Adjust the map generator.
调整地图生成器。
This commit is contained in:
parent
dd2577cfd0
commit
529d5e95b5
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@ -1,22 +1,15 @@
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using System.Threading.Tasks;
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using ColdMint.scripts.character;
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using ColdMint.scripts.debug;
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using ColdMint.scripts.inventory;
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using ColdMint.scripts.map;
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using ColdMint.scripts.map.LayoutParsingStrategy;
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using ColdMint.scripts.map.layoutStrategy;
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using ColdMint.scripts.map.room;
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using ColdMint.scripts.map.roomHolder;
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using ColdMint.scripts.map.RoomPlacer;
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using ColdMint.scripts.map.RoomProvider;
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using ColdMint.scripts.map.slotsMatcher;
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using Godot;
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namespace ColdMint.scripts.loader.sceneLoader;
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public partial class GameSceneLoader : SceneLoaderTemplate
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{
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public override Task InitializeData()
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{
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//加载血条场景
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@ -36,7 +29,10 @@ public partial class GameSceneLoader : SceneLoaderTemplate
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public override async Task LoadScene()
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{
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MapGenerator.MapRoot = GetNode<Node>("MapRoot");
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MapGenerator.LayoutStrategy = new TestLayoutStrategy();
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MapGenerator.LayoutParsingStrategy = new SequenceLayoutParsingStrategy();
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MapGenerator.RoomPlacementStrategy = new PatchworkRoomPlacementStrategy();
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await MapGenerator.GenerateMap();
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}
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}
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@ -4,6 +4,8 @@ using ColdMint.scripts.debug;
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using ColdMint.scripts.map.interfaces;
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using ColdMint.scripts.map.LayoutParsingStrategy;
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using ColdMint.scripts.map.layoutStrategy;
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using ColdMint.scripts.map.room;
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using Godot;
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namespace ColdMint.scripts.map;
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@ -23,6 +25,12 @@ public static class MapGenerator
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/// </summary>
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private static ILayoutStrategy? _layoutStrategy;
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/// <summary>
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/// <para>Map root node</para>
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/// <para>地图根节点</para>
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/// </summary>
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private static Node? _mapRoot;
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/// <summary>
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/// <para>Room placement strategy</para>
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/// <para>房间的放置策略</para>
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@ -36,6 +44,12 @@ public static class MapGenerator
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/// </summary>
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private static ILayoutParsingStrategy? _layoutParsingStrategy;
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public static Node? MapRoot
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{
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get => _mapRoot;
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set => _mapRoot = value;
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}
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public static ILayoutParsingStrategy? LayoutParsingStrategy
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{
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get => _layoutParsingStrategy;
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@ -60,7 +74,8 @@ public static class MapGenerator
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/// </summary>
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public static async Task GenerateMap()
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{
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if (_layoutStrategy == null || _roomPlacementStrategy == null || _layoutParsingStrategy == null)
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if (_layoutStrategy == null || _roomPlacementStrategy == null || _layoutParsingStrategy == null ||
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_mapRoot == null)
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{
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LogCat.LogError("map_generator_missing_parameters");
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return;
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@ -79,7 +94,7 @@ public static class MapGenerator
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_layoutParsingStrategy.SetLevelGraph(levelGraphEditorSaveData);
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//Save the dictionary, put the ID in the room data, corresponding to the successful placement of the room.
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//保存字典,将房间数据内的ID,对应放置成功的房间。
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var roomDictionary = new Dictionary<string, IRoom>();
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var roomDictionary = new Dictionary<string, Room>();
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while (await _layoutParsingStrategy.HasNext())
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{
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//When a new room needs to be placed
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@ -91,12 +106,15 @@ public static class MapGenerator
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}
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var nextParentNodeId = await _layoutParsingStrategy.GetNextParentNodeId();
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IRoom? parentRoomNode = null;
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Room? parentRoomNode = null;
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if (nextParentNodeId != null)
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{
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//If the new room has the parent's ID, then we pass the parent's room into the compute function.
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//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。
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parentRoomNode = roomDictionary[nextParentNodeId];
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if (roomDictionary.TryGetValue(nextParentNodeId, out var value))
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{
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parentRoomNode = value;
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}
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}
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var roomPlacementData =
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@ -106,7 +124,7 @@ public static class MapGenerator
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continue;
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}
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if (!await _roomPlacementStrategy.PlaceRoom(roomPlacementData))
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if (!await _roomPlacementStrategy.PlaceRoom(_mapRoot, roomPlacementData))
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{
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continue;
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}
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@ -1,46 +0,0 @@
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using ColdMint.scripts.debug;
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using ColdMint.scripts.map.interfaces;
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using Godot;
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namespace ColdMint.scripts.map;
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public class MapGeneratorConfig : IMapGeneratorConfig
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{
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/// <summary>
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/// <para>At least how many rooms are generated</para>
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/// <para>至少生成多少个房间</para>
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/// </summary>
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public const int MinRoomCount = 15;
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/// <summary>
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/// <para>Maximum number of rooms generated</para>
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/// <para>最多生成多少个房间</para>
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/// </summary>
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public const int MaxRoomCount = 30;
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public const int MinBranchCount = 3;
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public const int MaxBranchCount = 5;
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private int _roomCount;
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private int _branchCount;
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public MapGeneratorConfig(Node2D mapRoot, ulong seed)
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{
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MapRoot = mapRoot;
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Seed = seed;
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RandomNumberGenerator = new RandomNumberGenerator();
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RandomNumberGenerator.Seed = seed;
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_roomCount = RandomNumberGenerator.RandiRange(MinRoomCount, MaxRoomCount);
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_branchCount = RandomNumberGenerator.RandiRange(MinBranchCount, MaxBranchCount);
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LogCat.Log("Seed:" + seed + " RoomCount:" + _roomCount);
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}
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public Node2D MapRoot { get; }
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public int RoomCount => _roomCount;
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public int BranchCount => _branchCount;
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public ulong Seed { get; }
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public RandomNumberGenerator RandomNumberGenerator { get; }
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}
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@ -1,53 +0,0 @@
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using System.Collections.Generic;
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using ColdMint.scripts.map.interfaces;
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using ColdMint.scripts.map.room;
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namespace ColdMint.scripts.map.RoomProvider;
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public class RoomProvider : IRoomProvider
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{
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private List<RoomTemplate> _roomTemplates;
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public RoomProvider()
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{
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_roomTemplates = new List<RoomTemplate>();
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}
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/// <summary>
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/// <para>AddRoom</para>
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/// <para>添加房间</para>
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/// </summary>
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/// <remarks>
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///<para>If the initial room is not set, the first room added will be automatically set as the initial room</para>
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///<para>若未设置初始房间,那么第一次添加的房间将被自动设置为初始房间</para>
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/// </remarks>
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/// <param name="roomTemplate"></param>
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public void AddRoom(RoomTemplate roomTemplate)
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{
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if (InitialRoom == null)
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{
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InitialRoom = roomTemplate;
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return;
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}
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_roomTemplates.Add(roomTemplate);
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}
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public IRoomTemplate? InitialRoom { get; set; }
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public IRoomTemplate GetRoomRes(int index, IMapGeneratorConfig config)
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{
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var indexInList = config.RandomNumberGenerator.RandiRange(0, _roomTemplates.Count - 1);
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IRoomTemplate result = _roomTemplates[indexInList];
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//添加一次使用次数,当模板不能再次使用时,从列表内移除。
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result.AddUsedNumber();
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if (!result.CanUse)
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{
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_roomTemplates.RemoveAt(indexInList);
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}
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return result;
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}
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}
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@ -1,4 +1,4 @@
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using ColdMint.scripts.map.interfaces;
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using ColdMint.scripts.map.room;
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using Godot;
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namespace ColdMint.scripts.map.dateBean;
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@ -18,5 +18,5 @@ public class RoomPlacementData
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/// <para>Place the room template</para>
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/// <para>放置的房间模板</para>
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/// </summary>
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public IRoom? Room { get; set; }
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public Room? Room { get; set; }
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}
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@ -1,36 +0,0 @@
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using Godot;
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namespace ColdMint.scripts.map.interfaces;
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/// <summary>
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/// <para>IMapGeneratorConfig</para>
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/// <para>房间生成器配置</para>
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/// </summary>
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public interface IMapGeneratorConfig
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{
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Node2D MapRoot { get; }
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/// <summary>
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/// <para>How many rooms do we need to generate</para>
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/// <para>我们需要生成多少个房间</para>
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/// </summary>
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int RoomCount { get; }
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/// <summary>
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/// <para>The number of forks in this map</para>
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/// <para>这个地图的分叉数量</para>
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/// </summary>
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int BranchCount { get; }
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/// <summary>
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/// <para>seed</para>
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/// <para>种子</para>
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/// </summary>
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ulong Seed { get; }
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/// <summary>
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/// <para>RandomNumberGenerator</para>
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/// <para>随机数生成器</para>
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/// </summary>
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RandomNumberGenerator RandomNumberGenerator { get; }
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}
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@ -1,35 +0,0 @@
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using ColdMint.scripts.map.dateBean;
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using Godot;
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namespace ColdMint.scripts.map.interfaces;
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/// <summary>
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/// <para>IRoom</para>
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/// <para>表示房间</para>
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/// </summary>
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public interface IRoom
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{
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/// <summary>
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/// <para>Set room scene</para>
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/// <para>设置房间场景</para>
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/// </summary>
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PackedScene? RoomScene { get; set; }
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/// <summary>
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/// <para>Tile map</para>
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/// <para>瓦片地图</para>
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/// </summary>
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TileMap? TileMap { get; set; }
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/// <summary>
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/// <para>Gets the root node of the room</para>
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/// <para>获取房间的根节点</para>
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/// </summary>
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Node2D? RootNode { get; }
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/// <summary>
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/// <para>The room holds the corresponding slot data</para>
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/// <para>房间持有对应的插槽数据</para>
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/// </summary>
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RoomSlot?[]? RoomSlots { get; }
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}
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@ -1,4 +1,6 @@
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namespace ColdMint.scripts.map.interfaces;
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using ColdMint.scripts.map.room;
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namespace ColdMint.scripts.map.interfaces;
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/// <summary>
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/// <para>Room holder</para>
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/// </remarks>
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public interface IRoomHolder
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{
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bool AddRoom(IRoom room);
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bool AddRoom(Room room);
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/// <summary>
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/// <para>LastRoom</para>
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/// <para>最后添加的房间</para>
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/// </summary>
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IRoom? LastRoom { get; }
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Room? LastRoom { get; }
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/// <summary>
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/// <para>Number of rooms that have been placed</para>
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using System.Threading.Tasks;
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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.room;
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using Godot;
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namespace ColdMint.scripts.map.interfaces;
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/// </summary>
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public interface IRoomPlacementStrategy
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{
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/// <summary>
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/// <para>Place the room in the designated location</para>
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/// <para>在指定的位置放置房间</para>
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/// </summary>
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/// <param name="roomPlacementData">
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///<para>Room placement information</para>
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///<para>房间放置信息</para>
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/// </param>
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/// <returns>
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///<para>Placement success or not</para>
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///<para>是否放置成功</para>
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/// </returns>
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public Task<bool> PlaceRoom(RoomPlacementData roomPlacementData);
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/// <summary>
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/// <para>Place the room in the designated location</para>
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/// <para>在指定的位置放置房间</para>
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/// </summary>
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/// <param name="mapRoot"></param>
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/// <param name="roomPlacementData">
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/// <para>Room placement information</para>
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/// <para>房间放置信息</para>
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/// </param>
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/// <returns>
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/// <para>Placement success or not</para>
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/// <para>是否放置成功</para>
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/// </returns>
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public Task<bool> PlaceRoom(Node mapRoot, RoomPlacementData roomPlacementData);
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/// <summary>
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/// <para>Calculate new room placement information</para>
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///<para>欲放置的新房间数据</para>
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/// </param>
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/// <returns></returns>
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public Task<RoomPlacementData?> CalculateNewRoomPlacementData(IRoom? parentRoomNode, RoomNodeData newRoomNodeData);
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public Task<RoomPlacementData?> CalculateNewRoomPlacementData(Room? parentRoomNode, RoomNodeData newRoomNodeData);
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}
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@ -1,28 +0,0 @@
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namespace ColdMint.scripts.map.interfaces;
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/// <summary>
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/// <para>Room provider</para>
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/// <para>房间提供者</para>
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/// </summary>
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/// <remarks>
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///<para>Responsible for providing room templates for map generator.</para>
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///<para>负责为地图生成器提供房间模板。</para>
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/// </remarks>
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public interface IRoomProvider
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{
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/// <summary>
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/// <para>Initial room</para>
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/// <para>初始房间</para>
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/// </summary>
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IRoomTemplate? InitialRoom { get; set; }
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/// <summary>
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/// <para>Acquire room assets</para>
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/// <para>获取房间资产</para>
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/// </summary>
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/// <param name="index"></param>
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/// <param name="config"></param>
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/// <returns></returns>
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IRoomTemplate? GetRoomRes(int index, IMapGeneratorConfig config);
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}
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@ -1,5 +1,6 @@
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using System.Threading.Tasks;
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using ColdMint.scripts.map.dateBean;
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using ColdMint.scripts.map.room;
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namespace ColdMint.scripts.map.interfaces;
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/// <param name="mainRoom"></param>
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/// <param name="newRoom"></param>
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/// <returns></returns>
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Task<bool> IsMatch(IRoom? mainRoom, IRoom newRoom);
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Task<bool> IsMatch(Room? mainRoom, Room newRoom);
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/// <summary>
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using System.Collections.Generic;
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using ColdMint.scripts.debug;
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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.utils;
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using Godot;
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///<para>The room template is like a jigsaw puzzle and participates in the map building process.</para>
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///<para>房间模板就像一个拼图,参与到地图的构建过程中。</para>
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/// </remarks>
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public class Room : IRoom
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public class Room
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{
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private Node2D? _rootNode;
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private RoomSlot?[]? _roomSlots;
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@ -1,4 +1,4 @@
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using ColdMint.scripts.map.interfaces;
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using System.Collections.Generic;
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using Godot;
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namespace ColdMint.scripts.map.room;
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/// </summary>
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public static class RoomFactory
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{
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/// <summary>
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/// <para>A room template sets a path to a room resource</para>
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/// <para>房间模板集转房间资源路径</para>
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/// </summary>
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/// <param name="roomTemplateSet"></param>
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/// <returns>
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/// <para>Returned value Checked for the existence of the file.</para>
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/// <para>返回值已检验文件是否存在。</para>
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/// </returns>
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public static string[] RoomTemplateSetToRoomRes(string[] roomTemplateSet)
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{
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var resList = new List<string>();
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foreach (var roomTemplate in roomTemplateSet)
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{
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//Detects whether it is a folder
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//检测是否为文件夹
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if (DirAccess.DirExistsAbsolute(roomTemplate))
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{
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using var dir = DirAccess.Open(roomTemplate);
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if (dir != null)
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{
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dir.ListDirBegin();
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var fileName = dir.GetNext();
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while (!string.IsNullOrEmpty(fileName))
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{
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if (!dir.CurrentIsDir())
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{
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resList.Add(fileName);
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}
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fileName = dir.GetNext();
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}
|
||||
}
|
||||
}
|
||||
|
||||
if (FileAccess.FileExists(roomTemplate))
|
||||
{
|
||||
resList.Add(roomTemplate);
|
||||
}
|
||||
}
|
||||
|
||||
return resList.ToArray();
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// <para>CreateRoom</para>
|
||||
/// <para>创建房间模板</para>
|
||||
/// </summary>
|
||||
/// <param name="resPath"></param>
|
||||
/// <returns></returns>
|
||||
public static IRoom CreateRoom(string resPath)
|
||||
public static Room? CreateRoom(string resPath)
|
||||
{
|
||||
//If the file does not exist, null is returned
|
||||
//如果文件不存在,则返回null
|
||||
var exists = FileAccess.FileExists(resPath);
|
||||
if (!exists)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
var room = new Room
|
||||
{
|
||||
RoomScene = GD.Load<PackedScene>(resPath)
|
||||
|
|
|
@ -1,19 +1,20 @@
|
|||
using System.Collections.Generic;
|
||||
using ColdMint.scripts.map.interfaces;
|
||||
using ColdMint.scripts.map.room;
|
||||
|
||||
namespace ColdMint.scripts.map.roomHolder;
|
||||
|
||||
public class RoomHolder : IRoomHolder
|
||||
{
|
||||
private readonly List<IRoom> _rooms = new List<IRoom>();
|
||||
private readonly List<Room> _rooms = new List<Room>();
|
||||
|
||||
public bool AddRoom(IRoom room)
|
||||
public bool AddRoom(Room room)
|
||||
{
|
||||
_rooms.Add(room);
|
||||
return true;
|
||||
}
|
||||
|
||||
public IRoom? LastRoom
|
||||
public Room? LastRoom
|
||||
{
|
||||
get
|
||||
{
|
||||
|
|
|
@ -2,6 +2,7 @@
|
|||
using ColdMint.scripts.levelGraphEditor;
|
||||
using ColdMint.scripts.map.dateBean;
|
||||
using ColdMint.scripts.map.interfaces;
|
||||
using ColdMint.scripts.map.room;
|
||||
using Godot;
|
||||
|
||||
namespace ColdMint.scripts.map.RoomPlacer;
|
||||
|
@ -16,19 +17,88 @@ namespace ColdMint.scripts.map.RoomPlacer;
|
|||
/// </remarks>
|
||||
public class PatchworkRoomPlacementStrategy : IRoomPlacementStrategy
|
||||
{
|
||||
public Task<bool> PlaceRoom(RoomPlacementData roomPlacementData)
|
||||
private readonly Vector2 _halfCell = new Vector2(Config.CellSize / 2f, Config.CellSize / 2f);
|
||||
|
||||
public Task<bool> PlaceRoom(Node mapRoot, RoomPlacementData roomPlacementData)
|
||||
{
|
||||
throw new System.NotImplementedException();
|
||||
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;
|
||||
rootNode.Reparent(mapRoot);
|
||||
rootNode.Position = roomPlacementData.Position.Value;
|
||||
return Task.FromResult(true);
|
||||
}
|
||||
|
||||
public Task<RoomPlacementData?> GetStartRoomPlacementData(RoomNodeData startRoomNodeData)
|
||||
public Task<RoomPlacementData?> CalculateNewRoomPlacementData(Room? parentRoomNode, RoomNodeData newRoomNodeData)
|
||||
{
|
||||
throw new System.NotImplementedException();
|
||||
if (newRoomNodeData.RoomTemplateSet == null || newRoomNodeData.RoomTemplateSet.Length == 0)
|
||||
{
|
||||
return Task.FromResult<RoomPlacementData?>(null);
|
||||
}
|
||||
|
||||
var roomResArray = RoomFactory.RoomTemplateSetToRoomRes(newRoomNodeData.RoomTemplateSet);
|
||||
if (parentRoomNode == null)
|
||||
{
|
||||
//No parent node is set, which we think is the starting room.
|
||||
//没有设置父节点,我们认为是起点房间。
|
||||
//TODO:在这里兼容世界种子。
|
||||
var roomPlacementData = new RoomPlacementData
|
||||
{
|
||||
Room = RoomFactory.CreateRoom(roomResArray[0]),
|
||||
Position = Vector2.Zero
|
||||
};
|
||||
return Task.FromResult<RoomPlacementData?>(roomPlacementData);
|
||||
}
|
||||
else
|
||||
{
|
||||
//TODO:在这里实现房间的放置策略。
|
||||
return Task.FromResult<RoomPlacementData?>(null);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public Task<RoomPlacementData?> CalculateNewRoomPlacementData(IRoom parentRoomNode, RoomNodeData newRoomNodeData)
|
||||
private Task<Vector2?> CalculatedPosition(Room mainRoom, Room newRoom, RoomSlot? mainRoomSlot,
|
||||
RoomSlot? newRoomSlot,bool roomSlotOverlap)
|
||||
{
|
||||
throw new System.NotImplementedException();
|
||||
if (mainRoom.RootNode == null || mainRoom.TileMap == null || newRoom.TileMap == null || mainRoomSlot == null ||
|
||||
newRoomSlot == null)
|
||||
{
|
||||
return Task.FromResult<Vector2?>(null);
|
||||
}
|
||||
|
||||
//计算主插槽中点在世界中的位置。
|
||||
//mainRoom.RootNode.Position意为房间所在的世界位置
|
||||
//mainRoom.TileMap.MapToLocal(mainRoomSlot.StartPosition)意为主插槽在房间中的位置
|
||||
var result = mainRoom.RootNode.Position + mainRoom.TileMap.MapToLocal(mainRoomSlot.StartPosition);
|
||||
if (roomSlotOverlap)
|
||||
{
|
||||
//执行减法,从槽中点偏移到左上角
|
||||
result -= _halfCell;
|
||||
}
|
||||
else
|
||||
{
|
||||
//执行减法,从槽中点偏移到右下角
|
||||
result += _halfCell;
|
||||
}
|
||||
//我们不能将新房间的原点设置在主房间槽的左上角或右下角,这会导致插槽不对应。
|
||||
|
||||
//竖直槽,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);
|
||||
}
|
||||
}
|
|
@ -1,6 +1,7 @@
|
|||
using System.Threading.Tasks;
|
||||
using ColdMint.scripts.map.dateBean;
|
||||
using ColdMint.scripts.map.interfaces;
|
||||
using ColdMint.scripts.map.room;
|
||||
|
||||
namespace ColdMint.scripts.map.slotsMatcher;
|
||||
|
||||
|
@ -9,7 +10,7 @@ public class RoomSlotsMatcher : IRoomSlotsMatcher
|
|||
private RoomSlot? _lastMatchedMainSlot;
|
||||
private RoomSlot? _lastMatchedMinorSlot;
|
||||
|
||||
public Task<bool> IsMatch(IRoom? mainRoom, IRoom newRoom)
|
||||
public Task<bool> IsMatch(Room? mainRoom, Room newRoom)
|
||||
{
|
||||
if (mainRoom == null)
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue
Block a user