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Dungeon generation
This commit is contained in:
parent
4d2b58e234
commit
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9 changed files with 494 additions and 130 deletions
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@ -13,6 +13,7 @@
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18
Resources/RogueliteMaps/BigTest2.tres
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18
Resources/RogueliteMaps/BigTest2.tres
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@ -0,0 +1,18 @@
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[gd_resource type="Resource" script_class="RogueliteRoomResource" load_steps=6 format=3 uid="uid://char0yv78vtty"]
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[ext_resource type="Resource" uid="uid://cocl3qontm3be" path="res://Resources/Enemies/Base_Fairy.tres" id="1_w1ns8"]
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[ext_resource type="Resource" uid="uid://cqfyuurvqb8m6" path="res://Resources/Enemies/Base_Fairy_Special.tres" id="2_gohkc"]
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[ext_resource type="Resource" uid="uid://qbo6avc7x64b" path="res://Resources/Enemies/Fairy_Guard.tres" id="3_x42ya"]
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[ext_resource type="Resource" uid="uid://cfdvg162u65sr" path="res://Resources/Enemies/Thermathron.tres" id="4_qo81h"]
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[ext_resource type="Script" uid="uid://bl2ne8w12e3a" path="res://Scripts/Resources/Roguelite/RogueliteRoomResource.cs" id="5_570h4"]
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[resource]
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script = ExtResource("5_570h4")
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RoomName = &"BigTest"
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Type = 1
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ScenePath = &"uid://cglddtyl6o4fn"
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Size = Vector2i(2, 2)
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DoorGridPositions = Array[Vector2i]([Vector2i(0, -1), Vector2i(0, 1), Vector2i(1, 0), Vector2i(-1, 0)])
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SpawnableEnemies = Array[Object]([ExtResource("1_w1ns8"), ExtResource("2_gohkc"), ExtResource("3_x42ya"), ExtResource("4_qo81h")])
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DoorDirections = 30
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metadata/_custom_type_script = "uid://bl2ne8w12e3a"
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18
Resources/RogueliteMaps/Lab2x1_1.tres
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18
Resources/RogueliteMaps/Lab2x1_1.tres
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@ -0,0 +1,18 @@
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[gd_resource type="Resource" script_class="RogueliteRoomResource" load_steps=6 format=3 uid="uid://cb7gk278lmicd"]
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[ext_resource type="Resource" uid="uid://cocl3qontm3be" path="res://Resources/Enemies/Base_Fairy.tres" id="1_85eyw"]
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[ext_resource type="Resource" uid="uid://cqfyuurvqb8m6" path="res://Resources/Enemies/Base_Fairy_Special.tres" id="2_dduxp"]
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[ext_resource type="Resource" uid="uid://qbo6avc7x64b" path="res://Resources/Enemies/Fairy_Guard.tres" id="3_7y8b1"]
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[ext_resource type="Resource" uid="uid://cfdvg162u65sr" path="res://Resources/Enemies/Thermathron.tres" id="4_wwjbl"]
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[ext_resource type="Script" uid="uid://bl2ne8w12e3a" path="res://Scripts/Resources/Roguelite/RogueliteRoomResource.cs" id="5_qpk7q"]
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[resource]
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script = ExtResource("5_qpk7q")
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RoomName = &"TestMapLab 2x1"
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Type = 1
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ScenePath = &"uid://bon3ay27r54tw"
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Size = Vector2i(2, 1)
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DoorGridPositions = Array[Vector2i]([Vector2i(0, -1), Vector2i(0, 1), Vector2i(1, 0), Vector2i(-1, 0)])
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SpawnableEnemies = Array[Object]([ExtResource("1_85eyw"), ExtResource("2_dduxp"), ExtResource("3_7y8b1"), ExtResource("4_wwjbl")])
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DoorDirections = 30
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metadata/_custom_type_script = "uid://bl2ne8w12e3a"
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@ -1,4 +1,4 @@
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[gd_scene load_steps=28 format=3 uid="uid://bf1kqr3o6r6d4"]
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[gd_scene load_steps=30 format=3 uid="uid://bf1kqr3o6r6d4"]
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[ext_resource type="Script" uid="uid://doxmbokehw8ci" path="res://Scripts/GameManager.cs" id="1_wbqvu"]
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[ext_resource type="PackedScene" uid="uid://c4pr2707hbeph" path="res://Scenes/Actors/fsm_player.tscn" id="2_3fyis"]
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@ -27,6 +27,8 @@
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[ext_resource type="Resource" uid="uid://cwtma7mxged8a" path="res://Resources/RogueliteMaps/ShopRoom1.tres" id="18_2lxq3"]
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[ext_resource type="Resource" uid="uid://crqgvauqarfaq" path="res://Resources/RogueliteMaps/TreasureRoom1.tres" id="19_6ahuq"]
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[ext_resource type="Resource" uid="uid://bo4efv7rwowuh" path="res://Resources/RogueliteMaps/SecretRoom1.tres" id="20_xrp0h"]
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[ext_resource type="Resource" uid="uid://cb7gk278lmicd" path="res://Resources/RogueliteMaps/Lab2x1_1.tres" id="21_2lxq3"]
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[ext_resource type="Resource" uid="uid://char0yv78vtty" path="res://Resources/RogueliteMaps/BigTest2.tres" id="22_6ahuq"]
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[node name="GameScene" type="Node2D"]
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process_mode = 3
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@ -41,10 +43,10 @@ SpawnMarkers = Dictionary[int, NodePath]({
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process_mode = 1
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y_sort_enabled = true
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script = ExtResource("4_jtlua")
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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"), ExtResource("14_vhvs2"), ExtResource("15_6gk3e"), ExtResource("16_4gy5m"), ExtResource("17_td7hx"), ExtResource("18_2lxq3"), ExtResource("19_6ahuq"), ExtResource("20_xrp0h")])
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DungeonLength = 6
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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"), ExtResource("14_vhvs2"), ExtResource("15_6gk3e"), ExtResource("16_4gy5m"), ExtResource("17_td7hx"), ExtResource("18_2lxq3"), ExtResource("19_6ahuq"), ExtResource("20_xrp0h"), ExtResource("21_2lxq3"), ExtResource("22_6ahuq")])
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DungeonLength = 4
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MaxBranchLength = 2
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Seed = 4
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Seed = 1
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[node name="CameraController" type="Camera2D" parent="."]
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process_mode = 1
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110
Scenes/Maps/RogueliteMaps/Rg2x1Lab.tscn
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Scenes/Maps/RogueliteMaps/Rg2x1Lab.tscn
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File diff suppressed because one or more lines are too long
150
Scenes/Maps/RogueliteMaps/RgBig2.tscn
Normal file
150
Scenes/Maps/RogueliteMaps/RgBig2.tscn
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File diff suppressed because one or more lines are too long
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@ -2,6 +2,7 @@
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using System.Collections.Generic;
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using System.Linq;
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using Cirno.Scripts.Components.FSM.Enemy;
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using Cirno.Scripts.Enums;
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using Cirno.Scripts.Resources;
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using Cirno.Scripts.Resources.Roguelite;
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using Godot;
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@ -22,6 +23,19 @@ public partial class RogueliteRoom : Node2D
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return BottomLeft + new Vector2I(GD.RandRange(0, RoomResource.Size.X - 1), 0);
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}
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public Vector2I RandomExit(Direction direction)
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{
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return direction switch
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{
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Direction.Up => GridPosition + new Vector2I(GD.RandRange(0, RoomResource.Size.X - 1), 0),
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Direction.Down => BottomLeft + new Vector2I(GD.RandRange(0, RoomResource.Size.X - 1), 0),
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Direction.Left => GridPosition + new Vector2I(0, GD.RandRange(0, RoomResource.Size.Y - 1)),
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Direction.Right => GridPosition + new Vector2I(RoomResource.Size.X - 1, 0) +
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new Vector2I(0, GD.RandRange(0, RoomResource.Size.Y - 1)),
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_ => throw new ArgumentOutOfRangeException(nameof(direction), direction, null)
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};
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}
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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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@ -6,6 +6,7 @@ using Cirno.Scripts.Resources.Roguelite;
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using Cirno.Scripts.Utils;
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using Godot;
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using Godot.Collections;
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using Range = System.Range;
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namespace Cirno.Scripts.Controllers;
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@ -31,6 +32,14 @@ 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 MinKeys = 0;
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[Export] public int MaxKeys = 3;
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[Export] public int MinSecrets = 1;
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[Export] public int MaxSecrets = 2;
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[Export] public int MinTreasures = 1;
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[Export] public int MaxTreasures = 2;
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[Export] public int MinShops = 1;
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[Export] public int MaxShops = 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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@ -78,7 +87,7 @@ public partial class RogueliteRoomManager : Node2D
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x.Type is RoomType.Regular && x.HasDoors(DoorDirections.East | DoorDirections.West));
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private IEnumerable<RogueliteRoomResource> BossRooms => Rooms.Where(x => x.Type is RoomType.Boss);
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private List<RoomConnection> _connections = new();
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public List<RoomConnection> Connections => _connections;
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@ -94,83 +103,43 @@ public partial class RogueliteRoomManager : Node2D
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var starterRoom = Rooms.Where(r => r.Type == RoomType.Starter).PickRandom();
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SpawnRoom(starterRoom, origin, out var spawnedBeginRoom);
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var randomRoomsList = RegularRooms.Shuffle(DungeonLength).ToList();
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var randomRoomsList = RegularRooms.Shuffle(MaxRooms * 4).ToList();
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var randomOffshootRoomsList = OffshootRooms.Shuffle(MaxBranchLength).ToList();
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var randomOffshootRoomsList = OffshootRooms.Shuffle(DungeonLength * 4).ToList();
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var currentPos = spawnedBeginRoom.RandomBottomExit();
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_connections.Add(new RoomConnection(origin, currentPos + new Vector2I(0, 1)));
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Vector2I nextPos;
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var offshoots = new List<RoomType>()
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{
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RoomType.Treasure,
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RoomType.Secret,
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RoomType.Shop,
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RoomType.Key,
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RoomType.Regular
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};
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var offshoots = new List<RoomType>();
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AddRandomOffshootType(offshoots, MinKeys, MaxKeys, RoomType.Key);
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AddRandomOffshootType(offshoots, MinShops, MaxShops, RoomType.Shop);
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AddRandomOffshootType(offshoots, MinSecrets, MaxSecrets, RoomType.Secret);
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AddRandomOffshootType(offshoots, MinTreasures, MaxTreasures, RoomType.Treasure);
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var shuffledOffshoots = offshoots.Shuffle().ToList();
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int currentOffshoot = 0;
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RogueliteRoom lastRoom = spawnedBeginRoom;
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for (int i = 0; i < DungeonLength; i++)
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{
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GD.Print($"Dungeon room {i}");
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var spawnedRoom = TrySpawnRoom(randomRoomsList, currentPos);
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var randRoomStartIndex = SpawnedRooms.Count(x => x.RoomResource.Type is RoomType.Regular && x.RoomResource.HasDoors(DoorDirections.North | DoorDirections.South));
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var spawnedRoom = TrySpawnRoom(randomRoomsList.Take(new Range(randRoomStartIndex, randomRoomsList.Count - 1)).ToList(),
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lastRoom, Direction.Down);
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if (spawnedRoom is null)
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{
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continue;
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}
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lastRoom = spawnedRoom;
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//
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// nextPos = currentPos + new Vector2I(0, 1);
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//
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// var roomToSpawn = randomRoomsList[randRoomIndex % randomRoomsList.Count];
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//
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// var spawnedRoom = TrySpawnRoom(roomToSpawn, nextPos);
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// if (spawnedRoom is null)
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// {
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// // Failed, try another room
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// DungeonLength += 1;
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// randRoomIndex++;
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// continue;
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// }
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//
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//
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// var offset = 0;
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//
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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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//
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// nextPos += new Vector2I(offset, 0);
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//
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// //var posWithOffset = nextPos + new Vector2I(offset, 0);
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//
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// GD.Print($"Spawning room at {nextPos}");
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// if (!SpawnRoom(roomToSpawn, nextPos, out var spawnedRoom))
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// {
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// GD.PrintErr($"Could not spawn room {roomToSpawn} at {nextPos}");
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// //DungeonLength += 1;
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// continue;
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// }
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nextPos = spawnedRoom.RandomBottomExit();
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GD.Print($"Next pos is now: {nextPos}");
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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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currentPos = nextPos;
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// Spawn offshoot here
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var offshootTypeToSpawn = shuffledOffshoots[currentOffshoot % shuffledOffshoots.Count()];
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@ -181,78 +150,50 @@ public partial class RogueliteRoomManager : Node2D
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continue;
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}
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int roomsInOffshot = GD.RandRange(0, MaxBranchLength);
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var leftPosition = spawnedRoom.GridPosition;
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// Roll whether to go left or right, if direction is full go the other, if both are full do not spawn
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for (int j = 0; j < roomsInOffshot; j++)
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var directions = new List<Direction>();
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if (lastRoom.RoomResource.DoorDirections.HasFlag(DoorDirections.East)) directions.Add(Direction.Right);
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if (lastRoom.RoomResource.DoorDirections.HasFlag(DoorDirections.West)) directions.Add(Direction.Left);
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directions = directions.Shuffle().ToList();
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var randOffshootStartIndex = SpawnedRooms.Count(x => x.RoomResource.Type is RoomType.Regular && x.RoomResource.HasDoors(DoorDirections.West | DoorDirections.East));
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foreach (var direction in directions)
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{
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var shuffledOffshootRoomsList = randomOffshootRoomsList.Shuffle().ToList();
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int roomsInOffshot = offshootTypeToSpawn is RoomType.Secret or RoomType.Shop
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? 0
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: GD.RandRange(0, MaxBranchLength);
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var directions = new List<Vector2I>() { Vector2I.Left, Vector2I.Right }.Shuffle();
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var roomsForOffshoot = randomOffshootRoomsList
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.Take(new Range(randOffshootStartIndex, randomOffshootRoomsList.Count - 1)).ToList();
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foreach (var shuffledOffshoot in shuffledOffshootRoomsList)
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var res = SpawnOffshoot(lastRoom, direction, offshootTypeToSpawn, roomsInOffshot, roomsForOffshoot);
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if (res)
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{
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var offshootCoord = leftPosition - new Vector2I(shuffledOffshoot.Size.X, 0);
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GD.Print("Spawning side room");
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var spawned = SpawnRoom(shuffledOffshoot, offshootCoord, out var spawnedOffshoot);
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if (!spawned)
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{
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GD.Print($"Could not place room {shuffledOffshoot} at {offshootCoord}");
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// Try next in list
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continue;
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}
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_connections.Add(new RoomConnection(leftPosition,
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offshootCoord + new Vector2I(shuffledOffshoot.Size.X - 1, 0)));
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|
||||
leftPosition = offshootCoord;
|
||||
|
||||
// Stop because we spawned the room we needed to
|
||||
currentOffshoot++;
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Offshoot over
|
||||
|
||||
// Spawn final room
|
||||
var finalRoomToSpawn = Rooms.Where(x => x.Type == offshootTypeToSpawn).PickRandom();
|
||||
|
||||
var finalRoomCoord = leftPosition - new Vector2I(finalRoomToSpawn.Size.X, 0);
|
||||
|
||||
SpawnRoom(finalRoomToSpawn, finalRoomCoord, out var spawnedFinalRoom);
|
||||
|
||||
_connections.Add(new RoomConnection(leftPosition,
|
||||
finalRoomCoord + new Vector2I(finalRoomToSpawn.Size.X - 1, 0)));
|
||||
|
||||
leftPosition = finalRoomCoord;
|
||||
// Done with last offshoot room
|
||||
// Add more dungeon if not enough rooms are generated
|
||||
if (i == DungeonLength - 1 && DungeonLength < MaxRooms && currentOffshoot < DungeonLength)
|
||||
{
|
||||
DungeonLength++;
|
||||
}
|
||||
}
|
||||
|
||||
nextPos = currentPos + new Vector2I(0, 1);
|
||||
GD.Print($"Final nextpos is {nextPos}");
|
||||
|
||||
var bossRoom = BossRooms.PickRandom();
|
||||
|
||||
if (SpawnRoom(bossRoom, nextPos, out var spawnedBossRoom))
|
||||
{
|
||||
var spawnedBossRoom = TrySpawnRoom(BossRooms.ToList(), lastRoom, Direction.Down);
|
||||
|
||||
if (bossRoom.Size.Y > 1)
|
||||
{
|
||||
nextPos += new Vector2I(0, bossRoom.Size.Y - 1);
|
||||
}
|
||||
|
||||
_connections.Add(new RoomConnection(currentPos, nextPos));
|
||||
}
|
||||
else
|
||||
if (spawnedBossRoom is null)
|
||||
{
|
||||
GD.PrintErr($"Could not spawn boss room {bossRoom} at {nextPos}");
|
||||
GD.PrintErr($"Could not spawn boss room {bossRoom}");
|
||||
}
|
||||
|
||||
foreach (var room in SpawnedRooms)
|
||||
|
|
@ -271,30 +212,57 @@ public partial class RogueliteRoomManager : Node2D
|
|||
//CallDeferred(MethodName.OpenStartDoorsDeferred, spawnedBeginRoom);
|
||||
}
|
||||
|
||||
private RogueliteRoom TrySpawnRoom(List<RogueliteRoomResource> roomsList, Vector2I originPos)
|
||||
private RogueliteRoom TrySpawnRoom(List<RogueliteRoomResource> roomsList, RogueliteRoom lastRoom,
|
||||
Direction direction)
|
||||
{
|
||||
var nextPos = originPos + new Vector2I(0, 1);
|
||||
var rooms = roomsList.Shuffle().ToList();
|
||||
//var nextPos = originPos + new Vector2I(0, 1);
|
||||
|
||||
Vector2I exitPosition = lastRoom.RandomExit(direction);
|
||||
|
||||
Vector2I nextPos = direction switch
|
||||
{
|
||||
Direction.Up => exitPosition + Vector2I.Up,
|
||||
Direction.Down => exitPosition + Vector2I.Down,
|
||||
Direction.Left => exitPosition + Vector2I.Left,
|
||||
Direction.Right => exitPosition + Vector2I.Right,
|
||||
_ => exitPosition
|
||||
};
|
||||
|
||||
var rooms = roomsList; //.Shuffle().ToList();
|
||||
|
||||
for (int i = 0; i < rooms.Count(); i++)
|
||||
{
|
||||
var roomToSpawn = rooms[i % rooms.Count()];
|
||||
|
||||
var spawnedRoom = TrySpawnRoom(roomToSpawn, nextPos);
|
||||
var spawnedRoom = TrySpawnRoom(roomToSpawn, nextPos, direction);
|
||||
if (spawnedRoom is null)
|
||||
{
|
||||
GD.PrintErr($"Could not spawn room {roomToSpawn} at {nextPos}");
|
||||
continue;
|
||||
}
|
||||
|
||||
_connections.Add(new RoomConnection(exitPosition, nextPos));
|
||||
|
||||
return spawnedRoom;
|
||||
}
|
||||
|
||||
GD.PrintErr($"Could not spawn room at all at {nextPos}");
|
||||
return null;
|
||||
}
|
||||
|
||||
private RogueliteRoom TrySpawnRoom(RogueliteRoomResource roomToSpawn, Vector2I nextPos)
|
||||
|
||||
private readonly System.Collections.Generic.Dictionary<Direction, Vector2I> dirDict = new()
|
||||
{
|
||||
var offsets = roomToSpawn.GetTopRoomOffsets(nextPos).Shuffle();
|
||||
{ Direction.Up, Vector2I.Up },
|
||||
{ Direction.Down, Vector2I.Down },
|
||||
{ Direction.Left, Vector2I.Left },
|
||||
{ Direction.Right, Vector2I.Right },
|
||||
};
|
||||
|
||||
private RogueliteRoom TrySpawnRoom(RogueliteRoomResource roomToSpawn, Vector2I nextPos, Direction direction)
|
||||
{
|
||||
List<Vector2I> offsets = [];
|
||||
|
||||
offsets.AddRange(roomToSpawn.GetRoomOffsets(nextPos, direction));
|
||||
|
||||
foreach (var offset in offsets)
|
||||
{
|
||||
|
|
@ -346,6 +314,61 @@ public partial class RogueliteRoomManager : Node2D
|
|||
GameManager.Instance.RebakeNavigation();
|
||||
}
|
||||
|
||||
private bool SpawnOffshoot(RogueliteRoom lastRoom, Direction direction, RoomType offshootTypeToSpawn,
|
||||
int roomsInOffshot, List<RogueliteRoomResource> randomOffshootRoomsList)
|
||||
{
|
||||
RogueliteRoom lastSpawnedOffshootRoom = lastRoom;
|
||||
for (int j = 0; j < roomsInOffshot; j++)
|
||||
{
|
||||
var shuffledOffshootRoomsList = randomOffshootRoomsList;//.Shuffle().ToList();
|
||||
|
||||
foreach (var shuffledOffshoot in shuffledOffshootRoomsList)
|
||||
{
|
||||
var spawnedRoom = TrySpawnRoom(shuffledOffshootRoomsList, lastSpawnedOffshootRoom, direction);
|
||||
|
||||
if (spawnedRoom is null)
|
||||
{
|
||||
GD.Print($"Could not place offshoot {shuffledOffshoot}");
|
||||
// Try next in list
|
||||
continue;
|
||||
}
|
||||
|
||||
lastSpawnedOffshootRoom = spawnedRoom;
|
||||
break;
|
||||
}
|
||||
|
||||
// Nope no offshoot
|
||||
if (lastSpawnedOffshootRoom is null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// Offshoot over
|
||||
|
||||
// Spawn final room
|
||||
// var finalRoomToSpawn = Rooms.Where(x => x.Type == offshootTypeToSpawn).PickRandom();
|
||||
|
||||
var spawnedFinalRoom = TrySpawnRoom(Rooms.Where(x => x.Type == offshootTypeToSpawn).ToList(),
|
||||
lastSpawnedOffshootRoom, direction);
|
||||
|
||||
if (spawnedFinalRoom is null)
|
||||
{
|
||||
GD.Print($"Could not place offshoot final room {lastSpawnedOffshootRoom}");
|
||||
// Try next in list
|
||||
return false;
|
||||
}
|
||||
|
||||
// var finalRoomCoord = leftPosition - new Vector2I(finalRoomToSpawn.Size.X, 0);
|
||||
//
|
||||
// SpawnRoom(finalRoomToSpawn, finalRoomCoord, out var spawnedFinalRoom);
|
||||
//
|
||||
// _connections.Add(new RoomConnection(leftPosition,
|
||||
// finalRoomCoord + new Vector2I(finalRoomToSpawn.Size.X - 1, 0)));
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool SpawnRoom(RogueliteRoomResource room, Vector2I gridPos, out RogueliteRoom spawnedRoom)
|
||||
{
|
||||
if (!CanPlaceRoom(gridPos, room.Size))
|
||||
|
|
@ -406,4 +429,14 @@ public partial class RogueliteRoomManager : Node2D
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void AddRandomOffshootType(List<RoomType> roomTypes, int minAmount, int maxAmount, RoomType type)
|
||||
{
|
||||
var itemsToAdd = GD.RandRange(minAmount, maxAmount);
|
||||
GD.Print($"Adding {itemsToAdd} {type}");
|
||||
for (int k = 0; k < itemsToAdd; k++)
|
||||
{
|
||||
roomTypes.Add(type);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -14,11 +14,11 @@ public partial class RogueliteRoomResource : Resource
|
|||
[Export] public Vector2I Size { get; set; } = new(1, 1);
|
||||
|
||||
[Export] public Array<Vector2I> DoorGridPositions { get; set; } = [];
|
||||
|
||||
|
||||
[Export] public Array<EnemyResource> SpawnableEnemies { get; set; }
|
||||
|
||||
|
||||
[Export] public DoorDirections DoorDirections { get; set; }
|
||||
|
||||
|
||||
public bool HasDoors(DoorDirections required) => (DoorDirections & required) == required;
|
||||
|
||||
public override string ToString()
|
||||
|
|
@ -26,13 +26,31 @@ public partial class RogueliteRoomResource : Resource
|
|||
return $"{RoomName} {Type} {Size.X}x{Size.Y}";
|
||||
}
|
||||
|
||||
public List<Vector2I> GetTopRoomOffsets(Vector2I gridPosition)
|
||||
public List<Vector2I> GetRoomOffsets(Vector2I gridPosition, Direction side)
|
||||
{
|
||||
List<Vector2I> offsets = [];
|
||||
|
||||
for (int i = 0; i < Size.X; i++)
|
||||
|
||||
switch (side)
|
||||
{
|
||||
offsets.Add(new Vector2I(gridPosition.X - i, gridPosition.Y));
|
||||
case Direction.Down:
|
||||
for (int i = 0; i < Size.X; i++)
|
||||
offsets.Add(new Vector2I(gridPosition.X - i, gridPosition.Y));
|
||||
break;
|
||||
|
||||
case Direction.Up:
|
||||
for (int i = 0; i < Size.X; i++)
|
||||
offsets.Add(new Vector2I(gridPosition.X - i, gridPosition.Y + Size.Y - 1));
|
||||
break;
|
||||
|
||||
case Direction.Right:
|
||||
for (int i = 0; i < Size.Y; i++)
|
||||
offsets.Add(new Vector2I(gridPosition.X, gridPosition.Y - i));
|
||||
break;
|
||||
|
||||
case Direction.Left:
|
||||
for (int i = 0; i < Size.Y; i++)
|
||||
offsets.Add(new Vector2I(gridPosition.X + Size.X - 1, gridPosition.Y - i));
|
||||
break;
|
||||
}
|
||||
|
||||
return offsets;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue