bgen/demo/scripts/blobber_party.gd
saarsena@gmail.com 5235b5bb22 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>
2026-04-18 14:00:53 -04:00

219 lines
6.2 KiB
GDScript

class_name BlobberParty
extends Node3D
# Discrete cell-step party controller (Wizardry / M&M style).
# Reads cell3d_t bytes straight out of the dungeon Dictionary to query wall
# flags; no collision shape needed. Stair cells trigger a level switch.
signal level_changed(new_level: int)
signal stepped(cell: Vector2i, level: int)
signal blocked(face: int)
const FACE_N := 0
const FACE_E := 1
const FACE_S := 2
const FACE_W := 3
# cell3d_t byte offsets (see src/blobber/cell3d.h)
const OFF_FLOOR := 0
const OFF_WALLS := 2 # walls[0..3]
# b_floor_t values
const FT_VOID := 0
const FT_STONE := 1
const FT_STAIR_UP := 5
const FT_STAIR_DOWN := 6
@export var step_duration: float = 0.18
@export var turn_duration: float = 0.14
@export var eye_height_ratio: float = 0.55 # fraction of cell_size above floor
var cell: Vector2i = Vector2i.ZERO
var level: int = 0
var facing: int = FACE_N
var _cells: PackedByteArray
var _width: int = 0
var _height: int = 0
var _n_levels: int = 1
var _cell_size: float = 3.0
var _cell_stride: int = 12
var _levels_meta: Array = []
var _busy: bool = false
func setup(dungeon: Dictionary) -> void:
_cells = dungeon.get("cells", PackedByteArray())
var dims: Vector3i = dungeon.get("dimensions", Vector3i(79, 1, 29))
_width = dims.x
_n_levels = dims.y
_height = dims.z
_cell_size = float(dungeon.get("cell_size", 3.0))
_cell_stride = int(dungeon.get("cell_stride", 12))
_levels_meta = dungeon.get("levels", [])
var entry := _entry_cell()
cell = entry
level = 0
facing = FACE_N
_snap_to_cell(true)
# --- Public controls -------------------------------------------------------
func try_step_forward() -> void:
_try_step(_facing_delta(facing))
func try_step_back() -> void:
_try_step(-_facing_delta(facing))
func try_step_left() -> void:
_try_step(_facing_delta((facing + 3) % 4))
func try_step_right() -> void:
_try_step(_facing_delta((facing + 1) % 4))
func try_turn_left() -> void:
if _busy: return
facing = (facing + 3) % 4
_tween_rotation()
func try_turn_right() -> void:
if _busy: return
facing = (facing + 1) % 4
_tween_rotation()
func try_use_stair() -> void:
if _busy: return
var f := _cell_floor(level, cell.x, cell.y)
if f == FT_STAIR_DOWN and level + 1 < _n_levels:
_change_level(level + 1)
elif f == FT_STAIR_UP and level > 0:
_change_level(level - 1)
# --- Input -----------------------------------------------------------------
func _unhandled_key_input(event: InputEvent) -> void:
if not (event is InputEventKey) or not event.pressed or event.echo:
return
var key: int = event.keycode
match key:
KEY_W, KEY_UP: try_step_forward()
KEY_S, KEY_DOWN: try_step_back()
KEY_A: try_step_left()
KEY_D: try_step_right()
KEY_Q, KEY_LEFT: try_turn_left()
KEY_E, KEY_RIGHT: try_turn_right()
KEY_SPACE, KEY_ENTER, KEY_PERIOD, KEY_GREATER, KEY_LESS: try_use_stair()
# --- Movement internals ----------------------------------------------------
func _try_step(delta: Vector2i) -> void:
if _busy: return
var face: int = _delta_to_face(delta)
if face < 0:
return
if _cell_wall(level, cell.x, cell.y, face) != 0: # W_NONE == 0
blocked.emit(face)
return
var nx := cell.x + delta.x
var ny := cell.y + delta.y
if nx < 0 or ny < 0 or nx >= _width or ny >= _height:
return
var dest_floor := _cell_floor(level, nx, ny)
if dest_floor == FT_VOID:
return
cell = Vector2i(nx, ny)
stepped.emit(cell, level)
_tween_position()
func _change_level(new_level: int) -> void:
# Land on the paired stair on the adjacent level. Plan guarantees the XYs
# match, so we keep our cell coordinates.
level = new_level
level_changed.emit(level)
_snap_to_cell(true)
# --- Cell byte reads -------------------------------------------------------
func _cell_index(lvl: int, x: int, y: int) -> int:
return ((lvl * _height + y) * _width + x) * _cell_stride
func _cell_floor(lvl: int, x: int, y: int) -> int:
return _cells[_cell_index(lvl, x, y) + OFF_FLOOR]
func _cell_wall(lvl: int, x: int, y: int, face: int) -> int:
return _cells[_cell_index(lvl, x, y) + OFF_WALLS + face]
# --- Geometry --------------------------------------------------------------
func _facing_delta(f: int) -> Vector2i:
match f:
FACE_N: return Vector2i(0, -1)
FACE_E: return Vector2i(1, 0)
FACE_S: return Vector2i(0, 1)
FACE_W: return Vector2i(-1, 0)
return Vector2i.ZERO
func _delta_to_face(d: Vector2i) -> int:
if d == Vector2i(0, -1): return FACE_N
if d == Vector2i(1, 0): return FACE_E
if d == Vector2i(0, 1): return FACE_S
if d == Vector2i(-1, 0): return FACE_W
return -1
func _cell_world_position(lvl: int, x: int, y: int) -> Vector3:
var s := _cell_size
return Vector3(
(float(x) + 0.5) * s,
-float(lvl) * s - s * (1.0 - eye_height_ratio),
(float(y) + 0.5) * s)
func _facing_yaw(f: int) -> float:
# Camera default forward = -Z. N (-y → -z) = 0. Then +x is -PI/2, etc.
match f:
FACE_N: return 0.0
FACE_E: return -PI * 0.5
FACE_S: return PI
FACE_W: return PI * 0.5
return 0.0
func _snap_to_cell(reset_rotation: bool) -> void:
position = _cell_world_position(level, cell.x, cell.y)
if reset_rotation:
rotation.y = _facing_yaw(facing)
func _tween_position() -> void:
var target := _cell_world_position(level, cell.x, cell.y)
_busy = true
var tw := create_tween()
tw.tween_property(self, "position", target, step_duration)
tw.finished.connect(func(): _busy = false)
func _tween_rotation() -> void:
var target_yaw := _facing_yaw(facing)
# Take the shortest angular path.
var cur := rotation.y
var diff := wrapf(target_yaw - cur, -PI, PI)
target_yaw = cur + diff
_busy = true
var tw := create_tween()
tw.tween_property(self, "rotation:y", target_yaw, turn_duration)
tw.finished.connect(func(): _busy = false)
# --- Entry point -----------------------------------------------------------
func _entry_cell() -> Vector2i:
if _levels_meta.size() > 0:
var lv0: Dictionary = _levels_meta[0]
var su: Vector2i = lv0.get("stairs_up", Vector2i(-1, -1))
if su.x >= 0:
return su
var sd: Vector2i = lv0.get("stairs_down", Vector2i(-1, -1))
if sd.x >= 0:
return sd
# Fallback: first standable cell on level 0.
for y in _height:
for x in _width:
var f := _cell_floor(0, x, y)
if f != FT_VOID:
return Vector2i(x, y)
return Vector2i.ZERO