Fix for x offsets

This commit is contained in:
Marco 2025-04-22 13:50:26 +02:00
commit 4d2b58e234
4 changed files with 104 additions and 34 deletions

View file

@ -17,7 +17,10 @@ public partial class RogueliteRoom : Node2D
public Vector2I BottomLeft => GridPosition + new Vector2I(0, RoomResource.Size.Y - 1);
public Vector2I RandomBottomExit => BottomLeft - new Vector2I( GD.RandRange(0, RoomResource.Size.X - 1), 0);
public Vector2I RandomBottomExit()
{
return BottomLeft + new Vector2I(GD.RandRange(0, RoomResource.Size.X - 1), 0);
}
[Export] public PackedScene DoorPrefab { get; private set; }
[Export] public PackedScene WallPrefab { get; private set; }

View file

@ -78,8 +78,7 @@ public partial class RogueliteRoomManager : Node2D
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();
private List<RoomConnection> _connections = new();
public List<RoomConnection> Connections => _connections;
@ -94,13 +93,12 @@ public partial class RogueliteRoomManager : Node2D
Vector2I origin = Vector2I.Zero;
var starterRoom = Rooms.Where(r => r.Type == RoomType.Starter).PickRandom();
SpawnRoom(starterRoom, origin, out var spawnedBeginRoom);
_mainPath.Add(origin);
var randomRoomsList = RegularRooms.Shuffle(DungeonLength).ToList();
var randomOffshootRoomsList = OffshootRooms.Shuffle(MaxBranchLength).ToList();
var currentPos = spawnedBeginRoom.RandomBottomExit;
var currentPos = spawnedBeginRoom.RandomBottomExit();
_connections.Add(new RoomConnection(origin, currentPos + new Vector2I(0, 1)));
Vector2I nextPos;
@ -115,39 +113,55 @@ public partial class RogueliteRoomManager : Node2D
var shuffledOffshoots = offshoots.Shuffle().ToList();
int currentOffshoot = 0;
for (int i = 0; i < DungeonLength; i++)
{
GD.Print($"Dungeon room {i}");
nextPos = currentPos + new Vector2I(0, 1);
//var roomToSpawn = Rooms.Where(x => x.Type == RoomType.Regular).PickRandom();
var roomToSpawn = randomRoomsList[i % randomRoomsList.Count];
var spawnedRoom = TrySpawnRoom(randomRoomsList, currentPos);
// We're already in the new room position, we do not care about previous anymore
var offset = 0;
// Place it at a random X position
if (roomToSpawn.Size.X > 1)
if (spawnedRoom is null)
{
offset -= GD.RandRange(0, roomToSpawn.Size.X - 1);
}
nextPos += new Vector2I(offset, 0);
//var posWithOffset = nextPos + new Vector2I(offset, 0);
GD.Print($"Spawning room at {nextPos}");
if (!SpawnRoom(roomToSpawn, nextPos, out var spawnedRoom))
{
GD.PrintErr($"Could not spawn room {roomToSpawn} at {nextPos}");
//DungeonLength += 1;
continue;
}
//
// nextPos = currentPos + new Vector2I(0, 1);
//
// var roomToSpawn = randomRoomsList[randRoomIndex % randomRoomsList.Count];
//
// var spawnedRoom = TrySpawnRoom(roomToSpawn, nextPos);
// if (spawnedRoom is null)
// {
// // Failed, try another room
// DungeonLength += 1;
// randRoomIndex++;
// continue;
// }
//
//
// var offset = 0;
//
// // Place it at a random X position
// if (roomToSpawn.Size.X > 1)
// {
// offset -= GD.RandRange(0, roomToSpawn.Size.X - 1);
// }
//
// nextPos += new Vector2I(offset, 0);
//
// //var posWithOffset = nextPos + new Vector2I(offset, 0);
//
// GD.Print($"Spawning room at {nextPos}");
// if (!SpawnRoom(roomToSpawn, nextPos, out var spawnedRoom))
// {
// GD.PrintErr($"Could not spawn room {roomToSpawn} at {nextPos}");
// //DungeonLength += 1;
// continue;
// }
_mainPath.Add(nextPos);
nextPos = spawnedRoom.RandomBottomExit;
nextPos = spawnedRoom.RandomBottomExit();
GD.Print($"Next pos is now: {nextPos}");
@ -202,8 +216,7 @@ public partial class RogueliteRoomManager : Node2D
currentOffshoot++;
break;
}
// If it got here and couldn't spawn the offshoot, do not increase counter
}
// Offshoot over
@ -229,7 +242,6 @@ public partial class RogueliteRoomManager : Node2D
if (SpawnRoom(bossRoom, nextPos, out var spawnedBossRoom))
{
_mainPath.Add(nextPos);
if (bossRoom.Size.Y > 1)
{
@ -259,6 +271,47 @@ public partial class RogueliteRoomManager : Node2D
//CallDeferred(MethodName.OpenStartDoorsDeferred, spawnedBeginRoom);
}
private RogueliteRoom TrySpawnRoom(List<RogueliteRoomResource> roomsList, Vector2I originPos)
{
var nextPos = originPos + new Vector2I(0, 1);
var rooms = roomsList.Shuffle().ToList();
for (int i = 0; i < rooms.Count(); i++)
{
var roomToSpawn = rooms[i % rooms.Count()];
var spawnedRoom = TrySpawnRoom(roomToSpawn, nextPos);
if (spawnedRoom is null)
{
GD.PrintErr($"Could not spawn room {roomToSpawn} at {nextPos}");
continue;
}
return spawnedRoom;
}
GD.PrintErr($"Could not spawn room at all at {nextPos}");
return null;
}
private RogueliteRoom TrySpawnRoom(RogueliteRoomResource roomToSpawn, Vector2I nextPos)
{
var offsets = roomToSpawn.GetTopRoomOffsets(nextPos).Shuffle();
foreach (var offset in offsets)
{
if (!SpawnRoom(roomToSpawn, offset, out var spawnedRoom))
{
GD.PrintErr($"Could not spawn room {roomToSpawn} at {nextPos}");
//DungeonLength += 1;
}
else
{
return spawnedRoom;
}
}
return null;
}
private Vector2I GetNextPosition(Vector2I current, Vector2I target)
{
var possibleDirs = new List<Vector2I>();

View file

@ -1,4 +1,5 @@
using Cirno.Scripts.Enums;
using System.Collections.Generic;
using Cirno.Scripts.Enums;
using Godot;
using Godot.Collections;
@ -24,4 +25,16 @@ public partial class RogueliteRoomResource : Resource
{
return $"{RoomName} {Type} {Size.X}x{Size.Y}";
}
public List<Vector2I> GetTopRoomOffsets(Vector2I gridPosition)
{
List<Vector2I> offsets = [];
for (int i = 0; i < Size.X; i++)
{
offsets.Add(new Vector2I(gridPosition.X - i, gridPosition.Y));
}
return offsets;
}
}