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Various
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6e26eb21b1
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2 changed files with 37 additions and 32 deletions
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@ -70,9 +70,13 @@ public partial class RogueliteRoomManager : Node2D
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}
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private IEnumerable<RogueliteRoomResource> StarterRooms => Rooms.Where(x => x.Type is RoomType.Starter);
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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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private IEnumerable<RogueliteRoomResource> RegularRooms => Rooms.Where(x =>
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x.Type is RoomType.Regular && x.HasDoors(DoorDirections.North | DoorDirections.South));
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private IEnumerable<RogueliteRoomResource> OffshootRooms => Rooms.Where(x =>
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x.Type is RoomType.Regular && x.HasDoors(DoorDirections.East | DoorDirections.West));
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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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@ -95,7 +99,7 @@ public partial class RogueliteRoomManager : Node2D
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var randomRoomsList = RegularRooms.Shuffle(DungeonLength).ToList();
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var randomOffshootRoomsList = OffshootRooms.Shuffle(MaxBranchLength).ToList();
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var currentPos = spawnedBeginRoom.RandomBottomExit;
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_connections.Add(new RoomConnection(origin, currentPos + new Vector2I(0, 1)));
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Vector2I nextPos;
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@ -109,9 +113,9 @@ public partial class RogueliteRoomManager : Node2D
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RoomType.Regular
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};
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var shuffledOffshoots = offshoots.Shuffle().ToList();
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int currentOffshoot = 0;
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for (int i = 0; i < DungeonLength; i++)
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{
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GD.Print($"Dungeon room {i}");
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@ -119,7 +123,7 @@ public partial class RogueliteRoomManager : Node2D
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//var roomToSpawn = Rooms.Where(x => x.Type == RoomType.Regular).PickRandom();
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var roomToSpawn = randomRoomsList[i % randomRoomsList.Count];
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// We're already in the new room position, we do not care about previous anymore
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var offset = 0;
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@ -144,17 +148,17 @@ public partial class RogueliteRoomManager : Node2D
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_mainPath.Add(nextPos);
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nextPos = spawnedRoom.RandomBottomExit;
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GD.Print($"Next pos is now: {nextPos}");
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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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currentPos = nextPos;
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// Spawn offshoot here
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var offshootTypeToSpawn = shuffledOffshoots[currentOffshoot % shuffledOffshoots.Count()];
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if (offshootTypeToSpawn is RoomType.Regular)
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@ -162,21 +166,23 @@ public partial class RogueliteRoomManager : Node2D
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currentOffshoot++;
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continue;
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}
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int roomsInOffshot = GD.RandRange(0, MaxBranchLength);
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var leftPosition = spawnedRoom.GridPosition;
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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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for (int j = 0; j < roomsInOffshot; j++)
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{
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var shuffledOffshootRoomsList = randomOffshootRoomsList.Shuffle().ToList();
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var directions = new List<Vector2I>() { Vector2I.Left, Vector2I.Right }.Shuffle();
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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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GD.Print("Spawning side room");
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var spawned = SpawnRoom(shuffledOffshoot, offshootCoord, out var spawnedOffshoot);
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@ -186,9 +192,10 @@ public partial class RogueliteRoomManager : Node2D
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// Try next in list
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continue;
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}
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_connections.Add(new RoomConnection(leftPosition, offshootCoord + new Vector2I(shuffledOffshoot.Size.X -1, 0)));
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_connections.Add(new RoomConnection(leftPosition,
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offshootCoord + new Vector2I(shuffledOffshoot.Size.X - 1, 0)));
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leftPosition = offshootCoord;
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// Stop because we spawned the room we needed to
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@ -198,22 +205,21 @@ public partial class RogueliteRoomManager : Node2D
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// If it got here and couldn't spawn the offshoot, do not increase counter
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}
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// Offshoot over
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// Spawn final room
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var finalRoomToSpawn = Rooms.Where(x => x.Type == offshootTypeToSpawn).PickRandom();
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var finalRoomCoord = leftPosition - new Vector2I(finalRoomToSpawn.Size.X, 0);
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SpawnRoom(finalRoomToSpawn, finalRoomCoord, out var spawnedFinalRoom);
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_connections.Add(new RoomConnection(leftPosition, finalRoomCoord + new Vector2I(finalRoomToSpawn.Size.X -1, 0)));
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_connections.Add(new RoomConnection(leftPosition,
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finalRoomCoord + new Vector2I(finalRoomToSpawn.Size.X - 1, 0)));
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leftPosition = finalRoomCoord;
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// Done with last offshoot room
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}
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nextPos = currentPos + new Vector2I(0, 1);
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@ -229,7 +235,7 @@ public partial class RogueliteRoomManager : Node2D
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{
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nextPos += new Vector2I(0, bossRoom.Size.Y - 1);
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}
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_connections.Add(new RoomConnection(currentPos, nextPos));
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}
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else
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@ -249,7 +255,7 @@ public partial class RogueliteRoomManager : Node2D
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}
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EmitSignalMapCreated();
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//CallDeferred(MethodName.OpenStartDoorsDeferred, spawnedBeginRoom);
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}
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@ -304,11 +310,11 @@ public partial class RogueliteRoomManager : Node2D
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spawnedScene.GridPosition = gridPos;
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spawnedScene.Name = room.RoomName.ToString().Replace(" ", "_");
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SpawnedRooms.Add(spawnedScene);
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GD.Print($"Spawned room: {spawnedScene}");
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// for reference
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//SpawnRoom(room, origin + (room.Size * new Vector2(i, j) * tileSize));
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spawnedScene.Spawn();
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