Files
Bullosseum/levels/run_state.gd
T
2026-08-26 20:38:07 +03:00

268 lines
9.3 KiB
GDScript

extends Node
## Persistent run progression across scene changes — the Slay-the-Spire-style map and
## where the player sits on it. The arena scene is reloaded for every fight, so this
## state must outlive scene changes: genuinely global run state earns an autoload (`Run`).
##
## Flow: menu Play → start_new_run() → arena (intro fight) → win → MapScreen shows the
## first frontier → pick a node → its level scene → win → back to MapScreen advanced one
## row, and on until a boss node ends the map. Every node is the arena for now; adding a
## level later is a new LevelDef in the catalog and pointing the generator at it.
signal run_started
# Every level loads the same reusable shell (player, camera, HUD, PS1 filter); the shell
# then instances the level's own `level_scene` module into its LevelRoot.
const _SHELL_SCENE := "res://scene.tscn"
const _ARENA_LEVEL := preload("res://levels/arena_level.tscn")
const _BEAR_LEVEL := preload("res://levels/bear_level.tscn")
const _LOBBY_LEVEL := preload("res://levels/lobby_level.tscn")
# Map shape. Small + placeholder for now; the final row is a single boss node.
const _ROWS := 5
const _MIN_PER_ROW := 2
const _MAX_PER_ROW := 4
## map[row] is an Array[MapNode]; empty until a run starts.
var map: Array = []
## Node the player currently occupies. (-1, -1) = the start gate below the first row —
## i.e. straight after the intro fight, before any map node has been chosen.
var player_row: int = -1
var player_col: int = -1
## Node picked on the map whose level is being played now; committed to on the next win.
var pending_row: int = -1
var pending_col: int = -1
## Debug override — when set, active_level() returns this regardless of map state.
## Set via the console `level` command; cleared on start_new_run().
var debug_level_override: LevelDef = null
## The lobby is an interstitial hub between fights, not a map node: the player is sent
## here after clearing a level (go_to_lobby()) to move around freely before choosing the
## next node. While set, active_level() serves the lobby; cleared once a node is picked
## (select_node) or a fresh run begins.
var enter_lobby: bool = false
# Level catalog. Every level shares the shell scene; what changes is the level module
# (its geometry + spawners) and the opponent. The arena (matador wave, normal + boss
# flavours) and the bear (a lone boss enemy that can turn up as a normal node) live here.
# Future levels — china shop — slot in the same way: a new module + a LevelDef entry.
const _BEAR_SCENE := preload("res://Bear.tscn")
var _arena: LevelDef
var _arena_boss: LevelDef
var _bear: LevelDef
var _lobby: LevelDef
func _ready() -> void:
_arena = _make_level(&"arena", "The Arena", _ARENA_LEVEL, Color(0.80, 0.62, 0.24), false)
_arena_boss = _make_level(
&"arena_boss", "Grand Arena", _ARENA_LEVEL, Color(0.88, 0.30, 0.20), true
)
_bear = _make_level(&"bear", "Bear's Den", _BEAR_LEVEL, Color(0.55, 0.38, 0.22), false)
_bear.enemy_scene = _BEAR_SCENE
# The lobby is a fightless hub — no enemy_scene, so no wave spawns and no win/lose.
_lobby = _make_level(&"lobby", "Lobby", _LOBBY_LEVEL, Color(0.62, 0.66, 0.72), false)
func _make_level(
id: StringName, level_name: String, level_scene: PackedScene, color: Color, boss: bool
) -> LevelDef:
var l := LevelDef.new()
l.id = id
l.display_name = level_name
l.scene_path = _SHELL_SCENE
l.level_scene = level_scene
l.color = color
l.is_boss = boss
return l
## The level being fought right now: debug override wins, then the pending/current map
## node, falling back to the plain arena for the intro fight or a direct scene launch.
func active_level() -> LevelDef:
if debug_level_override != null:
return debug_level_override
if enter_lobby:
return _lobby
var n := node_at(pending_row, pending_col)
if n == null:
n = current_node()
return n.level if n != null and n.level != null else _arena
## Return a level by id, or null if unknown. Used by the debug console `level` command.
func get_level(id: StringName) -> LevelDef:
match id:
&"arena": return _arena
&"arena_boss": return _arena_boss
&"bear": return _bear
&"lobby": return _lobby
return null
## All known level ids — shown by `level` in the console.
func level_ids() -> Array[StringName]:
return [&"arena", &"arena_boss", &"bear", &"lobby"]
## Begin a fresh run: build a new map and place the player at the start gate. Called from
## the main-menu Play button, not from the arena scene (which reloads for every fight).
func start_new_run() -> void:
_generate_map()
player_row = -1
player_col = -1
pending_row = -1
pending_col = -1
debug_level_override = null
enter_lobby = false
run_started.emit()
## Build a run if none exists — a safety net for entering the map or arena directly (e.g.
## running scene.tscn straight from the editor) without coming through the menu.
func ensure_run() -> void:
if map.is_empty():
start_new_run()
func has_run() -> bool:
return not map.is_empty()
func node_at(row: int, col: int) -> MapNode:
if row < 0 or row >= map.size():
return null
var r: Array = map[row]
if col < 0 or col >= r.size():
return null
return r[col]
func current_node() -> MapNode:
return node_at(player_row, player_col)
## Nodes the player may pick next: the whole first row from the start gate, otherwise the
## nodes the current node links forward to.
func reachable() -> Array:
if map.is_empty():
return []
if player_row < 0:
return (map[0] as Array).duplicate()
var here := current_node()
if here == null or player_row + 1 >= map.size():
return []
var out: Array = []
for c: int in here.links:
var n := node_at(player_row + 1, c)
if n != null:
out.append(n)
return out
## True once the player has cleared a boss node — the map is finished.
func run_complete() -> bool:
var here := current_node()
return here != null and here.level != null and here.level.is_boss
## Mark a node as the one being played (its level scene is about to load).
func select_node(node: MapNode) -> void:
if node == null:
return
enter_lobby = false
pending_row = node.row
pending_col = node.col
## Send the player to the lobby hub instead of a fight — active_level() serves the lobby
## until a node is picked. Called after clearing a level so the player lands in the lobby
## rather than jumping straight to the next fight.
func go_to_lobby() -> void:
enter_lobby = true
## Commit the level just won: move the player onto the pending node (or leave them at the
## start gate after the intro fight, which has no pending node).
func complete_current_level() -> void:
if pending_row >= 0:
player_row = pending_row
player_col = pending_col
var n := current_node()
if n != null:
n.cleared = true
pending_row = -1
pending_col = -1
# ── Map generation ────────────────────────────────────────────────────────────
# A small branching lattice: each row gets a handful of nodes, each node links to the
# nearest node(s) in the next row, and every next-row node is guaranteed a parent so the
# path is always connected (no orphan the player can never reach). The final row is a
# single boss node the whole map funnels toward.
func _generate_map() -> void:
map.clear()
for r: int in _ROWS:
var count := 1 if r == _ROWS - 1 else randi_range(_MIN_PER_ROW, _MAX_PER_ROW)
var y := 1.0 - float(r + 1) / float(_ROWS + 1) # row 0 near the bottom, boss on top
var row_nodes: Array = []
for c: int in count:
var node := MapNode.new()
node.row = r
node.col = c
node.pos = Vector2(_column_x(c, count), y)
# Boss row is always the Grand Arena; normal nodes are a mix of matador
# arenas and the occasional Bear's Den for variety.
if r == _ROWS - 1:
node.level = _arena_boss
else:
node.level = _bear if randf() < 0.35 else _arena
row_nodes.append(node)
map.append(row_nodes)
_link_rows()
func _column_x(col: int, count: int) -> float:
if count <= 1:
return 0.5
return lerpf(0.18, 0.82, float(col) / float(count - 1))
func _link_rows() -> void:
for r: int in _ROWS - 1:
var cur: Array = map[r]
var nxt: Array = map[r + 1]
var incoming := PackedInt32Array()
incoming.resize(nxt.size()) # zero-filled
for from_node: MapNode in cur:
var nearest := _nearest_index(from_node, nxt)
_add_link(from_node, nearest, incoming)
# Occasionally fan out to an adjacent next-row node so paths branch.
if nxt.size() > 1 and randf() < 0.45:
var step := 1 if randf() < 0.5 else -1
_add_link(from_node, clampi(nearest + step, 0, nxt.size() - 1), incoming)
# Guarantee every next-row node has at least one parent (no orphans).
for c: int in nxt.size():
if incoming[c] == 0:
_add_link(cur[_nearest_index(nxt[c], cur)], c, incoming)
func _add_link(from_node: MapNode, to_col: int, incoming: PackedInt32Array) -> void:
if to_col in from_node.links:
return
from_node.links.append(to_col)
incoming[to_col] += 1
# Index of the node in `others` whose column position is closest to `node` on the x axis —
# used both to link a node forward and to adopt an orphan back to its nearest parent.
func _nearest_index(node: MapNode, others: Array) -> int:
var best := 0
var best_d := INF
for i: int in others.size():
var d: float = absf((others[i] as MapNode).pos.x - node.pos.x)
if d < best_d:
best_d = d
best = i
return best