cirnogodot/Scripts/Controllers/RogueliteRoomManager.cs
2025-04-28 09:50:55 +02:00

470 lines
No EOL
16 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Cirno.Scripts.Enums;
using Cirno.Scripts.Resources;
using Cirno.Scripts.Resources.Roguelite;
using Cirno.Scripts.Utils;
using Godot;
using Godot.Collections;
using Range = System.Range;
namespace Cirno.Scripts.Controllers;
public partial class RogueliteRoomManager : Node2D
{
//[Export] public Array<RogueliteRoomResource> Rooms { get; set; }
[Export] public RogueliteMapTheme MapTheme { get; set; }
//private Godot.Collections.Dictionary<Vector2I, RogueliteRoomResource> _grid = new();
private Godot.Collections.Dictionary<Vector2I, RogueliteRoom> _roomGrid = new();
public Godot.Collections.Dictionary<Vector2I, RogueliteRoom> RoomGrid => _roomGrid;
public List<RogueliteRoom> SpawnedRooms { get; private set; } = [];
[Export] public Vector2I SpawnOrigin { get; private set; } = Vector2I.Zero;
[Export] public int DungeonLength { get; set; } = 10;
[Export] public int MaxBranches { get; set; } = 3;
[Export] public int MaxBranchLength { get; set; } = 3;
[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);
[Export] public Vector2I RoomSizeInTiles { get; set; } = new Vector2I(20, 10);
[Signal]
public delegate void MapCreatedEventHandler();
public override void _Ready()
{
// Spawn first room
}
public void InitSpawning()
{
GenerateStraightLineDungeon();
}
private void SpawnRoomsGrid()
{
//var firstRoom = Rooms.FirstOrDefault();
var origin = Vector2.Zero;
var tileSize = new Vector2(16, 16);
for (int i = 0; i < 10; i++)
{
for (int j = 0; j < 10; j++)
{
var roomIndex = GD.RandRange(0, MapTheme.Rooms.Count - 1);
var room = MapTheme.Rooms[roomIndex];
//SpawnRoom(room, origin + (room.Size * new Vector2(i, j) * tileSize));
}
}
//CallDeferred(MethodName.RebakeNavigationDeferred);
}
private IEnumerable<RogueliteRoomResource> StarterRooms => MapTheme.Rooms.Where(x => x.Type is RoomType.Starter);
private IEnumerable<RogueliteRoomResource> RegularRooms => MapTheme.Rooms.Where(x =>
x.Type is RoomType.Regular && x.HasDoors(DoorDirections.North | DoorDirections.South));
private IEnumerable<RogueliteRoomResource> OffshootRooms => MapTheme.Rooms.Where(x =>
x.Type is RoomType.Regular && x.HasDoors(DoorDirections.East | DoorDirections.West));
private IEnumerable<RogueliteRoomResource> BossRooms => MapTheme.Rooms.Where(x => x.Type is RoomType.Boss);
private List<RoomConnection> _connections = new();
public List<RoomConnection> Connections => _connections;
private void GenerateStraightLineDungeon()
{
if (Seed > 0)
{
GD.Seed(Seed);
}
Vector2I origin = Vector2I.Zero;
var starterRoom = MapTheme.Rooms.Where(r => r.Type == RoomType.Starter).PickRandom();
SpawnRoom(starterRoom, origin, out var spawnedBeginRoom);
var randomRoomsList = RegularRooms.Shuffle(MaxRooms * 4).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>();
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();
// var offshootsQueue = new Queue<RoomType>();
// offshootsQueue.EnqueueRange(shuffledOffshoots);
int currentOffshoot = 0;
RogueliteRoom lastRoom = spawnedBeginRoom;
bool lockNext = false;
for (int i = 0; i < DungeonLength; i++)
{
GD.Print($"Dungeon room {i}");
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;
}
if (lockNext)
{
_connections.Last().IsLocked = true;
lockNext = false;
}
lastRoom = spawnedRoom;
// Spawn offshoot here
// Roll whether to go left or right, if direction is full go the other, if both are full do not spawn
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();
foreach (var direction in directions)
{
var randOffshootStartIndex = SpawnedRooms.Count(x => x.RoomResource.Type is RoomType.Regular && x.RoomResource.HasDoors(DoorDirections.West | DoorDirections.East));
var offshootTypeToSpawn = shuffledOffshoots[currentOffshoot % shuffledOffshoots.Count()];
int roomsInOffshot = offshootTypeToSpawn is RoomType.Secret or RoomType.Shop
? 0
: GD.RandRange(0, MaxBranchLength);
var roomsForOffshoot = randomOffshootRoomsList
.Take(new Range(randOffshootStartIndex, randomOffshootRoomsList.Count - 1)).ToList();
var res = SpawnOffshoot(lastRoom, direction, offshootTypeToSpawn, roomsInOffshot, roomsForOffshoot);
if (res)
{
currentOffshoot++;
// Try to spawn one the other direction too
// If key, lock the last connection
if (offshootTypeToSpawn is RoomType.Key)
{
//lastConnection.IsLocked = true;
// Need to lock the next connection
lockNext = true;
}
if (offshootTypeToSpawn is RoomType.Key && shuffledOffshoots[currentOffshoot % shuffledOffshoots.Count()] is RoomType.Key)
{
// Stop if next room is a key
break;
}
//break;
}
}
// Add more dungeon if not enough rooms are generated
if (i == DungeonLength - 1 && DungeonLength < MaxRooms && currentOffshoot < DungeonLength)
{
DungeonLength++;
}
}
var bossRoom = BossRooms.PickRandom();
var spawnedBossRoom = TrySpawnRoom(BossRooms.ToList(), lastRoom, Direction.Down);
if (spawnedBossRoom is null)
{
GD.PrintErr($"Could not spawn boss room {bossRoom}");
}
if (lockNext)
{
_connections.Last().IsLocked = true;
lockNext = false;
}
foreach (var room in SpawnedRooms)
{
room.HandleDoors((doorEdge, pos) =>
{
//var neighborPos = room.GridPosition + pos;
return _connections.FirstOrDefault(x =>
(x.From == doorEdge && x.To == pos) || (x.From == pos && x.To == doorEdge));
//return _roomGrid.ContainsKey(neighborPos);
});
}
EmitSignalMapCreated();
//CallDeferred(MethodName.OpenStartDoorsDeferred, spawnedBeginRoom);
}
private RogueliteRoom TrySpawnRoom(List<RogueliteRoomResource> roomsList, RogueliteRoom lastRoom,
Direction direction)
{
//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, 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 readonly System.Collections.Generic.Dictionary<Direction, Vector2I> dirDict = new()
{
{ 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)
{
if (!SpawnRoom(roomToSpawn, offset, out var spawnedRoom))
{
GD.PrintErr($"Could not spawn room {roomToSpawn} at {nextPos}");
//DungeonLength += 1;
}
else
{
return spawnedRoom;
}
}
return null;
}
private Vector2I GetNextPosition(Vector2I current, Vector2I target)
{
var possibleDirs = new List<Vector2I>();
if (target.X > current.X)
possibleDirs.Add(Vector2I.Right);
else if (target.X < current.X)
possibleDirs.Add(Vector2I.Left);
if (target.Y > current.Y)
possibleDirs.Add(Vector2I.Down);
else if (target.Y < current.Y)
possibleDirs.Add(Vector2I.Up);
// Add random noise to allow slightly winding paths
possibleDirs.AddRange(new[] { Vector2I.Right, Vector2I.Left, Vector2I.Up, Vector2I.Down });
possibleDirs = possibleDirs.Distinct().OrderBy(_ => GD.Randi()).ToList();
foreach (var dir in possibleDirs)
{
var nextPos = current + dir;
if (!_roomGrid.ContainsKey(nextPos))
return nextPos;
}
return current; // No valid next position found
}
private void RebakeNavigationDeferred()
{
GameManager.Instance.RebakeNavigation();
}
private bool SpawnOffshoot(RogueliteRoom lastRoom, Direction direction, RoomType offshootTypeToSpawn,
int roomsInOffshot, List<RogueliteRoomResource> randomOffshootRoomsList)
{
RogueliteRoom lastSpawnedOffshootRoom = lastRoom;
for (int j = 0; j < roomsInOffshot; j++)
{
var shuffledOffshootRoomsList = randomOffshootRoomsList;//.Shuffle().ToList();
foreach (var shuffledOffshoot in shuffledOffshootRoomsList)
{
var spawnedRoom = TrySpawnRoom(shuffledOffshootRoomsList, lastSpawnedOffshootRoom, direction);
if (spawnedRoom is null)
{
GD.Print($"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(MapTheme.Rooms.Where(x => x.Type == offshootTypeToSpawn).ToList(),
lastSpawnedOffshootRoom, direction);
if (spawnedFinalRoom is null)
{
GD.Print($"Could not place offshoot final room {lastSpawnedOffshootRoom}");
// Try next in list
return false;
}
// var finalRoomCoord = leftPosition - new Vector2I(finalRoomToSpawn.Size.X, 0);
//
// SpawnRoom(finalRoomToSpawn, finalRoomCoord, out var spawnedFinalRoom);
//
// _connections.Add(new RoomConnection(leftPosition,
// finalRoomCoord + new Vector2I(finalRoomToSpawn.Size.X - 1, 0)));
return true;
}
private bool SpawnRoom(RogueliteRoomResource room, Vector2I gridPos, out RogueliteRoom spawnedRoom)
{
if (!CanPlaceRoom(gridPos, room.Size))
{
spawnedRoom = null;
GD.Print($"{gridPos} size {room.Size} is occupied");
return false;
}
var position = gridPos * TileSize * RoomSizeInTiles;
var roomScene = GD.Load<PackedScene>(room.ScenePath);
var spawnedScene = this.CreateChild<RogueliteRoom>(roomScene, position);
spawnedScene.MapTheme = MapTheme;
spawnedScene.GridPosition = gridPos;
spawnedScene.Name = room.RoomName.ToString().Replace(" ", "_");
SpawnedRooms.Add(spawnedScene);
GD.Print($"Spawned room: {spawnedScene}");
// for reference
//SpawnRoom(room, origin + (room.Size * new Vector2(i, j) * tileSize));
spawnedScene.Spawn();
MarkRoom(gridPos, room.Size, spawnedScene);
spawnedRoom = spawnedScene;
return true;
}
// private bool CheckConnection(Vector2I pos)
// {
// return _grid.ContainsKey(pos); // <- this is your dungeon grid dictionary
// }
//
private bool CanPlaceRoom(Vector2I origin, Vector2I size)
{
for (int x = 0; x < size.X; x++)
{
for (int y = 0; y < size.Y; y++)
{
var pos = origin + new Vector2I(x, y);
if (_roomGrid.ContainsKey(pos)) return false;
}
}
return true;
}
private void MarkRoom(Vector2I origin, Vector2I size, RogueliteRoom room)
{
for (int x = 0; x < size.X; x++)
{
for (int y = 0; y < size.Y; y++)
{
var pos = origin + new Vector2I(x, y);
_roomGrid[pos] = room;
}
}
}
private void AddRandomOffshootType(List<RoomType> roomTypes, int minAmount, int maxAmount, RoomType type)
{
var itemsToAdd = GD.RandRange(minAmount, maxAmount);
GD.Print($"Adding {itemsToAdd} {type}");
for (int k = 0; k < itemsToAdd; k++)
{
roomTypes.Add(type);
}
}
}