using Godot; public partial class DungeonGenerator : Node { private static readonly Godot.Collections.Array enemies = [ GD.Load("res://assets/definitions/actor/Skeleton.tres") ]; [ExportCategory("Dimension")] [Export] private int width = 80; [Export] private int height = 60; [ExportCategory("RNG")] private RandomNumberGenerator rng = new(); [Export] private ulong seed; [Export] private bool useSeed = true; [Export] private int iterations = 3; [ExportCategory("Monster RNG")] [Export] private int maxMonsterPerRoom = 2; public override void _Ready() { base._Ready(); if (useSeed) { rng.Seed = seed; } } private static void CarveTile(MapData data, Vector2I pos) { Tile tile = data.GetTile(pos); if (tile == null) return; tile.SetDefinition(MapData.floorDefinition); } private static void CarveRoom(MapData data, Rect2I room) { for (int y = room.Position.Y; y < room.End.Y; y++) { for (int x = room.Position.X; x < room.End.X; x++) { CarveTile(data, new Vector2I(x, y)); } } } public MapData GenerateDungeon(Player player) { MapData data = new MapData(width, height, player); data.InsertActor(player); player.Map_Data = data; MapDivision root = new MapDivision(0, 0, width, height); root.Split(iterations, rng); bool first = true; TunnelDivisions(data, root); foreach(MapDivision division in root.GetLeaves()) { Rect2I room = new(division.Position, division.Size); room = room.GrowIndividual( -rng.RandiRange(1, 2), -rng.RandiRange(1, 2), -rng.RandiRange(1, 2), -rng.RandiRange(1, 2) ); CarveRoom(data, room); if (first) { first = false; player.GridPosition = room.GetCenter(); } PlaceEntities(data, room); } data.SetupPathfinding(); return data; } private void PlaceEntities(MapData data, Rect2I room) { int monsterAmount = rng.RandiRange(0, maxMonsterPerRoom); for (int i = 0; i < monsterAmount; i++) { Vector2I position = new( rng.RandiRange(room.Position.X, room.End.X - 1), rng.RandiRange(room.Position.Y, room.End.Y - 1) ); bool canPlace = true; foreach (Actor actor in data.Actors) { if (actor.GridPosition == position) { canPlace = false; break; } } if (canPlace) { EnemyDefinition definition = enemies.PickRandom(); Enemy enemy = new Enemy(position, data, definition); data.InsertActor(enemy); } } } private static void HorizontalCorridor(MapData data, int y, int xBegin, int xEnd) { int begin = (xBegin < xEnd) ? xBegin : xEnd; int end = (xEnd > xBegin) ? xEnd : xBegin; for (int i = begin; i <= end; i++) { CarveTile(data, new Vector2I(i, y)); } } private static void VerticalCorridor(MapData data, int x, int yBegin, int yEnd) { int begin = (yBegin < yEnd) ? yBegin : yEnd; int end = (yEnd > yBegin) ? yEnd : yBegin; for (int i = begin; i <= end; i++) { CarveTile(data, new Vector2I(x, i)); } } private void TunnelBetween(MapData data, Vector2I start, Vector2I end) { HorizontalCorridor(data, start.Y, start.X, end.X); VerticalCorridor(data, end.X, start.Y, end.Y); } private void TunnelDivisions(MapData data, MapDivision root) { if (root.IsLeaf) { return; } TunnelBetween(data, root.Right.Center, root.Left.Center); TunnelDivisions(data, root.Left); TunnelDivisions(data, root.Right); } }