Add map loading logic and spawn rate control
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@@ -12,8 +12,6 @@ public partial class DungeonFloor : Node3D, IDungeonFloor
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{
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public override void _Notification(int what) => this.Notify(what);
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[Node] public EnemyDatabase EnemyDatabase { get; set; } = default!;
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private Transform3D _playerSpawnPoint;
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public ImmutableList<IDungeonRoom> Rooms { get; private set; }
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@@ -25,12 +23,16 @@ public partial class DungeonFloor : Node3D, IDungeonFloor
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Rooms = [];
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Rooms = FindAllDungeonRooms([.. GetChildren()], Rooms);
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_playerSpawnPoint = RandomizePlayerSpawnPoint();
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var monsterRooms = Rooms.OfType<MonsterRoom>();
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foreach (var room in monsterRooms)
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room.SpawnEnemies(EnemyDatabase);
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}
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public Transform3D GetPlayerSpawnPoint() => new Transform3D(_playerSpawnPoint.Basis, new Vector3(_playerSpawnPoint.Origin.X, -1.75f, _playerSpawnPoint.Origin.Z));
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public void SpawnEnemies(Godot.Collections.Dictionary<EnemyType, float> enemyInfo)
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{
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var monsterRooms = Rooms.OfType<MonsterRoom>();
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foreach (var room in monsterRooms)
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room.SpawnEnemies(enemyInfo);
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}
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public Transform3D GetPlayerSpawnPoint() => new Transform3D(_playerSpawnPoint.Basis, new Vector3(_playerSpawnPoint.Origin.X, 0f, _playerSpawnPoint.Origin.Z));
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private Transform3D RandomizePlayerSpawnPoint()
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{
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@@ -11,8 +11,6 @@ public abstract partial class DungeonRoom : Node3D, IDungeonRoom
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{
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public override void _Notification(int what) => this.Notify(what);
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[Node] public Marker3D PlayerSpawn { get; set; } = default!;
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[Node] private MeshInstance3D _minimap { get; set; } = default!;
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public bool IsPlayerInRoom => _isPlayerInRoom;
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@@ -30,8 +28,8 @@ public abstract partial class DungeonRoom : Node3D, IDungeonRoom
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public void Setup()
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{
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_enemiesInRoom = [];
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_room.BodyEntered += Room_BodyEntered;
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_room.BodyExited += Room_BodyExited;
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//_room.BodyEntered += Room_BodyEntered;
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//_room.BodyExited += Room_BodyExited;
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}
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private void Room_BodyExited(Node3D body)
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@@ -14,17 +14,19 @@ public partial class ExitRoom : DungeonRoom
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[Node] private Area3D _exit { get; set; } = default!;
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[Node] public Marker3D PlayerSpawn { get; set; } = default!;
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public override void _Ready()
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{
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_exit.AreaEntered += Exit_AreaEntered;
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_exit.AreaEntered += Exit_AreaEntered;
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}
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public void ExitReached()
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=> Game.FloorExitReached();
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=> Game.FloorExitReached();
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private void Exit_AreaEntered(Area3D area)
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{
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if (area.GetOwner() is IPlayer)
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ExitReached();
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if (area.GetOwner() is IPlayer)
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ExitReached();
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}
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}
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@@ -5,8 +5,6 @@ using System.Collections.Immutable;
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namespace Zennysoft.Game.Ma;
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public interface IDungeonRoom : INode3D
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{
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Marker3D PlayerSpawn { get; }
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bool IsPlayerInRoom { get; }
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bool PlayerDiscoveredRoom { get; }
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@@ -15,51 +15,57 @@ public partial class MonsterRoom : DungeonRoom
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[Node] public Node3D EnemySpawnPoints { get; set; } = default!;
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[Node] public Marker3D PlayerSpawn { get; set; } = default!;
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[Node] public ItemDatabase ItemDatabase { get; set; } = default!;
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public override void _Ready()
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{
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SpawnItems();
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SpawnItems();
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}
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public void SpawnEnemies(EnemyDatabase enemyDatabase)
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public void SpawnEnemies(Godot.Collections.Dictionary<EnemyType, float> enemyInfo)
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{
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var rng = new RandomNumberGenerator();
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rng.Randomize();
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var enemySpawnPoints = EnemySpawnPoints.GetChildren();
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var numberOfEnemiesToSpawn = rng.RandiRange(1, enemySpawnPoints.Count);
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var rng = new RandomNumberGenerator();
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rng.Randomize();
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var enemySpawnPoints = EnemySpawnPoints.GetChildren();
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var numberOfEnemiesToSpawn = rng.RandiRange(1, enemySpawnPoints.Count);
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foreach (var spawnPoint in enemySpawnPoints.Cast<Marker3D>())
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{
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if (numberOfEnemiesToSpawn <= 0)
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break;
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numberOfEnemiesToSpawn--;
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foreach (var spawnPoint in enemySpawnPoints.Cast<Marker3D>())
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{
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if (numberOfEnemiesToSpawn <= 0)
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break;
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numberOfEnemiesToSpawn--;
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var enemy = enemyDatabase.EnemyList[rng.RandWeighted(enemyDatabase.SpawnRate)];
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var instantiatedEnemy = enemy.Instantiate<Enemy>();
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instantiatedEnemy.Position = new Vector3(spawnPoint.Position.X, 0, spawnPoint.Position.Z);
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AddChild(instantiatedEnemy);
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}
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var index = rng.RandWeighted([.. enemyInfo.Values]);
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var selectedEnemy = enemyInfo.ElementAt((int)index);
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var instantiatedEnemy = EnemyTypeToEnemyConverter.Convert(selectedEnemy.Key);
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instantiatedEnemy.Position = new Vector3(spawnPoint.Position.X, 1.75f, spawnPoint.Position.Z);
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AddChild(instantiatedEnemy);
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}
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}
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private void SpawnItems()
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{
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var itemSpawnPoints = ItemSpawnPoints.GetChildren();
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var rng = new RandomNumberGenerator();
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rng.Randomize();
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var numberOfItemsToSpawn = rng.RandiRange(1, itemSpawnPoints.Count);
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itemSpawnPoints.Shuffle();
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var database = new ItemDatabase();
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foreach (var spawnPoint in itemSpawnPoints.Cast<Marker3D>())
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{
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if (numberOfItemsToSpawn <= 0)
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break;
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numberOfItemsToSpawn--;
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if (ItemSpawnPoints == null)
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return;
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var selectedItem = database.PickItem<InventoryItem>();
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var duplicated = selectedItem.Duplicate((int)DuplicateFlags.UseInstantiation) as Node3D;
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duplicated.Position = new Vector3(spawnPoint.Position.X, -1.5f, spawnPoint.Position.Z);
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AddChild(duplicated);
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}
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var itemSpawnPoints = ItemSpawnPoints.GetChildren();
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var rng = new RandomNumberGenerator();
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rng.Randomize();
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var numberOfItemsToSpawn = rng.RandiRange(1, itemSpawnPoints.Count);
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itemSpawnPoints.Shuffle();
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var database = new ItemDatabase();
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foreach (var spawnPoint in itemSpawnPoints.Cast<Marker3D>())
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{
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if (numberOfItemsToSpawn <= 0)
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break;
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numberOfItemsToSpawn--;
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var selectedItem = database.PickItem<InventoryItem>();
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var duplicated = selectedItem.Duplicate((int)DuplicateFlags.UseInstantiation) as Node3D;
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duplicated.Position = new Vector3(spawnPoint.Position.X, -1.5f, spawnPoint.Position.Z);
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AddChild(duplicated);
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}
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}
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}
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