# TrenchBroom round-trip Generate a dungeon procedurally → edit it by hand in TrenchBroom → load the edited map back into Godot with typed entities wired up via FuncGodot. ``` BrogueGen / Blobber │ ▼ export_map.gd ──► demo/maps/generated.map ◄──► TrenchBroom │ ▼ demo/scenes/dungeon_from_map.tscn │ ▼ FuncGodotMap (instantiates entity scenes) ``` ## Prerequisites - **Godot 4.6+** on PATH as `godot`. - **FuncGodot addon** installed under [demo/addons/func_godot/](../addons/func_godot/) and enabled in Project Settings → Plugins (already wired up in [demo/project.godot](../project.godot)). - **Brogue-Genesis GDExtension** built: `make godot` from the repo root. This produces [demo/addons/brogue_gen/bin/libbrogue_gen.linux.template_debug.x86_64.so](../addons/brogue_gen/bin/) and exposes the `BrogueGen` class to GDScript. - **TrenchBroom** installed (`flatpak install com.kristianduske.TrenchBroom` or distro package). ## One-time setup Install the TrenchBroom game config + FGD: ``` make tb-sync ``` This writes `GameConfig.cfg` and `FuncGodot.fgd` into `~/.TrenchBroom/games/brogue-genesis/`. In TrenchBroom, open Preferences → Games → `brogue-genesis` → set the "Game Path" to this repo's `demo/` directory (anywhere works, but `demo/` lets TB find `maps/` relative paths). Re-run `make tb-sync` any time you: - Add or remove an entity under [data/entities/](../data/entities/). - Edit [data/fgd/brogue_fgd.tres](../data/fgd/brogue_fgd.tres). - Change the GameConfig template in [scripts/export_tb_config.gd](../scripts/export_tb_config.gd). ## Day-to-day workflow ### 1. Generate a map ``` make map # defaults: brogue, seed=42, depth=20, 1 level make map SEED=77 DEPTH=30 LEVELS=4 # override make map GENERATOR=blobber LEVELS=3 # use the 3D blobber path ``` Output lands at `demo/maps/generated.map` (`MAP_OUT=` overrides the path). ### 2. Edit in TrenchBroom Launch TrenchBroom → New Map → pick the `brogue-genesis` game → File → Open `demo/maps/generated.map`. Move brushes, place entities, save back to the same path. Entities visible in TB's entity browser: | Classname | Type | Purpose | |----------------------|----------|------------------------------------------------------------| | `point_player_start` | point | Party spawn. Emitted once per map at level-0 stairs-up. | | `point_stair_up` | point | Interact marker to climb a level. | | `point_stair_down` | point | Interact marker to descend a level. | | `point_door` | point | Door marker (angle property controls orientation). | | `func_water` | solid | Water volume — slow movement, extinguish fire. | | `func_lava` | solid | Lava volume — damage on entry + burn debuff. | | `worldspawn` | solid | Default static geometry (floors, walls, ceilings). | ### 3. Rebuild in Godot Open [demo/scenes/dungeon_from_map.tscn](../scenes/dungeon_from_map.tscn) → select the `FuncGodotMap` node → click **Build Map** in the Inspector. Brushes become `MeshInstance3D`s, entity brushes become `Area3D`s, point entities instantiate their scene files from `data/entities/{name}/`. Save the scene to persist the built nodes. ## Makefile targets | Target | What it does | Variables | |------------|--------------------------------------------------------------------|--------------------------------------------| | `make map` | Run `export_map.gd` → writes `.map` file | `GENERATOR, SEED, DEPTH, LEVELS, MAP_OUT` | | `make tb-sync` | Run `export_tb_config.gd` → writes GameConfig.cfg + FuncGodot.fgd | `TB_GAME_DIR` (default: `~/.TrenchBroom/games/brogue-genesis`) | | `make godot` | Build the GDExtension | — | ## Raw CLI (if Make isn't available) ``` # Generate a .map godot --headless --path demo --script scripts/export_map.gd -- \ --generator brogue --seed 42 --depth 20 --levels 2 \ --out /abs/path/demo/maps/generated.map # Sync TrenchBroom config godot --headless --path demo --script scripts/export_tb_config.gd -- \ /home/$USER/.TrenchBroom/games/brogue-genesis ``` Legacy positional form for `export_map.gd` (still supported, brogue only): `SEED DEPTH [LEVELS] OUT.map`. ## Adding a new entity type 1. Create `demo/data/entities//.tres` (a `FuncGodotFGDPointClass` or `FuncGodotFGDSolidClass`) and a `.tscn` scene for it to instantiate. 2. Add the `.tres` to the `entity_definitions` array in [data/fgd/brogue_fgd.tres](../data/fgd/brogue_fgd.tres). 3. If the exporter needs to emit it, teach [scripts/export_map.gd](../scripts/export_map.gd) to recognize whatever terrain/liquid tag drives it — see the `_emit_point_entities` / `_emit_liquid_entities` helpers. 4. `make tb-sync` so TrenchBroom picks up the new class. ## Troubleshooting **TrenchBroom says "Unknown game: brogue-genesis"** — Preferences → Games → make sure `brogue-genesis` appears. If not, `~/.TrenchBroom/games/brogue-genesis/GameConfig.cfg` is missing. Run `make tb-sync`. **FuncGodot "Build Map" does nothing / errors about missing class** — `brogue_fgd.tres` references a `.tres` that doesn't exist, or the addon isn't enabled. Check Project Settings → Plugins. **`BrogueGen.new()` crashes with "class not found" in headless** — The GDExtension wasn't built, or only the `template_debug` variant is present and Godot is launched against `template_release`. Run `make godot`. For editor-time tool scripts, the extension needs a `linux.editor.x86_64` entry in [addons/brogue_gen/brogue_gen.gdextension](../addons/brogue_gen/brogue_gen.gdextension) (already wired). **Player spawn ends up inside a wall** — Exporter picks level-0's first `T_STAIRS_UP` cell, else first walkable. If neither yields a good spawn, move the `point_player_start` entity by hand in TrenchBroom; next rebuild in Godot preserves it. **Lots of `point_door` entities from the blobber generator** — Blobber treats every `FT_DOOR_SILL` cell as a door, so multi-cell doorways emit multiple entities. A future pass can merge adjacent door cells into one entity with an `extent` property.