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https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-01 10:35:34 +00:00
Fix for x offsets
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parent
15457f4314
commit
4d2b58e234
4 changed files with 104 additions and 34 deletions
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@ -17,7 +17,10 @@ public partial class RogueliteRoom : Node2D
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public Vector2I BottomLeft => GridPosition + new Vector2I(0, RoomResource.Size.Y - 1);
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public Vector2I RandomBottomExit => BottomLeft - new Vector2I( GD.RandRange(0, RoomResource.Size.X - 1), 0);
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public Vector2I RandomBottomExit()
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{
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return BottomLeft + new Vector2I(GD.RandRange(0, RoomResource.Size.X - 1), 0);
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}
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[Export] public PackedScene DoorPrefab { get; private set; }
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[Export] public PackedScene WallPrefab { get; private set; }
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@ -78,8 +78,7 @@ public partial class RogueliteRoomManager : Node2D
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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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private List<RoomConnection> _connections = new();
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public List<RoomConnection> Connections => _connections;
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@ -94,13 +93,12 @@ public partial class RogueliteRoomManager : Node2D
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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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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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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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@ -115,39 +113,55 @@ public partial class RogueliteRoomManager : Node2D
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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($"Dungeon room {i}");
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nextPos = currentPos + new Vector2I(0, 1);
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//var roomToSpawn = Rooms.Where(x => x.Type == RoomType.Regular).PickRandom();
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var roomToSpawn = randomRoomsList[i % randomRoomsList.Count];
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var spawnedRoom = TrySpawnRoom(randomRoomsList, currentPos);
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// We're already in the new room position, we do not care about previous anymore
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var offset = 0;
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// Place it at a random X position
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if (roomToSpawn.Size.X > 1)
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if (spawnedRoom is null)
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{
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offset -= GD.RandRange(0, roomToSpawn.Size.X - 1);
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}
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nextPos += new Vector2I(offset, 0);
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//var posWithOffset = nextPos + new Vector2I(offset, 0);
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GD.Print($"Spawning room at {nextPos}");
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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 {roomToSpawn} at {nextPos}");
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//DungeonLength += 1;
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continue;
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}
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//
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// nextPos = currentPos + new Vector2I(0, 1);
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//
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// var roomToSpawn = randomRoomsList[randRoomIndex % randomRoomsList.Count];
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//
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// var spawnedRoom = TrySpawnRoom(roomToSpawn, nextPos);
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// if (spawnedRoom is null)
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// {
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// // Failed, try another room
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// DungeonLength += 1;
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// randRoomIndex++;
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// continue;
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// }
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//
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//
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// var offset = 0;
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//
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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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//
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// nextPos += new Vector2I(offset, 0);
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//
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// //var posWithOffset = nextPos + new Vector2I(offset, 0);
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//
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// GD.Print($"Spawning room at {nextPos}");
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// if (!SpawnRoom(roomToSpawn, nextPos, out var spawnedRoom))
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// {
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// GD.PrintErr($"Could not spawn room {roomToSpawn} at {nextPos}");
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// //DungeonLength += 1;
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// continue;
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// }
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_mainPath.Add(nextPos);
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nextPos = spawnedRoom.RandomBottomExit;
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nextPos = spawnedRoom.RandomBottomExit();
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GD.Print($"Next pos is now: {nextPos}");
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@ -202,8 +216,7 @@ public partial class RogueliteRoomManager : Node2D
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currentOffshoot++;
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break;
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}
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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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@ -229,7 +242,6 @@ public partial class RogueliteRoomManager : Node2D
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if (SpawnRoom(bossRoom, nextPos, out var spawnedBossRoom))
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{
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_mainPath.Add(nextPos);
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if (bossRoom.Size.Y > 1)
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{
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@ -259,6 +271,47 @@ public partial class RogueliteRoomManager : Node2D
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//CallDeferred(MethodName.OpenStartDoorsDeferred, spawnedBeginRoom);
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}
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private RogueliteRoom TrySpawnRoom(List<RogueliteRoomResource> roomsList, Vector2I originPos)
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{
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var nextPos = originPos + new Vector2I(0, 1);
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var rooms = roomsList.Shuffle().ToList();
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for (int i = 0; i < rooms.Count(); i++)
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{
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var roomToSpawn = rooms[i % rooms.Count()];
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var spawnedRoom = TrySpawnRoom(roomToSpawn, nextPos);
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if (spawnedRoom is null)
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{
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GD.PrintErr($"Could not spawn room {roomToSpawn} at {nextPos}");
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continue;
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}
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return spawnedRoom;
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}
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GD.PrintErr($"Could not spawn room at all at {nextPos}");
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return null;
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}
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private RogueliteRoom TrySpawnRoom(RogueliteRoomResource roomToSpawn, Vector2I nextPos)
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{
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var offsets = roomToSpawn.GetTopRoomOffsets(nextPos).Shuffle();
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foreach (var offset in offsets)
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{
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if (!SpawnRoom(roomToSpawn, offset, out var spawnedRoom))
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{
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GD.PrintErr($"Could not spawn room {roomToSpawn} at {nextPos}");
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//DungeonLength += 1;
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}
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else
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{
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return spawnedRoom;
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}
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}
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return null;
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}
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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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@ -1,4 +1,5 @@
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using Cirno.Scripts.Enums;
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using System.Collections.Generic;
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using Cirno.Scripts.Enums;
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using Godot;
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using Godot.Collections;
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@ -24,4 +25,16 @@ public partial class RogueliteRoomResource : Resource
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{
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return $"{RoomName} {Type} {Size.X}x{Size.Y}";
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}
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public List<Vector2I> GetTopRoomOffsets(Vector2I gridPosition)
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{
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List<Vector2I> offsets = [];
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for (int i = 0; i < Size.X; i++)
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{
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offsets.Add(new Vector2I(gridPosition.X - i, gridPosition.Y));
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}
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return offsets;
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}
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}
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