update!
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@@ -3,6 +3,7 @@ extends Node
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const ROOM_HEIGHT: float = 4.0
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const WALL_THICKNESS: float = 0.4
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const CORRIDOR_WIDTH: float = 4.0
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const DOOR_WIDTH: float = 4.5
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var rng: RandomNumberGenerator
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var rooms: Array = []
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@@ -17,7 +18,7 @@ func generate(parent: Node3D, seed: int, scale_difficulty: float = 1.0) -> Dicti
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for i in range(room_count):
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var w: float = rng.randf_range(8.0, 14.0)
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var d: float = rng.randf_range(8.0, 14.0)
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rooms.append({"pos": pos, "size": Vector3(w, ROOM_HEIGHT, d)})
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rooms.append({"pos": pos, "size": Vector3(w, ROOM_HEIGHT, d), "openings": []})
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if i == room_count - 1:
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break
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var corridor_len: float = rng.randf_range(4.0, 8.0)
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@@ -26,23 +27,61 @@ func generate(parent: Node3D, seed: int, scale_difficulty: float = 1.0) -> Dicti
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if rng.randf() < 0.5:
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var rotate_left: bool = rng.randf() < 0.5
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dir = dir.rotated(Vector3.UP, PI * 0.5 * (1 if rotate_left else -1))
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_compute_openings()
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_build_geometry(parent)
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return {"rooms": rooms, "spawn": rooms[0].pos + Vector3(0, 1, 0), "boss": rooms[-1].pos}
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func _compute_openings() -> void:
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for i in range(rooms.size() - 1):
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var rel: Vector3 = rooms[i + 1].pos - rooms[i].pos
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if abs(rel.x) > abs(rel.z):
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if rel.x > 0:
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rooms[i].openings.append("east")
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rooms[i + 1].openings.append("west")
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else:
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rooms[i].openings.append("west")
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rooms[i + 1].openings.append("east")
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else:
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if rel.z > 0:
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rooms[i].openings.append("south")
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rooms[i + 1].openings.append("north")
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else:
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rooms[i].openings.append("north")
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rooms[i + 1].openings.append("south")
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func _build_geometry(parent: Node3D) -> void:
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for r in rooms:
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_build_room(parent, r.pos, r.size)
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_build_room(parent, r.pos, r.size, r.openings)
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for i in range(rooms.size() - 1):
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_build_corridor(parent, rooms[i].pos, rooms[i + 1].pos)
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func _build_room(parent: Node3D, center: Vector3, size: Vector3) -> void:
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func _build_room(parent: Node3D, center: Vector3, size: Vector3, openings: Array) -> void:
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_add_floor(parent, center, Vector2(size.x, size.z))
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var hw: float = size.x * 0.5
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var hd: float = size.z * 0.5
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_add_wall(parent, center + Vector3(0, ROOM_HEIGHT * 0.5, -hd), Vector3(size.x, ROOM_HEIGHT, WALL_THICKNESS))
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_add_wall(parent, center + Vector3(0, ROOM_HEIGHT * 0.5, hd), Vector3(size.x, ROOM_HEIGHT, WALL_THICKNESS))
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_add_wall(parent, center + Vector3(-hw, ROOM_HEIGHT * 0.5, 0), Vector3(WALL_THICKNESS, ROOM_HEIGHT, size.z))
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_add_wall(parent, center + Vector3(hw, ROOM_HEIGHT * 0.5, 0), Vector3(WALL_THICKNESS, ROOM_HEIGHT, size.z))
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_add_wall_with_opening(parent, center + Vector3(0, ROOM_HEIGHT * 0.5, -hd), Vector3(size.x, ROOM_HEIGHT, WALL_THICKNESS), "north", openings, true)
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_add_wall_with_opening(parent, center + Vector3(0, ROOM_HEIGHT * 0.5, hd), Vector3(size.x, ROOM_HEIGHT, WALL_THICKNESS), "south", openings, true)
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_add_wall_with_opening(parent, center + Vector3(-hw, ROOM_HEIGHT * 0.5, 0), Vector3(WALL_THICKNESS, ROOM_HEIGHT, size.z), "west", openings, false)
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_add_wall_with_opening(parent, center + Vector3(hw, ROOM_HEIGHT * 0.5, 0), Vector3(WALL_THICKNESS, ROOM_HEIGHT, size.z), "east", openings, false)
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func _add_wall_with_opening(parent: Node3D, center: Vector3, size: Vector3, side: String, openings: Array, axis_x: bool) -> void:
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if not openings.has(side):
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_add_wall(parent, center, size)
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return
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if axis_x:
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var seg_len: float = (size.x - DOOR_WIDTH) * 0.5
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if seg_len <= 0.1:
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return
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var seg_offset: float = DOOR_WIDTH * 0.5 + seg_len * 0.5
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_add_wall(parent, center + Vector3(-seg_offset, 0, 0), Vector3(seg_len, size.y, size.z))
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_add_wall(parent, center + Vector3(seg_offset, 0, 0), Vector3(seg_len, size.y, size.z))
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else:
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var seg_len: float = (size.z - DOOR_WIDTH) * 0.5
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if seg_len <= 0.1:
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return
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var seg_offset: float = DOOR_WIDTH * 0.5 + seg_len * 0.5
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_add_wall(parent, center + Vector3(0, 0, -seg_offset), Vector3(size.x, size.y, seg_len))
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_add_wall(parent, center + Vector3(0, 0, seg_offset), Vector3(size.x, size.y, seg_len))
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func _build_corridor(parent: Node3D, from: Vector3, to: Vector3) -> void:
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var mid: Vector3 = (from + to) * 0.5
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@@ -2,6 +2,7 @@ extends Node3D
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const PLAYER_SCENE: PackedScene = preload("res://scenes/entities/player/player.tscn")
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const ENEMY_SCENE: PackedScene = preload("res://scenes/entities/enemy/enemy.tscn")
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const PORTAL_SCENE: PackedScene = preload("res://scenes/entities/portal/portal.tscn")
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const GENERATOR: GDScript = preload("res://scenes/dungeon/dungeon_generator.gd")
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@onready var players_root: Node3D = $EntityRoot/Players
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@@ -45,9 +46,9 @@ func _populate_dungeon() -> void:
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var room: Dictionary = data.rooms[i]
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var n: int = 2 + (1 if GameState.dungeon_red else 0)
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for j in range(n):
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var off := Vector3(randf_range(-room.size.x * 0.3, room.size.x * 0.3), 0.5, randf_range(-room.size.z * 0.3, room.size.z * 0.3))
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var off := Vector3(randf_range(-room.size.x * 0.3, room.size.x * 0.3), 1.0, randf_range(-room.size.z * 0.3, room.size.z * 0.3))
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spawn_system.spawn_enemy_at(room.pos + off, GameState.dungeon_red, difficulty * 0.5)
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spawn_system.spawn_boss_at(data.boss + Vector3(0, 0.5, 0), difficulty)
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spawn_system.spawn_boss_at(data.boss + Vector3(0, 2.0, 0), difficulty)
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func _spawn_player(peer_id: int) -> void:
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if players_root.get_node_or_null(str(peer_id)) != null:
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@@ -70,13 +71,21 @@ func _on_peer_disconnected(id: int) -> void:
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if node:
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node.queue_free()
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func _on_boss_defeated(_b: Node) -> void:
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if Net.is_host():
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var t := get_tree().create_timer(2.0)
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t.timeout.connect(func():
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GameState.dungeon_seed = 0
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_return.rpc())
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func _on_boss_defeated(b: Node) -> void:
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if not Net.is_host():
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return
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var portal: StaticBody3D = PORTAL_SCENE.instantiate()
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portal.is_return = true
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portal.name = "ReturnPortal"
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var portals_root: Node3D = $EntityRoot/Portals
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portals_root.add_child(portal, true)
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var spawn_pos: Vector3 = (b as Node3D).global_position if b is Node3D else data.boss
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portal.global_position = spawn_pos + Vector3(0, 1, 0)
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EventBus.portal_spawned.emit(portal)
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var t := get_tree().create_timer(3.0)
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t.timeout.connect(_auto_return.bind(portal))
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@rpc("authority", "reliable", "call_local")
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func _return() -> void:
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func _auto_return(portal: Node) -> void:
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if is_instance_valid(portal):
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portal.queue_free()
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GameState.change_scene(GameState.SCENE_WORLD)
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