cirnogodot/Scripts/Controllers/RogueliteRoom.cs
2025-04-29 12:12:47 +02:00

501 lines
No EOL
16 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Cirno.Scripts.Activables;
using Cirno.Scripts.Actors;
using Cirno.Scripts.Components.FSM.Enemy;
using Cirno.Scripts.Enums;
using Cirno.Scripts.Interactables;
using Cirno.Scripts.Resources;
using Cirno.Scripts.Resources.Loot;
using Cirno.Scripts.Resources.Roguelite;
using Cirno.Scripts.Utils;
using Godot;
using Godot.Collections;
using Array = Godot.Collections.Array;
namespace Cirno.Scripts.Controllers;
[Tool]
public partial class RogueliteRoom : Node2D
{
[Export] public RogueliteRoomResource RoomResource { get; set; }
[Export] public Array<Node2D> RoomClearActivation { get; set; }
public RogueliteMapTheme MapTheme { get; set; }
public Vector2I GridPosition { get; set; } // Set by dungeon manager
public Vector2I BottomLeft => GridPosition + new Vector2I(0, RoomResource.Size.Y - 1);
//private Vector2 BaseRoomSize => new Vector2(320, 160);
private Vector2 BaseRoomSize => MapTheme.TileSize * MapTheme.RoomSizeInTiles;
public Vector2 RoomSize => BaseRoomSize * RoomResource.Size;
[Signal] public delegate void RoomClearedEventHandler();
public Vector2I RandomBottomExit()
{
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)
};
}
private static readonly Godot.Collections.Dictionary<string, Vector2I> DirectionMap = new()
{
{ "North", new Vector2I(0, -1) },
{ "South", new Vector2I(0, 1) },
{ "East", new Vector2I(1, 0) },
{ "West", new Vector2I(-1, 0) },
};
private List<Door> _doors = [];
private List<RoomConnection> _connections = [];
private List<EnemyFSMProxy> _enemies = [];
private Array<EnemyResource> SpawnableEnemies => RoomResource.SpawnableEnemies;
private BlackCover _shroud;
private bool _firstEnter = true;
public RogueliteRoom Spawn()
{
//SpawnEnemies();
SpawnFeatures();
SpawnFixedWeapons();
SpawnShroud();
//HandleDoors(connectionChecker);
//AddDebugLabel();
return this;
}
private void AddDebugLabel()
{
for (int i = 0; i < RoomResource.Size.X; i++)
{
for (int j = 0; j < RoomResource.Size.Y; j++)
{
var label = new Label();
label.Text = $"{GridPosition + new Vector2I(i, j)}";
label.ZIndex = 11;
label.Position = (new Vector2(i, j) * new Vector2(320, 160)) + new Vector2(160, 80);
this.AddChild(label);
}
}
}
private List<DoorMarker> GenerateDoors()
{
List<DoorMarker> doors = [];
var doorsContainer = new Node2D();
this.AddChild(doorsContainer);
doorsContainer.Name = "Doors";
// North
for (int i = 0; i < RoomResource.Size.X; i++)
{
if (RoomResource.HasDoors(DoorDirections.North))
{
doors.Add(MakeDoorMarker(DoorDirections.North, i));
}
if (RoomResource.HasDoors(DoorDirections.South))
{
doors.Add(MakeDoorMarker(DoorDirections.South, i));
}
}
for (int j = 0; j < RoomResource.Size.Y; j++)
{
doors.Add(MakeDoorMarker(DoorDirections.East, j));
doors.Add(MakeDoorMarker(DoorDirections.West, j));
}
foreach (var door in doors)
{
doorsContainer.AddChild(door);
}
return doors;
}
private DoorMarker MakeDoorMarker(DoorDirections direction, int wallIndex)
{
var doorMarker = new DoorMarker();
doorMarker.Direction = direction;
doorMarker.WallIndex = wallIndex;
doorMarker.Position = GetDoorPosition(direction, wallIndex);
return doorMarker;
}
public void HandleDoors(Func<Vector2I, Vector2I, RoomConnection> connectionChecker)
{
var doors = GenerateDoors();
foreach (DoorMarker marker in doors)
{
var baseDir = marker.GetWorldDirection();
// WallIndex determines the offset *along* the edge of the room
Vector2I offset = marker.Direction switch
{
DoorDirections.North => new Vector2I(marker.WallIndex, 0),
DoorDirections.South => new Vector2I(marker.WallIndex, RoomResource.Size.Y - 1),
DoorDirections.East => new Vector2I(RoomResource.Size.X - 1, marker.WallIndex),
DoorDirections.West => new Vector2I(0, marker.WallIndex),
_ => Vector2I.Zero
};
// Combine GridPosition + offset to locate where this door aligns
Vector2I doorEdge = GridPosition + offset;
Vector2I neighborPos = doorEdge + baseDir;
var connection = connectionChecker.Invoke(doorEdge, neighborPos);
var connected = connection is not null;
if (connected)
{
var door = this.CreateChildOf<Door>(marker, marker.Direction switch
{
DoorDirections.North => MapTheme.HorizontalDoorPrefab,
DoorDirections.South => MapTheme.HorizontalDoorPrefab,
DoorDirections.East => MapTheme.VerticalDoorPrefab,
DoorDirections.West => MapTheme.VerticalDoorPrefab,
_ => throw new ArgumentOutOfRangeException()
}, marker.GlobalPosition);
door.Close();
// door.State = DoorState.Closed;
_doors.Add(door);
if (doorEdge == connection.From)
{
connection.FromDoor = door;
// Spawn lock if locked
if (connection.IsLocked)
{
var doorLock = door.CreateChild<RogueliteDoorLock>(MapTheme.DoorLockPrefab);
doorLock.Connection = connection;
doorLock.ZIndex += 2;
//doorLock.Targets.Add(door);
//doorLock.Targets.Add(connection.ToDoor);
doorLock.ActivationType = ActivationType.Open;
}
}
else if (doorEdge == connection.To)
{
connection.ToDoor = door;
}
else
{
GD.Print(
$"Door {door} connection was full: {connection.From} {connection.FromDoor} to {connection.To} {connection.ToDoor}");
}
_connections.Add(connection);
}
else
{
// Move marker based on direction
var newMarkerPosition = marker.Direction switch
{
DoorDirections.East => marker.GlobalPosition + new Vector2(-4,0),
DoorDirections.West => marker.GlobalPosition + new Vector2(-12,0),
DoorDirections.North => marker.GlobalPosition + new Vector2(0,0),
DoorDirections.South => marker.GlobalPosition + new Vector2(0,-2),
_ => marker.GlobalPosition
};
marker.GlobalPosition = newMarkerPosition;
var wall = this.CreateChildOf<Node2D>(marker, marker.Direction switch
{
DoorDirections.North => MapTheme.HorizontalNorthWallPrefab,
DoorDirections.South => MapTheme.HorizontalSouthWallPrefab,
DoorDirections.East => MapTheme.VerticalWallPrefab,
DoorDirections.West => MapTheme.VerticalWallPrefab,
_ => throw new ArgumentOutOfRangeException()
}, marker.GlobalPosition);
}
}
}
private void SpawnEnemies()
{
if (SpawnableEnemies is null || !SpawnableEnemies.Any()) return;
var enemySpawnerMarkers = this.GetNode("EnemySpawners").GetChildren();
foreach (var marker in enemySpawnerMarkers)
{
if (marker is not RogueliteEnemySpawner spawner) continue;
var spawnedEnemy = spawner.Spawn(MapTheme);
_enemies.Add(spawnedEnemy);
spawnedEnemy.Death += SpawnedEnemyOnDeath;
}
}
private void SpawnFixedWeapons()
{
var markersContainer = this.GetNodeOrNull("Treasures");
if (markersContainer == null) return;
var markerNodes = markersContainer.GetChildren();
var itemsPool = MapTheme.WeaponsLootTable.Items.ToList().Shuffle().ToList();
var playerItems = InventoryManager.Instance.Items;
foreach (var itemContainer in playerItems)
{
if (itemsPool.Contains(itemContainer.Item))
{
itemsPool.Remove(itemContainer.Item);
}
}
if (itemsPool.Count == 0)
{
GD.Print("No items to spawn in the item room found");
return;
}
Queue<LootItem> spawnQueue = new();
foreach (var item in itemsPool)
{
spawnQueue.Enqueue(item);
}
foreach (var markerNode in markerNodes)
{
if (markerNode is not Marker2D marker)
{
continue;
}
var itemFound = spawnQueue.TryDequeue(out var item);
if (!itemFound) return;
GD.Print($"Spawning {item.ItemKey} in treasure spot");
// Spawn
var dropScene = GD.Load<PackedScene>(item.DropScenePath);
var dropInstance = marker.CreateChild<Node2D>(dropScene);
}
}
private void SpawnFeatures()
{
// Get feature markers
// Roll for chances
// Spawn the objects
var markersContainer = this.GetNodeOrNull("Features");
if (markersContainer is null) return;
var markerNodes = markersContainer.GetChildren();
foreach (var markerNode in markerNodes)
{
if (markerNode is not Marker2D marker)
{
continue;
}
if (markerNode is ChestMarker chestMarker)
{
double roll = GD.RandRange(0d, 100d);
double chance = chestMarker.OverrideChance ? chestMarker.SpawnChance : MapTheme.ChestChance;
if (roll <= chance)
{
var hasLoot = MapTheme.ChestLootQueue.TryDequeue(out var loot);
if (!hasLoot)
{
GD.Print("Ran out of loot to spawn");
return;
}
var chest = marker.CreateChild<Chest>(MapTheme.ChestPrefab);
chest.LootTable.Add(loot);
}
}
}
}
private void SpawnedEnemyOnDeath(EnemyFSMProxy enemy)
{
enemy.Death -= SpawnedEnemyOnDeath;
_enemies.Remove(enemy);
if (_enemies.Count == 0)
{
OpenDoors();
EmitSignalRoomCleared();
}
}
public void OpenDoors()
{
foreach (var connection in _connections)
{
if (!connection.IsLocked)
{
connection.FromDoor?.Open();
}
if (!connection.IsLocked)
{
connection.ToDoor?.Open();
}
}
}
public void CloseDoors()
{
foreach (var connection in _connections)
{
if (!connection.IsLocked)
{
connection.FromDoor?.Close();
}
if (!connection.IsLocked)
{
connection.ToDoor?.Close();
}
}
}
private void OnRoomEntered(Area2D area)
{
if (area is not InteractionController player) return;
if (_firstEnter)
{
SpawnEnemies();
_firstEnter = false;
_shroud?.Activate(ActivationType.Disable);
_ = AlarmTriggerAsync(area.GlobalPosition, 1f);
}
// This might cause problems later if I delay enemy spawns
if (_enemies.Count <= 0)
{
OpenDoors();
}
else
{
CloseDoors();
}
}
private async Task AlarmTriggerAsync(Vector2 position, float secondsDelay)
{
await Task.Delay((int)(secondsDelay * 1000));
AlarmManager.Instance.SoundSilentAlarm(position);
}
private void OnRoomExited(Area2D area)
{
if (area is not InteractionController player) return;
}
public override string ToString()
{
return $"{GridPosition} {RoomResource}";
}
public Vector2 GetDoorPosition(DoorDirections direction, int wallIndex)
{
return direction switch
{
DoorDirections.North => new Vector2((BaseRoomSize.X / 2) + (BaseRoomSize.X * wallIndex), 32),
DoorDirections.South => new Vector2((BaseRoomSize.X / 2) + (BaseRoomSize.X * wallIndex),
((BaseRoomSize.Y) * RoomResource.Size.Y) + 2),
DoorDirections.East => new Vector2((BaseRoomSize.X * RoomResource.Size.X) - 12,
(BaseRoomSize.Y / 2) + (BaseRoomSize.Y * wallIndex) - 8),
DoorDirections.West => new Vector2(12, (BaseRoomSize.Y / 2) + (BaseRoomSize.Y * wallIndex) - 8),
_ => Vector2.Zero
};
}
// [ExportToolButton("Arrange Doors")] public Callable ArrangeDoorsButton => Callable.From(ArrangeDoors);
public void ArrangeDoors()
{
var doorNode = this.GetNode("Doors");
var doors = doorNode.GetChildren();
foreach (var node in doors)
{
if (node is DoorMarker doorMarker)
{
GD.Print($"{doorMarker.Name} {doorMarker.Direction} {doorMarker.WallIndex}");
//var baseGridSize = new Vector2(320, 160);
Vector2 doorPosition = doorMarker.Direction switch
{
DoorDirections.North => new Vector2((BaseRoomSize.X / 2) + (BaseRoomSize.X * doorMarker.WallIndex),
32),
DoorDirections.South => new Vector2((BaseRoomSize.X / 2) + (BaseRoomSize.X * doorMarker.WallIndex),
((BaseRoomSize.Y) * RoomResource.Size.Y) + 2),
DoorDirections.East => doorMarker.Position,
DoorDirections.West => doorMarker.Position,
_ => doorMarker.Position
};
doorMarker.Position = doorPosition;
}
else
{
GD.Print($"Node was something else: {node}");
}
}
}
public void SpawnShroud()
{
if (!RoomResource.StartShrouded) return;
var shroud = this.CreateChild<BlackCover>(MapTheme.ShroudPrefab);
shroud.Position = new Vector2(RoomSize.X / 2, RoomSize.Y / 2);
shroud.Scale = RoomSize;
_shroud = shroud;
}
}