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extends Node2D
enum Direction {
LEFT,
RIGHT,
UP,
DOWN
}
var direction: Dictionary = {
Direction.LEFT: Vector2.LEFT,
Direction.RIGHT: Vector2.RIGHT,
Direction.UP: Vector2.UP,
Direction.DOWN: Vector2.DOWN
}
var _walker_head: Node2D
var _tilemap: TileMap
var given_birth: bool = false
var walked_straight: bool = false
var path_length: int
var birth_chance: float
var death_chance: float
var walk_straight_chance: float
var walk_straight_length: float
func start(id: int) -> void:
Event.emit_signal("world_gen_walker_started", id)
_walker_head = get_parent()
_tilemap = _walker_head.ground_tilemap
_randomize_stats()
var path_steps: Array = _get_path_steps()
var walker_died: bool = _set_path_tiles(path_steps)
if walker_died:
Event.emit_signal("world_gen_walker_died", id)
else:
Event.emit_signal("world_gen_walker_finished", id)
queue_free()
func _randomize_stats() -> void:
randomize()
path_length = int(rand_range(50, 200))
birth_chance = rand_range(0.001, 0.01)
death_chance = rand_range(0.0, 0.005) / 2.0
walk_straight_chance = rand_range(0.001, 0.025)
walk_straight_length = rand_range(4, 20)
func _get_path_steps() -> Array:
var path_steps: Array = []
var step: int
for _i in path_length:
step = randi() % Direction.size()
path_steps.append(step)
if randf() < walk_straight_chance and not walked_straight:
for j in walk_straight_length:
path_steps.append(step)
walked_straight = true
return path_steps
func _set_path_tiles(path_steps: Array) -> bool:
# get initial tile location
var location: Vector2 = get_parent().global_position * Global.TILE_SIZE
var move_direction: Vector2
_set_tile(location, _walker_head.get_random_tile())
for step in path_steps:
move_direction = direction[step]
location += move_direction * Global.TILE_SIZE
_set_tile(location, _walker_head.get_random_tile())
if randf() < birth_chance and not given_birth:
Event.emit_signal("world_gen_spawn_walker_unit", location)
given_birth = true
if randf() < death_chance:
return true
return false
func _set_tile(location: Vector2, tile: int) -> void:
var coordinates: Vector2 = _tilemap.world_to_map(location)
_update_map_size(coordinates)
_tilemap.set_cellv(coordinates, tile)
func _update_map_size(coordinates: Vector2) -> void:
if coordinates.x > _walker_head.max_x:
_walker_head.max_x = coordinates.x
if coordinates.y > _walker_head.max_y:
_walker_head.max_y = coordinates.y
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