ProceduralGenerationGodot/mazegeneration/3D/grid_map_maze.gd

93 lines
2.9 KiB
GDScript

@tool
extends GridMap
# Moralement c'est un labyrinthe 2D, mais les graphiques sont en 3D
# Le code sera comme tile_map_layer_maze mais avec des gridmaps au lieu des tilemaps
# ---------------------
# Definir les variables
# ---------------------
# largeur, longeur du labyrinte
@export var WIDTH : int
@export var HEIGHT : int
# Les boutons
@export_tool_button("Init") var init_action = init_maze
@export_tool_button("Step") var step_action = generate_maze_step
@export_tool_button("All") var all_action = generate_map_all
@export_tool_button("All with wait") var all_wait_action = generate_map_all_wait
const TILE_FLOOR = 1
const TILE_WALL = 0
var current_pos = Vector3i(0, 0, 0)
var undo_stack : Array[Vector3i]
var explored : Dictionary[Vector3i, bool]
func set_grid(pos : Vector3i, val : int):
assert(pos.x >= 0 && pos.x < WIDTH, "x has bad value, x is {}, but should be beetwen 0 and {}".format([pos.x, WIDTH], "{}"))
assert(pos.z >= 0 && pos.z < HEIGHT, "z has bad value, z is {}, but should be beetwen 0 and {}".format([pos.z, HEIGHT], "{}"))
set_cell_item(pos, val) #Fonction de gridmap
# Renvoie une direction possible depuis une position dans le labyrinte
func get_random_possible_dir(current_pos : Vector3i):
var all_dir = [2*Vector3i.FORWARD, 2*Vector3i.LEFT, 2*Vector3i.RIGHT, 2*Vector3i.BACK]
var possible_dir = []
for dir in all_dir:
var next_pos = current_pos + dir
var can_be_explored = not explored.get(next_pos) \
&& next_pos.x >= 0 && next_pos.x < WIDTH && next_pos.z >= 0 && next_pos.z < HEIGHT
if can_be_explored:
possible_dir.append(dir)
if possible_dir.is_empty():
return null
return possible_dir.pick_random()
# Va dans la direction dir, pour agrandir le labyrinthe
func path_move(dir : Vector3i) -> void:
var next_pos = current_pos + dir
var passway = current_pos + dir / 2
set_grid(passway, TILE_FLOOR)
set_grid(next_pos, TILE_FLOOR)
explored[next_pos] = true
undo_stack.append(next_pos)
current_pos = next_pos
# Initialize le labyrinthe
func init_maze() -> void:
print("init map")
current_pos = Vector3i(0, 0, 0)
undo_stack = [current_pos]
explored = {}
clear() # fonction de GridMap, clear les tiles
current_pos = Vector3i(0, 0, 0)
explored[current_pos] = true
for x in range(-1, WIDTH):
for z in range(-1, HEIGHT):
set_cell_item(Vector3i(x, 0, z), TILE_WALL) # fonction de GridMap
func generate_maze_step() -> void:
var next_dir = get_random_possible_dir(current_pos)
# Si pas de voisins (next_dir est vide), alors on va en arriere
while not next_dir:
print("going back")
current_pos = undo_stack.pop_back()
next_dir = get_random_possible_dir(current_pos)
print("path move")
path_move(next_dir)
func generate_map_all() -> void:
while not undo_stack.is_empty():
generate_maze_step()
func generate_map_all_wait() -> void:
while not undo_stack.is_empty():
generate_maze_step()
await get_tree().create_timer(0.01).timeout