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Babushka/scripts/CSharp/Common/Fight/FightWorld.cs

159 lines
3.5 KiB

using System.Collections.Generic;
using Godot;
namespace Babushka.scripts.CSharp.Common.Fight;
public partial class FightWorld : Node
{
public class World
{
public required List<Room> rooms;
}
public class Room
{
public required Dictionary<int, Room> paths;
public required List<EnemyGroup> enemyGroups;
}
public class EnemyGroup
{
public required List<Enemy> enemies;
}
public class Enemy
{
public enum Type
{
Blob,
BigBlob,
Mavka,
YourMom
}
public required Type type;
public required int? health = null; // null => initialize to full health on spawn
}
#region AutoLoad ( Contains _EnterTree() )
public static FightWorld Instance { get; private set; } = null!;
public override void _EnterTree()
{
Instance = this;
MyEnterTree();
}
#endregion
public World? world = null;
public Room? currentRoom = null;
public EnemyGroup? inFightWith = null;
public void MyEnterTree()
{
Generate();
currentRoom = world!.rooms[0];
}
public void Generate()
{
world = new Generator().GenerateWorld();
}
private class Generator
{
public World GenerateWorld()
{
var world = new World
{
rooms = GenerateRooms()
};
return world;
}
private List<Room> GenerateRooms()
{
var rooms = new List<Room>();
var roomCount = 2;
for (var i = 0; i < roomCount; i++)
{
rooms.Add(GenerateDisconnectedRoom());
}
// Connect rooms linearly
for (var i = 0; i < rooms.Count - 1; i++)
{
rooms[i].paths[0] = rooms[i + 1];
rooms[i + 1].paths[1] = rooms[i];
}
return rooms;
}
private Room GenerateDisconnectedRoom()
{
var room = new Room
{
paths = new Dictionary<int, Room>(),
enemyGroups = GenerateEnemyGroups()
};
return room;
}
private List<EnemyGroup> GenerateEnemyGroups()
{
var enemyGroups = new List<EnemyGroup>();
var enemyGroupCount = GD.RandRange(1, 3);
for (var i = 0; i < enemyGroupCount; i++)
{
enemyGroups.Add(GenerateSingleEnemyGroup());
}
return enemyGroups;
}
private EnemyGroup GenerateSingleEnemyGroup()
{
var enemyGroup = new EnemyGroup
{
enemies = []
};
var enemyCount = GD.RandRange(1, 3);
for (var i = 0; i < enemyCount; i++)
{
enemyGroup.enemies.Add(GenerateSingleEnemy());
}
return enemyGroup;
}
private Enemy GenerateSingleEnemy()
{
var typeRoll = GD.RandRange(0, 99);
var type = typeRoll switch
{
< 50 => Enemy.Type.Blob,
< 75 => Enemy.Type.BigBlob,
< 90 => Enemy.Type.Mavka,
_ => Enemy.Type.YourMom
};
var enemy = new Enemy
{
type = type,
health = null
};
return enemy;
}
}
}