2024-05-23 13:58:49 +00:00
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using ColdMint.scripts.debug;
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using ColdMint.scripts.levelGraphEditor;
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using ColdMint.scripts.map.dateBean;
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using ColdMint.scripts.map.interfaces;
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using ColdMint.scripts.map.room;
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using ColdMint.scripts.utils;
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using Godot;
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namespace ColdMint.scripts.map.RoomPlacer;
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/// <summary>
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/// <para>Patchwork room placement strategy</para>
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/// <para>拼接的房间放置策略</para>
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/// </summary>
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/// <remarks>
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///<para>Under this strategy, think of each room template as a puzzle piece, find their "slots", and then connect them together.</para>
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///<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>
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/// </remarks>
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public class PatchworkRoomPlacementStrategy : IRoomPlacementStrategy
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{
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public Task<bool> PlaceRoom(Node mapRoot, RoomPlacementData roomPlacementData)
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{
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if (roomPlacementData.Room == null || roomPlacementData.Position == null)
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{
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return Task.FromResult(false);
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}
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if (roomPlacementData.Room.RootNode == null)
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{
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return Task.FromResult(false);
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}
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var rootNode = roomPlacementData.Room.RootNode;
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mapRoot.AddChild(rootNode);
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rootNode.Position = roomPlacementData.Position.Value;
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return Task.FromResult(true);
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}
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public Task<RoomPlacementData?> CalculateNewRoomPlacementData(RandomNumberGenerator randomNumberGenerator,
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Room? parentRoomNode,
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RoomNodeData newRoomNodeData)
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{
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if (newRoomNodeData.RoomTemplateSet == null || newRoomNodeData.RoomTemplateSet.Length == 0)
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{
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return Task.FromResult<RoomPlacementData?>(null);
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}
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if (parentRoomNode == null)
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{
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return Task.FromResult<RoomPlacementData?>(null);
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}
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var roomResArray = RoomFactory.RoomTemplateSetToRoomRes(newRoomNodeData.RoomTemplateSet);
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if (roomResArray.Length == 0)
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{
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return Task.FromResult<RoomPlacementData?>(null);
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}
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var roomSlots = parentRoomNode.RoomSlots;
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if (roomSlots == null || roomSlots.Length == 0)
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{
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return Task.FromResult<RoomPlacementData?>(null);
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}
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//Saves all data in the room template that matches the parent room.
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//保存房间模板内所有与父房间匹配的数据。
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var useableRoomPlacementData = new List<RoomPlacementData>();
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foreach (var roomRes in roomResArray)
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{
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var newRoom = RoomFactory.CreateRoom(roomRes);
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if (newRoom == null)
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{
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continue;
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}
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//Create a room, try to use the room slot to match the existing room slot.
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//创建了一个房间,尝试使用房间的槽与现有的房间槽匹配。
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if (!IsMatch(parentRoomNode, newRoom, out var mainRoomSlot, out var newRoomSlot).Result)
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{
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continue;
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}
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if (mainRoomSlot == null || newRoomSlot == null)
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{
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continue;
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}
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var position = CalculatedPosition(parentRoomNode, newRoom, mainRoomSlot, newRoomSlot, false)
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.Result;
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if (position == null) continue;
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var roomPlacementData = new RoomPlacementData
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{
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Room = newRoom,
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Position = position
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};
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useableRoomPlacementData.Add(roomPlacementData);
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}
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if (useableRoomPlacementData.Count == 0)
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{
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return Task.FromResult<RoomPlacementData?>(null);
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}
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else
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{
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var index = randomNumberGenerator.Randi() % useableRoomPlacementData.Count;
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return Task.FromResult<RoomPlacementData?>(useableRoomPlacementData[(int)index]);
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}
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}
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public Task<RoomPlacementData?> CalculatePlacementDataForStartingRoom(RandomNumberGenerator randomNumberGenerator,
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RoomNodeData startRoomNodeData)
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{
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if (startRoomNodeData.RoomTemplateSet == null || startRoomNodeData.RoomTemplateSet.Length == 0)
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{
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return Task.FromResult<RoomPlacementData?>(null);
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}
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var roomResArray = RoomFactory.RoomTemplateSetToRoomRes(startRoomNodeData.RoomTemplateSet);
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if (roomResArray.Length == 0)
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{
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return Task.FromResult<RoomPlacementData?>(null);
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}
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var index = randomNumberGenerator.Randi() % roomResArray.Length;
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var roomPlacementData = new RoomPlacementData
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{
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Room = RoomFactory.CreateRoom(roomResArray[index]),
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Position = Vector2.Zero
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};
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return Task.FromResult<RoomPlacementData?>(roomPlacementData);
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}
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2024-05-21 14:50:33 +00:00
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/// <summary>
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/// <para>if it matches</para>
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/// <para>是否匹配</para>
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/// </summary>
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/// <param name="mainRoom"></param>
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/// <param name="newRoom"></param>
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/// <param name="outMainRoomSlot"></param>
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/// <param name="outNewRoomSlot"></param>
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/// <returns></returns>
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public Task<bool> IsMatch(Room? mainRoom, Room newRoom, out RoomSlot? outMainRoomSlot, out RoomSlot? outNewRoomSlot)
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{
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if (mainRoom == null)
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{
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outNewRoomSlot = null;
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outMainRoomSlot = null;
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return Task.FromResult(false);
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}
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var roomSlots = mainRoom.RoomSlots;
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if (roomSlots == null)
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{
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outNewRoomSlot = null;
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outMainRoomSlot = null;
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return Task.FromResult(false);
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}
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var newRoomSlots = newRoom.RoomSlots;
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if (newRoomSlots == null)
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{
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outNewRoomSlot = null;
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outMainRoomSlot = null;
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return Task.FromResult(false);
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}
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foreach (var mainRoomSlot in roomSlots)
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{
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if (mainRoomSlot == null || mainRoomSlot.Matched)
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{
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//如果已经匹配过了,就不再匹配
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continue;
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}
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foreach (var newRoomSlot in newRoomSlots)
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{
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if (newRoomSlot == null)
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{
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continue;
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}
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if (newRoomSlot.Matched)
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{
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//如果已经匹配过了,就不再匹配
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continue;
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}
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if (mainRoomSlot.IsHorizontal != newRoomSlot.IsHorizontal)
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{
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continue;
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}
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if (mainRoomSlot.Length != newRoomSlot.Length)
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{
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continue;
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}
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var distanceToMidpointOfRoom = mainRoomSlot.DistanceToMidpointOfRoom;
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var newDistanceToMidpointOfRoom = newRoomSlot.DistanceToMidpointOfRoom;
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if (distanceToMidpointOfRoom == null || newDistanceToMidpointOfRoom == null)
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{
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continue;
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}
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if (distanceToMidpointOfRoom[0] == newDistanceToMidpointOfRoom[0] &&
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distanceToMidpointOfRoom[1] == newDistanceToMidpointOfRoom[1])
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{
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continue;
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}
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mainRoomSlot.Matched = true;
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newRoomSlot.Matched = true;
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outMainRoomSlot = mainRoomSlot;
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outNewRoomSlot = newRoomSlot;
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return Task.FromResult(true);
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}
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}
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outNewRoomSlot = null;
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outMainRoomSlot = null;
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return Task.FromResult(false);
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}
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private Task<Vector2?> CalculatedPosition(Room mainRoom, Room newRoom, RoomSlot? mainRoomSlot,
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RoomSlot? newRoomSlot, bool roomSlotOverlap)
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{
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if (mainRoom.RootNode == null || newRoom.RootNode == null || newRoom.TileMap == null ||
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mainRoom.TileMap == null ||
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newRoom.TileMap == null || mainRoomSlot == null ||
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newRoomSlot == null)
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{
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return Task.FromResult<Vector2?>(null);
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}
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//Main room slot location description
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//主房间槽位置描述
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var mainOrientationDescribe = mainRoomSlot.DistanceToMidpointOfRoom;
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//New room slot location description
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//新房间槽位置描述
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var newOrientationDescribe = newRoomSlot.DistanceToMidpointOfRoom;
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if (mainOrientationDescribe == null || newOrientationDescribe == null)
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{
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//If the room slot is described as null, null is returned
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//若房间槽描述为null,那么返回null
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return Task.FromResult<Vector2?>(null);
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}
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var mainRoomSlotPosition = mainRoom.TileMap.MapToLocal(mainRoomSlot.StartPosition);
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var newRoomSlotPosition = newRoom.TileMap.MapToLocal(newRoomSlot.StartPosition);
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//Get the vector from the new room slot to the main room slot
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//得到从新房间槽位到主房间槽位的向量
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var newToMain = mainRoomSlotPosition - newRoomSlotPosition;
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var result = newToMain + mainRoom.RootNode.Position;
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if (!roomSlotOverlap)
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{
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//如果不允许房间槽位重叠
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//If room slot overlap is not allowed
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if (mainRoomSlot.IsHorizontal)
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{
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//Horizontal slot, offset in the Y direction.
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//水平方向槽,向Y方向偏移。
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if (newOrientationDescribe[1] == CoordinateUtils.OrientationDescribe.Up)
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{
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result.Y += Config.CellSize;
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}
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else
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{
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result.Y -= Config.CellSize;
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}
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}
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else
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{
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//Vertical slot, offset in the X direction.
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//垂直方向槽向X方向偏移。
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if (newOrientationDescribe[0] == CoordinateUtils.OrientationDescribe.Right)
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{
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result.X -= Config.CellSize;
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}
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else
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{
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result.X += Config.CellSize;
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}
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}
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}
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return Task.FromResult<Vector2?>(result);
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}
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}
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