Traveller/scripts/map/MapGenerator.cs

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6.9 KiB
C#
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using System.Collections.Generic;
using System.Threading.Tasks;
using ColdMint.scripts.debug;
using ColdMint.scripts.levelGraphEditor;
using ColdMint.scripts.map.dateBean;
using ColdMint.scripts.map.interfaces;
using ColdMint.scripts.map.LayoutParsingStrategy;
using ColdMint.scripts.map.layoutStrategy;
using ColdMint.scripts.map.room;
using ColdMint.scripts.utils;
using Godot;
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namespace ColdMint.scripts.map;
/// <summary>
/// <para>Map generator</para>
/// <para>地图生成器</para>
/// </summary>
/// <remarks>
///<para>Responsible for the overall map generation process control</para>
///<para>负责地图的整体生成流程控制</para>
/// </remarks>
public static class MapGenerator
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{
/// <summary>
/// <para>Layout map selection strategy</para>
/// <para>布局图选择策略</para>
/// </summary>
private static ILayoutStrategy? _layoutStrategy;
/// <summary>
/// <para>Map root node</para>
/// <para>地图根节点</para>
/// </summary>
private static Node? _mapRoot;
/// <summary>
/// <para>Room placement strategy</para>
/// <para>房间的放置策略</para>
/// </summary>
private static IRoomPlacementStrategy? _roomPlacementStrategy;
private static ulong _seed;
/// <summary>
/// <para>Set seed</para>
/// <para>设置种子</para>
/// </summary>
public static string Seed
{
get => _seed.ToString();
//If the player inputs integers, we seed them directly with the input values. If it is not an integer, the hash value is taken.
//如果玩家输入的是整数,那么我们直接用输入值作为种子。如果不是整数,则取哈希值。
set => _seed = ulong.TryParse(value, out var result) ? result : HashCodeUtils.GetFixedHashCode(value);
}
/// <summary>
/// <para>Layout diagram parsing policy</para>
/// <para>布局图解析策略</para>
/// </summary>
private static ILayoutParsingStrategy? _layoutParsingStrategy;
public static Node? MapRoot
{
get => _mapRoot;
set => _mapRoot = value;
}
public static ILayoutParsingStrategy? LayoutParsingStrategy
{
get => _layoutParsingStrategy;
set => _layoutParsingStrategy = value;
}
public static IRoomPlacementStrategy? RoomPlacementStrategy
{
get => _roomPlacementStrategy;
set => _roomPlacementStrategy = value;
}
public static ILayoutStrategy? LayoutStrategy
{
get => _layoutStrategy;
set => _layoutStrategy = value;
}
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/// <summary>
/// <para>Generating a map</para>
/// <para>生成地图</para>
/// </summary>
public static async Task GenerateMap()
{
if (_layoutStrategy == null || _roomPlacementStrategy == null || _layoutParsingStrategy == null ||
_mapRoot == null)
{
LogCat.LogError("map_generator_missing_parameters");
return;
}
//Get the layout data
//拿到布局图数据
var levelGraphEditorSaveData = await _layoutStrategy.GetLayout();
if (levelGraphEditorSaveData == null || levelGraphEditorSaveData.RoomNodeDataList == null ||
levelGraphEditorSaveData.RoomNodeDataList.Count == 0)
{
LogCat.LogError("map_generator_attempts_to_parse_empty_layout_diagrams");
return;
}
_layoutParsingStrategy.SetLevelGraph(levelGraphEditorSaveData);
//Save the dictionary, put the ID in the room data, corresponding to the successful placement of the room.
//保存字典将房间数据内的ID对应放置成功的房间。
var roomDictionary = new Dictionary<string, Room>();
var randomNumberGenerator = new RandomNumberGenerator();
randomNumberGenerator.Seed = _seed;
LogCat.Log("Seed:" + _seed);
var startRoomNodeData = await _layoutParsingStrategy.GetStartRoomNodeData();
if (startRoomNodeData == null || string.IsNullOrEmpty(startRoomNodeData.Id))
{
LogCat.LogError("map_generator_has_no_starting_room_data");
return;
}
var startingRoomPlacementData =
await _roomPlacementStrategy.CalculatePlacementDataForStartingRoom(randomNumberGenerator,
startRoomNodeData);
if (startingRoomPlacementData == null)
{
return;
}
var placeSuccess = await PlaceRoomAndAddRecord(startRoomNodeData.Id, startingRoomPlacementData, roomDictionary);
if (!placeSuccess)
{
return;
}
while (await _layoutParsingStrategy.HasNext())
{
//When a new room needs to be placed
//当有新的房间需要放置时
var roomNodeData = await _layoutParsingStrategy.Next();
if (roomNodeData == null || string.IsNullOrEmpty(roomNodeData.Id))
{
continue;
}
var nextParentNodeId = await _layoutParsingStrategy.GetNextParentNodeId();
Room? parentRoomNode = null;
if (nextParentNodeId != null)
{
//If the new room has the parent's ID, then we pass the parent's room into the compute function.
//如果新房间有父节点的ID那么我们将父节点的房间传入到计算函数内。
if (roomDictionary.TryGetValue(nextParentNodeId, out var value))
{
parentRoomNode = value;
}
}
var roomPlacementData =
await _roomPlacementStrategy.CalculateNewRoomPlacementData(randomNumberGenerator, parentRoomNode,
roomNodeData);
if (roomPlacementData == null)
{
continue;
}
await PlaceRoomAndAddRecord(roomNodeData.Id, roomPlacementData, roomDictionary);
}
//All rooms have been placed.
//所有房间已放置完毕。
}
/// <summary>
/// <para>Place rooms and add mappings</para>
/// <para>放置房间,并增加映射</para>
/// </summary>
/// <param name="roomNodeDataId"></param>
/// <param name="roomPlacementData"></param>
/// <param name="dictionary"></param>
/// <returns></returns>
private static async Task<bool> PlaceRoomAndAddRecord(string roomNodeDataId,
RoomPlacementData roomPlacementData, Dictionary<string, Room> dictionary)
{
//The input parameters are incomplete.
//输入参数不全。
if (_roomPlacementStrategy == null || _mapRoot == null || string.IsNullOrEmpty(roomNodeDataId) ||
roomPlacementData.Room == null)
{
return false;
}
if (dictionary.ContainsKey(roomNodeDataId))
{
return false;
}
if (!await _roomPlacementStrategy.PlaceRoom(_mapRoot, roomPlacementData))
{
return false;
}
dictionary.Add(roomNodeDataId, roomPlacementData.Room);
return true;
}
}