Add sequential layout diagram parsing policies.

添加顺序的布局图解析策略。
This commit is contained in:
Cold-Mint 2024-05-19 22:32:34 +08:00
parent b5b79eccc1
commit dd2577cfd0
Signed by: Cold-Mint
GPG Key ID: C5A9BF8A98E0CE99
9 changed files with 354 additions and 6 deletions

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@ -0,0 +1,83 @@
{
"ConnectionDataList": [
{
"FromId": "c0255eb6-2c75-44f7-9058-0921fe8fb0d8",
"ToId": "4ae948ea-82b7-4b2d-bec2-19ed8a9d4c03",
"FromPort": 0,
"ToPort": 0
},
{
"FromId": "4ae948ea-82b7-4b2d-bec2-19ed8a9d4c03",
"ToId": "c604e1ef-f3e7-4189-a6f7-ab2bd23d5130",
"FromPort": 0,
"ToPort": 0
},
{
"FromId": "4ae948ea-82b7-4b2d-bec2-19ed8a9d4c03",
"ToId": "bb9da3f9-911f-465f-af2e-be1325f17d15",
"FromPort": 0,
"ToPort": 0
},
{
"FromId": "c604e1ef-f3e7-4189-a6f7-ab2bd23d5130",
"ToId": "c9e860b9-e001-4b9b-9e6d-adf132beb64f",
"FromPort": 0,
"ToPort": 0
},
{
"FromId": "bb9da3f9-911f-465f-af2e-be1325f17d15",
"ToId": "c9e860b9-e001-4b9b-9e6d-adf132beb64f",
"FromPort": 0,
"ToPort": 0
}
],
"RoomNodeDataList": [
{
"Id": "c0255eb6-2c75-44f7-9058-0921fe8fb0d8",
"Title": "起点房间",
"Description": "测试的起点房间。",
"RoomTemplateSet": [
"res://prefab/roomTemplates/dungeon/initialRoom.tscn"
],
"Tags": [
"StartingRoom"
]
},
{
"Id": "4ae948ea-82b7-4b2d-bec2-19ed8a9d4c03",
"Title": "大厅",
"Description": "比普通房间要大一些的房间,有多个门,用于连接到其他房间。",
"RoomTemplateSet": [
"res://prefab/roomTemplates/dungeon/utilityRoom.tscn"
],
"Tags": null
},
{
"Id": "c604e1ef-f3e7-4189-a6f7-ab2bd23d5130",
"Title": "普通房间1",
"Description": "测试使用。",
"RoomTemplateSet": [
"res://prefab/roomTemplates/dungeon"
],
"Tags": null
},
{
"Id": "bb9da3f9-911f-465f-af2e-be1325f17d15",
"Title": "普通房间2",
"Description": "测试使用。",
"RoomTemplateSet": [
"res://prefab/roomTemplates/dungeon"
],
"Tags": null
},
{
"Id": "c9e860b9-e001-4b9b-9e6d-adf132beb64f",
"Title": "Boos房间",
"Description": "关卡结束的地方。",
"RoomTemplateSet": [
"res://prefab/roomTemplates/dungeon"
],
"Tags": null
}
]
}

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@ -3,6 +3,8 @@ using ColdMint.scripts.character;
using ColdMint.scripts.debug;
using ColdMint.scripts.inventory;
using ColdMint.scripts.map;
using ColdMint.scripts.map.LayoutParsingStrategy;
using ColdMint.scripts.map.layoutStrategy;
using ColdMint.scripts.map.room;
using ColdMint.scripts.map.roomHolder;
using ColdMint.scripts.map.RoomPlacer;
@ -34,6 +36,7 @@ public partial class GameSceneLoader : SceneLoaderTemplate
public override async Task LoadScene()
{
MapGenerator.LayoutStrategy = new TestLayoutStrategy();
MapGenerator.LayoutParsingStrategy = new SequenceLayoutParsingStrategy();
}
}

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@ -4,7 +4,7 @@ using Godot;
namespace ColdMint.scripts.loader.sceneLoader;
/// <summary>
/// <para>场景加载器模板</para>
/// <para>The scene loader template</para>
/// <para>场景加载器模板</para>
/// </summary>
public partial class SceneLoaderTemplate : Node2D, ISceneLoaderContract

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@ -1,7 +1,7 @@
using System.Threading.Tasks;
using ColdMint.scripts.levelGraphEditor;
namespace ColdMint.scripts.map;
namespace ColdMint.scripts.map.LayoutParsingStrategy;
/// <summary>
/// <para>Layout parsing strategy</para>

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@ -0,0 +1,215 @@
using System.Collections.Generic;
using System.Threading.Tasks;
using ColdMint.scripts.levelGraphEditor;
namespace ColdMint.scripts.map.LayoutParsingStrategy;
/// <summary>
/// <para>Sequential layout diagram parsing strategy</para>
/// <para>顺序的布局图解析策略</para>
/// </summary>
/// <remarks>
///<para>Traverse from the start element to the end element according to the ConnectionDataList. This policy considers the first element of the ConnectionDataList to be the fixed starting room information.</para>
///<para>按照ConnectionDataList从起始元素遍历到末项元素。本策略认为ConnectionDataList的首个元素为固定的起始房间信息。</para>
/// <para></para>
/// <para>This policy's Next() method does not return rooms that are not connected except for the start room</para>
/// <para>本策略Next()方法不会返回除了起始房间外,没有连接的房间</para>
/// </remarks>
public class SequenceLayoutParsingStrategy : ILayoutParsingStrategy
{
private LevelGraphEditorSaveData? _levelGraphEditorSaveData;
//Check whether data Settings are valid
//设置数据时,是否检查合法了
private bool _checkLegality;
//A special marker for the starting room.
//特殊标记,代表起始房间。
private const int StartingRoomIndex = -1;
//The connection index of the query
//查询的连接索引
private int _index = StartingRoomIndex;
private int _maxIndex;
private Dictionary<string, RoomNodeData> _roomNodeDataDictionary = new Dictionary<string, RoomNodeData>();
public void SetLevelGraph(LevelGraphEditorSaveData levelGraphEditorSaveData)
{
_index = StartingRoomIndex;
_levelGraphEditorSaveData = levelGraphEditorSaveData;
if (_levelGraphEditorSaveData.RoomNodeDataList == null || _levelGraphEditorSaveData.RoomNodeDataList.Count == 0)
{
//No room data, unable to parse.
//没有房间数据,无法解析。
return;
}
if (_levelGraphEditorSaveData.ConnectionDataList == null ||
_levelGraphEditorSaveData.ConnectionDataList.Count == 0)
{
_maxIndex = 0;
}
else
{
_maxIndex = _levelGraphEditorSaveData.ConnectionDataList.Count - 1;
}
_roomNodeDataDictionary.Clear();
foreach (var roomNodeData in _levelGraphEditorSaveData.RoomNodeDataList)
{
if (roomNodeData.Id == null)
{
continue;
}
_roomNodeDataDictionary.Add(roomNodeData.Id, roomNodeData);
}
//Check that the first room is the starting room.
//检查首个房间是否为起始房间。
var firstRoom = GetFirstRoom(_levelGraphEditorSaveData);
if (firstRoom == null)
{
return;
}
_checkLegality = firstRoom.HasTag(Config.RoomDataTag.StartingRoom);
}
/// <summary>
/// <para>Get the first room</para>
/// <para>获取第一个房间</para>
/// </summary>
/// <param name="levelGraphEditorSaveData"></param>
/// <returns></returns>
private RoomNodeData? GetFirstRoom(LevelGraphEditorSaveData? levelGraphEditorSaveData)
{
if (levelGraphEditorSaveData == null || levelGraphEditorSaveData.RoomNodeDataList == null ||
levelGraphEditorSaveData.RoomNodeDataList.Count == 0)
{
return null;
}
RoomNodeData? firstRoom = null;
if (levelGraphEditorSaveData.ConnectionDataList == null ||
levelGraphEditorSaveData.ConnectionDataList.Count == 0)
{
//If there is no connection information, then fetch the first room in the RoomNodeDataList.
//如果没有连接信息那么在RoomNodeDataList内取出第一个房间。
firstRoom = levelGraphEditorSaveData.RoomNodeDataList[0];
}
else
{
//If there is connection information, then fetch the first connected From room in the ConnectionDataList.
//如果有连接信息那么在ConnectionDataList内取出第一个连接的From房间。
var firstConnection = levelGraphEditorSaveData.ConnectionDataList[0];
if (firstConnection.FromId == null)
{
return firstRoom;
}
if (_roomNodeDataDictionary.TryGetValue(firstConnection.FromId, out var value))
{
firstRoom = value;
}
}
return firstRoom;
}
public Task<RoomNodeData?> Next()
{
if (_index == StartingRoomIndex)
{
return Task.FromResult(GetFirstRoom(_levelGraphEditorSaveData));
}
var connectionData = GetIndexOfConnectionData(_index);
if (connectionData == null)
{
return Task.FromResult<RoomNodeData?>(null);
}
if (connectionData.ToId == null)
{
return Task.FromResult<RoomNodeData?>(null);
}
if (_roomNodeDataDictionary.TryGetValue(connectionData.ToId, out var value))
{
return Task.FromResult<RoomNodeData?>(value);
}
return Task.FromResult<RoomNodeData?>(null);
}
/// <summary>
/// <para>Gets connection information for the specified location</para>
/// <para>获取指定位置的连接信息</para>
/// </summary>
/// <param name="index"></param>
/// <returns></returns>
private ConnectionData? GetIndexOfConnectionData(int index)
{
if (_levelGraphEditorSaveData == null)
{
return null;
}
if (_levelGraphEditorSaveData.ConnectionDataList == null ||
_levelGraphEditorSaveData.ConnectionDataList.Count == 0)
{
return null;
}
return _levelGraphEditorSaveData.ConnectionDataList[index];
}
public Task<string?> GetNextParentNodeId()
{
if (_index == StartingRoomIndex)
{
//The start room will not have a parent node.
//起始房间不会有父节点。
return Task.FromResult<string?>(null);
}
var connectionData = GetIndexOfConnectionData(_index);
if (connectionData == null)
{
return Task.FromResult<string?>(null);
}
if (connectionData.FromId == null)
{
return Task.FromResult<string?>(null);
}
if (_roomNodeDataDictionary.ContainsKey(connectionData.FromId))
{
return Task.FromResult<string?>(connectionData.FromId);
}
return Task.FromResult<string?>(null);
}
public Task<bool> HasNext()
{
if (!_checkLegality)
{
//If the check is not valid, then simply return false
//如果检查不合法那么直接返回false
return Task.FromResult(false);
}
if (_index == StartingRoomIndex)
{
//The start room is always considered to have the next room, in order to handle situations where levelGraphEditorSaveData has only room data and no connection data.
//起始房间始终被认为有下一个房间这是为了处理levelGraphEditorSaveData仅有房间数据没有连接数据的情况。
_index++;
return Task.FromResult(true);
}
return Task.FromResult(_index < _maxIndex);
}
}

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@ -2,6 +2,8 @@
using System.Threading.Tasks;
using ColdMint.scripts.debug;
using ColdMint.scripts.map.interfaces;
using ColdMint.scripts.map.LayoutParsingStrategy;
using ColdMint.scripts.map.layoutStrategy;
namespace ColdMint.scripts.map;
@ -67,7 +69,8 @@ public static class MapGenerator
//Get the layout data
//拿到布局图数据
var levelGraphEditorSaveData = await _layoutStrategy.GetLayout();
if (levelGraphEditorSaveData.RoomNodeDataList == null || levelGraphEditorSaveData.RoomNodeDataList.Count == 0)
if (levelGraphEditorSaveData == null || levelGraphEditorSaveData.RoomNodeDataList == null ||
levelGraphEditorSaveData.RoomNodeDataList.Count == 0)
{
LogCat.LogError("map_generator_attempts_to_parse_empty_layout_diagrams");
return;

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@ -1,7 +1,7 @@
using System.Threading.Tasks;
using ColdMint.scripts.levelGraphEditor;
namespace ColdMint.scripts.map;
namespace ColdMint.scripts.map.layoutStrategy;
public interface ILayoutStrategy
{
@ -10,5 +10,5 @@ public interface ILayoutStrategy
/// <para>获取布局图</para>
/// </summary>
/// <returns></returns>
public Task<LevelGraphEditorSaveData> GetLayout();
public Task<LevelGraphEditorSaveData?> GetLayout();
}

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@ -0,0 +1,32 @@
using System.Threading.Tasks;
using ColdMint.scripts.levelGraphEditor;
using ColdMint.scripts.serialization;
using Godot;
namespace ColdMint.scripts.map.layoutStrategy;
/// <summary>
/// <para>Layout selection strategy to use at test time</para>
/// <para>测试时使用的布局选择策略</para>
/// </summary>
public class TestLayoutStrategy : ILayoutStrategy
{
private string _path = "res://data/levelGraphs/test.json";
public Task<LevelGraphEditorSaveData?> GetLayout()
{
var exists = FileAccess.FileExists(_path);
if (!exists)
{
return Task.FromResult<LevelGraphEditorSaveData?>(null);
}
var json = FileAccess.GetFileAsString(_path);
if (json == null)
{
return Task.FromResult<LevelGraphEditorSaveData?>(null);
}
return Task.FromResult(JsonSerialization.Deserialize<LevelGraphEditorSaveData>(json));
}
}

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@ -43,6 +43,18 @@ public static class JsonSerialization
{
return JsonSerializer.Serialize(obj, _options);
}
/// <summary>
/// <para>Deserialize Json to an object</para>
/// <para>将Json反序列化为对象</para>
/// </summary>
/// <param name="json"></param>
/// <typeparam name="T"></typeparam>
/// <returns></returns>
public static T? Deserialize<T>(string json)
{
return JsonSerializer.Deserialize<T>(json, _options);
}
public static async Task<T?> ReadJsonFileToObj<T>(Stream openStream)
{