Add deterministic generated worlds
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parent
19f63bd656
commit
e8888ed05a
87 changed files with 3743 additions and 139 deletions
92
main/main.gd
92
main/main.gd
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@ -409,6 +409,12 @@ func _start_dedicated_server() -> void:
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):
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_fail_dedicated_server("The server operator list is invalid.")
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return
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if not _apply_generated_world(config.world_seed, false):
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_fail_dedicated_server("The configured world seed could not be generated.")
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return
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if not _network_session.set_host_world_seed(config.world_seed):
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_fail_dedicated_server("The configured world seed is invalid.")
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return
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_configure_portable_stores()
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if not _discovery.configure_dedicated_runtime(config.server_name):
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_fail_dedicated_server("The server room name is invalid.")
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@ -1666,14 +1672,24 @@ func _resize_native_overlays() -> void:
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_shop_backdrop.size = Vector2(get_window().size)
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func _on_new_game_requested() -> void:
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func _on_new_game_requested(world_seed: int) -> void:
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if _gameplay_started or _quit_in_progress:
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return
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if not _apply_generated_world(world_seed, true):
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_game_ui.get_title_screen().report_network_error(
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"Could not generate that world seed. Try rolling another world."
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)
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return
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if not _prepare_host_world_seed(world_seed):
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_game_ui.get_title_screen().report_network_error(
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"Could not prepare the generated world for hosting."
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)
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return
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if not _prepare_private_host():
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return
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if (
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not _save_manager.delete_progression_save()
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or not _save_manager.initialize_new_game()
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or not _save_manager.initialize_new_game(world_seed)
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):
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_network_session.disconnect_session("New Game setup failed.")
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_game_ui.get_title_screen().report_network_error(
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@ -1686,14 +1702,22 @@ func _on_new_game_requested() -> void:
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func _on_continue_game_requested() -> void:
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if _gameplay_started or _quit_in_progress:
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return
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if not _prepare_private_host():
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return
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if not _save_manager.load_player_data():
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_network_session.disconnect_session("Continue failed.")
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_game_ui.get_title_screen().report_network_error(
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"Failed to load save. The original was preserved."
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)
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return
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var world_seed: int = _save_manager.get_world_seed()
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if (
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not _apply_generated_world(world_seed, true)
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or not _prepare_host_world_seed(world_seed)
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):
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_game_ui.get_title_screen().report_network_error(
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"The saved world could not be generated. The save was preserved."
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)
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return
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if not _prepare_private_host():
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return
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_enter_gameplay()
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@ -1716,6 +1740,15 @@ func _prepare_private_host() -> bool:
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return true
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func _prepare_host_world_seed(world_seed: int) -> bool:
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if _network_session.state in [
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NetworkSessionType.State.CONNECTION_FAILED,
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NetworkSessionType.State.SERVER_LOST,
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]:
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_network_session.reset_failure()
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return _network_session.set_host_world_seed(world_seed)
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func _enter_gameplay() -> void:
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_fade_out_title_music()
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_game_ui.get_title_screen().hide()
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@ -1805,10 +1838,14 @@ func _on_network_join_authenticated() -> void:
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)
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_join_requested_from_title = false
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return
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if not _apply_joined_world(server_metadata):
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return
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_fade_out_title_music()
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_game_ui.get_title_screen().hide()
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_set_gameplay_active(true)
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elif _join_requested_from_pause:
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if not _apply_joined_world(server_metadata):
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return
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_set_gameplay_active(true)
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_join_requested_from_title = false
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_join_requested_from_pause = false
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@ -1912,7 +1949,12 @@ func _on_reset_progress_requested() -> void:
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if not _save_manager.delete_progression_save():
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pause_menu.report_reset_failure()
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return
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if not _save_manager.initialize_new_game():
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var world_seed: int = PlayerSaveManager.roll_world_seed()
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if not _save_manager.initialize_new_game(world_seed):
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pause_menu.report_reset_failure()
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return
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_network_session.disconnect_session("Progress reset.")
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if not _apply_generated_world(world_seed, true):
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pause_menu.report_reset_failure()
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return
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pause_menu.close_for_title_transition()
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@ -1921,6 +1963,44 @@ func _on_reset_progress_requested() -> void:
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_show_title_music(true)
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func _apply_joined_world(server_metadata: Dictionary) -> bool:
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var world_seed: int = int(server_metadata.get("world_seed", 0))
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if _apply_generated_world(world_seed, true):
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return true
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_network_session.disconnect_session("World generation failed.")
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_join_requested_from_title = false
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_join_requested_from_pause = false
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_set_gameplay_active(false)
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var title_screen: TitleScreenType = _game_ui.get_title_screen()
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title_screen.reopen_to_menu()
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title_screen.report_network_error(
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"The host's generated world could not be built locally."
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)
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_show_title_music(true)
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return false
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func _apply_generated_world(world_seed: int, reposition_player: bool) -> bool:
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if not _test_world.generate_world(world_seed):
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return false
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var spawn_transform: Transform3D = _test_world.get_player_spawn_transform()
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_player_spawn_service.set_spawn_transform(spawn_transform)
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if reposition_player:
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_player.global_transform = spawn_transform
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_player.velocity = Vector3.ZERO
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if _application_initialized and not _dedicated_runtime:
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_water_recovery.update_world_context(
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spawn_transform,
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_test_world.get_player_water_triggers(),
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_test_world.get_safe_respawn_points(),
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)
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_shoreline_ambience.configure(
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_player,
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_test_world.get_saltwater_shoreline_mesh(),
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)
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return true
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func _on_water_recovery_starting() -> void:
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_local_recovery_attempt_id = (
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"recovery:%s"
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