Hello! So I have a room generator and I added doors to each room. Though whenever the script adds the doors in the generated rooms. Its always in the wrong generation? How would I fix it?
script:
local TweenService = game:GetService("TweenService")
local door = {}
function door.Open(doorModel)
doorModel:SetAttribute("Open", true)
local cframe = doorModel.Hinge.CFrame * CFrame.Angles(0, math.rad(100), 0)
local doorTween = TweenService:Create(doorModel.Hinge, TweenInfo.new(0.5), {CFrame = cframe})
doorTween:Play()
doorModel.Door.Open:Play()
end
function door.New(roomModel, number)
local doorModel = workspace.Door:Clone()
doorModel:PivotTo(roomModel.Exit.CFrame)
doorModel.Parent = roomModel
doorModel:SetAttribute("Open", false)
doorModel.Sign.SurfaceGui.TextLabel.Text = number
doorModel.Sensor.Touched:Connect(function(hit)
local humanoid = hit.Parent:FindFirstChild("Humanoid")
if humanoid and doorModel:GetAttribute("Open") == false then
door.Open(doorModel)
end
end)
return doorModel
end
return door
script 2:
local door = require(script.Door)
local room = {}
room.info = require(script.RoomInfo)
room.LastTurnDirection = nil
room.random = Random.new()
function room.GetRandom(prevRoom, number)
local totalWeight = 0
for i, info in pairs(room.info) do
totalWeight += info.Weight
end
local randomWeight = room.random:NextInteger(5, totalWeight)
local currentWeight = 0
local randomRoom = nil
for i, info in pairs(room.info) do
currentWeight += info.Weight
if randomWeight <= currentWeight then
randomRoom = workspace.Rooms[i]
break
end
end
local direction = room.info[randomRoom.Name]["Direction"]
local hasStairs = room.info[randomRoom.Name]["Stairs"]
local prevHadStairs = room.info[prevRoom.Name]["Stairs"]
if (prevRoom.Name == randomRoom.Name)
or (direction and direction == room.LastTurnDirection)
or (hasStairs and prevHadStairs)
then
return room.GetRandom(prevRoom)
else
if direction then
room.LastTurnDirection = direction
end
return randomRoom
end
end
function room.Generate(prevRoom, number)
local randomRoom = room.GetRandom(prevRoom)
local newRoom = randomRoom:Clone()
newRoom.PrimaryPart = newRoom.Entrance
newRoom:PivotTo(prevRoom.Exit.CFrame)
local newDoor = door.New(newRoom, number)
newRoom.Parent = workspace.GeneratedRooms
return newRoom
end
return room
Picture Example: