cirnogodot/Scripts/Controllers/RogueliteRoom.cs
2025-04-22 18:21:53 +02:00

237 lines
No EOL
7.4 KiB
C#

using System;
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;
using Godot.Collections;
namespace Cirno.Scripts.Controllers;
public partial class RogueliteRoom : Node2D
{
[Export] public RogueliteRoomResource RoomResource { get; set; }
public Vector2I GridPosition { get; set; } // Set by dungeon manager
public Vector2I BottomLeft => GridPosition + new Vector2I(0, RoomResource.Size.Y - 1);
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)
};
}
[Export] public PackedScene DoorPrefab { get; private set; }
[Export] public PackedScene WallPrefab { get; private set; }
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;
public RogueliteRoom Spawn()
{
SpawnEnemies();
//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 = $"{GridPosition + new Vector2I(i, j)}";
label.ZIndex = 11;
label.Position = (new Vector2(i, j) * new Vector2(320, 160)) + new Vector2(160, 80);
this.AddChild(label);
}
}
}
public void HandleDoors(Func<Vector2I, Vector2I, RoomConnection> connectionChecker)
{
if (!HasNode("Doors")) return;
var doorsNode = GetNode("Doors");
foreach (Node child in doorsNode.GetChildren())
{
if (child is not DoorMarker marker) continue;
var baseDir = marker.GetWorldDirection();
// WallIndex determines the offset *along* the edge of the room
Vector2I offset = marker.Direction switch
{
RoomDirection.North => new Vector2I(marker.WallIndex, 0),
RoomDirection.South => new Vector2I(marker.WallIndex, RoomResource.Size.Y - 1),
RoomDirection.East => new Vector2I(RoomResource.Size.X - 1, marker.WallIndex),
RoomDirection.West => new Vector2I(0, marker.WallIndex),
_ => Vector2I.Zero
};
// Combine GridPosition + offset to locate where this door aligns
Vector2I doorEdge = GridPosition + offset;
Vector2I neighborPos = doorEdge + baseDir;
var connection = connectionChecker.Invoke(doorEdge, neighborPos);
var connected = connection is not null;
if (connected)
{
var door = this.CreateChildOf<Door>(marker, DoorPrefab, marker.GlobalPosition);
door.State = DoorState.Closed;
_doors.Add(door);
if (doorEdge == connection.From)
{
connection.FromDoor = door;
}
else if (doorEdge == connection.To)
{
connection.ToDoor = door;
}
else
{
GD.Print($"Door {door} connection was full: {connection.From} {connection.FromDoor} to {connection.To} {connection.ToDoor}");
}
// if (connection.FromDoor is null && connection.ToDoor != door)
// {
// connection.FromDoor = door;
// }
// else if (connection.ToDoor is null && connection.FromDoor != door)
// {
// connection.ToDoor = door;
// }
// else
// {
// GD.Print($"Door {door} connection was full: {connection.From} {connection.FromDoor} to {connection.To} {connection.ToDoor}");
// }
_connections.Add(connection);
// var label = new Label();
// label.Text = $"Door Edge: {doorEdge}, {connection}";
// label.ZIndex = 10;
//
// door.AddChild(label);
}
else
{
var wall = this.CreateChild<Node2D>(WallPrefab, marker.GlobalPosition);
// var label = new Label();
// label.Text = $"Door Edge: {doorEdge}, Neighbor: {neighborPos}";
// label.ZIndex = 10;
//
// marker.AddChild(label);
}
}
}
private void SpawnEnemies()
{
if (SpawnableEnemies is null || !SpawnableEnemies.Any()) return;
var enemySpawners = this.GetNode("EnemySpawners").GetChildren().Cast<Marker2D>();
foreach (var spawner in enemySpawners)
{
var index = GD.RandRange(0, SpawnableEnemies.Count - 1);
var e = SpawnableEnemies[index];
var enemyScene = GD.Load<PackedScene>(e.PrefabPath);
var spawnedEnemy = spawner.CreateChild<EnemyFSMProxy>(enemyScene);
_enemies.Add(spawnedEnemy);
spawnedEnemy.Death += SpawnedEnemyOnDeath;
}
}
private void SpawnedEnemyOnDeath(EnemyFSMProxy enemy)
{
enemy.Death -= SpawnedEnemyOnDeath;
_enemies.Remove(enemy);
if (_enemies.Count == 0)
{
OpenDoors();
}
}
public void OpenDoors()
{
foreach (var connection in _connections)
{
connection.FromDoor?.Open();
connection.ToDoor?.Open();
}
}
public void CloseDoors()
{
foreach (var connection in _connections)
{
connection.FromDoor?.Close();
connection.ToDoor?.Close();
}
}
private void OnRoomEntered(Area2D area)
{
if (area is not InteractionController player) return;
if (_enemies.Count <= 0)
{
OpenDoors();
}
else
{
CloseDoors();
}
}
private void OnRoomExited(Area2D area)
{
if (area is not InteractionController player) return;
}
public override string ToString()
{
return $"{GridPosition} {RoomResource}";
}
}