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https://gitlab.com/MaddoScientisto/cirnogodot.git
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Spawning special rooms
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parent
56094e89a0
commit
6e26eb21b1
17 changed files with 502 additions and 54 deletions
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@ -15,6 +15,10 @@ public partial class RogueliteRoom : Node2D
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public Vector2I GridPosition { get; set; } // Set by dungeon manager
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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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[Export] public PackedScene DoorPrefab { get; private set; }
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[Export] public PackedScene WallPrefab { get; private set; }
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@ -208,4 +212,9 @@ public partial class RogueliteRoom : Node2D
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{
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if (area is not InteractionController player) return;
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}
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public override string ToString()
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{
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return $"{GridPosition} {RoomResource}";
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}
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}
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@ -96,16 +96,17 @@ public partial class RogueliteRoomManager : Node2D
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var randomOffshootRoomsList = OffshootRooms.Shuffle(MaxBranchLength).ToList();
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var currentPos = origin;
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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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var offshoots = new List<OffshootType>()
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var offshoots = new List<RoomType>()
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{
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OffshootType.Item,
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OffshootType.Secret,
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OffshootType.Shop,
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OffshootType.Key
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RoomType.Treasure,
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RoomType.Secret,
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RoomType.Shop,
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RoomType.Key,
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RoomType.Regular
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};
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var shuffledOffshoots = offshoots.Shuffle().ToList();
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@ -113,10 +114,11 @@ public partial class RogueliteRoomManager : Node2D
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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];
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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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@ -131,39 +133,40 @@ public partial class RogueliteRoomManager : Node2D
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//var posWithOffset = nextPos + new Vector2I(offset, 0);
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GD.Print($"Spawning room at {nextPos}");
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if (!SpawnRoom(roomToSpawn, nextPos, out var spawnedRoom))
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{
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GD.PrintErr("Could not spawn room");
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break;
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GD.PrintErr($"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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// Place cursor at bottom of room
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if (roomToSpawn.Size.Y > 1)
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{
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nextPos += new Vector2I(0, roomToSpawn.Size.Y - 1);
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}
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// Pick a random exit to continue
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var exit = GD.RandRange(0, roomToSpawn.Size.X - 1);
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if (exit < 0) exit = 0;
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nextPos += new Vector2I(exit, 0);
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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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{
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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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@ -172,49 +175,49 @@ public partial class RogueliteRoomManager : Node2D
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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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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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if (!CanPlaceRoom(offShootCoord, shuffledOffshoot.Size))
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if (!spawned)
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{
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GD.Print($"Could not place room {shuffledOffshoot.RoomName} {shuffledOffshoot.Size}");
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GD.Print($"Could not place room {shuffledOffshoot} at {offshootCoord}");
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// Try next in list
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continue;
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}
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var offshootCoord = leftPosition - new Vector2I(shuffledOffshoot.Size.X, 0);
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SpawnRoom(shuffledOffshoot, offshootCoord, out var spawnedOffshoot);
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_connections.Add(new RoomConnection(leftPosition, 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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currentOffshoot++;
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break;
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}
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//var room = randomOffshootRoomsList.Shuffle().FirstOrDefault();
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// Get a random room with the required doors
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//var leftToRightRooms =
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// Get a random door on right or left side
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// spawn
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// Add path
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// Move cursor
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// if last room generate final room
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// Continue
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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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currentPos = nextPos;
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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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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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GD.Print($"Final nextpos is {nextPos}");
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var bossRoom = BossRooms.PickRandom();
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@ -226,12 +229,12 @@ 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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{
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GD.PrintErr("Could not spawn boss room");
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GD.PrintErr($"Could not spawn boss room {bossRoom} at {nextPos}");
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}
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foreach (var room in SpawnedRooms)
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@ -289,6 +292,7 @@ public partial class RogueliteRoomManager : Node2D
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if (!CanPlaceRoom(gridPos, room.Size))
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{
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spawnedRoom = null;
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GD.Print($"{gridPos} size {room.Size} is occupied");
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return false;
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}
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@ -299,10 +303,12 @@ public partial class RogueliteRoomManager : Node2D
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spawnedScene.GridPosition = gridPos;
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spawnedScene.Name = room.RoomName;
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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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