Implement simple worldgen
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51beabf526
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@ -1,19 +1,82 @@
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class_name StandardRoom
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class_name StandardRoom
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extends TileMap
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extends TileMap
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const TILEMAP_LAYER = 0
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@export_category("Room Openings")
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@export_category("Room Openings")
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@export var left: bool = false
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@export var left: bool = false
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@export var right: bool = false
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@export var right: bool = false
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@export var top: bool = false
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@export var top: bool = false
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@export var bottom: bool = false
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@export var bottom: bool = false
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@onready
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@onready
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var room_size: Vector2i = self.get_used_rect().size
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var room_size: Vector2i = self.get_used_rect().size
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@onready
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@onready
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var cell_size: Vector2i = self.tile_set.tile_size
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var cell_size: Vector2i = self.tile_set.tile_size
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func is_block() -> bool:
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func is_block() -> bool:
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if self.left or self.right or self.top or self.bottom:
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if self.left or self.right or self.top or self.bottom:
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return false
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return false
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return true
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return true
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func get_exits() -> Array[Vector2i]:
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var exits: Array[Vector2i] = []
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if self.left:
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exits.append(Vector2i.LEFT)
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if self.right:
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exits.append(Vector2i.RIGHT)
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if self.top:
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exits.append(Vector2i.UP)
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if self.bottom:
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exits.append(Vector2i.DOWN)
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return exits
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func get_exit_pos(exit: Vector2i) -> Vector2i:
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var pos: Vector2i = Vector2i.ZERO
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if exit == Vector2i.LEFT:
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pos = Vector2i(0, self.room_size.y / 2)
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elif exit == Vector2i.RIGHT:
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pos = Vector2i(self.room_size.x - 1, self.room_size.y / 2)
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elif exit == Vector2i.UP:
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pos = Vector2i(self.room_size.x / 2, 0)
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elif exit == Vector2i.DOWN:
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pos = Vector2i(self.room_size.x / 2, self.room_size.y - 1)
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return pos
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func copy_to_map(map: TileMap, pos: Vector2i) -> void:
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for x in range(self.room_size.x):
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for y in range(self.room_size.y):
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var tile = self.get_cell_source_id(TILEMAP_LAYER, Vector2i(x, y))
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if tile.tile_set:
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map.set_cell(TILEMAP_LAYER, Vector2i(pos.x + x, pos.y + y), tile.tile_id)
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else:
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map.set_cell(TILEMAP_LAYER, Vector2i(pos.x + x, pos.y + y), -1)
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# Validate room by checking that the top left tile is at 0, 0 and all exits are valid
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func _validate() -> bool:
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# Check of tiles where x is negative
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pass
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# Check for tiles where y is negative
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pass
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# If exit on left, check that the middle tile on the left is empty
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if self.left and self.get_cell_source_id(TILEMAP_LAYER, Vector2i(0, self.room_size.y / 2)) != -1:
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push_error("Room with exit on left must have empty middle tile on left")
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return false
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# If exit on right, check that the middle tile on the right is empty
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if self.right and self.get_cell_source_id(TILEMAP_LAYER, Vector2i(self.room_size.x - 1, self.room_size.y / 2)) != -1:
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push_error("Room with exit on right must have empty middle tile on right")
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return false
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# If exit on top, check that the middle tile on the top is empty
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if self.top and self.get_cell_source_id(TILEMAP_LAYER, Vector2i(self.room_size.x / 2, 0)) != -1:
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push_error("Room with exit on top must have empty middle tile on top")
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return false
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# If exit on bottom, check that the middle tile on the bottom is empty
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if self.bottom and self.get_cell_source_id(TILEMAP_LAYER, Vector2i(self.room_size.x / 2, self.room_size.y - 1)) != -1:
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push_error("Room with exit on bottom must have empty middle tile on bottom")
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return false
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return true
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@ -4,6 +4,14 @@ extends WorldGenerator
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@export
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@export
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var rooms: Array[PackedScene] = []
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var rooms: Array[PackedScene] = []
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@export
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var max_room_path_length: int = 10
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@export
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var spawn_room: PackedScene = null
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# Rooms are sorted into these arrays based on their exits
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# Each PackedScene is a StandardRoom
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var _rooms_left: Array[PackedScene] = []
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var _rooms_left: Array[PackedScene] = []
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var _rooms_right: Array[PackedScene] = []
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var _rooms_right: Array[PackedScene] = []
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var _rooms_top: Array[PackedScene] = []
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var _rooms_top: Array[PackedScene] = []
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@ -13,9 +21,17 @@ var _rooms_blocking: Array[PackedScene] = []
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var _progress_tracker: ProgressTracker = ProgressTracker.new(1)
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var _progress_tracker: ProgressTracker = ProgressTracker.new(1)
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func _generate(map: TileMap) -> void:
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func _generate(map: TileMap) -> void:
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self._sort_rooms(_progress_tracker.next_step("Sorting Rooms"))
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self._sort_rooms(_progress_tracker.next_step("Sorting Rooms"))
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func _sort_rooms(step_tracker: ProgressStepTracker) -> void:
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# Create initial room
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var init_room = self._create_initial_room(map, self.spawn_room, _progress_tracker.next_step("Creating Initial Room"))
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init_room.queue_free.call_deferred()
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# Create rooms
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self._create_rooms(map, init_room, self.max_room_path_length, _progress_tracker.next_step("Creating Rooms"))
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func _sort_rooms(step_tracker: ProgressStepTracker, validate: bool = false) -> void:
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step_tracker.complete.call_deferred()
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step_tracker.complete.call_deferred()
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step_tracker.set_substeps(len(self.rooms))
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step_tracker.set_substeps(len(self.rooms))
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@ -46,5 +62,90 @@ func _sort_rooms(step_tracker: ProgressStepTracker) -> void:
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if len(self._rooms_blocking) == 0:
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if len(self._rooms_blocking) == 0:
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push_warning("0 blocking rooms!")
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push_warning("0 blocking rooms!")
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# Create initial room
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func _create_initial_room(map: TileMap, room: PackedScene, step_tracker: ProgressStepTracker) -> StandardRoom:
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step_tracker.complete.call_deferred()
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# Instantiate spawn room
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var spawn_room: StandardRoom = room.instance()
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# Copy spawn room into map
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spawn_room.copy_to_map(map, Vector2i(0, 0))
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return spawn_room
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# Create rooms by randomly selecting from the available rooms in every direction with openings from the current room
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# where the maximum path length has not been exceeded and the room does not overlap with any other room.
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#
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# Each room is marked with boolean flags for each direction that it has an opening to another room.
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#
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# This is done recursively until the maximum path length is exceeded or there are no more rooms to add
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func _create_rooms(map: TileMap, parent_room: StandardRoom, max_path_length: int, step_tracker: ProgressStepTracker) -> void:
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step_tracker.complete.call_deferred()
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var exits: Array[Vector2i] = parent_room.get_exits()
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# If the maximum path length has been exceeded, stop
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if max_path_length <= 0:
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return
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# If there are no more exits, stop
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if len(exits) == 0:
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return
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# If there are no more rooms to add, stop
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if len(self._rooms_left) == 0 and len(self._rooms_right) == 0 and len(self._rooms_top) == 0 and len(self._rooms_bottom) == 0:
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push_warning("No more rooms to add!")
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return
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# For every exit, try to add a room
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for exit in exits:
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# Find exit pos in current room
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var exit_pos: Vector2i = parent_room.get_exit_pos(exit)
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var room_edge_pos: Vector2i = exit_pos + Vector2i(parent_room.position)
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# If there is already a room at this position, skip it
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if map.get_cellv(room_edge_pos) != -1:
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continue
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# Get the rooms that can be added in this direction
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var rooms: Array[PackedScene] = self._get_rooms(exit)
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# If there are no rooms that can be added in this direction, skip it
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if len(rooms) == 0:
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continue
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# Get the room to add
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var room: PackedScene = rooms[randi() % len(rooms)]
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# Instantiate the room
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var room_instance: StandardRoom = room.instance()
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room_instance.position = room_edge_pos + (room_instance.size / 2)
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room_instance.queue_free.call_deferred()
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# Copy the room into the map
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room_instance.copy_to_map(map, Vector2i(room_instance.position))
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# Create rooms from the exits of the room that was just added
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self._create_rooms(map, room_instance, max_path_length - 1, step_tracker.next_step("Creating Rooms"))
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# If there are no more exits, stop
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return
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func _get_rooms(exit: Vector2i) -> Array[PackedScene]:
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if exit == Vector2i.LEFT:
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return self._rooms_left
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elif exit == Vector2i.RIGHT:
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return self._rooms_right
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elif exit == Vector2i.UP:
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return self._rooms_top
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elif exit == Vector2i.DOWN:
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return self._rooms_bottom
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else:
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push_error("Invalid exit: " + str(exit))
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return []
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func _get_progress_tracker() -> ProgressTracker:
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func _get_progress_tracker() -> ProgressTracker:
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return self._progress_tracker
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return self._progress_tracker
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