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

@ -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;
}