2025-04-15 16:22:30 +02:00
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using System;
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using System.Collections.Generic;
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2025-04-11 18:39:39 +02:00
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using System.Linq;
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using Cirno.Scripts.Enums;
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2025-04-10 19:04:06 +02:00
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using Cirno.Scripts.Resources.Roguelite;
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2025-04-15 15:19:36 +02:00
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using Cirno.Scripts.Utils;
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2025-04-10 19:04:06 +02:00
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using Godot;
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using Godot.Collections;
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namespace Cirno.Scripts.Controllers;
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public partial class RogueliteRoomManager : Node2D
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{
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[Export] public Array<RogueliteRoomResource> Rooms { get; set; }
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[Export] public Node2D SceneContainer { get; set; }
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2025-04-14 16:50:58 +02:00
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//private Godot.Collections.Dictionary<Vector2I, RogueliteRoomResource> _grid = new();
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private Godot.Collections.Dictionary<Vector2I, RogueliteRoom> _roomGrid = new();
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2025-04-15 12:04:22 +02:00
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public Godot.Collections.Dictionary<Vector2I, RogueliteRoom> RoomGrid => _roomGrid;
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2025-04-16 10:21:01 +02:00
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2025-04-15 12:04:22 +02:00
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public List<RogueliteRoom> SpawnedRooms { get; private set; } = [];
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2025-04-14 16:50:58 +02:00
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[Export] public Vector2I SpawnOrigin { get; private set; } = Vector2I.Zero;
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[Export] public int DungeonLength { get; set; } = 10;
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[Export] public int MaxBranches { get; set; } = 3;
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[Export] public int MaxBranchLength { get; set; } = 3;
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2025-04-11 18:39:39 +02:00
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[Export] public int DungeonWidth = 10;
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[Export] public int DungeonHeight = 10;
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[Export] public int MaxRooms = 12;
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2025-04-16 10:21:01 +02:00
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[Export] public ulong Seed = 0;
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2025-04-10 19:04:06 +02:00
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2025-04-11 18:39:39 +02:00
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[Export] public Vector2I TileSize { get; set; } = new Vector2I(16, 16);
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[Export] public Vector2I RoomSizeInTiles { get; set; } = new Vector2I(20, 10);
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[Signal]
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public delegate void MapCreatedEventHandler();
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2025-04-10 19:04:06 +02:00
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public override void _Ready()
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{
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// Spawn first room
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}
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2025-04-11 18:39:39 +02:00
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public void InitSpawning()
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{
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GenerateStraightLineDungeon();
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}
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private void SpawnRoomsGrid()
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{
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//var firstRoom = Rooms.FirstOrDefault();
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var origin = Vector2.Zero;
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var tileSize = new Vector2(16, 16);
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2025-04-10 19:04:06 +02:00
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for (int i = 0; i < 10; i++)
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{
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for (int j = 0; j < 10; j++)
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{
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2025-04-11 15:53:59 +02:00
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var roomIndex = GD.RandRange(0, Rooms.Count - 1);
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var room = Rooms[roomIndex];
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//SpawnRoom(room, origin + (room.Size * new Vector2(i, j) * tileSize));
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}
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}
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2025-04-11 15:53:59 +02:00
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//CallDeferred(MethodName.RebakeNavigationDeferred);
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}
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private IEnumerable<RogueliteRoomResource> StarterRooms => Rooms.Where(x => x.Type is RoomType.Starter);
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2025-04-20 17:47:57 +02:00
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private IEnumerable<RogueliteRoomResource> RegularRooms => Rooms.Where(x => x.Type is RoomType.Regular && x.HasDoors(DoorDirections.North | DoorDirections.South));
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private IEnumerable<RogueliteRoomResource> OffshootRooms => Rooms.Where(x => x.Type is RoomType.Regular && x.HasDoors(DoorDirections.East | DoorDirections.West));
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2025-04-14 16:50:58 +02:00
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private IEnumerable<RogueliteRoomResource> BossRooms => Rooms.Where(x => x.Type is RoomType.Boss);
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private List<Vector2I> _mainPath = new();
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private List<RoomConnection> _connections = new();
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2025-04-15 16:51:13 +02:00
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public List<RoomConnection> Connections => _connections;
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2025-04-14 23:04:41 +02:00
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private void GenerateStraightLineDungeon()
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{
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if (Seed > 0)
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{
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GD.Seed(Seed);
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}
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2025-04-14 23:04:41 +02:00
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Vector2I origin = Vector2I.Zero;
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var starterRoom = Rooms.Where(r => r.Type == RoomType.Starter).PickRandom();
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SpawnRoom(starterRoom, origin, out var spawnedBeginRoom);
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_mainPath.Add(origin);
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2025-04-16 10:21:01 +02:00
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var randomRoomsList = RegularRooms.Shuffle(DungeonLength).ToList();
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2025-04-20 17:47:57 +02:00
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var randomOffshootRoomsList = OffshootRooms.Shuffle(MaxBranchLength).ToList();
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2025-04-14 23:04:41 +02:00
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var currentPos = origin;
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_connections.Add(new RoomConnection(origin, currentPos + new Vector2I(0, 1)));
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Vector2I nextPos;
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2025-04-18 17:32:12 +02:00
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var offshoots = new List<OffshootType>()
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{
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OffshootType.Item,
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OffshootType.Secret,
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OffshootType.Shop,
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OffshootType.Key
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};
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var shuffledOffshoots = offshoots.Shuffle().ToList();
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int currentOffshoot = 0;
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2025-04-14 23:04:41 +02:00
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for (int i = 0; i < DungeonLength; i++)
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{
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nextPos = currentPos + new Vector2I(0, 1);
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2025-04-15 15:19:36 +02:00
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//var roomToSpawn = Rooms.Where(x => x.Type == RoomType.Regular).PickRandom();
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var roomToSpawn = randomRoomsList[i];
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2025-04-18 17:32:12 +02:00
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2025-04-16 10:21:01 +02:00
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// We're already in the new room position, we do not care about previous anymore
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var offset = 0;
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2025-04-15 16:22:30 +02:00
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// Place it at a random X position
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if (roomToSpawn.Size.X > 1)
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{
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offset -= GD.RandRange(0, roomToSpawn.Size.X - 1);
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}
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nextPos += new Vector2I(offset, 0);
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//var posWithOffset = nextPos + new Vector2I(offset, 0);
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2025-04-16 18:18:52 +02:00
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if (!SpawnRoom(roomToSpawn, nextPos, out var spawnedRoom))
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{
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GD.PrintErr("Could not spawn room");
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break;
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}
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2025-04-15 16:22:30 +02:00
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2025-04-16 10:21:01 +02:00
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_mainPath.Add(nextPos);
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// Place cursor at bottom of room
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2025-04-14 23:04:41 +02:00
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if (roomToSpawn.Size.Y > 1)
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{
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nextPos += new Vector2I(0, roomToSpawn.Size.Y - 1);
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}
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2025-04-15 16:22:30 +02:00
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// Pick a random exit to continue
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var exit = GD.RandRange(0, roomToSpawn.Size.X - 1);
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if (exit < 0) exit = 0;
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nextPos += new Vector2I(exit, 0);
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// nextPos is now the end of the room at the current exit
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_connections.Add(new RoomConnection(nextPos, nextPos + new Vector2I(0, 1)));
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2025-04-18 17:32:12 +02:00
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// Spawn offshoot here
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2025-04-20 17:47:57 +02:00
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var offshootTypeToSpawn = shuffledOffshoots[currentOffshoot % shuffledOffshoots.Count()];
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2025-04-18 17:32:12 +02:00
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int roomsInOffshot = GD.RandRange(0, MaxBranchLength);
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2025-04-20 17:47:57 +02:00
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var leftPosition = spawnedRoom.GridPosition;
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2025-04-21 12:12:27 +02:00
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// Roll whether to go left or right, if direction is full go the other, if both are full do not spawn
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2025-04-18 17:32:12 +02:00
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for (int j = 0; j < roomsInOffshot; j++)
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{
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2025-04-21 12:12:27 +02:00
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var shuffledOffshootRoomsList = randomOffshootRoomsList.Shuffle().ToList();
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foreach (var shuffledOffshoot in shuffledOffshootRoomsList)
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{
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var offShootCoord = leftPosition - new Vector2I(shuffledOffshoot.Size.X, 0);
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if (!CanPlaceRoom(offShootCoord, shuffledOffshoot.Size))
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{
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GD.Print($"Could not place room {shuffledOffshoot.RoomName} {shuffledOffshoot.Size}");
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// Try next in list
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continue;
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}
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var offshootCoord = leftPosition - new Vector2I(shuffledOffshoot.Size.X, 0);
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SpawnRoom(shuffledOffshoot, offshootCoord, out var spawnedOffshoot);
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_connections.Add(new RoomConnection(leftPosition, offshootCoord + new Vector2I(shuffledOffshoot.Size.X -1, 0)));
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leftPosition = offshootCoord;
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2025-04-20 17:47:57 +02:00
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2025-04-21 12:12:27 +02:00
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// Stop because we spawned the room we needed to
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break;
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}
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2025-04-20 17:47:57 +02:00
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2025-04-21 12:12:27 +02:00
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//var room = randomOffshootRoomsList.Shuffle().FirstOrDefault();
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2025-04-20 17:47:57 +02:00
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// Get a random room with the required doors
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//var leftToRightRooms =
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2025-04-18 17:32:12 +02:00
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// Get a random door on right or left side
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// spawn
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// Add path
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// Move cursor
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// if last room generate final room
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// Continue
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}
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// Offshoot over
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2025-04-14 23:04:41 +02:00
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currentPos = nextPos;
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}
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2025-04-16 10:21:01 +02:00
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2025-04-14 23:04:41 +02:00
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nextPos = currentPos + new Vector2I(0, 1);
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2025-04-16 10:21:01 +02:00
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2025-04-14 23:04:41 +02:00
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var bossRoom = BossRooms.PickRandom();
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2025-04-16 10:21:01 +02:00
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2025-04-16 18:18:52 +02:00
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if (SpawnRoom(bossRoom, nextPos, out var spawnedBossRoom))
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2025-04-14 23:04:41 +02:00
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{
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_mainPath.Add(nextPos);
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2025-04-16 10:21:01 +02:00
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2025-04-14 23:04:41 +02:00
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if (bossRoom.Size.Y > 1)
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{
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2025-04-16 10:21:01 +02:00
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nextPos += new Vector2I(0, bossRoom.Size.Y - 1);
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2025-04-14 23:04:41 +02:00
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}
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2025-04-16 10:21:01 +02:00
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2025-04-14 23:04:41 +02:00
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_connections.Add(new RoomConnection(currentPos, nextPos));
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}
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2025-04-15 16:22:30 +02:00
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else
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{
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GD.PrintErr("Could not spawn boss room");
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}
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2025-04-16 10:21:01 +02:00
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2025-04-17 16:51:20 +02:00
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foreach (var room in SpawnedRooms)
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{
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2025-04-16 15:11:29 +02:00
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room.HandleDoors((doorEdge, pos) =>
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2025-04-14 23:04:41 +02:00
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{
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2025-04-16 15:11:29 +02:00
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//var neighborPos = room.GridPosition + pos;
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2025-04-16 18:18:52 +02:00
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return _connections.FirstOrDefault(x =>
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(x.From == doorEdge && x.To == pos) || (x.From == pos && x.To == doorEdge));
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2025-04-16 15:11:29 +02:00
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//return _roomGrid.ContainsKey(neighborPos);
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2025-04-14 23:04:41 +02:00
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});
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}
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2025-04-16 10:21:01 +02:00
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2025-04-15 12:04:22 +02:00
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EmitSignalMapCreated();
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2025-04-16 18:18:52 +02:00
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//CallDeferred(MethodName.OpenStartDoorsDeferred, spawnedBeginRoom);
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2025-04-14 23:04:41 +02:00
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}
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2025-04-16 10:21:01 +02:00
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2025-04-14 16:50:58 +02:00
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private Vector2I GetNextPosition(Vector2I current, Vector2I target)
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{
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var possibleDirs = new List<Vector2I>();
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2025-04-11 18:39:39 +02:00
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2025-04-14 16:50:58 +02:00
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if (target.X > current.X)
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possibleDirs.Add(Vector2I.Right);
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else if (target.X < current.X)
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possibleDirs.Add(Vector2I.Left);
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2025-04-11 18:39:39 +02:00
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2025-04-14 16:50:58 +02:00
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if (target.Y > current.Y)
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possibleDirs.Add(Vector2I.Down);
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else if (target.Y < current.Y)
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possibleDirs.Add(Vector2I.Up);
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2025-04-11 18:39:39 +02:00
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2025-04-14 16:50:58 +02:00
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// Add random noise to allow slightly winding paths
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possibleDirs.AddRange(new[] { Vector2I.Right, Vector2I.Left, Vector2I.Up, Vector2I.Down });
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possibleDirs = possibleDirs.Distinct().OrderBy(_ => GD.Randi()).ToList();
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foreach (var dir in possibleDirs)
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{
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var nextPos = current + dir;
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if (!_roomGrid.ContainsKey(nextPos))
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return nextPos;
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2025-04-11 18:39:39 +02:00
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}
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2025-04-14 16:50:58 +02:00
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return current; // No valid next position found
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2025-04-10 19:04:06 +02:00
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}
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private void RebakeNavigationDeferred()
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|
{
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GameManager.Instance.RebakeNavigation();
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}
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|
2025-04-16 18:18:52 +02:00
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private bool SpawnRoom(RogueliteRoomResource room, Vector2I gridPos, out RogueliteRoom spawnedRoom)
|
2025-04-10 19:04:06 +02:00
|
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|
|
{
|
2025-04-14 16:50:58 +02:00
|
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|
if (!CanPlaceRoom(gridPos, room.Size))
|
2025-04-16 18:18:52 +02:00
|
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|
{
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|
spawnedRoom = null;
|
2025-04-14 16:50:58 +02:00
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|
return false;
|
2025-04-16 18:18:52 +02:00
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|
}
|
2025-04-16 10:21:01 +02:00
|
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|
2025-04-14 16:50:58 +02:00
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|
var position = gridPos * TileSize * RoomSizeInTiles;
|
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|
2025-04-11 18:39:39 +02:00
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|
var roomScene = GD.Load<PackedScene>(room.ScenePath);
|
2025-04-10 19:04:06 +02:00
|
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|
var spawnedScene = this.CreateChild<RogueliteRoom>(roomScene, position);
|
2025-04-14 16:50:58 +02:00
|
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|
spawnedScene.GridPosition = gridPos;
|
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|
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|
2025-04-17 16:51:20 +02:00
|
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|
|
spawnedScene.Name = room.RoomName;
|
|
|
|
|
|
|
2025-04-15 12:04:22 +02:00
|
|
|
|
SpawnedRooms.Add(spawnedScene);
|
2025-04-16 10:21:01 +02:00
|
|
|
|
|
2025-04-11 18:39:39 +02:00
|
|
|
|
// for reference
|
|
|
|
|
|
//SpawnRoom(room, origin + (room.Size * new Vector2(i, j) * tileSize));
|
2025-04-14 16:50:58 +02:00
|
|
|
|
spawnedScene.Spawn();
|
2025-04-15 15:19:36 +02:00
|
|
|
|
MarkRoom(gridPos, room.Size, spawnedScene);
|
2025-04-16 18:18:52 +02:00
|
|
|
|
spawnedRoom = spawnedScene;
|
2025-04-14 16:50:58 +02:00
|
|
|
|
return true;
|
2025-04-11 18:39:39 +02:00
|
|
|
|
}
|
2025-04-14 16:50:58 +02:00
|
|
|
|
|
|
|
|
|
|
// private bool CheckConnection(Vector2I pos)
|
|
|
|
|
|
// {
|
|
|
|
|
|
// return _grid.ContainsKey(pos); // <- this is your dungeon grid dictionary
|
|
|
|
|
|
// }
|
|
|
|
|
|
//
|
2025-04-11 18:39:39 +02:00
|
|
|
|
private bool CanPlaceRoom(Vector2I origin, Vector2I size)
|
|
|
|
|
|
{
|
|
|
|
|
|
for (int x = 0; x < size.X; x++)
|
|
|
|
|
|
{
|
|
|
|
|
|
for (int y = 0; y < size.Y; y++)
|
|
|
|
|
|
{
|
|
|
|
|
|
var pos = origin + new Vector2I(x, y);
|
2025-04-14 16:50:58 +02:00
|
|
|
|
if (_roomGrid.ContainsKey(pos)) return false;
|
2025-04-11 18:39:39 +02:00
|
|
|
|
}
|
|
|
|
|
|
}
|
2025-04-16 10:21:01 +02:00
|
|
|
|
|
2025-04-11 18:39:39 +02:00
|
|
|
|
return true;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2025-04-14 16:50:58 +02:00
|
|
|
|
private void MarkRoom(Vector2I origin, Vector2I size, RogueliteRoom room)
|
2025-04-11 18:39:39 +02:00
|
|
|
|
{
|
|
|
|
|
|
for (int x = 0; x < size.X; x++)
|
|
|
|
|
|
{
|
|
|
|
|
|
for (int y = 0; y < size.Y; y++)
|
|
|
|
|
|
{
|
|
|
|
|
|
var pos = origin + new Vector2I(x, y);
|
2025-04-14 16:50:58 +02:00
|
|
|
|
_roomGrid[pos] = room;
|
2025-04-11 18:39:39 +02:00
|
|
|
|
}
|
|
|
|
|
|
}
|
2025-04-10 19:04:06 +02:00
|
|
|
|
}
|
|
|
|
|
|
}
|