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dungeon.gd
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dungeon.gd
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extends Node
class_name Dungeon
var map: Map
const PERCENTAGE_OF_NEW_EDGES = 6
const MAX_TRIES = 1000
func _init(min_world_size: Vector2, max_world_size: Vector2, number_of_rooms: int, min_room_size: Vector2, max_room_size: Vector2, rng: RandomNumberGenerator = RandomNumberGenerator.new()) -> void:
assert(max_world_size.x * max_world_size.y > min_room_size.x * min_room_size.y * number_of_rooms)
"""
Checking the size of the world is important so one can fit the requested
number of rooms in there
"""
if max_world_size.x < (min_room_size.x + max_room_size.x)/3 * number_of_rooms:
print("X Size is not advisable")
assert(max_world_size.x > min_room_size.x*0.22 * number_of_rooms)
if max_world_size.y < (min_room_size.y + max_room_size.y)/3 * number_of_rooms:
print("Y Size is not advisable")
assert(max_world_size.y > min_room_size.y*0.22 * number_of_rooms)
map = createMap(min_world_size, max_world_size, number_of_rooms, min_room_size, max_room_size, rng)
var list = Geometry.triangulate_delaunay_2d(map.room_centers)
var graph = triangleIndexToGraph(list, map.room_centers)
var mst_edges = primMst(graph)
var all_edges = getEdgesFromGraph(graph)
var bad_edges = getBadEdges(map, all_edges)
for edge in all_edges:
var bad_edge_weight = 1
if bad_edges[edge[0]][edge[1]] > 0:
print(edge[0]," ", edge[1])
bad_edge_weight += bad_edges[edge[0]][edge[1]]*2
var inverted = [edge[1], edge[0]]
if not mst_edges.has(edge) and not mst_edges.has(inverted):
if rng.randi()%100 <= PERCENTAGE_OF_NEW_EDGES/bad_edge_weight:
mst_edges.append(edge)
for edge in mst_edges:
edgeToHallway(edge, rng)
func createMap(min_world_size: Vector2, max_world_size: Vector2, number_of_rooms: int, min_room_size: Vector2, max_room_size: Vector2, rng: RandomNumberGenerator = RandomNumberGenerator.new()) -> Map:
var n = 0
var rooms = []
var world_size = min_world_size
var tries = 0
while n < number_of_rooms:
tries += 1
if tries > MAX_TRIES):
break
if tries > 100 and world_size.x < max_world_size.x and world_size.y < max_world_size.y:
world_size.x = int(lerp(world_size.x, max_world_size.x, 0.25))
world_size.y = int(lerp(world_size.y, max_world_size.y, 0.25))
tries = 0
var room = Room.new(Rect2(Vector2(rng.randi()%int(world_size.x-2) +1, rng.randi()%int(world_size.y-2)+1), Vector2(rng.randi_range(min_room_size.x, max_room_size.x), rng.randi_range(min_room_size.y, max_room_size.y))))
var placeable = true
if room.position.x + room.size.x > world_size.x:
continue
if room.position.y + room.size.y > world_size.y:
continue
for other in rooms:
if room.intersects(other):
placeable = false
break
if placeable:
rooms.append(room)
n += 1
return Map.new(world_size, rooms)
func triangleIndexToGraph(triangles: Array, list: Array) -> Array:
var graph = []
for i in range(map.rooms.size()):
var aux = []
for j in range(map.rooms.size()):
aux.append(0)
graph.append(aux)
for i in range(triangles.size()/3):
var dist = list[triangles[i*3]].distance_squared_to(list[triangles[i*3 + 1]])
graph[triangles[i*3]][triangles[i*3 + 1]] = dist
graph[triangles[i*3 + 1]][triangles[i*3]] = dist
dist = list[triangles[i*3 + 1]].distance_squared_to(list[triangles[i*3 + 2]])
graph[triangles[i*3 + 1]][triangles[i*3 + 2]] = dist
graph[triangles[i*3 + 2]][triangles[i*3 + 1]] = dist
dist = list[triangles[i*3]].distance_squared_to(list[triangles[i*3 + 2]])
graph[triangles[i*3]][triangles[i*3 + 2]] = dist
graph[triangles[i*3 + 2]][triangles[i*3]] = dist
return graph
func primMst(graph: Array) -> Array:
var size = graph.size()
var selected = []
for i in range(size):
selected.append(0)
var no_edge = 0
selected[0] = true
var edges = []
while (no_edge < size - 1):
var minimum = INF
var x = 0
var y = 0
for i in range(size):
if selected[i]:
for j in range(size):
if ((not selected[j]) and graph[i][j]):
if minimum > graph[i][j]:
minimum = graph[i][j]
x = i
y = j
edges.append([x,y])
selected[y] = true
no_edge += 1
return edges
func getRandomRoomPoints(_seed: String):
var points = []
var i = 0
for room in map.rooms:
points.append(room.getRandomPoint(_seed + str(i)))
i += 1
return points
func getBadEdges(map: Map, all_edges: Array) -> Array:
var bad_edges = []
for i in range(len(map.rooms)):
var aux = []
for j in range(len(map.rooms)):
aux.append(-2)
bad_edges.append(aux)
for edge in all_edges:
for room in map.rooms:
if room.lineIntersects(map.room_centers[edge[0]], map.room_centers[edge[1]]):
bad_edges[edge[0]][edge[1]] += 1
bad_edges[edge[1]][edge[0]] += 1
return bad_edges
func Vect2FToI(v: Vector2):
return Vector2(int(v.x), int(v.y))
"""
connectPoints(Vector2, Vector2) returns an array of points that make up a line that connects the two given points
For example:
var a = connectPoints(p1, p2)
a -> [p1, a1, a2, p2]
to draw this line simply connect the points of the array like so:
p1 -> a1 | a1 -> a2 | a2 -> p2
"""
const BASE_LINE_THRESHOLD: int = 300
const NEW_THRESHOLD_PERC: float = 10.5
func connectPoints(p1: Vector2, p2: Vector2, threshold:int = BASE_LINE_THRESHOLD) -> Array:
var line_list = []
var dist = p1.distance_squared_to(p2)
var dir = p2 - p1
if dist < threshold: # Short -> L lines
line_list.append(p1)
if abs(dir.x) > abs(dir.y):
line_list.append(Vector2(p2.x, p1.y))
else:
line_list.append(Vector2(p1.x, p2.y))
line_list.append(p2)
else: # Long -> S lines
line_list.append_array(connectPoints(p1, Vect2FToI((p1 + p2)/2), threshold*NEW_THRESHOLD_PERC))
line_list.append_array(connectPoints(Vect2FToI((p1 + p2)/2), p2, threshold*NEW_THRESHOLD_PERC))
return line_list
func edgeToHallway(edge: Array, rng: RandomNumberGenerator = null) -> void:
var line: Array
if not is_instance_valid(rng):
line = connectPoints(map.room_centers[edge[0]], map.room_centers[edge[1]])
else:
line = connectPoints(self.map.rooms[edge[0]].getRandomPoint(rng), self.map.rooms[edge[1]].getRandomPoint(rng))
var was_inside_room = true
for i in range(len(line) - 1):
var _y_sign = sign(line[i+1].y - line[i].y)
var _x_sign = sign(line[i+1].x - line[i].x)
if line[i].x == line[i+1].x:
for j in range(line[i].y, line[i+1].y + _y_sign, _y_sign):
if j == line[i].y:
was_inside_room = self.map.setAsHallway(Vector2(line[i].x, j), line[i], was_inside_room)
else:
was_inside_room = self.map.setAsHallway(Vector2(line[i].x, j), Vector2(line[i].x, j-_y_sign), was_inside_room)
else:
for j in range(line[i].x, line[i+1].x + _x_sign, _x_sign):
if j == line[i].x:
was_inside_room = self.map.setAsHallway(Vector2(j, line[i].y), line[i], was_inside_room)
else:
was_inside_room = self.map.setAsHallway(Vector2(j, line[i].y), Vector2(j-_x_sign, line[i].y), was_inside_room)
func getEdgesFromGraph(graph: Array) -> Array:
var edges = []
for i in range(1, len(graph)):
for j in range(i):
if graph[i][j] != 0:
edges.append([j, i])
return edges