Replaces the 2D-only demo pipeline with a 3D cell-based blobber generator. Per-cell face walls, per-material mesh emission, and a GDExtension binding that returns a Dictionary with ArrayMesh surfaces the demo consumes directly. - src/blobber/: cell3d_t data model, dungeon container, pipeline that wraps the 2D generator per level and materializes into cell3d - src/mesh/: face-quad emitter with per-material groups + .obj dump - src/genesis3d_main.c: new CLI driving the blobber + mesh - godot/: BrogueGen.generate_dungeon(seed, num_levels, depth) binding with dungeon_to_dict packing cells + mesh surfaces - demo/: demo_blobber.tscn + dungeon_builder.gd, func_godot addon for the .map export path, point/entity templates, TrenchBroom docs - Retired: old arcade/FPS demo scenes and their scripts, unused meshlib Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
488 lines
16 KiB
GDScript
488 lines
16 KiB
GDScript
extends SceneTree
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# Usage (preferred):
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# godot --headless --path demo --script scripts/export_map.gd -- \
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# --generator brogue|blobber --seed N --depth N [--levels N] --out PATH.map
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#
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# Legacy positional form (brogue only):
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# godot --headless --path demo --script scripts/export_map.gd -- SEED DEPTH [LEVELS] OUT.map
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#
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# Generates N dungeons (seeds SEED..SEED+N-1, depths DEPTH..DEPTH+N-1 for
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# brogue; single seed multi-level for blobber), stacks them vertically, and
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# writes one Standard Quake .map file with typed FuncGodot entities for
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# water, lava, stairs, doors, and a player spawn.
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#
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# Chasms on non-bottom levels are real holes — no floor brush, and the
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# level below has its ceiling drilled out at the same (x,y) so the shaft
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# stays open all the way down until it hits a non-chasm floor. Chasms on
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# the bottom level get a local pit floor at CHASM_TOP so you don't fall
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# into the void.
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const TILE_SIZE := 64
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const HEIGHT := 128
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const WALL_THICKNESS := 64
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const TEXTURE := "__TB_empty"
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const FLOOR_TOP := 0
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const WATER_TOP := -32
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const LAVA_TOP := -32
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const CHASM_TOP := -128
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const PIT_BOTTOM := CHASM_TOP - WALL_THICKNESS # = -192
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const WALL_TOP := HEIGHT + WALL_THICKNESS # = 192
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# Per-level Z offset. Each level's brushes get translated by
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# -level_index * LEVEL_SPACING. Sized so level N+1's ceiling top sits at
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# or below level N's PIT_BOTTOM — no overlap, no z-fighting.
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const LEVEL_SPACING := 384
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# terrain_t
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const T_NOTHING := 0
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const T_FLOOR := 1
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const T_WALL := 2
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const T_DOOR := 3
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const T_CORRIDOR := 4
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const T_LIQUID := 5
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const T_BRIDGE := 6
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const T_STAIRS_UP := 7
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const T_STAIRS_DOWN := 8
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# liquid_t
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const L_WATER := 1
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const L_LAVA := 2
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const L_CHASM := 3
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enum Kind { EMPTY, WALL, FLOOR, WATER, LAVA, CHASM }
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func _init() -> void:
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var parsed := _parse_args(OS.get_cmdline_user_args())
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if parsed.is_empty():
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quit(1)
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return
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var generator: String = parsed["generator"]
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var seed_value: int = parsed["seed"]
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var depth: int = parsed["depth"]
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var levels: int = parsed["levels"]
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var out_path: String = parsed["out"]
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if levels < 1:
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push_error("levels must be >= 1")
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quit(1)
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return
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var grids: Array = _generate_grids(generator, seed_value, depth, levels)
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if grids.is_empty():
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push_error("generator '%s' returned no grids" % generator)
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quit(1)
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return
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var f := FileAccess.open(out_path, FileAccess.WRITE)
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if f == null:
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push_error("cannot open %s for write" % out_path)
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quit(1)
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return
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var stats := _write_map(f, grids, seed_value, depth, generator)
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f.close()
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print("wrote %s — generator=%s levels=%d brushes=%d entities=%d" % [
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out_path, generator, levels, stats["brushes"], stats["entities"],
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])
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quit(0)
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func _parse_args(args: PackedStringArray) -> Dictionary:
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# Accept either --flag form or legacy positional form.
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if args.size() >= 1 and args[0].begins_with("--"):
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return _parse_flag_args(args)
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return _parse_positional_args(args)
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func _parse_flag_args(args: PackedStringArray) -> Dictionary:
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var out := {
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"generator": "brogue",
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"seed": 0,
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"depth": 1,
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"levels": 1,
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"out": "",
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}
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var seen_seed := false
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var seen_depth := false
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var seen_out := false
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var i := 0
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while i < args.size():
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var a: String = args[i]
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match a:
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"--generator":
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i += 1
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out["generator"] = args[i] if i < args.size() else ""
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"--seed":
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i += 1
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if i < args.size():
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out["seed"] = int(args[i]); seen_seed = true
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"--depth":
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i += 1
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if i < args.size():
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out["depth"] = int(args[i]); seen_depth = true
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"--levels":
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i += 1
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if i < args.size():
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out["levels"] = int(args[i])
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"--out":
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i += 1
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if i < args.size():
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out["out"] = args[i]; seen_out = true
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_:
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push_error("unknown arg: %s" % a)
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return {}
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i += 1
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if not seen_seed or not seen_depth or not seen_out:
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push_error("usage: --generator brogue|blobber --seed N --depth N [--levels N] --out PATH")
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return {}
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if out["generator"] != "brogue" and out["generator"] != "blobber":
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push_error("--generator must be 'brogue' or 'blobber'")
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return {}
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return out
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func _parse_positional_args(args: PackedStringArray) -> Dictionary:
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match args.size():
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3:
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return {
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"generator": "brogue",
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"seed": int(args[0]),
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"depth": int(args[1]),
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"levels": 1,
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"out": args[2],
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}
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4:
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return {
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"generator": "brogue",
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"seed": int(args[0]),
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"depth": int(args[1]),
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"levels": int(args[2]),
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"out": args[3],
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}
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_:
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push_error("usage: --generator brogue|blobber --seed N --depth N [--levels N] --out PATH (or: SEED DEPTH [LEVELS] OUT.map)")
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return {}
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func _generate_grids(generator: String, seed_value: int, depth: int, levels: int) -> Array:
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match generator:
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"brogue":
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var out: Array = []
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for k in range(levels):
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var gen := BrogueGen.new()
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out.append(gen.generate(seed_value + k, depth + k))
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gen.free()
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return out
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"blobber":
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var gen := BrogueGen.new()
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var slices_v: Variant = gen.generate_2d_slices(seed_value, levels, depth)
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gen.free()
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if slices_v == null:
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return []
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var slices: Array = slices_v
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return slices
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return []
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func _write_map(f: FileAccess, grids: Array, seed_value: int, depth: int, generator: String) -> Dictionary:
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f.store_string("// Game: FuncGodot\n")
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f.store_string("// Format: Valve\n")
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f.store_string("// Generated by brogue-genesis — generator: %s, seed: %d, depth: %d, levels: %d\n" % [
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generator, seed_value, depth, grids.size(),
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])
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var stats := {"brushes": 0, "entities": 0}
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_emit_worldspawn(f, grids, stats)
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_emit_liquid_entities(f, grids, stats)
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_emit_point_entities(f, grids, stats)
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return stats
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# --- Worldspawn: static geometry only (floors/walls/ceilings/bridges/stairs floors). ---
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func _emit_worldspawn(f: FileAccess, grids: Array, stats: Dictionary) -> void:
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f.store_string("{\n")
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f.store_string("\"classname\" \"worldspawn\"\n")
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var w: int = grids[0]["width"]
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var h: int = grids[0]["height"]
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var chasm_above := PackedByteArray()
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chasm_above.resize(w * h)
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for k in range(grids.size()):
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var grid: Dictionary = grids[k]
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var is_bottom := (k == grids.size() - 1)
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var z_offset := -k * LEVEL_SPACING
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stats["brushes"] += _write_level_worldspawn(f, grid, z_offset, chasm_above, is_bottom)
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_propagate_chasms(grid, chasm_above)
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f.store_string("}\n")
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func _write_level_worldspawn(f: FileAccess, grid: Dictionary, z_off: int,
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chasm_above: PackedByteArray, is_bottom: bool) -> int:
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var w: int = grid["width"]
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var h: int = grid["height"]
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var terrain: PackedByteArray = grid["terrain"]
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var liquid: PackedByteArray = grid["liquid"]
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var count := 0
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var ts := TILE_SIZE
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# Pass 1 — floors / walls / chasm pit-floors, row-merged.
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# Water & lava are skipped here; they are emitted as entities.
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for gy in range(h):
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var run_start := 0
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var run_kind := _kind(terrain, liquid, w, 0, gy)
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for gx in range(1, w + 1):
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var cur: int = Kind.EMPTY
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if gx < w:
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cur = _kind(terrain, liquid, w, gx, gy)
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if cur == run_kind and gx < w:
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continue
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var x0 := run_start * ts
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var x1 := gx * ts
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var y0 := gy * ts
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var y1 := (gy + 1) * ts
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match run_kind:
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Kind.WALL:
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count += _emit_box(f, x0, y0, z_off + PIT_BOTTOM,
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x1, y1, z_off + WALL_TOP)
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Kind.FLOOR:
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count += _emit_box(f, x0, y0, z_off + PIT_BOTTOM,
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x1, y1, z_off + FLOOR_TOP)
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Kind.CHASM:
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# Non-bottom chasms are real holes — no floor. Bottom
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# chasms get a local pit floor so the player doesn't
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# fall into empty void.
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if is_bottom:
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count += _emit_box(f, x0, y0, z_off + PIT_BOTTOM,
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x1, y1, z_off + CHASM_TOP)
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_:
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pass
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run_start = gx
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run_kind = cur
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# Pass 2 — ceilings, row-merged by "is ceiling present here?". A
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# ceiling is present if the cell has floor-like terrain AND no level
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# above has drilled a chasm through it.
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for gy in range(h):
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var run_start := 0
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var run_has := _has_ceiling(terrain, chasm_above, w, 0, gy)
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for gx in range(1, w + 1):
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var cur := false
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if gx < w:
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cur = _has_ceiling(terrain, chasm_above, w, gx, gy)
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if cur == run_has and gx < w:
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continue
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if run_has:
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var x0 := run_start * ts
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var x1 := gx * ts
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var y0 := gy * ts
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var y1 := (gy + 1) * ts
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count += _emit_box(f, x0, y0, z_off + HEIGHT,
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x1, y1, z_off + WALL_TOP)
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run_start = gx
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run_has = cur
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return count
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# --- Liquid entities: one func_water / func_lava per row-run, per level. ---
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func _emit_liquid_entities(f: FileAccess, grids: Array, stats: Dictionary) -> void:
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for k in range(grids.size()):
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var grid: Dictionary = grids[k]
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var z_off := -k * LEVEL_SPACING
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var counts := _write_level_liquid_entities(f, grid, z_off)
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stats["brushes"] += counts["brushes"]
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stats["entities"] += counts["entities"]
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func _write_level_liquid_entities(f: FileAccess, grid: Dictionary, z_off: int) -> Dictionary:
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var w: int = grid["width"]
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var h: int = grid["height"]
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var terrain: PackedByteArray = grid["terrain"]
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var liquid: PackedByteArray = grid["liquid"]
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var brushes := 0
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var entities := 0
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var ts := TILE_SIZE
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for gy in range(h):
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var run_start := 0
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var run_kind := _kind(terrain, liquid, w, 0, gy)
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for gx in range(1, w + 1):
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var cur: int = Kind.EMPTY
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if gx < w:
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cur = _kind(terrain, liquid, w, gx, gy)
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if cur == run_kind and gx < w:
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continue
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var x0 := run_start * ts
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var x1 := gx * ts
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var y0 := gy * ts
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var y1 := (gy + 1) * ts
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match run_kind:
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Kind.WATER:
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brushes += _emit_solid_entity_box(f, "func_water",
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x0, y0, z_off + PIT_BOTTOM, x1, y1, z_off + WATER_TOP)
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entities += 1
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Kind.LAVA:
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brushes += _emit_solid_entity_box(f, "func_lava",
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x0, y0, z_off + PIT_BOTTOM, x1, y1, z_off + LAVA_TOP)
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entities += 1
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_:
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pass
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run_start = gx
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run_kind = cur
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return {"brushes": brushes, "entities": entities}
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# --- Point entities: stairs, doors, and a single player spawn. ---
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func _emit_point_entities(f: FileAccess, grids: Array, stats: Dictionary) -> void:
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var player_start_origin: Vector3i = Vector3i(-1, -1, -1)
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for k in range(grids.size()):
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var grid: Dictionary = grids[k]
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var z_off := -k * LEVEL_SPACING
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var w: int = grid["width"]
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var h: int = grid["height"]
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var terrain: PackedByteArray = grid["terrain"]
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var ts := TILE_SIZE
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for gy in range(h):
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for gx in range(w):
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var idx := gy * w + gx
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var t: int = terrain[idx]
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var ox := gx * ts + ts / 2
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var oy := gy * ts + ts / 2
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var oz := z_off + FLOOR_TOP
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match t:
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T_STAIRS_UP:
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_emit_point_entity(f, "point_stair_up", Vector3i(ox, oy, oz))
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stats["entities"] += 1
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if k == 0 and player_start_origin.x < 0:
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player_start_origin = Vector3i(ox, oy, oz + 32)
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T_STAIRS_DOWN:
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_emit_point_entity(f, "point_stair_down", Vector3i(ox, oy, oz))
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stats["entities"] += 1
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T_DOOR:
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var angle := _door_angle(terrain, w, h, gx, gy)
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_emit_point_entity(f, "point_door", Vector3i(ox, oy, oz),
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{"angle": str(angle)})
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stats["entities"] += 1
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_:
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pass
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# Fallback: no stairs-up on level 0 — pick first floor cell.
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if player_start_origin.x < 0 and grids.size() > 0:
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var grid: Dictionary = grids[0]
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var w: int = grid["width"]
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var h: int = grid["height"]
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var terrain: PackedByteArray = grid["terrain"]
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var ts := TILE_SIZE
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for gy in range(h):
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for gx in range(w):
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var idx := gy * w + gx
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var t: int = terrain[idx]
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if t == T_FLOOR or t == T_CORRIDOR or t == T_BRIDGE:
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player_start_origin = Vector3i(
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gx * ts + ts / 2, gy * ts + ts / 2, FLOOR_TOP + 32)
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break
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if player_start_origin.x >= 0:
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break
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if player_start_origin.x >= 0:
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_emit_point_entity(f, "point_player_start", player_start_origin)
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stats["entities"] += 1
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# Angle (0/90/180/270, Quake convention: 0=east) derived from which
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# adjacent cell is open — door faces into the open corridor/room.
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func _door_angle(terrain: PackedByteArray, w: int, _h: int, x: int, y: int) -> int:
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var east_open := x + 1 < w and _is_passable(terrain[y * w + (x + 1)])
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var west_open := x - 1 >= 0 and _is_passable(terrain[y * w + (x - 1)])
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if east_open or west_open:
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return 0 # door axis along E/W; value doesn't matter much for now
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return 90 # default to N/S axis
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func _is_passable(t: int) -> bool:
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return t == T_FLOOR or t == T_CORRIDOR or t == T_BRIDGE \
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or t == T_DOOR or t == T_STAIRS_UP or t == T_STAIRS_DOWN
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# Record any chasm cells at this level into the running mask so the NEXT
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# level knows to drill its ceiling there.
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func _propagate_chasms(grid: Dictionary, chasm_above: PackedByteArray) -> void:
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var w: int = grid["width"]
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var h: int = grid["height"]
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var terrain: PackedByteArray = grid["terrain"]
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var liquid: PackedByteArray = grid["liquid"]
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for gy in range(h):
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for gx in range(w):
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var idx := gy * w + gx
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if terrain[idx] == T_LIQUID and liquid[idx] == L_CHASM:
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chasm_above[idx] = 1
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# Draw kind for floor/wall emission. Water and lava are distinct so the
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# main switch can route them to separate entity emitters.
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func _kind(terrain: PackedByteArray, liquid: PackedByteArray,
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w: int, x: int, y: int) -> int:
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var idx := y * w + x
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var t: int = terrain[idx]
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match t:
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T_NOTHING: return Kind.EMPTY
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T_WALL: return Kind.WALL
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T_LIQUID:
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var liq: int = liquid[idx]
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if liq == L_CHASM: return Kind.CHASM
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if liq == L_WATER: return Kind.WATER
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if liq == L_LAVA: return Kind.LAVA
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return Kind.FLOOR
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_: return Kind.FLOOR
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# Ceiling emitted when the cell is floor-like AND no chasm sits above it.
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# Walls and empty cells don't get ceilings either (wall brush already
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# reaches WALL_TOP; empty is empty).
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func _has_ceiling(terrain: PackedByteArray, chasm_above: PackedByteArray,
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w: int, x: int, y: int) -> bool:
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var idx := y * w + x
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if chasm_above[idx] != 0:
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return false
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var t: int = terrain[idx]
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return t != T_NOTHING and t != T_WALL
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# Standard Quake brush: 6 axis-aligned planes, 3 points per plane, inward
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# normals per TrenchBroom convention. Mirrors libd's emit_solid_box.
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func _emit_box(f: FileAccess, x0: int, y0: int, z0: int,
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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).
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|
var ax_x := "[ 0 1 0 0 ] [ 0 0 -1 0 ]"
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|
var ax_y := "[ 1 0 0 0 ] [ 0 0 -1 0 ]"
|
|
var ax_z := "[ 1 0 0 0 ] [ 0 -1 0 0 ]"
|
|
_face(f, x0, y0, z0, x0, y1, z0, x0, y0, z1, ax_x)
|
|
_face(f, x1, y0, z0, x1, y0, z1, x1, y1, z0, ax_x)
|
|
_face(f, x0, y0, z1, x1, y0, z1, x0, y0, z0, ax_y)
|
|
_face(f, x0, y1, z0, x1, y1, z0, x0, y1, z1, ax_y)
|
|
_face(f, x0, y0, z0, x1, y0, z0, x0, y1, z0, ax_z)
|
|
_face(f, x0, y0, z1, x0, y1, z1, x1, y0, z1, ax_z)
|
|
f.store_string("}\n")
|
|
return 1
|
|
|
|
# Solid entity wrapping a single axis-aligned box (one brush per entity).
|
|
func _emit_solid_entity_box(f: FileAccess, classname: String,
|
|
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")
|
|
f.store_string("\"classname\" \"%s\"\n" % classname)
|
|
var emitted := _emit_box(f, x0, y0, z0, x1, y1, z1)
|
|
f.store_string("}\n")
|
|
return emitted
|
|
|
|
func _emit_point_entity(f: FileAccess, classname: String, origin: Vector3i,
|
|
extra: Dictionary = {}) -> void:
|
|
f.store_string("{\n")
|
|
f.store_string("\"classname\" \"%s\"\n" % classname)
|
|
f.store_string("\"origin\" \"%d %d %d\"\n" % [origin.x, origin.y, origin.z])
|
|
for key in extra.keys():
|
|
f.store_string("\"%s\" \"%s\"\n" % [key, extra[key]])
|
|
f.store_string("}\n")
|
|
|
|
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,
|
|
])
|