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https://gitlab.com/MaddoScientisto/cirnogodot.git
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Fixed spawn offset generation
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parent
13ac8e4f2f
commit
8c20e6f342
6 changed files with 182 additions and 40 deletions
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@ -19,7 +19,7 @@ public partial class RogueliteRoomManager : Node2D
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private Godot.Collections.Dictionary<Vector2I, RogueliteRoom> _roomGrid = new();
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public Godot.Collections.Dictionary<Vector2I, RogueliteRoom> RoomGrid => _roomGrid;
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public List<RogueliteRoom> SpawnedRooms { get; private set; } = [];
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[Export] public Vector2I SpawnOrigin { get; private set; } = Vector2I.Zero;
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@ -31,12 +31,13 @@ public partial class RogueliteRoomManager : Node2D
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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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//[Export] public int Seed = -1;
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[Export] public ulong Seed = 0;
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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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[Signal] public delegate void MapCreatedEventHandler();
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[Signal]
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public delegate void MapCreatedEventHandler();
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public override void _Ready()
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{
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@ -74,21 +75,27 @@ public partial class RogueliteRoomManager : Node2D
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private List<Vector2I> _mainPath = new();
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private List<RoomConnection> _connections = new();
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public List<RoomConnection> Connections => _connections;
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private void GenerateStraightLineDungeon()
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{
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if (Seed > 0)
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{
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GD.Seed(Seed);
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}
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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 randomRoomsList = RegularRooms.Shuffle(DungeonLength).ToList();
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var currentPos = origin;
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_connections.Add(new RoomConnection(origin, currentPos + new Vector2I(0, 1)));
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Vector2I nextPos;
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for (int i = 0; i < DungeonLength; i++)
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{
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nextPos = currentPos + new Vector2I(0, 1);
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@ -96,62 +103,74 @@ public partial class RogueliteRoomManager : Node2D
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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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// First pick a random door on the from room
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//var doorOffset = Math.Min(0, GD.RandRange(0, currentRoom.Size.X - 1));
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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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// Place it at a random X position
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if (roomToSpawn.Size.X > 1)
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{
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offset -= GD.RandRange(0, roomToSpawn.Size.X - 1);
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}
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var posWithOffset = new Vector2I(offset, nextPos.Y);
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if (!SpawnRoom(roomToSpawn, posWithOffset))
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nextPos += new Vector2I(offset, 0);
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//var posWithOffset = nextPos + new Vector2I(offset, 0);
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if (!SpawnRoom(roomToSpawn, nextPos))
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{
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GD.PrintErr("Could not spawn room");
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break;
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};
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}
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_mainPath.Add(posWithOffset);
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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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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 = Math.Min(0, GD.RandRange(0, roomToSpawn.Size.X - 1));
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nextPos += new Vector2I(0, exit);
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_connections.Add(new RoomConnection(currentPos, nextPos));
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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 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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//+ new Vector2I(0, roomToSpawn.Size.Y -1)
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// Reset X offset
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//nextPos = new Vector2I(0, nextPos.Y);
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currentPos = nextPos;
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}
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nextPos = currentPos + new Vector2I(0, 1);
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var bossRoom = BossRooms.PickRandom();
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if (SpawnRoom(bossRoom, nextPos))
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{
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_mainPath.Add(nextPos);
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if (bossRoom.Size.Y > 1)
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{
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nextPos += new Vector2I(0, bossRoom.Size.Y - 1);
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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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}
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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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@ -161,10 +180,10 @@ public partial class RogueliteRoomManager : Node2D
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return _roomGrid.ContainsKey(neighborPos);
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});
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}
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EmitSignalMapCreated();
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}
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private void GenerateDungeon()
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{
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Vector2I origin = Vector2I.Zero;
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@ -202,7 +221,7 @@ public partial class RogueliteRoomManager : Node2D
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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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@ -286,7 +305,7 @@ public partial class RogueliteRoomManager : Node2D
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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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@ -347,7 +366,7 @@ public partial class RogueliteRoomManager : Node2D
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{
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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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@ -356,7 +375,7 @@ public partial class RogueliteRoomManager : Node2D
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spawnedScene.GridPosition = gridPos;
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SpawnedRooms.Add(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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@ -379,7 +398,7 @@ public partial class RogueliteRoomManager : Node2D
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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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