Files
shadow-pixel-run/map/map_generator.gd
T

189 lines
7.1 KiB
GDScript

## MapGenerator.gd
# Responsible for procedural generation of dungeon maps, including rooms, corridors, and walls.
class_name MapGenerator
extends RefCounted
# Main entry point: generates a new MapData resource based on the provided settings.
# Handles room placement, corridor carving, wall painting, and spawn point selection.
func generate(settings: MapSettings) -> MapData:
var map_data: MapData = MapData.new()
# Randomly choose how many rooms to generate within the allowed range.
map_data.room_count = randi_range(settings.min_room_count, settings.max_room_count)
_generate_rooms(map_data, settings)
_generate_corridors(map_data, settings)
_generate_walls(map_data)
_pick_spawn_point(map_data)
return map_data
# Places non-overlapping rectangular rooms in the map grid.
# Each room is checked for overlap and only added if it fits.
func _generate_rooms(data: MapData, settings: MapSettings) -> void:
for _room_idx in range(data.room_count):
for _try in range(settings.max_tries):
var w: int = randi_range(settings.min_room_size, settings.max_room_size)
var h: int = randi_range(settings.min_room_size, settings.max_room_size)
var x: int = randi_range(1, settings.width - w - 1)
var y: int = randi_range(1, settings.height - h - 1)
var new_room: Rect2i = Rect2i(x, y, w, h)
var overlaps: bool = false
for existing_room in data.rooms:
if not (new_room.position.x + new_room.size.x + settings.room_padding <= existing_room.position.x or
new_room.position.x >= existing_room.position.x + existing_room.size.x + settings.room_padding or
new_room.position.y + new_room.size.y + settings.room_padding <= existing_room.position.y or
new_room.position.y >= existing_room.position.y + existing_room.size.y + settings.room_padding):
overlaps = true
break
if not overlaps:
data.rooms.append(new_room)
for rx in range(new_room.position.x, new_room.end.x):
for ry in range(new_room.position.y, new_room.end.y):
data.grid[Vector2i(rx, ry)] = MapData.TileType.FLOOR
break
# Connects all rooms with corridors using Manhattan paths (L-shaped).
# Also adds a few extra loops for map variety.
func _generate_corridors(data: MapData, _settings: MapSettings) -> void:
var room_centers: Array[Vector2i] = []
for room in data.rooms:
room_centers.append(room.get_center())
if room_centers.is_empty(): return
var connected: Array[Vector2i] = []
var unconnected: Array[Vector2i] = room_centers.duplicate()
var potential_loops: Array[Array] = []
connected.append(unconnected.pop_front())
while unconnected.size() > 0:
var best_distance: int = 999999
var best_pair: Array[Vector2i] = [Vector2i.ZERO, Vector2i.ZERO]
var best_un_idx: int = -1
for i in range(connected.size()):
for j in range(unconnected.size()):
var p1: Vector2i = connected[i]
var p2: Vector2i = unconnected[j]
var dist: int = abs(p1.x - p2.x) + abs(p1.y - p2.y)
if dist < best_distance:
best_distance = dist
best_pair = [p1, p2]
best_un_idx = j
else:
potential_loops.append([p1, p2])
_carve_manhattan_corridor(data, best_pair[0], best_pair[1])
connected.append(unconnected[best_un_idx])
unconnected.remove_at(best_un_idx)
# Add extra loops (~15% of room count) for more interesting layouts
potential_loops.shuffle()
var loop_count: int = int(data.rooms.size() * 0.15)
for i in range(min(loop_count, potential_loops.size())):
_carve_manhattan_corridor(data, potential_loops[i][0], potential_loops[i][1])
# Helper to carve a corridor between two points using Manhattan (L-shaped) path.
# Chooses the best valid path and writes it to the grid.
func _carve_manhattan_corridor(data: MapData, start: Vector2i, end: Vector2i) -> void:
var path_hv: Array[Vector2i] = _get_manhattan_points(start, end, false)
var path_vh: Array[Vector2i] = _get_manhattan_points(start, end, true)
# Determine which room indices we are connecting for validation
var ri_a: int = -1
var ri_b: int = -1
for i in range(data.rooms.size()):
if data.rooms[i].has_point(start): ri_a = i
if data.rooms[i].has_point(end): ri_b = i
var chosen: Array[Vector2i] = path_hv
if _is_corridor_valid(data, path_hv, ri_a, ri_b):
chosen = path_hv
elif _is_corridor_valid(data, path_vh, ri_a, ri_b):
chosen = path_vh
for pt in chosen:
data.grid[pt] = MapData.TileType.FLOOR
# Returns an array of points representing a Manhattan (L-shaped) path between two points.
# v_first determines whether to go vertical then horizontal, or vice versa.
func _get_manhattan_points(start: Vector2i, end: Vector2i, v_first: bool) -> Array[Vector2i]:
var pts: Array[Vector2i] = []
var x_step: int = sign(end.x - start.x) if end.x != start.x else 1
var y_step: int = sign(end.y - start.y) if end.y != start.y else 1
var min_len: int = 2 # Minimum segment length before changing direction
if v_first:
var y_len: int = abs(end.y - start.y)
var y_end: int = start.y
if y_len < min_len:
y_end = start.y + y_step * min_len
# Clamp to end.y if overshoot
if (y_step > 0 and y_end > end.y) or (y_step < 0 and y_end < end.y):
y_end = end.y
else:
y_end = end.y
for y in range(start.y, y_end + y_step, y_step):
pts.append(Vector2i(start.x, y))
for x in range(start.x + x_step, end.x + x_step, x_step):
pts.append(Vector2i(x, y_end))
# If y_end != end.y, finish remaining y segment
if y_end != end.y:
for y in range(y_end + y_step, end.y + y_step, y_step):
pts.append(Vector2i(end.x, y))
else:
var x_len: int = abs(end.x - start.x)
var x_end: int = start.x
if x_len < min_len:
x_end = start.x + x_step * min_len
if (x_step > 0 and x_end > end.x) or (x_step < 0 and x_end < end.x):
x_end = end.x
else:
x_end = end.x
for x in range(start.x, x_end + x_step, x_step):
pts.append(Vector2i(x, start.y))
for y in range(start.y + y_step, end.y + y_step, y_step):
pts.append(Vector2i(x_end, y))
if x_end != end.x:
for x in range(x_end + x_step, end.x + x_step, x_step):
pts.append(Vector2i(x, end.y))
return pts
# Returns true if the corridor path does not violate the 2-tile gap rule between rooms.
# Ensures corridors do not pass too close to other rooms.
func _is_corridor_valid(data: MapData, points: Array[Vector2i], ri_a: int, ri_b: int) -> bool:
for pt in points:
var inside_any_room: bool = false
for r in data.rooms:
if r.has_point(pt):
inside_any_room = true
break
if inside_any_room: continue
# Check gap from other rooms
for i in range(data.rooms.size()):
if i == ri_a or i == ri_b: continue
if data.rooms[i].grow(2).has_point(pt):
return false
return true
# Paints wall tiles around all floor tiles in the grid.
# Any empty neighbor of a floor tile becomes a wall.
func _generate_walls(data: MapData) -> void:
for tile: Vector2i in data.grid.keys():
if data.grid[tile] == MapData.TileType.FLOOR:
for dx in range(-1, 2):
for dy in range(-1, 2):
var neighbor: Vector2i = tile + Vector2i(dx, dy)
if not data.grid.has(neighbor):
data.grid[neighbor] = MapData.TileType.WALL
# Picks a spawn point for the player (center of the first room).
func _pick_spawn_point(data: MapData) -> void:
if not data.rooms.is_empty():
data.spawn_point = data.rooms[0].get_center()