This commit is contained in:
Marco 2025-04-21 18:40:14 +02:00
commit 15457f4314
2 changed files with 37 additions and 32 deletions

View file

@ -70,9 +70,13 @@ public partial class RogueliteRoomManager : Node2D
}
private IEnumerable<RogueliteRoomResource> StarterRooms => Rooms.Where(x => x.Type is RoomType.Starter);
private IEnumerable<RogueliteRoomResource> RegularRooms => Rooms.Where(x => x.Type is RoomType.Regular && x.HasDoors(DoorDirections.North | DoorDirections.South));
private IEnumerable<RogueliteRoomResource> OffshootRooms => Rooms.Where(x => x.Type is RoomType.Regular && x.HasDoors(DoorDirections.East | DoorDirections.West));
private IEnumerable<RogueliteRoomResource> RegularRooms => Rooms.Where(x =>
x.Type is RoomType.Regular && x.HasDoors(DoorDirections.North | DoorDirections.South));
private IEnumerable<RogueliteRoomResource> OffshootRooms => Rooms.Where(x =>
x.Type is RoomType.Regular && x.HasDoors(DoorDirections.East | DoorDirections.West));
private IEnumerable<RogueliteRoomResource> BossRooms => Rooms.Where(x => x.Type is RoomType.Boss);
private List<Vector2I> _mainPath = new();
@ -95,7 +99,7 @@ public partial class RogueliteRoomManager : Node2D
var randomRoomsList = RegularRooms.Shuffle(DungeonLength).ToList();
var randomOffshootRoomsList = OffshootRooms.Shuffle(MaxBranchLength).ToList();
var currentPos = spawnedBeginRoom.RandomBottomExit;
_connections.Add(new RoomConnection(origin, currentPos + new Vector2I(0, 1)));
Vector2I nextPos;
@ -109,9 +113,9 @@ public partial class RogueliteRoomManager : Node2D
RoomType.Regular
};
var shuffledOffshoots = offshoots.Shuffle().ToList();
int currentOffshoot = 0;
for (int i = 0; i < DungeonLength; i++)
{
GD.Print($"Dungeon room {i}");
@ -119,7 +123,7 @@ public partial class RogueliteRoomManager : Node2D
//var roomToSpawn = Rooms.Where(x => x.Type == RoomType.Regular).PickRandom();
var roomToSpawn = randomRoomsList[i % randomRoomsList.Count];
// We're already in the new room position, we do not care about previous anymore
var offset = 0;
@ -144,17 +148,17 @@ public partial class RogueliteRoomManager : Node2D
_mainPath.Add(nextPos);
nextPos = spawnedRoom.RandomBottomExit;
GD.Print($"Next pos is now: {nextPos}");
// nextPos is now the end of the room at the current exit
_connections.Add(new RoomConnection(nextPos, nextPos + new Vector2I(0, 1)));
currentPos = nextPos;
// Spawn offshoot here
var offshootTypeToSpawn = shuffledOffshoots[currentOffshoot % shuffledOffshoots.Count()];
if (offshootTypeToSpawn is RoomType.Regular)
@ -162,21 +166,23 @@ public partial class RogueliteRoomManager : Node2D
currentOffshoot++;
continue;
}
int roomsInOffshot = GD.RandRange(0, MaxBranchLength);
var leftPosition = spawnedRoom.GridPosition;
// Roll whether to go left or right, if direction is full go the other, if both are full do not spawn
for (int j = 0; j < roomsInOffshot; j++)
{
var shuffledOffshootRoomsList = randomOffshootRoomsList.Shuffle().ToList();
var directions = new List<Vector2I>() { Vector2I.Left, Vector2I.Right }.Shuffle();
foreach (var shuffledOffshoot in shuffledOffshootRoomsList)
{
var offshootCoord = leftPosition - new Vector2I(shuffledOffshoot.Size.X, 0);
GD.Print("Spawning side room");
var spawned = SpawnRoom(shuffledOffshoot, offshootCoord, out var spawnedOffshoot);
@ -186,9 +192,10 @@ public partial class RogueliteRoomManager : Node2D
// Try next in list
continue;
}
_connections.Add(new RoomConnection(leftPosition, offshootCoord + new Vector2I(shuffledOffshoot.Size.X -1, 0)));
_connections.Add(new RoomConnection(leftPosition,
offshootCoord + new Vector2I(shuffledOffshoot.Size.X - 1, 0)));
leftPosition = offshootCoord;
// Stop because we spawned the room we needed to
@ -198,22 +205,21 @@ public partial class RogueliteRoomManager : Node2D
// If it got here and couldn't spawn the offshoot, do not increase counter
}
// Offshoot over
// Spawn final room
var finalRoomToSpawn = Rooms.Where(x => x.Type == offshootTypeToSpawn).PickRandom();
var finalRoomCoord = leftPosition - new Vector2I(finalRoomToSpawn.Size.X, 0);
SpawnRoom(finalRoomToSpawn, finalRoomCoord, out var spawnedFinalRoom);
_connections.Add(new RoomConnection(leftPosition, finalRoomCoord + new Vector2I(finalRoomToSpawn.Size.X -1, 0)));
_connections.Add(new RoomConnection(leftPosition,
finalRoomCoord + new Vector2I(finalRoomToSpawn.Size.X - 1, 0)));
leftPosition = finalRoomCoord;
// Done with last offshoot room
}
nextPos = currentPos + new Vector2I(0, 1);
@ -229,7 +235,7 @@ public partial class RogueliteRoomManager : Node2D
{
nextPos += new Vector2I(0, bossRoom.Size.Y - 1);
}
_connections.Add(new RoomConnection(currentPos, nextPos));
}
else
@ -249,7 +255,7 @@ public partial class RogueliteRoomManager : Node2D
}
EmitSignalMapCreated();
//CallDeferred(MethodName.OpenStartDoorsDeferred, spawnedBeginRoom);
}
@ -304,11 +310,11 @@ public partial class RogueliteRoomManager : Node2D
spawnedScene.GridPosition = gridPos;
spawnedScene.Name = room.RoomName.ToString().Replace(" ", "_");
SpawnedRooms.Add(spawnedScene);
GD.Print($"Spawned room: {spawnedScene}");
// for reference
//SpawnRoom(room, origin + (room.Size * new Vector2(i, j) * tileSize));
spawnedScene.Spawn();