Solid walls

This commit is contained in:
Marco 2025-04-28 14:58:41 +02:00
commit 0322748d86
9 changed files with 94 additions and 52 deletions

View file

@ -20,7 +20,7 @@ namespace Cirno.Scripts.Controllers;
public partial class RogueliteRoom : Node2D
{
[Export] public RogueliteRoomResource RoomResource { get; set; }
public RogueliteMapTheme MapTheme { get; set; }
public Vector2I GridPosition { get; set; } // Set by dungeon manager
@ -31,7 +31,7 @@ public partial class RogueliteRoom : Node2D
private Vector2 BaseRoomSize => MapTheme.TileSize * MapTheme.RoomSizeInTiles;
public Vector2 RoomSize => BaseRoomSize * RoomResource.Size;
public Vector2I RandomBottomExit()
{
return BottomLeft + new Vector2I(GD.RandRange(0, RoomResource.Size.X - 1), 0);
@ -63,7 +63,7 @@ public partial class RogueliteRoom : Node2D
private List<EnemyFSMProxy> _enemies = [];
private Array<EnemyResource> SpawnableEnemies => RoomResource.SpawnableEnemies;
private BlackCover _shroud;
private bool _firstEnter = true;
@ -165,42 +165,40 @@ public partial class RogueliteRoom : Node2D
var connection = connectionChecker.Invoke(doorEdge, neighborPos);
var connected = connection is not null;
var door = this.CreateChildOf<Door>(marker, marker.Direction switch
{
DoorDirections.North => MapTheme.HorizontalDoorPrefab,
DoorDirections.South => MapTheme.HorizontalDoorPrefab,
DoorDirections.East => MapTheme.VerticalDoorPrefab,
DoorDirections.West => MapTheme.VerticalDoorPrefab,
_ => throw new ArgumentOutOfRangeException()
}, marker.GlobalPosition);
door.Close();
// door.State = DoorState.Closed;
if (connected)
{
var door = this.CreateChildOf<Door>(marker, marker.Direction switch
{
DoorDirections.North => MapTheme.HorizontalDoorPrefab,
DoorDirections.South => MapTheme.HorizontalDoorPrefab,
DoorDirections.East => MapTheme.VerticalDoorPrefab,
DoorDirections.West => MapTheme.VerticalDoorPrefab,
_ => throw new ArgumentOutOfRangeException()
}, marker.GlobalPosition);
door.Close();
// door.State = DoorState.Closed;
_doors.Add(door);
if (doorEdge == connection.From)
{
connection.FromDoor = door;
// Spawn lock if locked
if (connection.IsLocked)
{
var doorLock = door.CreateChild<RogueliteDoorLock>(MapTheme.DoorLockPrefab);
doorLock.Connection = connection;
doorLock.ZIndex += 2;
//doorLock.Targets.Add(door);
//doorLock.Targets.Add(connection.ToDoor);
doorLock.ActivationType = ActivationType.Open;
}
}
else if (doorEdge == connection.To)
{
@ -213,12 +211,29 @@ public partial class RogueliteRoom : Node2D
}
_connections.Add(connection);
}
else
{
// var wall = this.CreateChild<Node2D>(WallPrefab, marker.GlobalPosition);
// Move marker based on direction
var newMarkerPosition = marker.Direction switch
{
DoorDirections.East => marker.GlobalPosition + new Vector2(-4,0),
DoorDirections.West => marker.GlobalPosition + new Vector2(-12,0),
DoorDirections.North => marker.GlobalPosition + new Vector2(0,0),
DoorDirections.South => marker.GlobalPosition + new Vector2(0,-2),
_ => marker.GlobalPosition
};
marker.GlobalPosition = newMarkerPosition;
var wall = this.CreateChildOf<Node2D>(marker, marker.Direction switch
{
DoorDirections.North => MapTheme.HorizontalNorthWallPrefab,
DoorDirections.South => MapTheme.HorizontalSouthWallPrefab,
DoorDirections.East => MapTheme.VerticalWallPrefab,
DoorDirections.West => MapTheme.VerticalWallPrefab,
_ => throw new ArgumentOutOfRangeException()
}, marker.GlobalPosition);
}
}
}
@ -234,7 +249,7 @@ public partial class RogueliteRoom : Node2D
if (marker is not RogueliteEnemySpawner spawner) continue;
var spawnedEnemy = spawner.Spawn(MapTheme);
_enemies.Add(spawnedEnemy);
spawnedEnemy.Death += SpawnedEnemyOnDeath;
@ -245,13 +260,13 @@ public partial class RogueliteRoom : Node2D
{
var markersContainer = this.GetNodeOrNull("Treasures");
if (markersContainer == null) return;
var markerNodes = markersContainer.GetChildren();
var itemsPool = MapTheme.WeaponsLootTable.Items.ToList().Shuffle().ToList();
var playerItems = InventoryManager.Instance.Items;
foreach (var itemContainer in playerItems)
{
if (itemsPool.Contains(itemContainer.Item))
@ -265,26 +280,26 @@ public partial class RogueliteRoom : Node2D
GD.Print("No items to spawn in the item room found");
return;
}
Queue<LootItem> spawnQueue = new();
foreach (var item in itemsPool)
{
spawnQueue.Enqueue(item);
}
foreach (var markerNode in markerNodes)
{
if (markerNode is not Marker2D marker)
{
continue;
}
var itemFound = spawnQueue.TryDequeue(out var item);
if (!itemFound) return;
GD.Print($"Spawning {item.ItemKey} in treasure spot");
// Spawn
var dropScene = GD.Load<PackedScene>(item.DropScenePath);
var dropInstance = marker.CreateChild<Node2D>(dropScene);
@ -296,7 +311,7 @@ public partial class RogueliteRoom : Node2D
// Get feature markers
// Roll for chances
// Spawn the objects
var markersContainer = this.GetNodeOrNull("Features");
if (markersContainer is null) return;
@ -308,18 +323,17 @@ public partial class RogueliteRoom : Node2D
{
continue;
}
double chance = GD.RandRange(0d, 100d);
if (chance <= MapTheme.ChestChance)
{
var chest = marker.CreateChild<Chest>(MapTheme.ChestPrefab);
var loot = MapTheme.ChestLootTable.Items.ToList().Shuffle().First();
chest.LootTable.Add(loot);
}
}
}
private void SpawnedEnemyOnDeath(EnemyFSMProxy enemy)
@ -337,11 +351,12 @@ public partial class RogueliteRoom : Node2D
{
foreach (var connection in _connections)
{
if(!connection.IsLocked)
if (!connection.IsLocked)
{
connection.FromDoor?.Open();
}
if(!connection.IsLocked)
if (!connection.IsLocked)
{
connection.ToDoor?.Open();
}
@ -352,11 +367,12 @@ public partial class RogueliteRoom : Node2D
{
foreach (var connection in _connections)
{
if(!connection.IsLocked)
if (!connection.IsLocked)
{
connection.FromDoor?.Close();
}
if(!connection.IsLocked)
if (!connection.IsLocked)
{
connection.ToDoor?.Close();
}
@ -375,7 +391,7 @@ public partial class RogueliteRoom : Node2D
_ = AlarmTriggerAsync(area.GlobalPosition, 1f);
}
// This might cause problems later if I delay enemy spawns
if (_enemies.Count <= 0)
{
@ -458,12 +474,10 @@ public partial class RogueliteRoom : Node2D
if (!RoomResource.StartShrouded) return;
var shroud = this.CreateChild<BlackCover>(MapTheme.ShroudPrefab);
shroud.Position = new Vector2(RoomSize.X / 2, RoomSize.Y / 2);
shroud.Scale = RoomSize;
_shroud = shroud;
}
}