Add the Generate map button used in the test to adjust the room selection algorithm.
加入测试使用的生成地图按钮,调整房间的选取算法。
This commit is contained in:
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4023d1d870
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@ -5,6 +5,36 @@
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"ToId": "4ae948ea-82b7-4b2d-bec2-19ed8a9d4c03",
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"ToId": "4ae948ea-82b7-4b2d-bec2-19ed8a9d4c03",
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"ToId": "9d764cca-5057-470a-976d-ba472a21e2cc",
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"FromPort": 0,
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{
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"FromId": "9d764cca-5057-470a-976d-ba472a21e2cc",
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"ToId": "08c9d2be-6174-4efe-91fc-e1b205c4dd53",
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"FromPort": 0,
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"ToPort": 0
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},
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{
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"FromId": "08c9d2be-6174-4efe-91fc-e1b205c4dd53",
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"ToId": "55d2ef86-49d0-4f8c-9f06-286673a5e1da",
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"FromPort": 0,
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"ToPort": 0
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},
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{
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"FromId": "55d2ef86-49d0-4f8c-9f06-286673a5e1da",
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"ToId": "07cc5f19-df5c-44aa-9997-81e48f4e2c4e",
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"FromPort": 0,
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"ToPort": 0
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},
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{
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"FromId": "07cc5f19-df5c-44aa-9997-81e48f4e2c4e",
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"ToId": "ea62a8ef-5575-4259-814a-b3454ff688f5",
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"FromPort": 0,
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"ToPort": 0
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}
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}
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],
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],
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"RoomNodeDataList": [
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"RoomNodeDataList": [
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@ -19,6 +49,51 @@
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"StartingRoom"
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"StartingRoom"
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]
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]
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},
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},
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{
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"Id": "9d764cca-5057-470a-976d-ba472a21e2cc",
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"Title": "房间3",
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"Description": "",
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"RoomTemplateSet": [
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"res://prefab/roomTemplates/dungeon"
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],
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"Tags": null
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},
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{
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"Id": "08c9d2be-6174-4efe-91fc-e1b205c4dd53",
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"Title": "房间4",
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"Description": "",
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"RoomTemplateSet": [
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"res://prefab/roomTemplates/dungeon"
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],
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"Tags": null
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},
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{
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"Id": "55d2ef86-49d0-4f8c-9f06-286673a5e1da",
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"Title": "房间5",
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"Description": "",
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"RoomTemplateSet": [
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"res://prefab/roomTemplates/dungeon"
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],
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"Tags": null
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},
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{
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"Id": "ea62a8ef-5575-4259-814a-b3454ff688f5",
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"Title": "房间7",
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"Description": "",
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"RoomTemplateSet": [
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"res://prefab/roomTemplates/dungeon"
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],
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"Tags": null
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},
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{
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"Id": "07cc5f19-df5c-44aa-9997-81e48f4e2c4e",
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"Title": "房间6",
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"Description": "",
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"RoomTemplateSet": [
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"res://prefab/roomTemplates/dungeon"
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],
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"Tags": null
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},
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{
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{
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"Id": "4ae948ea-82b7-4b2d-bec2-19ed8a9d4c03",
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"Id": "4ae948ea-82b7-4b2d-bec2-19ed8a9d4c03",
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"Title": "大厅",
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"Title": "大厅",
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@ -28,3 +28,4 @@ filename,文件名,File name,ファイル名
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cancel,取消,Cancel,キャンセル
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cancel,取消,Cancel,キャンセル
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load,加载,Load,ろーど
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load,加载,Load,ろーど
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delete_selected_node,删除选中的节点,Delete selected node,選択されたノードを削除します
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delete_selected_node,删除选中的节点,Delete selected node,選択されたノードを削除します
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re_create_map,重新创建地图,Re-create map,地図を再作成します
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@ -67,6 +67,22 @@ grow_horizontal = 0
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horizontal_alignment = 2
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horizontal_alignment = 2
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script = ExtResource("5_dis4v")
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script = ExtResource("5_dis4v")
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[node name="RecreateMapButton" type="Button" parent="CanvasLayer/Control"]
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layout_mode = 0
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offset_right = 8.0
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offset_bottom = 8.0
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text = "re_create_map"
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[node name="SeedLabel" type="Label" parent="CanvasLayer/Control"]
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layout_mode = 1
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anchors_preset = 5
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anchor_left = 0.5
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anchor_right = 0.5
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offset_left = -20.0
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offset_right = 20.0
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offset_bottom = 25.0
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grow_horizontal = 2
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[node name="ProjectileContainer" type="Node2D" parent="."]
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[node name="ProjectileContainer" type="Node2D" parent="."]
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[node name="DamageNumberContainer" type="Node2D" parent="."]
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[node name="DamageNumberContainer" type="Node2D" parent="."]
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@ -11,6 +11,8 @@ namespace ColdMint.scripts.loader.sceneLoader;
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public partial class GameSceneLoader : SceneLoaderTemplate
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public partial class GameSceneLoader : SceneLoaderTemplate
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{
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{
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private Label? _seedLabel;
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public override Task InitializeData()
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public override Task InitializeData()
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{
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{
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//加载血条场景
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//加载血条场景
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@ -30,14 +32,41 @@ public partial class GameSceneLoader : SceneLoaderTemplate
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public override async Task LoadScene()
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public override async Task LoadScene()
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{
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{
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var debugMode = Config.IsDebug();
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var recreateMapButton = GetNodeOrNull<Button>("CanvasLayer/Control/RecreateMapButton");
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if (recreateMapButton != null)
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{
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recreateMapButton.Visible = debugMode;
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recreateMapButton.Pressed += () => { _ = GenerateMap(); };
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}
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_seedLabel = GetNodeOrNull<Label>("CanvasLayer/Control/SeedLabel");
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if (_seedLabel != null)
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{
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_seedLabel.Visible = Config.IsDebug();
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}
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MapGenerator.MapRoot = GetNode<Node>("MapRoot");
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MapGenerator.MapRoot = GetNode<Node>("MapRoot");
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MapGenerator.LayoutStrategy = new TestLayoutStrategy();
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MapGenerator.LayoutStrategy = new TestLayoutStrategy();
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MapGenerator.LayoutParsingStrategy = new SequenceLayoutParsingStrategy();
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MapGenerator.LayoutParsingStrategy = new SequenceLayoutParsingStrategy();
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MapGenerator.RoomPlacementStrategy = new PatchworkRoomPlacementStrategy();
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MapGenerator.RoomPlacementStrategy = new PatchworkRoomPlacementStrategy();
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//Test the seeds used
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await GenerateMap();
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//2531276826 Right-Down和Left-Down匹配成功
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}
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//4208831693 Left-Down和Right-Up匹配成功
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MapGenerator.Seed = "2531276826";
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/// <summary>
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/// <para>Generate map</para>
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/// <para>生成地图</para>
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/// </summary>
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private async Task GenerateMap()
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{
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MapGenerator.Seed = GuidUtils.GetGuid();
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if (_seedLabel != null)
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{
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//If you have a seedLabel, then set the seed to it.
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//如果有seedLabel,那么将种子设置上去。
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_seedLabel.Text = "Seed:" + MapGenerator.Seed;
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}
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await MapGenerator.GenerateMap();
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await MapGenerator.GenerateMap();
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}
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}
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}
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}
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@ -1,7 +1,6 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using System.Threading.Tasks;
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using ColdMint.scripts.debug;
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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.dateBean;
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using ColdMint.scripts.map.interfaces;
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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.LayoutParsingStrategy;
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@ -97,6 +96,7 @@ public static class MapGenerator
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return;
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return;
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}
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}
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NodeUtils.DeleteAllChild(_mapRoot);
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//Get the layout data
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//Get the layout data
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//拿到布局图数据
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//拿到布局图数据
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var levelGraphEditorSaveData = await _layoutStrategy.GetLayout();
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var levelGraphEditorSaveData = await _layoutStrategy.GetLayout();
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@ -1,10 +1,10 @@
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using System.Threading.Tasks;
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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.debug;
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using ColdMint.scripts.levelGraphEditor;
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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.dateBean;
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using ColdMint.scripts.map.interfaces;
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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.map.room;
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using ColdMint.scripts.utils;
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using Godot;
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using Godot;
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namespace ColdMint.scripts.map.RoomPlacer;
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namespace ColdMint.scripts.map.RoomPlacer;
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/// </remarks>
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/// </remarks>
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public class PatchworkRoomPlacementStrategy : IRoomPlacementStrategy
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public class PatchworkRoomPlacementStrategy : IRoomPlacementStrategy
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{
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{
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private readonly Vector2 _halfCell = new Vector2(Config.CellSize / 2f, Config.CellSize / 2f);
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public Task<bool> PlaceRoom(Node mapRoot, RoomPlacementData roomPlacementData)
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public Task<bool> PlaceRoom(Node mapRoot, RoomPlacementData roomPlacementData)
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{
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{
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if (roomPlacementData.Room == null || roomPlacementData.Position == null)
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if (roomPlacementData.Room == null || roomPlacementData.Position == null)
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return Task.FromResult<RoomPlacementData?>(null);
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return Task.FromResult<RoomPlacementData?>(null);
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}
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}
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//Matches unmatched slots.
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//Saves all data in the room template that matches the parent room.
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//对未匹配的插槽进行匹配。
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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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foreach (var roomRes in roomResArray)
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{
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{
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var newRoom = RoomFactory.CreateRoom(roomRes);
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var newRoom = RoomFactory.CreateRoom(roomRes);
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//Create a room, try to use the room slot to match the existing room slot.
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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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//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) continue;
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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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if (mainRoomSlot == null || newRoomSlot == null)
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{
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{
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continue;
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continue;
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Room = newRoom,
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Room = newRoom,
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Position = position
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Position = position
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};
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};
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return Task.FromResult<RoomPlacementData?>(roomPlacementData);
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useableRoomPlacementData.Add(roomPlacementData);
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}
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}
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return Task.FromResult<RoomPlacementData?>(null);
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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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}
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public Task<RoomPlacementData?> CalculatePlacementDataForStartingRoom(RandomNumberGenerator randomNumberGenerator,
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public Task<RoomPlacementData?> CalculatePlacementDataForStartingRoom(RandomNumberGenerator randomNumberGenerator,
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@ -127,6 +137,8 @@ public class PatchworkRoomPlacementStrategy : IRoomPlacementStrategy
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/// </summary>
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/// </summary>
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/// <param name="mainRoom"></param>
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/// <param name="mainRoom"></param>
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/// <param name="newRoom"></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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/// <returns></returns>
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public Task<bool> IsMatch(Room? mainRoom, Room newRoom, out RoomSlot? outMainRoomSlot, out RoomSlot? outNewRoomSlot)
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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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{
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if (result.Y < 0)
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if (result.Y < 0)
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{
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{
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result.Y += Config.CellSize;
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result.Y += Config.CellSize;
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}else
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}
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else
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{
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{
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result.Y -= Config.CellSize;
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result.Y -= Config.CellSize;
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}
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}
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