Fixed spawn offset generation

This commit is contained in:
Marco 2025-04-16 10:21:01 +02:00
commit 8c20e6f342
6 changed files with 182 additions and 40 deletions

View file

@ -0,0 +1,17 @@
[gd_resource type="Resource" script_class="RogueliteRoomResource" load_steps=6 format=3 uid="uid://n6nb5yco60gi"]
[ext_resource type="Resource" uid="uid://cocl3qontm3be" path="res://Resources/Enemies/Base_Fairy.tres" id="1_ch23e"]
[ext_resource type="Resource" uid="uid://cqfyuurvqb8m6" path="res://Resources/Enemies/Base_Fairy_Special.tres" id="2_l64su"]
[ext_resource type="Resource" uid="uid://qbo6avc7x64b" path="res://Resources/Enemies/Fairy_Guard.tres" id="3_0b7uq"]
[ext_resource type="Resource" uid="uid://cfdvg162u65sr" path="res://Resources/Enemies/Thermathron.tres" id="4_iwrey"]
[ext_resource type="Script" uid="uid://bl2ne8w12e3a" path="res://Scripts/Resources/Roguelite/RogueliteRoomResource.cs" id="5_yivs1"]
[resource]
script = ExtResource("5_yivs1")
RoomName = &"Test"
Type = 1
ScenePath = &"uid://c3x64n451f3mk"
Size = Vector2i(3, 2)
DoorGridPositions = Array[Vector2i]([Vector2i(0, -1), Vector2i(0, 1), Vector2i(1, 0), Vector2i(-1, 0)])
SpawnableEnemies = Array[Object]([ExtResource("1_ch23e"), ExtResource("2_l64su"), ExtResource("3_0b7uq"), ExtResource("4_iwrey")])
metadata/_custom_type_script = "uid://bl2ne8w12e3a"

View file

@ -1,4 +1,4 @@
[gd_scene load_steps=20 format=3 uid="uid://bf1kqr3o6r6d4"]
[gd_scene load_steps=21 format=3 uid="uid://bf1kqr3o6r6d4"]
[ext_resource type="Script" uid="uid://doxmbokehw8ci" path="res://Scripts/GameManager.cs" id="1_wbqvu"]
[ext_resource type="PackedScene" uid="uid://c4pr2707hbeph" path="res://Scenes/Actors/fsm_player.tscn" id="2_3fyis"]
@ -18,6 +18,7 @@
[ext_resource type="Resource" uid="uid://cmgiqsmujujss" path="res://Resources/RogueliteMaps/TestMapLongX3.tres" id="12_83bvc"]
[ext_resource type="Script" uid="uid://cnkipcolyj61w" path="res://Scripts/AlarmManager.cs" id="12_eoca5"]
[ext_resource type="PackedScene" uid="uid://b3tyacxxw88lx" path="res://Scenes/Utils/StreamPlayerWithName.tscn" id="13_4n7t6"]
[ext_resource type="Resource" uid="uid://n6nb5yco60gi" path="res://Resources/RogueliteMaps/BigLarge.tres" id="13_y651a"]
[ext_resource type="Script" uid="uid://3v6q0p5krqn7" path="res://Scripts/UI/Minimap.cs" id="16_pfafs"]
[node name="GameScene" type="Node2D"]
@ -32,7 +33,7 @@ SpawnMarkers = Dictionary[int, NodePath]({
[node name="Maps" type="Node2D" parent="." groups=["navigation_polygon_source_geometry_group"]]
process_mode = 1
script = ExtResource("4_jtlua")
Rooms = Array[Object]([ExtResource("5_gwtv6"), ExtResource("6_gwtv6"), ExtResource("7_wbqvu"), ExtResource("8_3fyis"), ExtResource("9_go1yg"), ExtResource("5_pfafs"), ExtResource("11_68lig"), ExtResource("12_83bvc")])
Rooms = Array[Object]([ExtResource("5_gwtv6"), ExtResource("6_gwtv6"), ExtResource("7_wbqvu"), ExtResource("8_3fyis"), ExtResource("9_go1yg"), ExtResource("5_pfafs"), ExtResource("11_68lig"), ExtResource("12_83bvc"), ExtResource("13_y651a")])
[node name="CameraController" type="Camera2D" parent="."]
process_mode = 1

View file

@ -44,7 +44,7 @@ position = Vector2(159, 23)
script = ExtResource("5_mqiea")
[node name="South" type="Marker2D" parent="Doors"]
position = Vector2(159.196, 149.348)
position = Vector2(159, 160)
script = ExtResource("5_mqiea")
Direction = 1

File diff suppressed because one or more lines are too long

View file

@ -19,7 +19,7 @@ public partial class RogueliteRoomManager : Node2D
private Godot.Collections.Dictionary<Vector2I, RogueliteRoom> _roomGrid = new();
public Godot.Collections.Dictionary<Vector2I, RogueliteRoom> RoomGrid => _roomGrid;
public List<RogueliteRoom> SpawnedRooms { get; private set; } = [];
[Export] public Vector2I SpawnOrigin { get; private set; } = Vector2I.Zero;
@ -31,12 +31,13 @@ public partial class RogueliteRoomManager : Node2D
[Export] public int DungeonWidth = 10;
[Export] public int DungeonHeight = 10;
[Export] public int MaxRooms = 12;
//[Export] public int Seed = -1;
[Export] public ulong Seed = 0;
[Export] public Vector2I TileSize { get; set; } = new Vector2I(16, 16);
[Export] public Vector2I RoomSizeInTiles { get; set; } = new Vector2I(20, 10);
[Signal] public delegate void MapCreatedEventHandler();
[Signal]
public delegate void MapCreatedEventHandler();
public override void _Ready()
{
@ -74,21 +75,27 @@ public partial class RogueliteRoomManager : Node2D
private List<Vector2I> _mainPath = new();
private List<RoomConnection> _connections = new();
public List<RoomConnection> Connections => _connections;
private void GenerateStraightLineDungeon()
{
if (Seed > 0)
{
GD.Seed(Seed);
}
Vector2I origin = Vector2I.Zero;
var starterRoom = Rooms.Where(r => r.Type == RoomType.Starter).PickRandom();
SpawnRoom(starterRoom, origin);
_mainPath.Add(origin);
var randomRoomsList = RegularRooms.Shuffle(DungeonLength).ToList();
var currentPos = origin;
_connections.Add(new RoomConnection(origin, currentPos + new Vector2I(0, 1)));
Vector2I nextPos;
for (int i = 0; i < DungeonLength; i++)
{
nextPos = currentPos + new Vector2I(0, 1);
@ -96,62 +103,74 @@ public partial class RogueliteRoomManager : Node2D
//var roomToSpawn = Rooms.Where(x => x.Type == RoomType.Regular).PickRandom();
var roomToSpawn = randomRoomsList[i];
// First pick a random door on the from room
//var doorOffset = Math.Min(0, GD.RandRange(0, currentRoom.Size.X - 1));
// We're already in the new room position, we do not care about previous anymore
var offset = 0;
// Place it at a random X position
if (roomToSpawn.Size.X > 1)
{
offset -= GD.RandRange(0, roomToSpawn.Size.X - 1);
}
var posWithOffset = new Vector2I(offset, nextPos.Y);
if (!SpawnRoom(roomToSpawn, posWithOffset))
nextPos += new Vector2I(offset, 0);
//var posWithOffset = nextPos + new Vector2I(offset, 0);
if (!SpawnRoom(roomToSpawn, nextPos))
{
GD.PrintErr("Could not spawn room");
break;
};
}
_mainPath.Add(posWithOffset);
;
_mainPath.Add(nextPos);
// Place cursor at bottom of room
if (roomToSpawn.Size.Y > 1)
{
nextPos += new Vector2I(0, roomToSpawn.Size.Y - 1);
nextPos += new Vector2I(0, roomToSpawn.Size.Y - 1);
}
// Pick a random exit to continue
var exit = Math.Min(0, GD.RandRange(0, roomToSpawn.Size.X - 1));
nextPos += new Vector2I(0, exit);
_connections.Add(new RoomConnection(currentPos, nextPos));
var exit = GD.RandRange(0, roomToSpawn.Size.X - 1);
if (exit < 0) exit = 0;
nextPos += new Vector2I(exit, 0);
// nextPos is now the end of the room at the current exit
_connections.Add(new RoomConnection(nextPos, nextPos + new Vector2I(0, 1)));
//+ new Vector2I(0, roomToSpawn.Size.Y -1)
// Reset X offset
//nextPos = new Vector2I(0, nextPos.Y);
currentPos = nextPos;
}
nextPos = currentPos + new Vector2I(0, 1);
var bossRoom = BossRooms.PickRandom();
if (SpawnRoom(bossRoom, nextPos))
{
_mainPath.Add(nextPos);
if (bossRoom.Size.Y > 1)
{
nextPos += new Vector2I(0, bossRoom.Size.Y - 1);
nextPos += new Vector2I(0, bossRoom.Size.Y - 1);
}
_connections.Add(new RoomConnection(currentPos, nextPos));
}
else
{
GD.PrintErr("Could not spawn boss room");
}
foreach (var roomEntry in _roomGrid)
{
var room = roomEntry.Value;
@ -161,10 +180,10 @@ public partial class RogueliteRoomManager : Node2D
return _roomGrid.ContainsKey(neighborPos);
});
}
EmitSignalMapCreated();
}
private void GenerateDungeon()
{
Vector2I origin = Vector2I.Zero;
@ -202,7 +221,7 @@ public partial class RogueliteRoomManager : Node2D
_connections.Add(new RoomConnection(currentPos, bossTargetPos.Value));
}
}
// private void SpawnRoomsBinaryTree()
// {
// var directions = new List<Vector2I>
@ -286,7 +305,7 @@ public partial class RogueliteRoomManager : Node2D
// });
// }
// }
private Vector2I? FindValidBossRoomLocation(Vector2I from, int maxSteps = 10)
{
var directions = new List<Vector2I> { Vector2I.Right, Vector2I.Left, Vector2I.Up, Vector2I.Down };
@ -347,7 +366,7 @@ public partial class RogueliteRoomManager : Node2D
{
if (!CanPlaceRoom(gridPos, room.Size))
return false;
var position = gridPos * TileSize * RoomSizeInTiles;
var roomScene = GD.Load<PackedScene>(room.ScenePath);
@ -356,7 +375,7 @@ public partial class RogueliteRoomManager : Node2D
spawnedScene.GridPosition = gridPos;
SpawnedRooms.Add(spawnedScene);
// for reference
//SpawnRoom(room, origin + (room.Size * new Vector2(i, j) * tileSize));
spawnedScene.Spawn();
@ -379,7 +398,7 @@ public partial class RogueliteRoomManager : Node2D
if (_roomGrid.ContainsKey(pos)) return false;
}
}
return true;
}

View file

@ -0,0 +1 @@
uid://cayi15oyskn85