allowed path backtracking (Map)
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2 changed files with 21 additions and 22 deletions
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@ -11,39 +11,33 @@ enum RoomType {
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EVENT
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EVENT
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}
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}
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# Configuration
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var min_levels = 6
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var min_levels = 6
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var max_levels = 12
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var max_levels = 15
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var min_nodes_per_level = 2
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var min_nodes_per_level = 2
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var max_nodes_per_level = 4
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var max_nodes_per_level = 6
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var positions_per_level = 7 # How many horizontal positions are available (0-6)
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var positions_per_level = 6
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var starting_elo = 1000
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var starting_elo = 1000
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var final_elo = 2100
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var final_elo = 2100
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# Internal variables
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var _rng = RandomNumberGenerator.new()
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var _rng = RandomNumberGenerator.new()
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var _next_id = 0
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var _next_id = 0
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func _init(seed_value = null):
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func _init(seed_value = null):
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# Set seed for reproducible maps if needed
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# Set seed for reproducible maps
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if seed_value != null:
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if seed_value != null:
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_rng.seed = seed_value
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_rng.seed = seed_value
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else:
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else:
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_rng.randomize()
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_rng.randomize()
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# Main function to generate the map
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func generate_map():
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func generate_map():
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var nodes = []
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var nodes = []
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var connections = []
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var connections = []
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_next_id = 0
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_next_id = 0
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# Determine the number of levels
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var num_levels = _rng.randi_range(min_levels, max_levels)
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var num_levels = _rng.randi_range(min_levels, max_levels)
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# Calculate ELO for each level
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var elo_step = float(final_elo - starting_elo) / (num_levels - 1)
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var elo_step = float(final_elo - starting_elo) / (num_levels - 1)
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# Create starting node (always at position 3, level 0)
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var start_node = {
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var start_node = {
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"id": _get_next_id(),
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"id": _get_next_id(),
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"type": RoomType.STARTING,
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"type": RoomType.STARTING,
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@ -63,25 +57,18 @@ func generate_map():
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}
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}
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nodes.append(final_node)
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nodes.append(final_node)
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# Generate intermediate levels
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var levels_nodes = {0: [start_node], (num_levels - 1): [final_node]}
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var levels_nodes = {0: [start_node], (num_levels - 1): [final_node]}
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for level in range(1, num_levels - 1):
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for level in range(1, num_levels - 1):
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var level_nodes = []
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var level_nodes = []
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# Calculate ELO for this level
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var level_elo = starting_elo + (elo_step * level)
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var level_elo = starting_elo + (elo_step * level)
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# Determine number of nodes for this level
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var num_nodes = _rng.randi_range(min_nodes_per_level, max_nodes_per_level)
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var num_nodes = _rng.randi_range(min_nodes_per_level, max_nodes_per_level)
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# Generate available positions and shuffle them
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var available_positions = []
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var available_positions = []
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for pos in range(positions_per_level):
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for pos in range(positions_per_level):
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available_positions.append(pos)
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available_positions.append(pos)
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available_positions.shuffle()
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available_positions.shuffle()
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# Create nodes for this level
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for i in range(num_nodes):
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for i in range(num_nodes):
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var node_type = _get_random_room_type(level, num_levels)
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var node_type = _get_random_room_type(level, num_levels)
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var node = {
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var node = {
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@ -186,7 +173,6 @@ func _get_random_room_type(level, total_levels):
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boss_chance += 0.3
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boss_chance += 0.3
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var roll = _rng.randf()
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var roll = _rng.randf()
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print("_get_random_room_type ", roll, " ", boss_chance, " ", shop_chance, " ", event_chance)
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if roll < boss_chance:
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if roll < boss_chance:
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return RoomType.BOSS
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return RoomType.BOSS
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elif roll < boss_chance + shop_chance:
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elif roll < boss_chance + shop_chance:
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@ -301,7 +301,7 @@ func highlight_current_node(button):
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button.add_theme_stylebox_override("normal", style)
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button.add_theme_stylebox_override("normal", style)
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func _on_node_pressed(node_data):
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func _on_node_pressed(node_data):
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if is_node_accessible(node_data):
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if is_node_accessible(node_data) || is_node_path_accessible(node_data):
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# Update current node
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# Update current node
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current_node = node_data
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current_node = node_data
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traversed_node(node_data)
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traversed_node(node_data)
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@ -316,6 +316,19 @@ func _on_node_pressed(node_data):
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func traversed_node(node_data):
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func traversed_node(node_data):
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traversed_map.append(node_data.id)
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traversed_map.append(node_data.id)
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func is_node_path_accessible(node_data):
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if current_node == null:
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return node_data.type == RoomType.STARTING
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# Check if there's a direct connection from current node to the path travelled
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for id in traversed_map:
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var cur = get_node_by_id(id)
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for connection in map_connections:
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if connection.from == cur.id and connection.to == node_data.id:
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return true
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return false
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func is_node_accessible(node_data):
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func is_node_accessible(node_data):
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if current_node == null:
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if current_node == null:
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return node_data.type == RoomType.STARTING
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return node_data.type == RoomType.STARTING
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