Fixed enemy spawns

This commit is contained in:
Marco 2025-04-28 12:22:00 +02:00
commit 7a62f6a8cd
19 changed files with 263 additions and 147 deletions

View file

@ -1,7 +1,9 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Cirno.Scripts.Activables;
using Cirno.Scripts.Actors;
using Cirno.Scripts.Components.FSM.Enemy;
using Cirno.Scripts.Enums;
using Cirno.Scripts.Interactables;
@ -61,10 +63,13 @@ public partial class RogueliteRoom : Node2D
private List<EnemyFSMProxy> _enemies = [];
private Array<EnemyResource> SpawnableEnemies => RoomResource.SpawnableEnemies;
private BlackCover _shroud;
private bool _firstEnter = true;
public RogueliteRoom Spawn()
{
SpawnEnemies();
//SpawnEnemies();
SpawnFeatures();
SpawnFixedWeapons();
SpawnShroud();
@ -222,28 +227,13 @@ public partial class RogueliteRoom : Node2D
{
if (SpawnableEnemies is null || !SpawnableEnemies.Any()) return;
var enemySpawners = this.GetNode("EnemySpawners").GetChildren().Cast<Marker2D>();
var enemySpawnerMarkers = this.GetNode("EnemySpawners").GetChildren();
foreach (var spawner in enemySpawners)
foreach (var marker in enemySpawnerMarkers)
{
var index = GD.RandRange(0, SpawnableEnemies.Count - 1);
if (marker is not RogueliteEnemySpawner spawner) continue;
var e = SpawnableEnemies[index];
var enemyScene = GD.Load<PackedScene>(e.PrefabPath);
var spawnedEnemy = spawner.CreateChild<EnemyFSMProxy>(enemyScene);
spawnedEnemy.OverrideLoot = true;
spawnedEnemy.ExtraLoot.Add(new LootDrop()
{
Item = MapTheme.EnemiesLootTable.Items.ToList().Shuffle().First(),
Chance = MapTheme.EnemyDropChance
});
spawnedEnemy.ExtraLoot.Add(new LootDrop()
{
Item = MapTheme.PointItemResource,
Chance = 100
});
var spawnedEnemy = spawner.Spawn(MapTheme);
_enemies.Add(spawnedEnemy);
@ -377,6 +367,16 @@ public partial class RogueliteRoom : Node2D
{
if (area is not InteractionController player) return;
if (_firstEnter)
{
SpawnEnemies();
_firstEnter = false;
_shroud?.Activate(ActivationType.Disable);
_ = AlarmTriggerAsync(area.GlobalPosition, 1f);
}
// This might cause problems later if I delay enemy spawns
if (_enemies.Count <= 0)
{
OpenDoors();
@ -387,6 +387,12 @@ public partial class RogueliteRoom : Node2D
}
}
private async Task AlarmTriggerAsync(Vector2 position, float secondsDelay)
{
await Task.Delay((int)(secondsDelay * 1000));
AlarmManager.Instance.SoundSilentAlarm(position);
}
private void OnRoomExited(Area2D area)
{
if (area is not InteractionController player) return;
@ -456,6 +462,8 @@ public partial class RogueliteRoom : Node2D
shroud.Position = new Vector2(RoomSize.X / 2, RoomSize.Y / 2);
shroud.Scale = RoomSize;
_shroud = shroud;
}
}