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room positioning and door generator
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19 changed files with 571 additions and 17 deletions
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@ -1,4 +1,6 @@
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using System.Linq;
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using System.Collections.Generic;
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using System.Linq;
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using Cirno.Scripts.Enums;
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using Cirno.Scripts.Resources.Roguelite;
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using Godot;
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using Godot.Collections;
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@ -10,13 +12,27 @@ public partial class RogueliteRoomManager : Node2D
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[Export] public Array<RogueliteRoomResource> Rooms { get; set; }
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[Export] public Node2D SceneContainer { get; set; }
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private Godot.Collections.Dictionary<Vector2I, RogueliteRoomResource> _grid = new();
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[Export] public int DungeonWidth = 10;
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[Export] public int DungeonHeight = 10;
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[Export] public int MaxRooms = 12;
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//[Export] public int Seed = -1;
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[Export] public Vector2I TileSize { get; set; } = new Vector2I(16, 16);
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[Export] public Vector2I RoomSizeInTiles { get; set; } = new Vector2I(20, 10);
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public override void _Ready()
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{
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// Spawn first room
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}
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public void InitSpawning()
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{
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SpawnRoomsBinaryTree();
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}
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private void SpawnRoomsGrid()
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{
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//var firstRoom = Rooms.FirstOrDefault();
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@ -30,12 +46,70 @@ public partial class RogueliteRoomManager : Node2D
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{
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var roomIndex = GD.RandRange(0, Rooms.Count - 1);
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var room = Rooms[roomIndex];
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SpawnRoom(room, origin + (room.Size * new Vector2(i, j) * tileSize));
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//SpawnRoom(room, origin + (room.Size * new Vector2(i, j) * tileSize));
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}
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}
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//CallDeferred(MethodName.RebakeNavigationDeferred);
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}
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private void SpawnRoomsBinaryTree()
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{
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var directions = new List<Vector2I>
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{
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new Vector2I(0, -1), // North
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new Vector2I(0, 1), // South
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new Vector2I(1, 0), // East
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new Vector2I(-1, 0), // West
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};
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var origin = Vector2I.Zero;
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var tileSize = new Vector2(16, 16);
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var gridRoomSizeInTiles = new Vector2(20, 10);
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var starterRooms = Rooms.Where(x => x.Type is RoomType.Starter).ToList();
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var regularRooms = Rooms.Where(x => x.Type == RoomType.Regular).ToList();
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var starterRoom = starterRooms[GD.RandRange(0, starterRooms.Count - 1)];
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var spawnedStartRoom = SpawnRoom(starterRoom, origin);
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MarkRoom(origin, starterRoom.Size, starterRoom);
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Queue<(Vector2I Position, RogueliteRoomResource Room)> queue = new();
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queue.Enqueue((origin, starterRoom));
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int spawnedRoomCount = 1;
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while (spawnedRoomCount < MaxRooms && queue.Count > 0)
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{
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var (currentPos, currentRoom) = queue.Dequeue();
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foreach (var dir in directions)
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{
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var offsetPos = currentPos + dir;
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// Avoid placing rooms in occupied space
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if (_grid.ContainsKey(offsetPos)) continue;
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var nextRoom = regularRooms[GD.RandRange(0, regularRooms.Count - 1)];
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var roomSize = nextRoom.Size;
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// Multi-tile room placement validation
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if (!CanPlaceRoom(offsetPos, roomSize)) continue;
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SpawnRoom(nextRoom, offsetPos);
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MarkRoom(offsetPos, roomSize, nextRoom);
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queue.Enqueue((offsetPos, nextRoom));
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spawnedRoomCount++;
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if (spawnedRoomCount >= MaxRooms)
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break;
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}
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}
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//SpawnSpecialRooms(rng);
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}
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private void RebakeNavigationDeferred()
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@ -43,12 +117,46 @@ public partial class RogueliteRoomManager : Node2D
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GameManager.Instance.RebakeNavigation();
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}
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private void SpawnRoom(RogueliteRoomResource room, Vector2 position)
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private RogueliteRoom SpawnRoom(RogueliteRoomResource room, Vector2I gridPos)
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{
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var roomScene = GD.Load<PackedScene>(room.ScenePath);
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var position = gridPos * TileSize * RoomSizeInTiles;
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var roomScene = GD.Load<PackedScene>(room.ScenePath);
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var spawnedScene = this.CreateChild<RogueliteRoom>(roomScene, position);
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spawnedScene.Spawn();
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// for reference
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//SpawnRoom(room, origin + (room.Size * new Vector2(i, j) * tileSize));
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return spawnedScene.Spawn(CheckConnection);
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}
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private bool CheckConnection(Vector2I pos)
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{
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return _grid.ContainsKey(pos); // <- this is your dungeon grid dictionary
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}
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private bool CanPlaceRoom(Vector2I origin, Vector2I size)
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{
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for (int x = 0; x < size.X; x++)
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{
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for (int y = 0; y < size.Y; y++)
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{
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var pos = origin + new Vector2I(x, y);
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if (_grid.ContainsKey(pos)) return false;
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}
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}
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return true;
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}
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private void MarkRoom(Vector2I origin, Vector2I size, RogueliteRoomResource room)
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{
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for (int x = 0; x < size.X; x++)
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{
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for (int y = 0; y < size.Y; y++)
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{
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var pos = origin + new Vector2I(x, y);
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_grid[pos] = room;
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}
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}
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}
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}
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