulting `.so` and manifest land together in `demo/addons/brogue_gen/` per Godot's plugin convention.
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For release builds:
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```bash
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cd godot && scons -j$(nproc) platform=linux target=template_release
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```
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To add a new platform (Windows/macOS), add the SCons target + append a new line to `brogue_gen.gdextension`:
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```
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windows.debug.x86_64 = "res://bin/libbrogue_gen.windows.template_debug.x86_64.dll"
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```
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---
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## Troubleshooting
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**"Could not find type BrogueGen" / "Cannot get class 'BrogueGen'".**
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Godot has not registered the extension. Check:
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1. `addons/brogue_gen/brogue_gen.gdextension` exists in the project.
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2. `addons/brogue_gen/bin/libbrogue_gen...so` exists and matches the path in the manifest.
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3. The project has been opened in the editor at least once (this triggers the extension scan).
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4. Delete the `.godot/` cache directory and re-open if in doubt.
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**Godot 4.6 crashes on startup (SIGABRT in `WaylandThread`).**
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This is a Godot 4.6.1 Wayland bug, not the extension. Launch with X11 instead:
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```bash
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godot --display-driver x11 --path /path/to/your/project
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```
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