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VOXELLENT DEV LOG

posted by Marcus, May 21, 2020 @ 6:12 am
Voxellent Main Menu
Vox­el­lent Main Menu

VOXELLENT ON TWITTER:

‘Skel­ly’ Idle/Walk/Attack Cycles
‘Owl­beast’ Idle/Walk/Attack Cycles
‘Xbow Monk’ Idle/Walk/Attack Cycles
‘Adven­tur­er’ Idle/Walk/Attack 1/Attack 2 Cycles
‘Gob­by’ Idle/Walk/Attack/Hit/Death Cycles
Alche­my Table
Store
Mob Com­bat
Ran­domised Dun­geons

SAMPLE SCRIPT:

I’ll share more info lat­er on my pro­ce­dur­al map gen cel­lu­lar automa­ta and real-time com­bat scripts for ‘RPG in a Box’, but here’s the cur­rent state of my WIP ‘build_map’ script which runs over a pre­built map of 30x30 tem­po­rary tiles on a dum­my map. (This is nec­es­sary to pre­serve NPC pathfind­ing in the fin­ished map.) The dum­my map also con­tains a remote tile to hold a play­er asset while the map is gen­er­at­ing, and a dum­my NPC out­side the main grid for edit­ing ‘behav­ior’ set­tings for the map. I’ve heav­i­ly com­ment­ed the code and left in debug­ging ‘print’ calls so oth­ers can fol­low the steps, which are:

  1. Loop through all temp tiles giv­ing them IDs and a ran­dom state — ‘floor’ or ‘black’ based on a map den­si­ty vari­able
  2. Loop through all tiles clean­ing up shap­ing based on num­ber of neigh­bours, with total num­ber of loops defined in a vari­able to adjust the chunk­i­ness of the floor plan
  3. Loop through all tiles adding walls and black ‘fill’ objects on emp­ty tiles that are adja­cent to walls so backs of walls aren’t vis­i­ble dur­ing game play
  4. Clean up walk­a­bil­i­ty and inter­ac­tion between tiles along the way
  5. Move the play­er to a valid start­ing tile and place exit
  6. Place lootable objects with vari­a­tions for alcoves, cor­ners, walls and open floor
  7. Find sin­gle-width cor­ri­dors and place doors
  8. Place NPC gen­er­a­tors which are also destruc­tible in their own script and for which a sep­a­rate ‘spawn_mob’ script spawns NPCs onto the map after map load
  9. Update load­ing ani­ma­tion along the way as the whole process takes around 15 sec­onds when using detailed 32x32x48 tiles

To fol­low this script you prob­a­bly need to be famil­iar with how cel­lu­lar automa­ta and arrays work. Any sug­ges­tions for improve­ments are wel­come. This is still as work in progress:

// CELLULAR AUTOMATA MAP GEN 18/4/20
// TO DO: Pick random tileset
// TO DO: Fix glitch on nav for tiles at coord 30
// Dim maximum map size
maxSizeX = 20;
maxSizeY = 20;
minSizeX = 20;
minSizeY = 20;
tDepth = -2;
// set random dimensions
columns = random(minSizeX, maxSizeX);
rows = random(minSizeY, maxSizeY);
set_global_property("columns", columns); // Used by other scripts to check all tiles
set_global_property("rows", rows); // Used by other scripts to check all tiles
// map gen vars
openChance = 4; // init grid density (1-10)
overpopLim = 4; // max cell closed neighbours 
killNum = 2; // min cell closed neighbours  
birthNum = 4;  // # neighbours to tile an empty cell
loopNum = 1; // Cellular loops
exitSet = false;
//play_animation(player, "loading1"); // Start loading anim TO DO: Use swap model instead of having this in constant model
//play_music("Battle Cry.ogg"); // TO DO: Stop music not currently possible
wait(0.01); // Refreshes screen
//set_directional_light_enabled(false); // Darken map
//set_ambient_light_enabled(false);
print("Map size:" + columns + ":" + rows); // Debug
// TO DO: Reset map
tCount = 0;
col = 0;
while col < columns do
	col += 1;
	//print("First do col:" + col); // Debug
	row = 0;
	while row < rows do
		row += 1;	
		//print("First do row:" + row); // Debug	
		bufferZone = true;			
		if col > 2 and col < (columns - 1) then // Buffer zone // TO DO: Check this is still necessary
			if row > 2 and row < (rows - 1) then // Buffer zone		
				bufferZone = false;
			end
		end;
		tempTile = tile[col, row, tDepth]; // Used to wipe or replace temp tiles
		//print("At temp tile:" + tempTile); // Debug
		if random(0, 10) <= openChance and bufferZone == false then
			tName = "tile" + col + ":" + row; // Current tile
			print("Swap floor tile:" + tName); // Debug	
			// Name tile as a floor
			tName = "tile" + col + ":" + row;
			play_animation(tempTile, "dungeon_floor");	
			assign_entity_id(tempTile, tName); // Rename temp tile as a wall floor // TO DO: Repeat this process later during cellular			
			tCount += 1; // Keep track of total tiles
			add_to_group(tName, "tGroup1");
		else
			blackName = "black" + col + ":" + row;
			//print("Make black tile: " + blackName); // Debug
			
			// Put temp tile on first frame in first pass as we may be reloading map
//			play_animation(tempTile, "black");	

			assign_entity_id(tempTile, blackName); // Rename temp tile as a wall floor 
		end
	end
end;
// Uncomment following 2 lines to swing camera to watch map load
//lock_camera(); // Debug
//move_camera(coord[0, 15, 200], coord[15, 15, 0]); // Debug
play_animation(player, "loading2"); // Advance loading anim 
wait(0.1); // Refreshes screen
//display_message("Click to generate random map... (Approx. " + loadTime + " seconds)"); // Debug
loop = 0; // Full loop through celullar automata
while loop < loopNum do
	loop += 1;
	//display_message("Generate map " + loop + "/" + loopNum + " (Click to proceed)"); // Debug
	// With each tile in map - exclude one row around edge to simplify neighbour checks later
	col = 1; // Skip map border
	while col < columns do 
		col += 1;
		row = 1; 
		while row < rows do
			row += 1;
			tName = "tile" + col + ":" + row; // Current tile, used in multiple places below
			tTile = entity[tName]; 			
			blackName = "black" + col + ":" + row; // Black tile name for same location
			bTile = entity[blackName];
			//print("XTile" + col + ":" + row); // Debug
			// Count this tile's neighbours
			count = 0;
			i = -2;
		    while i < 1 do
				i += 1;			
				//print("i:" + i); // Debug
				j = -2;
    		    while j < 1 do
					j += 1;
					//print("j:" + j); // Debug
            		// Exclude middle point (i.e.: tile for which neighbours are being checked)
	            	if i == 0 and j == 0 then
						// Do nothing
					else					
	        		    checkCol = col + i;
	            		checkRow = row + j;				
						//display_message("Tile" + checkCol + ":" + checkRow); // Debug
						tCheck = "tile" + checkCol + ":" + checkRow;							
						if group["tGroup" + loop] contains entity[tCheck] then // Check if there's a tile there 
							//print("Tile " + count + " counted at " + checkCol + ":" + checkRow + " on side " + i + ":" + j); // Debug		
							count += 1;
						end
					end		
				end
    	    end;
			//print("Tile count:" + count); // Debug
			//print("Time name:" + tName); // Debug		
			nextLoop = loop + 1;	
			nextLoop = "tGroup" + nextLoop;		
			if group["tGroup" + loop] contains tTile then // Check if there's a tile there in the current loop 
				if count <= killNum then // tile has <= X neighbours, remove 
					remove_from_group(tTile, "tGroup" + loop); 					
					// Tile is a floor tile, swap to black
					//print("Swapping for black tile  at " + i + ":" + j); // Debug	
					play_animation(tTile, "black");	 
					assign_entity_id(tTile, blackName); // Rename tile as a black				
					tCount -= 1; // Keep track of total tiles
					// Replace with black corner						
					//print("Made black tile: " + blackName); // Debug								
				else // Otherwise tile has enough neighbours, leave and add to next loop
					add_to_group(tTile, nextLoop); 
				end 
			elseif count >= birthNum then // Empty tile has >= X neighbours, fill				
				//print("Swapping floor tile at " + col + ":" + row); // Debug	
				tempTile = tile[col, row, tDepth];
				play_animation(tempTile, "dungeon_floor");	
				// Flip tile to random direction 
				dungeonDirs = array[NORTH, EAST, SOUTH, WEST];	
				tempTile.direction = dungeonDirs[random(0, 3)];	
				assign_entity_id(tempTile, tName); // Name tile as a black				
				tTile = entity[tName]; // Refresh tTile
				tCount += 1; // Keep track of total tiles
				add_to_group(tTile, nextLoop);				
			end
    	        end;
	end;
end;
nextLoop = null; // Clean up nextLoop 
// TO DO: Cleanup old loop groups
play_animation(player, "loading3"); // Advance loading anim
wait(0.01); // Refreshes screen
//display_message("Placing walls, map contents and walk paths (Click to proceed)"); // Debug
// Set walkabilities, wall objects and populate map contents
col = 1; 
while col < columns do
	col += 1;
	row = 1; 
	while row < rows do
		row += 1;
		//print("Making row walkable:" + row); // Debug
		tName = "tile" + col + ":" + row; // current tile, used in multiple places below
		tCheck = tile[col, row, tDepth];
		nameCheck = tCheck.id;
		wallCheck = "Wall" + col + ":" + row; 
		blackCheck = "black" + col + ":" + row; // Used to check if tile is a black corner
		if tName == nameCheck then // Only check neighbours for floor tiles
			// TO DO: Might be rechecking other naming formats, e.g.: genTile
			wallCount = 0; // Used to count number of walls on a tile
			// Check surrounding tiles	
			i = -2;
		    while i < 1 do
				i += 1;			
				//display_message("i:" + i); // Debug
				j = -2;
				while j < 1 do
					j += 1;
					//display_message("j:" + j); // Debug
					checkCol = col + i;
       				checkRow = row + j;	
					posFactor = (j * 10) + i; // Used in wall positioning
					//display_message("Tile" + checkCol + ":" + checkRow); // Debug
					sideCheck = tile[checkCol, checkRow, tDepth]; // Side tile being checked
					checkName = sideCheck.id;	
					wallSideCheck = "Wall" + checkCol + ":" + checkRow; // Used to check if tile is a wall
					blackCheck = "black" + checkCol + ":" + checkRow; // Used to check if tile is a black 
					wallObj = "Obj" + col + ":" + row; // Used to name wall object inside current tile
					fillObj = "fill" + checkCol + ":" + checkRow; // Used to name fill object in adjacent tile
           			if i == 0 and j == 0 then // Exclude middle floor point (i.e.: tile for which neighbours are being checked)
						// Do nothing, everything is handled from adjacent tiles and we need to wait for all walls to be done
					elseif (i * j) == 0 then // Perpendicular positions only					
						if checkName == blackCheck and entity[fillObj] == null then // We found an empty void perpendicular to a floor tile					
							// TO DO: Multiple 'object cannot be placed on the specified tile' errors
							print("Add fill object at " + checkCol + ":" + checkRow); // Debug
							assign_entity_id(sideCheck, wallSideCheck); // Rename black tile as a wall block 
							sideCheck = tile[checkCol, checkRow, tDepth]; // Update vars for use in next if
							checkName = sideCheck.id;							
							add_object("obj_wall_fill", coord[checkCol, checkRow, tDepth], fillObj);
//							tempTile = tile[col, row, tDepth].id;	
							replace_navigation(checkName, WALK_AND_INTERACT, INTERACT_ONLY); // Make side tile unwalkable						
							modify_navigation(tName, checkName, INTERACT_ONLY);
						end;
						if checkName == wallSideCheck and entity[checkName] != null then // Tile is already wall set in a previous loop
							//print("Found wall at " + i + ":" + j); // Debug
							//print("Add wall object at " + col + ":" + row); // Debug							
							// Place wall objs inside floor tile for touch interaction	
							pickObj = random(1, 2);	// Randomise wall objects								
							if posFactor == 10 then
								wallObj = wallObj + "south";				
								pickObj = "obj_wall_S" + pickObj;
								add_object(pickObj, coord[col, row, tDepth], wallObj); 
								wallCount += 1; // Used to find walls and corners
								set_entity_property(wallObj, "wDir", "south"); // Used by break_wall
							elseif posFactor == -10 then
								wallObj = wallObj + "north"; 
								pickObj = "obj_wall_N" + pickObj;
								add_object(pickObj, coord[col, row, tDepth], wallObj); 
								wallCount += 1; // Used to find walls and corners
								set_entity_property(wallObj, "wDir", "north"); // Used by break_wall
							elseif posFactor == 1 then
								wallObj = wallObj + "east";
								pickObj = "obj_wall_E" + pickObj;
								add_object(pickObj, coord[col, row, tDepth], wallObj); 
								wallCount += 1; // Used to find walls and corners
								set_entity_property(wallObj, "wDir", "east"); // Used by break_wall	 							
							elseif posFactor == -1 then
								wallObj = wallObj + "west"; 
								pickObj = "obj_wall_W" + pickObj;
								add_object(pickObj, coord[col, row, tDepth], wallObj);  
								wallCount += 1; // Used to find walls and corners
								set_entity_property(wallObj, "wDir", "west"); // Used by break_wall									
							end; // TO DO: Else other numbers							
							//display_message(checkName); // Debug						
						else // This is a perpendicular floor tile					
							// TO DO: Make non-neighbours non walkable 												
						end;
					elseif checkName == blackCheck and checkName != wallSideCheck then // This is a black corner not perpendicular to this floor tile and not already made a wall
						// TO DO: Multiple 'object cannot be placed on the specified tile' errors		
						// DIAGONALS:
						print("Diagonal at " + checkCol + ":" + checkRow); // Debug
						// TO DO: Further optimise to find corners. Currently creating many which are overwritten
						assign_entity_id(sideCheck, wallSideCheck); // Rename temp tile as a wall floor 
						// Places some walls for tiles not yet wall checked	
						add_object("obj_wall_fill", coord[checkCol, checkRow, tDepth], fillObj);
						sideCheck = tile[checkCol, checkRow, tDepth]; // Update vars
						checkName = sideCheck.id;
						replace_navigation(sideCheck, WALK_AND_INTERACT, INTERACT_ONLY) // Make side tile unwalkable									
					end
				end
			end;	
			// TO DO: Clean-up if wall count == 4 clear tile and reset to black so no isolated tiles
			// All the neighbour checking is done. Populate tile contents and nav settings 
			// POPULATE TILE CONTENTS
			//print("Wall count = " + wallCount); // Debug
			//print("Populate tile contents");
			objCheck = "Obj" + col + ":" + row;
			oCheck = entity[objCheck]; // TO DO: Why is this here?
			if entity[objCheck] == null and tCheck.id == tName then // There's nothing here and it's a floor tile
				// TO DO: Check for other object and tile types?
				// TO DO: Also check if it's a wall to allow objs against walls -> if oCheck.property["wDir"] != null then 
				// PUT PLAYER:
				if player.coord.x == 0 and player.coord.y == -20 then // If player is still at origin 
					print("Put player at " + col + ":" + row); // Debug						
					put_player(tile[col, row, tDepth].id);							
				elseif player.coord.x != col and player.coord.y != row then // Check we're not placing on top of the player				
					// TO DO: Set frequencies as vars
					// ALCOVES:		
					// Do alcoves first or they clash with door finding
					if wallCount == 3 then // We're in an alcove
						print("Alcove found");
						// TRUNKS:
						if random(1, 100) < 20 then // Add trunk
							thingName = "Trunk" + col + ":" + row;						
							add_object("trunk_2", coord[col, row, tDepth], thingName);	
						// GARGOYLES:
						elseif random(1, 100) < 25 then // Add gargoyle
							thingName = "Alcove" + col + ":" + row;						
							add_object("gargoyle_1", coord[col, row, tDepth], thingName);
						// CAGES:
						elseif random(1, 100) < 33 then // Add gargoyle
							thingName = "Alcove" + col + ":" + row;						
							add_object("cage_1", coord[col, row, tDepth], thingName);							
						// MANACLES:
						elseif random(1, 100) < 50 then // Add gargoyle
							thingName = "Alcove" + col + ":" + row;						
							add_object("manacles_1", coord[col, row, tDepth], thingName);							
						// BARRELS: 
						else
							thingName = "Barrel" + col + ":" + row;						
							add_object("barrel_4", coord[col, row, tDepth], thingName);						
						end;								
						// TO DO: When alcove is next to door, opening door overrides INTERACT_ONLY
						replace_navigation(tile[col, row, tDepth], WALK_AND_INTERACT, INTERACT_ONLY); // Set alcove tile to interact only									
						// Turn to face opening
						if entity[wallObj + "north"] == null then
							entity[thingName].direction = NORTH;
						elseif entity[wallObj + "south"] == null then 						
							entity[thingName].direction = SOUTH;						
						elseif entity[wallObj + "east"] == null then
							entity[thingName].direction = EAST;							
						else // West
							entity[thingName].direction = WEST;								
						end;
						// TO DO: Other objects than trunks
					// DOORS:					
					elseif entity[wallObj + "south"] != null and entity[wallObj + "north"] != null then 
						if entity[wallObj + "east"] == null and entity[wallObj + "west"] == null then
							print("Add door");
							dName = "Door" + col + ":" + row;
							pickObj = random(1, 2);	// Randomise door objects							
							pickObj = "door_EW" + pickObj;
							// Add North-South door
							add_object(pickObj, coord[col, row, tDepth], dName);
							set_entity_script(entity[dName], "open_door_2");
							// Swap both types of navigation
							replace_navigation(tile[col, row, tDepth], WALK_ONLY, INTERACT_ONLY); // Set door tile to interact only
							replace_navigation(tile[col, row, tDepth], WALK_AND_INTERACT, INTERACT_ONLY); // Set door tile to interact only
							// TO DO: Set entity script here instead of default?
						end					
					elseif entity[wallObj + "east"] != null and entity[wallObj + "west"] != null then 
						if entity[wallObj + "south"] == null and entity[wallObj + "north"] == null then
							print("Add door");
							dName = "Door" + col + ":" + row;
							pickObj = random(1, 2);	// Randomise door objects	
							pickObj = "door_NS" + pickObj;
							// Add East-West door
							add_object(pickObj, coord[col, row, tDepth], dName);
							set_entity_script(entity[dName], "open_door_2");
							// Swap both types of navigation
							replace_navigation(tile[col, row, tDepth], WALK_ONLY, INTERACT_ONLY); // Set door tile to interact only
							replace_navigation(tile[col, row, tDepth], WALK_AND_INTERACT, INTERACT_ONLY); // Set door tile to interact only			
							// TO DO: Set entity script here instead of default?
						end;
					// CORNERS:
					// Must comes after doors
					elseif wallCount == 2 then // We're in a corner
						// CAVE WATER:
						if random(1, 100) < 5 then // Add cave water
							print("Place cave water at " + col + ":" + row); // Debug
							tempName = "Pool" + col + ":" + row;	
							tempNum = random(1, 3);
							objName = "cave_pool_" + tempNum;
							add_object(objName, coord[col, row, tDepth], tempName);	
//							dungeonDirs = array[NORTH, EAST, SOUTH, WEST];	// TO DO: Check where this is also defined much earlier and move to start?
							entity[tempName].direction = dungeonDirs[random(0, 3)];	
							play_animation(tempName, "default"); // Water anim		
							replace_navigation(tCheck, WALK_AND_INTERACT, INTERACT_ONLY); 											
						end;			
					// MOB GENERATORS:									
					elseif random(1, 100) < 5 then // Add generator
						print("Place generator at " + col + ":" + row); // Debug
						gName = "Gen" + col + ":" + row;	
						// First set generator base tile
						set_entity_model(tCheck, "generator_1");	
						// Then add generator roof/pillars object		
						add_object("generator_1", coord[col, row, tDepth], gName);				
						// TO DO: Add object on roof to spawn new mods?
						// TO DO: Replace navigation tempoerarily on mob spawn?
						// TO DO: Loop through neighbours fix interaction?
					// EXIT HATCH:
					elseif random(1, tCount) < (tCount / maxSizeX) and exitSet == false then // Add exit hatch near end of loop
						// TO DO: Fix late tile count check
						print("Place exit at " + col + ":" + row); // Debug	
						// TO DO: Remove existing navigation first? (Uses replace below)										
						set_entity_model(tCheck, "floor_hole");						
						//display_message ("Place exit"); // Debug	
						add_object("trapdoor", coord[col, row, tDepth], "exit");
						//replace_navigation(tCheck, WALK_AND_INTERACT, INTERACT_ONLY); // TO DO: Allows running over trapdoor
						exitSet = true;
					// TO DO: Wall 'cave pool' water trickle
					// SCONCES:
					elseif random(1, 100) < 50 then // Add sconce
						// TO DO: One sconce model with direction set
						print("Place sconce at " + col + ":" + row); // Debug
						sconceName = "Sconce" + col + ":" + row;
						if entity[wallObj + "south"] != null then 
							add_object("wall_torch_1", coord[col, row, tDepth], sconceName);
							entity[sconceName].direction = SOUTH;
						elseif entity[wallObj + "north"] != null then
							add_object("wall_torch_1", coord[col, row, tDepth], sconceName);
							entity[sconceName].direction = NORTH;
						elseif entity[wallObj + "east"] != null then
							add_object("wall_torch_1", coord[col, row, tDepth], sconceName);
							entity[sconceName].direction = EAST;						
						elseif entity[wallObj + "west"] != null then
							add_object("wall_torch_1", coord[col, row, tDepth], sconceName);
							entity[sconceName].direction = WEST;						
						end; // TO DO: Else other numbers
						// Set tile to damage player
						set_entity_script(tile[col, row, tDepth], "torch_burn_1", STOP_ON_TILE);											
						// TO DO: Check walkability
					// BREAKABLE CRATES:						
					elseif random(1, 100) < 3 then // Add barrel
						//display_message ("Place barrel"); // Debug
						print("Place crate at " + col + ":" + row); // Debug	
						crateName = "crate" + col + ":" + row;
						add_object("crate_breakable_1", coord[col, row, tDepth], crateName);	
						replace_navigation(tile[col, row, tDepth], WALK_AND_INTERACT, INTERACT_ONLY); 				
//						dungeonDirs = array[NORTH, EAST, SOUTH, WEST];	// TO DO: Check where this is also defined much earlier and move to start?
						entity[crateName].direction = dungeonDirs[random(0, 3)];	
					end;
				end	
			end;
			//print("Tile populated at " + col + ":" + row); // Debug	
		else // This was a black tile
			replace_navigation(tCheck, WALK_AND_INTERACT, NONE); 		
		end
	end
end;
play_animation(player, "loading4"); // Advance loading anim
// TO DO: Double-check exit placement found a valid tile in above loop
//reset_camera();
//display_message("Ready to go (Click to proceed)"); // Debug
// TO DO: Give items for testing only
give_item("ITEM_0001", 1); 
give_item("ITEM_0002", 1); 
give_item("ITEM_0003", 1); 
show_toolbar();
play_animation(player, "idle");
player.stat["max_hp"] = 100; // TO DO: For testing only
player.stat["hp"] = 100; 
// TO Do: set_global_property("show_player_health", true) when possible
set_ambient_light_color(color[255, 212, 186]);
execute_script("spawn_mobs");

Hap­py script­ing!

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