Dungeon generation

This commit is contained in:
Marco 2025-04-22 18:21:53 +02:00
commit c3107fbce9
9 changed files with 494 additions and 130 deletions

View file

@ -2,6 +2,7 @@
using System.Collections.Generic;
using System.Linq;
using Cirno.Scripts.Components.FSM.Enemy;
using Cirno.Scripts.Enums;
using Cirno.Scripts.Resources;
using Cirno.Scripts.Resources.Roguelite;
using Godot;
@ -22,6 +23,19 @@ public partial class RogueliteRoom : Node2D
return BottomLeft + new Vector2I(GD.RandRange(0, RoomResource.Size.X - 1), 0);
}
public Vector2I RandomExit(Direction direction)
{
return direction switch
{
Direction.Up => GridPosition + new Vector2I(GD.RandRange(0, RoomResource.Size.X - 1), 0),
Direction.Down => BottomLeft + new Vector2I(GD.RandRange(0, RoomResource.Size.X - 1), 0),
Direction.Left => GridPosition + new Vector2I(0, GD.RandRange(0, RoomResource.Size.Y - 1)),
Direction.Right => GridPosition + new Vector2I(RoomResource.Size.X - 1, 0) +
new Vector2I(0, GD.RandRange(0, RoomResource.Size.Y - 1)),
_ => throw new ArgumentOutOfRangeException(nameof(direction), direction, null)
};
}
[Export] public PackedScene DoorPrefab { get; private set; }
[Export] public PackedScene WallPrefab { get; private set; }

View file

@ -6,6 +6,7 @@ using Cirno.Scripts.Resources.Roguelite;
using Cirno.Scripts.Utils;
using Godot;
using Godot.Collections;
using Range = System.Range;
namespace Cirno.Scripts.Controllers;
@ -31,6 +32,14 @@ public partial class RogueliteRoomManager : Node2D
[Export] public int DungeonWidth = 10;
[Export] public int DungeonHeight = 10;
[Export] public int MaxRooms = 12;
[Export] public int MinKeys = 0;
[Export] public int MaxKeys = 3;
[Export] public int MinSecrets = 1;
[Export] public int MaxSecrets = 2;
[Export] public int MinTreasures = 1;
[Export] public int MaxTreasures = 2;
[Export] public int MinShops = 1;
[Export] public int MaxShops = 1;
[Export] public ulong Seed = 0;
[Export] public Vector2I TileSize { get; set; } = new Vector2I(16, 16);
@ -78,7 +87,7 @@ public partial class RogueliteRoomManager : Node2D
x.Type is RoomType.Regular && x.HasDoors(DoorDirections.East | DoorDirections.West));
private IEnumerable<RogueliteRoomResource> BossRooms => Rooms.Where(x => x.Type is RoomType.Boss);
private List<RoomConnection> _connections = new();
public List<RoomConnection> Connections => _connections;
@ -94,83 +103,43 @@ public partial class RogueliteRoomManager : Node2D
var starterRoom = Rooms.Where(r => r.Type == RoomType.Starter).PickRandom();
SpawnRoom(starterRoom, origin, out var spawnedBeginRoom);
var randomRoomsList = RegularRooms.Shuffle(DungeonLength).ToList();
var randomRoomsList = RegularRooms.Shuffle(MaxRooms * 4).ToList();
var randomOffshootRoomsList = OffshootRooms.Shuffle(MaxBranchLength).ToList();
var randomOffshootRoomsList = OffshootRooms.Shuffle(DungeonLength * 4).ToList();
var currentPos = spawnedBeginRoom.RandomBottomExit();
_connections.Add(new RoomConnection(origin, currentPos + new Vector2I(0, 1)));
Vector2I nextPos;
var offshoots = new List<RoomType>()
{
RoomType.Treasure,
RoomType.Secret,
RoomType.Shop,
RoomType.Key,
RoomType.Regular
};
var offshoots = new List<RoomType>();
AddRandomOffshootType(offshoots, MinKeys, MaxKeys, RoomType.Key);
AddRandomOffshootType(offshoots, MinShops, MaxShops, RoomType.Shop);
AddRandomOffshootType(offshoots, MinSecrets, MaxSecrets, RoomType.Secret);
AddRandomOffshootType(offshoots, MinTreasures, MaxTreasures, RoomType.Treasure);
var shuffledOffshoots = offshoots.Shuffle().ToList();
int currentOffshoot = 0;
RogueliteRoom lastRoom = spawnedBeginRoom;
for (int i = 0; i < DungeonLength; i++)
{
GD.Print($"Dungeon room {i}");
var spawnedRoom = TrySpawnRoom(randomRoomsList, currentPos);
var randRoomStartIndex = SpawnedRooms.Count(x => x.RoomResource.Type is RoomType.Regular && x.RoomResource.HasDoors(DoorDirections.North | DoorDirections.South));
var spawnedRoom = TrySpawnRoom(randomRoomsList.Take(new Range(randRoomStartIndex, randomRoomsList.Count - 1)).ToList(),
lastRoom, Direction.Down);
if (spawnedRoom is null)
{
continue;
}
lastRoom = spawnedRoom;
//
// nextPos = currentPos + new Vector2I(0, 1);
//
// var roomToSpawn = randomRoomsList[randRoomIndex % randomRoomsList.Count];
//
// var spawnedRoom = TrySpawnRoom(roomToSpawn, nextPos);
// if (spawnedRoom is null)
// {
// // Failed, try another room
// DungeonLength += 1;
// randRoomIndex++;
// continue;
// }
//
//
// var offset = 0;
//
// // Place it at a random X position
// if (roomToSpawn.Size.X > 1)
// {
// offset -= GD.RandRange(0, roomToSpawn.Size.X - 1);
// }
//
// nextPos += new Vector2I(offset, 0);
//
// //var posWithOffset = nextPos + new Vector2I(offset, 0);
//
// GD.Print($"Spawning room at {nextPos}");
// if (!SpawnRoom(roomToSpawn, nextPos, out var spawnedRoom))
// {
// GD.PrintErr($"Could not spawn room {roomToSpawn} at {nextPos}");
// //DungeonLength += 1;
// continue;
// }
nextPos = spawnedRoom.RandomBottomExit();
GD.Print($"Next pos is now: {nextPos}");
// nextPos is now the end of the room at the current exit
_connections.Add(new RoomConnection(nextPos, nextPos + new Vector2I(0, 1)));
currentPos = nextPos;
// Spawn offshoot here
var offshootTypeToSpawn = shuffledOffshoots[currentOffshoot % shuffledOffshoots.Count()];
@ -181,78 +150,50 @@ public partial class RogueliteRoomManager : Node2D
continue;
}
int roomsInOffshot = GD.RandRange(0, MaxBranchLength);
var leftPosition = spawnedRoom.GridPosition;
// Roll whether to go left or right, if direction is full go the other, if both are full do not spawn
for (int j = 0; j < roomsInOffshot; j++)
var directions = new List<Direction>();
if (lastRoom.RoomResource.DoorDirections.HasFlag(DoorDirections.East)) directions.Add(Direction.Right);
if (lastRoom.RoomResource.DoorDirections.HasFlag(DoorDirections.West)) directions.Add(Direction.Left);
directions = directions.Shuffle().ToList();
var randOffshootStartIndex = SpawnedRooms.Count(x => x.RoomResource.Type is RoomType.Regular && x.RoomResource.HasDoors(DoorDirections.West | DoorDirections.East));
foreach (var direction in directions)
{
var shuffledOffshootRoomsList = randomOffshootRoomsList.Shuffle().ToList();
int roomsInOffshot = offshootTypeToSpawn is RoomType.Secret or RoomType.Shop
? 0
: GD.RandRange(0, MaxBranchLength);
var directions = new List<Vector2I>() { Vector2I.Left, Vector2I.Right }.Shuffle();
var roomsForOffshoot = randomOffshootRoomsList
.Take(new Range(randOffshootStartIndex, randomOffshootRoomsList.Count - 1)).ToList();
foreach (var shuffledOffshoot in shuffledOffshootRoomsList)
var res = SpawnOffshoot(lastRoom, direction, offshootTypeToSpawn, roomsInOffshot, roomsForOffshoot);
if (res)
{
var offshootCoord = leftPosition - new Vector2I(shuffledOffshoot.Size.X, 0);
GD.Print("Spawning side room");
var spawned = SpawnRoom(shuffledOffshoot, offshootCoord, out var spawnedOffshoot);
if (!spawned)
{
GD.Print($"Could not place room {shuffledOffshoot} at {offshootCoord}");
// Try next in list
continue;
}
_connections.Add(new RoomConnection(leftPosition,
offshootCoord + new Vector2I(shuffledOffshoot.Size.X - 1, 0)));
leftPosition = offshootCoord;
// Stop because we spawned the room we needed to
currentOffshoot++;
break;
}
}
// Offshoot over
// Spawn final room
var finalRoomToSpawn = Rooms.Where(x => x.Type == offshootTypeToSpawn).PickRandom();
var finalRoomCoord = leftPosition - new Vector2I(finalRoomToSpawn.Size.X, 0);
SpawnRoom(finalRoomToSpawn, finalRoomCoord, out var spawnedFinalRoom);
_connections.Add(new RoomConnection(leftPosition,
finalRoomCoord + new Vector2I(finalRoomToSpawn.Size.X - 1, 0)));
leftPosition = finalRoomCoord;
// Done with last offshoot room
// Add more dungeon if not enough rooms are generated
if (i == DungeonLength - 1 && DungeonLength < MaxRooms && currentOffshoot < DungeonLength)
{
DungeonLength++;
}
}
nextPos = currentPos + new Vector2I(0, 1);
GD.Print($"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);
}
}
}