Traveller/scripts/map/roomPlacer/PatchworkRoomPlacementStrategy.cs

281 lines
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C#
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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.room;
using ColdMint.scripts.utils;
using Godot;
namespace ColdMint.scripts.map.RoomPlacer;
/// <summary>
/// <para>Patchwork room placement strategy</para>
/// <para>拼接的房间放置策略</para>
/// </summary>
/// <remarks>
///<para>Under this strategy, think of each room template as a puzzle piece, find their "slots", and then connect them together.</para>
///<para>在此策略下,将每个房间模板看作是一块拼图,找到他们的“槽”,然后将其连接在一起。</para>
/// </remarks>
public class PatchworkRoomPlacementStrategy : IRoomPlacementStrategy
{
private readonly Vector2 _halfCell = new Vector2(Config.CellSize / 2f, Config.CellSize / 2f);
public Task<bool> PlaceRoom(Node mapRoot, RoomPlacementData roomPlacementData)
{
if (roomPlacementData.Room == null || roomPlacementData.Position == null)
{
return Task.FromResult(false);
}
if (roomPlacementData.Room.RootNode == null)
{
return Task.FromResult(false);
}
var rootNode = roomPlacementData.Room.RootNode;
mapRoot.AddChild(rootNode);
rootNode.Position = roomPlacementData.Position.Value;
return Task.FromResult(true);
}
public Task<RoomPlacementData?> CalculateNewRoomPlacementData(RandomNumberGenerator randomNumberGenerator,
Room? parentRoomNode,
RoomNodeData newRoomNodeData)
{
if (newRoomNodeData.RoomTemplateSet == null || newRoomNodeData.RoomTemplateSet.Length == 0)
{
return Task.FromResult<RoomPlacementData?>(null);
}
if (parentRoomNode == null)
{
return Task.FromResult<RoomPlacementData?>(null);
}
var roomResArray = RoomFactory.RoomTemplateSetToRoomRes(newRoomNodeData.RoomTemplateSet);
if (roomResArray.Length == 0)
{
return Task.FromResult<RoomPlacementData?>(null);
}
var roomSlots = parentRoomNode.RoomSlots;
if (roomSlots == null || roomSlots.Length == 0)
{
return Task.FromResult<RoomPlacementData?>(null);
}
//Matches unmatched slots.
//对未匹配的插槽进行匹配。
foreach (var roomRes in roomResArray)
{
var newRoom = RoomFactory.CreateRoom(roomRes);
if (newRoom == null)
{
continue;
}
//Create a room, try to use the room slot to match the existing room slot.
//创建了一个房间,尝试使用房间的槽与现有的房间槽匹配。
if (!IsMatch(parentRoomNode, newRoom, out var mainRoomSlot, out var newRoomSlot).Result) continue;
if (mainRoomSlot == null || newRoomSlot == null)
{
continue;
}
var position = CalculatedPosition(parentRoomNode, newRoom, mainRoomSlot, newRoomSlot, true)
.Result;
if (position == null) continue;
var roomPlacementData = new RoomPlacementData
{
Room = newRoom,
Position = position
};
return Task.FromResult<RoomPlacementData?>(roomPlacementData);
}
return Task.FromResult<RoomPlacementData?>(null);
}
public Task<RoomPlacementData?> CalculatePlacementDataForStartingRoom(RandomNumberGenerator randomNumberGenerator,
RoomNodeData startRoomNodeData)
{
if (startRoomNodeData.RoomTemplateSet == null || startRoomNodeData.RoomTemplateSet.Length == 0)
{
return Task.FromResult<RoomPlacementData?>(null);
}
var roomResArray = RoomFactory.RoomTemplateSetToRoomRes(startRoomNodeData.RoomTemplateSet);
if (roomResArray.Length == 0)
{
return Task.FromResult<RoomPlacementData?>(null);
}
var index = randomNumberGenerator.Randi() % roomResArray.Length;
var roomPlacementData = new RoomPlacementData
{
Room = RoomFactory.CreateRoom(roomResArray[index]),
Position = Vector2.Zero
};
return Task.FromResult<RoomPlacementData?>(roomPlacementData);
}
/// <summary>
/// <para>if it matches</para>
/// <para>是否匹配</para>
/// </summary>
/// <param name="mainRoom"></param>
/// <param name="newRoom"></param>
/// <returns></returns>
public Task<bool> IsMatch(Room? mainRoom, Room newRoom, out RoomSlot? outMainRoomSlot, out RoomSlot? outNewRoomSlot)
{
if (mainRoom == null)
{
outNewRoomSlot = null;
outMainRoomSlot = null;
return Task.FromResult(false);
}
var roomSlots = mainRoom.RoomSlots;
if (roomSlots == null)
{
outNewRoomSlot = null;
outMainRoomSlot = null;
return Task.FromResult(false);
}
var newRoomSlots = newRoom.RoomSlots;
if (newRoomSlots == null)
{
outNewRoomSlot = null;
outMainRoomSlot = null;
return Task.FromResult(false);
}
foreach (var mainRoomSlot in roomSlots)
{
if (mainRoomSlot == null || mainRoomSlot.Matched)
{
//如果已经匹配过了,就不再匹配
continue;
}
foreach (var newRoomSlot in newRoomSlots)
{
if (newRoomSlot == null)
{
continue;
}
if (newRoomSlot.Matched)
{
//如果已经匹配过了,就不再匹配
continue;
}
if (mainRoomSlot.IsHorizontal != newRoomSlot.IsHorizontal)
{
continue;
}
if (mainRoomSlot.Length != newRoomSlot.Length)
{
continue;
}
var distanceToMidpointOfRoom = mainRoomSlot.DistanceToMidpointOfRoom;
var newDistanceToMidpointOfRoom = newRoomSlot.DistanceToMidpointOfRoom;
if (distanceToMidpointOfRoom == null || newDistanceToMidpointOfRoom == null)
{
continue;
}
if (distanceToMidpointOfRoom[0] == newDistanceToMidpointOfRoom[0] &&
distanceToMidpointOfRoom[1] == newDistanceToMidpointOfRoom[1])
{
continue;
}
LogCat.Log(distanceToMidpointOfRoom[0] + "-" + distanceToMidpointOfRoom[1] + "和" +
newDistanceToMidpointOfRoom[0] + "-" + newDistanceToMidpointOfRoom[1] + "匹配成功");
mainRoomSlot.Matched = true;
newRoomSlot.Matched = true;
outMainRoomSlot = mainRoomSlot;
outNewRoomSlot = newRoomSlot;
return Task.FromResult(true);
}
}
outNewRoomSlot = null;
outMainRoomSlot = null;
return Task.FromResult(false);
}
private Task<Vector2?> CalculatedPosition(Room mainRoom, Room newRoom, RoomSlot? mainRoomSlot,
RoomSlot? newRoomSlot, bool roomSlotOverlap)
{
if (mainRoom.RootNode == null || newRoom.RootNode == null || newRoom.TileMap == null ||
mainRoom.TileMap == null ||
newRoom.TileMap == null || mainRoomSlot == null ||
newRoomSlot == null)
{
return Task.FromResult<Vector2?>(null);
}
//Main room slot location description
//主房间槽位置描述
var mainOrientationDescribe = mainRoomSlot.DistanceToMidpointOfRoom;
//New room slot location description
//新房间槽位置描述
var newOrientationDescribe = newRoomSlot.DistanceToMidpointOfRoom;
if (mainOrientationDescribe == null || newOrientationDescribe == null)
{
//If the room slot is described as null, null is returned
//若房间槽描述为null那么返回null
return Task.FromResult<Vector2?>(null);
}
Vector2 result;
if (mainOrientationDescribe[0] == CoordinateUtils.OrientationDescribe.Left &&
newOrientationDescribe[0] == CoordinateUtils.OrientationDescribe.Right)
{
//Move left to new room.
//左移新房间。
var mainSlotPosition = mainRoom.RootNode.Position + mainRoom.TileMap.MapToLocal(mainRoomSlot.StartPosition);
var newSlotPosition = newRoom.RootNode.Position + newRoom.TileMap.MapToLocal(newRoomSlot.StartPosition);
result = mainSlotPosition +
newRoom.TileMap.Position - newRoom.TileMap.MapToLocal(newRoomSlot.StartPosition);
//Modified y height
//修正y高度
result.Y -= newSlotPosition.Y - mainSlotPosition.Y;
//If the room slots don't overlap
//如果房间槽不能重叠
if (!roomSlotOverlap)
{
result.X -= Config.CellSize;
}
}
else
{
var mainSlotPosition = mainRoom.RootNode.Position + mainRoom.TileMap.MapToLocal(mainRoomSlot.StartPosition);
var newSlotPosition = newRoom.RootNode.Position + newRoom.TileMap.MapToLocal(newRoomSlot.StartPosition);
result = mainSlotPosition;
// result.Y += newSlotPosition.Y - mainSlotPosition.Y;
}
//We need to be on the same level.
//我们需要在同一水平上。
if (mainRoomSlot.IsHorizontal)
{
result += newRoom.TileMap.MapToLocal(new Vector2I(newRoomSlot.EndPosition.X, 0)) - _halfCell;
}
else
{
result -= newRoom.TileMap.MapToLocal(new Vector2I(0, newRoomSlot.EndPosition.Y)) - _halfCell;
}
return Task.FromResult<Vector2?>(result);
}
}