mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-01 11:15:33 +00:00
523 lines
No EOL
16 KiB
C#
523 lines
No EOL
16 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using Cirno.Scripts.Activables;
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using Cirno.Scripts.Actors;
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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.Interactables;
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using Cirno.Scripts.Resources;
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using Cirno.Scripts.Resources.Loot;
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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 Array = Godot.Collections.Array;
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namespace Cirno.Scripts.Controllers;
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[Tool]
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public partial class RogueliteRoom : Node2D
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{
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[Export] public RogueliteRoomResource RoomResource { get; set; }
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[Export] public Array<Node2D> RoomClearActivation { get; set; }
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public RogueliteMapTheme MapTheme { get; set; }
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public Vector2I GridPosition { get; set; } // Set by dungeon manager
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public Vector2I BottomLeft => GridPosition + new Vector2I(0, RoomResource.Size.Y - 1);
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//private Vector2 BaseRoomSize => new Vector2(320, 160);
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private Vector2 BaseRoomSize => MapTheme.TileSize * MapTheme.RoomSizeInTiles;
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public Vector2 RoomSize => BaseRoomSize * RoomResource.Size;
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[Signal]
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public delegate void RoomClearedEventHandler();
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public Vector2I RandomBottomExit()
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{
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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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private static readonly Godot.Collections.Dictionary<string, Vector2I> DirectionMap = new()
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{
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{ "North", new Vector2I(0, -1) },
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{ "South", new Vector2I(0, 1) },
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{ "East", new Vector2I(1, 0) },
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{ "West", new Vector2I(-1, 0) },
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};
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private List<Door> _doors = [];
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private List<RoomConnection> _connections = [];
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private List<EnemyFSMProxy> _enemies = [];
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public List<TeleporterMarker> Teleporters { get; private set; } = [];
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private Array<EnemyResource> SpawnableEnemies => RoomResource.SpawnableEnemies;
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private BlackCover _shroud;
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private bool _firstEnter = true;
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public RogueliteRoom Spawn()
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{
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//SpawnEnemies();
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SpawnFeatures();
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SpawnFixedWeapons();
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SpawnShroud();
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//HandleDoors(connectionChecker);
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//AddDebugLabel();
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return this;
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}
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private void AddDebugLabel()
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{
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for (int i = 0; i < RoomResource.Size.X; i++)
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{
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for (int j = 0; j < RoomResource.Size.Y; j++)
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{
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var label = new Label();
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label.Text = $"{GridPosition + new Vector2I(i, j)}";
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label.ZIndex = 11;
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label.Position = (new Vector2(i, j) * new Vector2(320, 160)) + new Vector2(160, 80);
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this.AddChild(label);
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}
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}
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}
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private List<DoorMarker> GenerateDoors()
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{
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List<DoorMarker> doors = [];
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var doorsContainer = new Node2D();
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this.AddChild(doorsContainer);
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doorsContainer.Name = "Doors";
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// North
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for (int i = 0; i < RoomResource.Size.X; i++)
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{
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if (RoomResource.HasDoors(DoorDirections.North))
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{
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doors.Add(MakeDoorMarker(DoorDirections.North, i));
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}
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if (RoomResource.HasDoors(DoorDirections.South))
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{
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doors.Add(MakeDoorMarker(DoorDirections.South, i));
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}
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}
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for (int j = 0; j < RoomResource.Size.Y; j++)
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{
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doors.Add(MakeDoorMarker(DoorDirections.East, j));
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doors.Add(MakeDoorMarker(DoorDirections.West, j));
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}
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foreach (var door in doors)
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{
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doorsContainer.AddChild(door);
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}
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return doors;
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}
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private DoorMarker MakeDoorMarker(DoorDirections direction, int wallIndex)
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{
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var doorMarker = new DoorMarker();
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doorMarker.Direction = direction;
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doorMarker.WallIndex = wallIndex;
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doorMarker.Position = GetDoorPosition(direction, wallIndex);
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return doorMarker;
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}
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public void HandleDoors(Func<Vector2I, Vector2I, RoomConnection> connectionChecker)
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{
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var doors = GenerateDoors();
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foreach (DoorMarker marker in doors)
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{
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var baseDir = marker.GetWorldDirection();
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// WallIndex determines the offset *along* the edge of the room
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Vector2I offset = marker.Direction switch
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{
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DoorDirections.North => new Vector2I(marker.WallIndex, 0),
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DoorDirections.South => new Vector2I(marker.WallIndex, RoomResource.Size.Y - 1),
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DoorDirections.East => new Vector2I(RoomResource.Size.X - 1, marker.WallIndex),
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DoorDirections.West => new Vector2I(0, marker.WallIndex),
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_ => Vector2I.Zero
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};
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// Combine GridPosition + offset to locate where this door aligns
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Vector2I doorEdge = GridPosition + offset;
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Vector2I neighborPos = doorEdge + baseDir;
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var connection = connectionChecker.Invoke(doorEdge, neighborPos);
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var connected = connection is not null;
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if (connected)
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{
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var door = this.CreateChildOf<Door>(marker, marker.Direction switch
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{
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DoorDirections.North => MapTheme.HorizontalDoorPrefab,
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DoorDirections.South => MapTheme.HorizontalDoorPrefab,
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DoorDirections.East => MapTheme.VerticalDoorPrefab,
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DoorDirections.West => MapTheme.VerticalDoorPrefab,
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_ => throw new ArgumentOutOfRangeException()
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}, marker.GlobalPosition);
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door.Close();
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// door.State = DoorState.Closed;
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_doors.Add(door);
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if (doorEdge == connection.From)
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{
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connection.FromDoor = door;
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// Spawn lock if locked
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if (connection.IsLocked)
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{
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var doorLock = door.CreateChild<RogueliteDoorLock>(MapTheme.DoorLockPrefab);
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doorLock.Connection = connection;
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doorLock.ZIndex += 2;
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//doorLock.Targets.Add(door);
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//doorLock.Targets.Add(connection.ToDoor);
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doorLock.ActivationType = ActivationType.Open;
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}
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}
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else if (doorEdge == connection.To)
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{
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connection.ToDoor = door;
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}
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else
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{
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GD.Print(
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$"Door {door} connection was full: {connection.From} {connection.FromDoor} to {connection.To} {connection.ToDoor}");
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}
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_connections.Add(connection);
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}
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else
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{
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// Move marker based on direction
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var newMarkerPosition = marker.Direction switch
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{
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DoorDirections.East => marker.GlobalPosition + new Vector2(-4, 0),
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DoorDirections.West => marker.GlobalPosition + new Vector2(-12, 0),
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DoorDirections.North => marker.GlobalPosition + new Vector2(0, 0),
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DoorDirections.South => marker.GlobalPosition + new Vector2(0, -2),
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_ => marker.GlobalPosition
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};
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marker.GlobalPosition = newMarkerPosition;
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var wall = this.CreateChildOf<Node2D>(marker, marker.Direction switch
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{
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DoorDirections.North => MapTheme.HorizontalNorthWallPrefab,
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DoorDirections.South => MapTheme.HorizontalSouthWallPrefab,
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DoorDirections.East => MapTheme.VerticalWallPrefab,
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DoorDirections.West => MapTheme.VerticalWallPrefab,
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_ => throw new ArgumentOutOfRangeException()
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}, marker.GlobalPosition);
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}
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}
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}
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private void SpawnEnemies()
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{
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if (SpawnableEnemies is null || !SpawnableEnemies.Any()) return;
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var enemySpawnerMarkers = this.GetNode("EnemySpawners").GetChildren();
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foreach (var marker in enemySpawnerMarkers)
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{
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if (marker is not RogueliteEnemySpawner spawner) continue;
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var spawnedEnemy = spawner.Spawn(MapTheme);
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_enemies.Add(spawnedEnemy);
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spawnedEnemy.Death += SpawnedEnemyOnDeath;
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}
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}
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private void SpawnFixedWeapons()
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{
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var markersContainer = this.GetNodeOrNull("Treasures");
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if (markersContainer == null) return;
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var markerNodes = markersContainer.GetChildren();
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var itemsPool = MapTheme.WeaponsLootTable.Items.ToList().Shuffle().ToList();
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var playerItems = InventoryManager.Instance.Items;
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foreach (var itemContainer in playerItems)
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{
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if (itemsPool.Contains(itemContainer.Item))
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{
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itemsPool.Remove(itemContainer.Item);
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}
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}
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if (itemsPool.Count == 0)
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{
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GD.Print("No items to spawn in the item room found");
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return;
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}
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Queue<LootItem> spawnQueue = new();
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foreach (var item in itemsPool)
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{
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spawnQueue.Enqueue(item);
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}
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foreach (var markerNode in markerNodes)
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{
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if (markerNode is not Marker2D marker)
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{
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continue;
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}
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var itemFound = spawnQueue.TryDequeue(out var item);
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if (!itemFound) return;
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GD.Print($"Spawning {item.ItemKey} in treasure spot");
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var dropInstance = item.Spawn(marker);
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// Spawn
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// var dropScene = GD.Load<PackedScene>(item.DropScenePath);
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// var dropInstance = marker.CreateChild<Node2D>(dropScene);
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}
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}
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private void SpawnFeatures()
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{
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// Get feature markers
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// Roll for chances
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// Spawn the objects
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var markersContainer = this.GetNodeOrNull("Features");
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if (markersContainer is null) return;
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var markerNodes = markersContainer.GetChildren();
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foreach (var markerNode in markerNodes)
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{
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if (markerNode is not Marker2D marker)
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{
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continue;
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}
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if (markerNode is ChestMarker chestMarker)
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{
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double roll = GD.RandRange(0d, 100d);
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double chance = chestMarker.OverrideChance ? chestMarker.SpawnChance : MapTheme.ChestChance;
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if (roll <= chance)
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{
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var hasLoot = MapTheme.ChestLootQueue.TryDequeue(out var loot);
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if (!hasLoot)
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{
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GD.Print("Ran out of loot to spawn");
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continue;
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}
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var chest = marker.CreateChild<Chest>(MapTheme.ChestPrefab);
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chest.LootTable.Add(loot);
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}
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}
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else if (markerNode is TeleporterMarker teleporterMarker)
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{
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var tp = teleporterMarker.Spawn(MapTheme);
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MapTheme.TeleportersList.Add(tp);
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Teleporters.Add(tp);
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}
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}
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}
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private void SpawnedEnemyOnDeath(EnemyFSMProxy enemy)
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{
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enemy.Death -= SpawnedEnemyOnDeath;
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_enemies.Remove(enemy);
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if (_enemies.Count == 0)
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{
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OpenDoors();
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EnableLevelExitTeleporter();
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EmitSignalRoomCleared();
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}
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}
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private void EnableLevelExitTeleporter()
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{
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var teleporter = Teleporters.FirstOrDefault(x => x.Type is TeleporterMarkerType.NextLevel);
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if (teleporter is null) return;
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teleporter.SpawnedTeleporter.IsEnabled = true;
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teleporter.SpawnedTeleporter.Invisible = false;
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}
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public void OpenDoors()
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{
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foreach (var connection in _connections)
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{
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if (!connection.IsLocked)
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{
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connection.FromDoor?.Open();
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}
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if (!connection.IsLocked)
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{
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connection.ToDoor?.Open();
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}
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}
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}
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public void CloseDoors()
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{
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foreach (var connection in _connections)
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{
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if (!connection.IsLocked)
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{
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connection.FromDoor?.Close();
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}
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if (!connection.IsLocked)
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{
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connection.ToDoor?.Close();
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}
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}
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}
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private void OnRoomEntered(Area2D area)
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{
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if (area is not InteractionController player) return;
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if (_firstEnter)
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{
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SpawnEnemies();
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_firstEnter = false;
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_shroud?.Activate(ActivationType.Disable);
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_ = AlarmTriggerAsync(area.GlobalPosition, 1f);
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}
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// This might cause problems later if I delay enemy spawns
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if (_enemies.Count <= 0)
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{
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OpenDoors();
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// TODO: Just for testing
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EnableLevelExitTeleporter();
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}
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else
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{
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CloseDoors();
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}
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}
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private async Task AlarmTriggerAsync(Vector2 position, float secondsDelay)
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{
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await Task.Delay((int)(secondsDelay * 1000));
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AlarmManager.Instance.SoundSilentAlarm(position);
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}
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private void OnRoomExited(Area2D area)
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{
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if (area is not InteractionController player) return;
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}
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public override string ToString()
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{
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return $"{GridPosition} {RoomResource}";
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}
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public Vector2 GetDoorPosition(DoorDirections direction, int wallIndex)
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{
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return direction switch
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{
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DoorDirections.North => new Vector2((BaseRoomSize.X / 2) + (BaseRoomSize.X * wallIndex), 32),
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DoorDirections.South => new Vector2((BaseRoomSize.X / 2) + (BaseRoomSize.X * wallIndex),
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((BaseRoomSize.Y) * RoomResource.Size.Y) + 2),
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DoorDirections.East => new Vector2((BaseRoomSize.X * RoomResource.Size.X) - 12,
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(BaseRoomSize.Y / 2) + (BaseRoomSize.Y * wallIndex) - 8),
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DoorDirections.West => new Vector2(12, (BaseRoomSize.Y / 2) + (BaseRoomSize.Y * wallIndex) - 8),
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_ => Vector2.Zero
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};
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}
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// [ExportToolButton("Arrange Doors")] public Callable ArrangeDoorsButton => Callable.From(ArrangeDoors);
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public void ArrangeDoors()
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{
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var doorNode = this.GetNode("Doors");
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var doors = doorNode.GetChildren();
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foreach (var node in doors)
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{
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if (node is DoorMarker doorMarker)
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{
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GD.Print($"{doorMarker.Name} {doorMarker.Direction} {doorMarker.WallIndex}");
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//var baseGridSize = new Vector2(320, 160);
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Vector2 doorPosition = doorMarker.Direction switch
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{
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DoorDirections.North => new Vector2((BaseRoomSize.X / 2) + (BaseRoomSize.X * doorMarker.WallIndex),
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32),
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DoorDirections.South => new Vector2((BaseRoomSize.X / 2) + (BaseRoomSize.X * doorMarker.WallIndex),
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((BaseRoomSize.Y) * RoomResource.Size.Y) + 2),
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DoorDirections.East => doorMarker.Position,
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DoorDirections.West => doorMarker.Position,
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_ => doorMarker.Position
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};
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doorMarker.Position = doorPosition;
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}
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else
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{
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GD.Print($"Node was something else: {node}");
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}
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}
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}
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public void SpawnShroud()
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{
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if (!RoomResource.StartShrouded) return;
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var shroud = this.CreateChild<BlackCover>(MapTheme.ShroudPrefab);
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shroud.Position = new Vector2(RoomSize.X / 2, RoomSize.Y / 2);
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shroud.Scale = RoomSize;
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_shroud = shroud;
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}
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} |