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Dungeon generation
This commit is contained in:
parent
4d2b58e234
commit
c3107fbce9
9 changed files with 494 additions and 130 deletions
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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;
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// Stop because we spawned the room we needed to
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currentOffshoot++;
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break;
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}
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}
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// Offshoot over
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// Spawn final room
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var finalRoomToSpawn = Rooms.Where(x => x.Type == offshootTypeToSpawn).PickRandom();
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var finalRoomCoord = leftPosition - new Vector2I(finalRoomToSpawn.Size.X, 0);
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SpawnRoom(finalRoomToSpawn, finalRoomCoord, out var spawnedFinalRoom);
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_connections.Add(new RoomConnection(leftPosition,
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finalRoomCoord + new Vector2I(finalRoomToSpawn.Size.X - 1, 0)));
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leftPosition = finalRoomCoord;
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// Done with last offshoot room
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// Add more dungeon if not enough rooms are generated
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if (i == DungeonLength - 1 && DungeonLength < MaxRooms && currentOffshoot < DungeonLength)
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{
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DungeonLength++;
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}
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}
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nextPos = currentPos + new Vector2I(0, 1);
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GD.Print($"Final nextpos is {nextPos}");
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var bossRoom = BossRooms.PickRandom();
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if (SpawnRoom(bossRoom, nextPos, out var spawnedBossRoom))
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{
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var spawnedBossRoom = TrySpawnRoom(BossRooms.ToList(), lastRoom, Direction.Down);
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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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}
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_connections.Add(new RoomConnection(currentPos, nextPos));
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}
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else
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if (spawnedBossRoom is null)
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{
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GD.PrintErr($"Could not spawn boss room {bossRoom} at {nextPos}");
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GD.PrintErr($"Could not spawn boss room {bossRoom}");
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}
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foreach (var room in SpawnedRooms)
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@ -271,30 +212,57 @@ public partial class RogueliteRoomManager : Node2D
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//CallDeferred(MethodName.OpenStartDoorsDeferred, spawnedBeginRoom);
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}
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private RogueliteRoom TrySpawnRoom(List<RogueliteRoomResource> roomsList, Vector2I originPos)
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private RogueliteRoom TrySpawnRoom(List<RogueliteRoomResource> roomsList, RogueliteRoom lastRoom,
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Direction direction)
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{
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var nextPos = originPos + new Vector2I(0, 1);
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var rooms = roomsList.Shuffle().ToList();
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//var nextPos = originPos + new Vector2I(0, 1);
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Vector2I exitPosition = lastRoom.RandomExit(direction);
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Vector2I nextPos = direction switch
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{
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Direction.Up => exitPosition + Vector2I.Up,
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Direction.Down => exitPosition + Vector2I.Down,
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Direction.Left => exitPosition + Vector2I.Left,
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Direction.Right => exitPosition + Vector2I.Right,
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_ => exitPosition
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};
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var rooms = roomsList; //.Shuffle().ToList();
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for (int i = 0; i < rooms.Count(); i++)
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{
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var roomToSpawn = rooms[i % rooms.Count()];
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var spawnedRoom = TrySpawnRoom(roomToSpawn, nextPos);
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var spawnedRoom = TrySpawnRoom(roomToSpawn, nextPos, direction);
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if (spawnedRoom is null)
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{
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GD.PrintErr($"Could not spawn room {roomToSpawn} at {nextPos}");
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continue;
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}
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_connections.Add(new RoomConnection(exitPosition, nextPos));
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return spawnedRoom;
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}
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GD.PrintErr($"Could not spawn room at all at {nextPos}");
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return null;
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}
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private RogueliteRoom TrySpawnRoom(RogueliteRoomResource roomToSpawn, Vector2I nextPos)
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private readonly System.Collections.Generic.Dictionary<Direction, Vector2I> dirDict = new()
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{
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var offsets = roomToSpawn.GetTopRoomOffsets(nextPos).Shuffle();
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{ Direction.Up, Vector2I.Up },
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{ Direction.Down, Vector2I.Down },
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{ Direction.Left, Vector2I.Left },
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{ Direction.Right, Vector2I.Right },
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};
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private RogueliteRoom TrySpawnRoom(RogueliteRoomResource roomToSpawn, Vector2I nextPos, Direction direction)
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{
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List<Vector2I> offsets = [];
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offsets.AddRange(roomToSpawn.GetRoomOffsets(nextPos, direction));
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foreach (var offset in offsets)
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{
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@ -346,6 +314,61 @@ public partial class RogueliteRoomManager : Node2D
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GameManager.Instance.RebakeNavigation();
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}
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private bool SpawnOffshoot(RogueliteRoom lastRoom, Direction direction, RoomType offshootTypeToSpawn,
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int roomsInOffshot, List<RogueliteRoomResource> randomOffshootRoomsList)
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{
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RogueliteRoom lastSpawnedOffshootRoom = lastRoom;
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for (int j = 0; j < roomsInOffshot; j++)
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{
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var shuffledOffshootRoomsList = randomOffshootRoomsList;//.Shuffle().ToList();
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foreach (var shuffledOffshoot in shuffledOffshootRoomsList)
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{
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var spawnedRoom = TrySpawnRoom(shuffledOffshootRoomsList, lastSpawnedOffshootRoom, direction);
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if (spawnedRoom is null)
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{
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GD.Print($"Could not place offshoot {shuffledOffshoot}");
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// Try next in list
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continue;
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}
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lastSpawnedOffshootRoom = spawnedRoom;
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break;
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}
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// Nope no offshoot
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if (lastSpawnedOffshootRoom is null)
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{
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return false;
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}
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}
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// Offshoot over
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// Spawn final room
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// var finalRoomToSpawn = Rooms.Where(x => x.Type == offshootTypeToSpawn).PickRandom();
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var spawnedFinalRoom = TrySpawnRoom(Rooms.Where(x => x.Type == offshootTypeToSpawn).ToList(),
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lastSpawnedOffshootRoom, direction);
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if (spawnedFinalRoom is null)
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{
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GD.Print($"Could not place offshoot final room {lastSpawnedOffshootRoom}");
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// Try next in list
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return false;
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}
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// var finalRoomCoord = leftPosition - new Vector2I(finalRoomToSpawn.Size.X, 0);
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//
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// SpawnRoom(finalRoomToSpawn, finalRoomCoord, out var spawnedFinalRoom);
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//
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// _connections.Add(new RoomConnection(leftPosition,
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// finalRoomCoord + new Vector2I(finalRoomToSpawn.Size.X - 1, 0)));
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return true;
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}
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private bool SpawnRoom(RogueliteRoomResource room, Vector2I gridPos, out RogueliteRoom spawnedRoom)
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{
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if (!CanPlaceRoom(gridPos, room.Size))
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@ -406,4 +429,14 @@ public partial class RogueliteRoomManager : Node2D
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}
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}
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}
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private void AddRandomOffshootType(List<RoomType> roomTypes, int minAmount, int maxAmount, RoomType type)
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{
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var itemsToAdd = GD.RandRange(minAmount, maxAmount);
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GD.Print($"Adding {itemsToAdd} {type}");
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for (int k = 0; k < itemsToAdd; k++)
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{
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roomTypes.Add(type);
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}
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}
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}
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