Files
Papay-Shooter/debug/dust2_level_builder.gd
T
2026-08-02 02:20:02 -04:00

225 lines
7.9 KiB
GDScript

extends TestLevelBuilder
func _build_environment() -> void:
# Dust 2 uses the warm sunset palette. Selecting it through the shared
# environment updates both the sky and the fullscreen ink pass.
LevelEnvironment.add_to(self, "sunset")
func _build_geometry() -> void:
# Build environment setup
_build_environment()
var env = get_node_or_null("WorldEnvironment")
if env:
var environment = env.environment
# (keep the shared linear tonemap — ACES crushes the cel bands)
if environment.sky and environment.sky.sky_material:
var sky_mat = environment.sky.sky_material
sky_mat.set_shader_parameter("top_color", Color(0.3, 0.5, 0.8))
sky_mat.set_shader_parameter("horizon_color", Color(0.8, 0.7, 0.5))
sky_mat.set_shader_parameter("ground_color", Color(0.2, 0.15, 0.1))
_build_lighting()
var sun = get_node_or_null("Sun")
if sun:
sun.light_color = Color(1.0, 0.95, 0.85)
sun.light_energy = 1.5
sun.rotation_degrees = Vector3(-45, 45, 0)
var fill = get_node_or_null("FillLight")
if fill:
fill.rotation_degrees = Vector3(-45, -135, 0)
fill.light_energy = 0.3
_build_dust2_layout()
func _spawn_player(pid: int) -> CharacterBody3D:
var player = super._spawn_player(pid)
player.position = Vector3(randf_range(-2, 2), 1, 50 + randf_range(-2, 2))
# Looking at (0,1,0) from (0,1,50) is facing straight down the -Z axis, which is rotation = 0,0,0
player.rotation = Vector3.ZERO
return player
func _build_dust2_layout() -> void:
# Materials
var wall_mat = LevelMaterials.tinted(Color(0.85, 0.75, 0.6)) # Sandstone
var floor_mat = LevelMaterials.tinted(Color(0.7, 0.65, 0.55)) # Dusty ground
var box_mat = LevelMaterials.tinted(Color(0.4, 0.3, 0.2), true) # Wood crates
# Root CSG — sandstone: the whole map reads acoustically as brick
var root_csg = CSGCombiner3D.new()
root_csg.use_collision = true
root_csg.set_meta("acoustic_material", "brick")
add_child(root_csg)
# Huge solid block representing the world bounds
var world_block = CSGBox3D.new()
world_block.size = Vector3(140, 20, 140)
world_block.position = Vector3(0, 10, 0)
world_block.material = wall_mat
root_csg.add_child(world_block)
# Helper function to carve out open-air areas (cuts through the ceiling)
var carve_open = func(pos: Vector3, size: Vector3):
var hole = CSGBox3D.new()
hole.operation = CSGShape3D.OPERATION_SUBTRACTION
var height = 25.0 - pos.y
hole.size = Vector3(size.x, height, size.z)
hole.position = Vector3(pos.x, pos.y + (height / 2.0), pos.z)
root_csg.add_child(hole)
return hole
# Helper function to carve out tunnels (leaves a ceiling)
var carve_tunnel = func(pos: Vector3, size: Vector3):
var hole = CSGBox3D.new()
hole.operation = CSGShape3D.OPERATION_SUBTRACTION
hole.size = size
hole.position = pos + Vector3(0, size.y / 2.0, 0)
root_csg.add_child(hole)
return hole
# Helper function to carve a precise slope (no lips or hard stops)
var carve_ramp = func(start_pos: Vector3, width: float, length: float, height: float, is_x_axis: bool, reverse: bool):
var ramp_box = CSGBox3D.new()
ramp_box.operation = CSGShape3D.OPERATION_SUBTRACTION
var slope = atan2(height, length)
var dir = 1.0 if reverse else -1.0
if not is_x_axis: # Ramp goes along Z
ramp_box.size = Vector3(width, 50, 50)
ramp_box.rotation.x = slope * dir
var mid_point = start_pos + Vector3(0, height / 2.0, (length / 2.0) * dir)
ramp_box.position = mid_point + (Vector3.UP.rotated(Vector3.RIGHT, ramp_box.rotation.x) * 25.0)
else: # Ramp goes along X
ramp_box.size = Vector3(50, 50, width)
ramp_box.rotation.z = -slope * dir
var mid_point = start_pos + Vector3((length / 2.0) * dir, height / 2.0, 0)
ramp_box.position = mid_point + (Vector3.UP.rotated(Vector3.FORWARD, ramp_box.rotation.z) * 25.0)
root_csg.add_child(ramp_box)
return ramp_box
# ---------------------------------------------------------
# LAYOUT (with generous overlaps to prevent getting stuck)
# ---------------------------------------------------------
# T Spawn (South)
carve_open.call(Vector3(0, 0, 50), Vector3(25, 8, 15))
# Suicide & Mid Corridor
carve_open.call(Vector3(0, 0, 42), Vector3(8, 8, 10)) # Connects T spawn to Mid
carve_open.call(Vector3(0, 0, 15), Vector3(12, 8, 55)) # Main Mid
# Mid Doors (Pinch point)
carve_open.call(Vector3(0, 0, -14), Vector3(2, 8, 5))
# CT Spawn
carve_open.call(Vector3(0, 0, -30), Vector3(30, 8, 30))
# ---------------------------------------------------------
# B SIDE
# ---------------------------------------------------------
# Lower B Tunnels (Connects from Mid at X=0 to West)
carve_tunnel.call(Vector3(-18, 0, 30), Vector3(40, 6, 8))
# Spiral stairs up to Upper B Tunnels (Using a ramp instead of stairs for smoothness)
carve_ramp.call(Vector3(-34, 0, 34), 8.0, 15.0, 4.0, false, false) # Ramp from Lower to Upper B
# Upper B Tunnels
carve_tunnel.call(Vector3(-34, 4, 15), Vector3(8, 6, 30))
# B Site
carve_open.call(Vector3(-35, 4, -10), Vector3(25, 8, 25))
# B Window & Door (Connecting B Site to CT Spawn)
carve_tunnel.call(Vector3(-15, 4, -10), Vector3(25, 6, 5)) # Door
carve_tunnel.call(Vector3(-15, 4, -18), Vector3(20, 4, 4)) # Window
# CT Spawn Ramp to B Site
carve_ramp.call(Vector3(-15, 0, -15), 10.0, 15.0, 4.0, true, false) # Ramp up from CT to B Door
# ---------------------------------------------------------
# A SIDE
# ---------------------------------------------------------
# A Long Doors (Connects T Spawn/Mid to A Long)
carve_tunnel.call(Vector3(15, 0, 40), Vector3(25, 6, 8))
carve_tunnel.call(Vector3(30, 0, 40), Vector3(8, 6, 15))
# A Long
carve_open.call(Vector3(30, 0, 15), Vector3(15, 8, 45))
# A Pit (A hole downwards at the end of A Long)
var pit = CSGBox3D.new()
pit.operation = CSGShape3D.OPERATION_SUBTRACTION
pit.size = Vector3(15, 5, 12)
pit.position = Vector3(30, -2.5, 35)
root_csg.add_child(pit)
# A Site
carve_open.call(Vector3(30, 4, -15), Vector3(30, 8, 30))
# Ramp up to A site from Long
carve_ramp.call(Vector3(30, 0, -5), 15.0, 15.0, 4.0, false, false)
# Ramp down from A Site to CT Spawn
carve_ramp.call(Vector3(15, 0, -25), 15.0, 15.0, 4.0, true, true)
# Catwalk / A Short
carve_open.call(Vector3(15, 4, 5), Vector3(20, 8, 8))
carve_open.call(Vector3(20, 4, -5), Vector3(8, 8, 15))
# Stairs from Mid to Catwalk (Smooth ramp)
carve_ramp.call(Vector3(5, 0, 5), 8.0, 12.0, 4.0, true, true)
# Floor
var floor_box = CSGBox3D.new()
floor_box.size = Vector3(140, 1, 140)
floor_box.position = Vector3(0, -0.5, 0)
floor_box.material = floor_mat
root_csg.add_child(floor_box)
# Cover Boxes
var add_box = func(pos: Vector3, size: Vector3):
var b = CSGBox3D.new()
b.size = size
b.position = pos + Vector3(0, size.y / 2.0, 0)
b.material = box_mat
root_csg.add_child(b)
add_box.call(Vector3(4, 0, -12), Vector3(2, 2, 2))
add_box.call(Vector3(30, 4, -15), Vector3(4, 2, 4))
add_box.call(Vector3(30, 6, -15), Vector3(2, 2, 2))
add_box.call(Vector3(-35, 4, -10), Vector3(2, 2, 2))
# Dummies
_build_dust2_dummies()
# Combat Area Bounds
# Envelops the playable space; centred so it fits around the CSG boundaries.
# Deeper than the old 20 m box, which sat with its floor at y = 0 and so
# never actually contained a player who had fallen below the map.
CombatArea.add_to(self, Vector3(120, 70, 120), Vector3(0, 25, 0))
func _build_dust2_dummies() -> void:
# Do not spawn dummies in real multiplayer matches
var nm = get_node_or_null("/root/NetworkManager")
if nm and nm.multiplayer.multiplayer_peer is ENetMultiplayerPeer:
return
var spawn_dummy = func(pos: Vector3, rot_y: float):
var dummy = load("res://entities/killable_dummy.gd").new()
dummy.position = pos
dummy.rotation_degrees.y = rot_y
add_child(dummy)
# Mid Doors CT side looking out
spawn_dummy.call(Vector3(0, 0, -20), 0)
# A Long Corner looking towards doors
spawn_dummy.call(Vector3(34, 0, 10), 180)
# B Site Car
spawn_dummy.call(Vector3(-30, 4, -5), 90)
# A Site Goose
spawn_dummy.call(Vector3(40, 4, -25), -135)