Files
storyteller-godot/scripts/WorldData.gd
Aodhan Collins c0e4aaeac5 Basic UI
2026-01-26 03:31:45 +00:00

127 lines
3.8 KiB
GDScript

class_name WorldData
static func generate_procedural_world(num_rooms: int = 15) -> Dictionary:
var rooms = {}
var occupied_coords = {} # Vector2 -> RoomData
# Start at 0,0
var current_pos = Vector2(0, 0)
var positions = [current_pos]
# Create first room
var start_room = _create_room(0, 0)
rooms[start_room.id] = start_room
occupied_coords[current_pos] = start_room
# Random Walk
while rooms.size() < num_rooms:
# Pick a random existing position to branch from
var base_pos = positions[randi() % positions.size()]
var directions = [Vector2.UP, Vector2.DOWN, Vector2.LEFT, Vector2.RIGHT]
var dir = directions[randi() % directions.size()]
var new_pos = base_pos + dir
if not occupied_coords.has(new_pos):
var new_room = _create_room(int(new_pos.x), int(new_pos.y))
rooms[new_room.id] = new_room
occupied_coords[new_pos] = new_room
positions.append(new_pos)
# Second pass: Link exits
for pos in occupied_coords:
var room = occupied_coords[pos]
var x = int(pos.x)
var y = int(pos.y)
if occupied_coords.has(Vector2(x, y - 1)): room.exits["north"] = "room_%d_%d" % [x, y - 1]
if occupied_coords.has(Vector2(x, y + 1)): room.exits["south"] = "room_%d_%d" % [x, y + 1]
if occupied_coords.has(Vector2(x + 1, y)): room.exits["east"] = "room_%d_%d" % [x + 1, y]
if occupied_coords.has(Vector2(x - 1, y)): room.exits["west"] = "room_%d_%d" % [x - 1, y]
# Populate items/enemies
_populate_world(rooms)
return rooms
static func _create_room(x: int, y: int) -> RoomData:
var room = RoomData.new()
room.id = "room_%d_%d" % [x, y]
room.room_name = "Room %d,%d" % [x, y]
room.description = "A dark, stone-walled room at coordinates %d, %d." % [x, y]
room.exits = {}
return room
static func _populate_world(rooms: Dictionary):
var room_ids = rooms.keys()
# Add a sword to a random room (excluding 0,0 if possible, but random is fine)
var sword_room_id = room_ids[randi() % room_ids.size()]
var sword_room = rooms[sword_room_id]
var sword = ItemData.new()
sword.id = "sword"
sword.name = "Rusty Sword"
sword.description = "A rusty old sword."
sword.effect_type = "DAMAGE"
sword.effect_value = 10
sword_room.items.append(sword)
# Add some enemies
var num_enemies = rooms.size() / 3
for i in range(num_enemies):
var enemy_room_id = room_ids[randi() % room_ids.size()]
# Avoid putting enemy in start room (0,0)
if enemy_room_id == "room_0_0":
continue
var enemy_room = rooms[enemy_room_id]
if enemy_room.enemies.size() == 0: # One enemy per room for now
var goblin = EnemyData.new()
goblin.id = "goblin"
goblin.name = "Goblin"
goblin.hp = 30
goblin.max_hp = 30
goblin.damage = 5
enemy_room.enemies.append(goblin)
static func generate_test_world() -> Dictionary:
var rooms = {}
for x in range(4):
for y in range(4):
var id = "room_%d_%d" % [x, y]
var room = RoomData.new()
room.id = id
room.room_name = "Room %d,%d" % [x, y]
room.description = "A generic room at coordinates %d, %d." % [x, y]
# Link exits
room.exits = {}
if x > 0: room.exits["west"] = "room_%d_%d" % [x-1, y]
if x < 3: room.exits["east"] = "room_%d_%d" % [x+1, y]
if y > 0: room.exits["north"] = "room_%d_%d" % [x, y-1]
if y < 3: room.exits["south"] = "room_%d_%d" % [x, y+1]
# Add test item to room 1,1
if x == 1 and y == 1:
var sword = ItemData.new()
sword.id = "sword"
sword.name = "Rusty Sword"
sword.description = "A rusty old sword."
sword.effect_type = "DAMAGE"
sword.effect_value = 10
room.items.append(sword)
# Add test enemy to room 2,2
if x == 2 and y == 2:
var goblin = load("res://scripts/resources/EnemyData.gd").new()
goblin.id = "goblin"
goblin.name = "Goblin"
goblin.hp = 30
goblin.max_hp = 30
goblin.damage = 5
room.enemies.append(goblin)
rooms[id] = room
return rooms