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https://gitlab.com/MaddoScientisto/cirnogodot.git
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Non working procedural generation
This commit is contained in:
parent
5bfffc22ad
commit
794368dde6
10 changed files with 337 additions and 115 deletions
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@ -10,29 +10,30 @@ namespace Cirno.Scripts.Controllers;
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public partial class RogueliteRoom : Node2D
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{
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[Export] public RogueliteRoomResource RoomResource { get; set; }
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public Vector2I GridPosition { get; set; } // Set by dungeon manager
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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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private static readonly Dictionary<string, Vector2I> DirectionMap = new()
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{
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{ "North", new Vector2I(0, -1) },
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{ "South", new Vector2I(0, 1) },
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{ "East", new Vector2I(1, 0) },
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{ "West", new Vector2I(-1, 0) },
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{ "East", new Vector2I(1, 0) },
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{ "West", new Vector2I(-1, 0) },
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};
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private Array<EnemyResource> SpawnableEnemies => RoomResource.SpawnableEnemies;
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private Array<EnemyResource> SpawnableEnemies => RoomResource.SpawnableEnemies;
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public RogueliteRoom Spawn(Func<Vector2I, bool> connectionChecker)
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public RogueliteRoom Spawn()
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{
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SpawnEnemies();
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HandleDoors(connectionChecker);
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//HandleDoors(connectionChecker);
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return this;
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}
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private void HandleDoors(Func<Vector2I, bool> connectionChecker)
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public void HandleDoors(Func<Vector2I, bool> connectionChecker)
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{
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if (!HasNode("Doors")) return;
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var doorsNode = GetNode("Doors");
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@ -40,7 +41,7 @@ public partial class RogueliteRoom : Node2D
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foreach (Node child in doorsNode.GetChildren())
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{
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if (child is not DoorMarker marker) continue;
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var baseDir = marker.GetWorldDirection();
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// WallIndex determines the offset *along* the edge of the room
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@ -57,11 +58,16 @@ public partial class RogueliteRoom : Node2D
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bool connected = connectionChecker.Invoke(neighborPos);
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if (!connected) continue;
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if (connected)
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{
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var door = this.CreateChild<Door>(DoorPrefab, marker.GlobalPosition);
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var door = this.CreateChild<Door>(DoorPrefab, marker.GlobalPosition);
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door.State = DoorState.Open;
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door.State = DoorState.Open;
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}
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else
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{
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var wall = this.CreateChild<Node2D>(WallPrefab, marker.GlobalPosition);
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}
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// PackedScene prefab = hasConnection
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// ? GD.Load<PackedScene>("res://Prefabs/Door.tscn")
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@ -77,16 +83,15 @@ public partial class RogueliteRoom : Node2D
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private void SpawnEnemies()
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{
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if (SpawnableEnemies is null || !SpawnableEnemies.Any()) return;
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var enemySpawners = this.GetNode("EnemySpawners").GetChildren().Cast<Marker2D>();
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foreach (var spawner in enemySpawners)
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{
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var index = GD.RandRange(0, SpawnableEnemies.Count - 1);
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var e = SpawnableEnemies[index];
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var enemyScene = GD.Load<PackedScene>(e.PrefabPath);
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var spawnedEnemy = spawner.CreateChild<Node2D>(enemyScene);
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}
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@ -10,10 +10,18 @@ namespace Cirno.Scripts.Controllers;
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public partial class RogueliteRoomManager : Node2D
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{
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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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//private Godot.Collections.Dictionary<Vector2I, RogueliteRoomResource> _grid = new();
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private Godot.Collections.Dictionary<Vector2I, RogueliteRoom> _roomGrid = new();
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[Export] public Vector2I SpawnOrigin { get; private set; } = Vector2I.Zero;
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[Export] public int DungeonLength { get; set; } = 10;
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[Export] public int MaxBranches { get; set; } = 3;
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[Export] public int MaxBranchLength { get; set; } = 3;
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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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@ -21,25 +29,24 @@ public partial class RogueliteRoomManager : Node2D
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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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GenerateDungeon();
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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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var origin = Vector2.Zero;
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var tileSize = new Vector2(16, 16);
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for (int i = 0; i < 10; i++)
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{
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for (int j = 0; j < 10; j++)
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@ -53,63 +60,184 @@ public partial class RogueliteRoomManager : Node2D
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//CallDeferred(MethodName.RebakeNavigationDeferred);
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}
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private void SpawnRoomsBinaryTree()
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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);
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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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private void GenerateDungeon()
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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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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);
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_mainPath.Add(origin);
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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 currentPos = origin;
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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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// 🔐 Reserve boss room position
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var bossRoom = BossRooms.FirstOrDefault();
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Vector2I? bossTargetPos = FindValidBossRoomLocation(currentPos);
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if (bossRoom == null || bossTargetPos == null)
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{
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var (currentPos, currentRoom) = queue.Dequeue();
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GD.PrintErr("Failed to place boss room!");
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return;
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}
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// Generate path to boss room
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while (currentPos != bossTargetPos.Value)
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{
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var nextPos = GetNextPosition(currentPos, bossTargetPos.Value);
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if (!SpawnRoom(Rooms.Where(x => x.Type == RoomType.Regular).PickRandom(), nextPos)) break;
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_mainPath.Add(nextPos);
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_connections.Add(new RoomConnection(currentPos, nextPos));
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currentPos = nextPos;
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}
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// Place the boss room
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if (SpawnRoom(bossRoom, bossTargetPos.Value))
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{
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_mainPath.Add(bossTargetPos.Value);
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_connections.Add(new RoomConnection(currentPos, bossTargetPos.Value));
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}
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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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//
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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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//
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// var starterRooms = StarterRooms.ToList();
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// var regularRooms = RegularRooms.ToList();
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// var bossRooms = BossRooms.ToList();
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// var starterRoom = starterRooms[GD.RandRange(0, starterRooms.Count - 1)];
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//
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// var spawnedStartRoom = SpawnRoom(starterRoom, SpawnOrigin);
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//
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// Vector2I currentPos = SpawnOrigin;
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//
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// //MarkRoom(SpawnOrigin, starterRoom.Size, starterRoom);
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//
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// for (int i = 0; i < DungeonLength - 2; i++)
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// {
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// var nextPos = GetNextPosition(currentPos);
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// if (nextPos == currentPos) break;
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//
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// var room = regularRooms[GD.RandRange(0, regularRooms.Count - 1)];
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// if (!SpawnRoom(room, nextPos)) break; // Skip on overlap
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//
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// _mainPath.Add(nextPos);
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// _connections.Add(new RoomConnection(currentPos, nextPos));
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// currentPos = nextPos;
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// }
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//
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// // Place Boss Room
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//
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// var bossRoom = bossRooms[GD.RandRange(0, bossRooms.Count - 1)];
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// var bossPos = GetNextPosition(currentPos);
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// if (!SpawnRoom(bossRoom, bossPos)) break; // Skip on overlap
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// SpawnRoom(bossRoom, bossPos);
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// _mainPath.Add(bossPos);
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// _connections.Add(new RoomConnection(currentPos, bossPos));
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//
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// // Place Shop and Secret Rooms
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// //PlaceSpecialRoom(RoomType.Shop);
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// //PlaceSpecialRoom(RoomType.Secret);
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//
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// // Optionally, add branches
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// for (int i = 0; i < MaxBranches; i++)
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// {
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// var branchStart = _mainPath[GD.RandRange(0, _mainPath.Count -1)];
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// var branchLength = GD.RandRange(1, MaxBranchLength);
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// //_random.Next(1, MaxBranchLength + 1);
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// var branchPos = branchStart;
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//
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// for (int j = 0; j < branchLength; j++)
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// {
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// var nextPos = GetNextPosition(branchPos);
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// if (_roomGrid.ContainsKey(nextPos)) break;
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//
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// var room = regularRooms[GD.RandRange(0,regularRooms.Count -1)];
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//
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// SpawnRoom(room, nextPos);
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// _connections.Add(new RoomConnection(branchPos, nextPos));
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// branchPos = nextPos;
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// }
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// }
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//
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// // Spawn doors and walls
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// foreach (var roomEntry in _roomGrid)
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// {
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// var room = roomEntry.Value;
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// room.HandleDoors(pos =>
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// {
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// var neighborPos = room.GridPosition + pos;
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// return _roomGrid.ContainsKey(neighborPos);
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// });
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// }
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// }
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private Vector2I? FindValidBossRoomLocation(Vector2I from, int maxSteps = 10)
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{
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var directions = new List<Vector2I> { Vector2I.Right, Vector2I.Left, Vector2I.Up, Vector2I.Down };
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for (int step = 0; step < maxSteps; step++)
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{
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directions = directions.OrderBy(_ => GD.Randi()).ToList();
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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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var pos = from + dir;
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var bossRoom = Rooms.FirstOrDefault(r => r.Type == RoomType.Boss);
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if (bossRoom != null && CanPlaceRoom(pos, bossRoom.Size))
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return pos;
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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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from += dir;
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}
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}
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//SpawnSpecialRooms(rng);
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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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if (target.X > current.X)
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possibleDirs.Add(Vector2I.Right);
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else if (target.X < current.X)
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possibleDirs.Add(Vector2I.Left);
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if (target.Y > current.Y)
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possibleDirs.Add(Vector2I.Down);
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else if (target.Y < current.Y)
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possibleDirs.Add(Vector2I.Up);
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// Add random noise to allow slightly winding paths
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possibleDirs.AddRange(new[] { Vector2I.Right, Vector2I.Left, Vector2I.Up, Vector2I.Down });
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possibleDirs = possibleDirs.Distinct().OrderBy(_ => GD.Randi()).ToList();
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foreach (var dir in possibleDirs)
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{
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var nextPos = current + dir;
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if (!_roomGrid.ContainsKey(nextPos))
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return nextPos;
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}
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return current; // No valid next position found
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}
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private void RebakeNavigationDeferred()
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@ -117,24 +245,30 @@ public partial class RogueliteRoomManager : Node2D
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GameManager.Instance.RebakeNavigation();
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}
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private RogueliteRoom SpawnRoom(RogueliteRoomResource room, Vector2I gridPos)
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private bool SpawnRoom(RogueliteRoomResource room, Vector2I gridPos)
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{
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var position = gridPos * TileSize * RoomSizeInTiles;
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if (!CanPlaceRoom(gridPos, room.Size))
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return false;
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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.GridPosition = gridPos;
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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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spawnedScene.Spawn();
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MarkRoom(SpawnOrigin, room.Size, spawnedScene);
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return true;
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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 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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//
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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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@ -142,21 +276,38 @@ public partial class RogueliteRoomManager : Node2D
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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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if (_roomGrid.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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private void MarkRoom(Vector2I origin, Vector2I size, RogueliteRoom 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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_roomGrid[pos] = room;
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}
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}
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}
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}
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public class RoomConnection
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{
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public Vector2I From;
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public Vector2I To;
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public bool IsLocked;
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public bool IsSecret;
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public RoomConnection(Vector2I from, Vector2I to, bool isLocked = false, bool isSecret = false)
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{
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From = from;
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To = to;
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IsLocked = isLocked;
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IsSecret = isSecret;
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}
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}
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