using System.Threading.Tasks; 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; /// /// Patchwork room placement strategy /// 拼接的房间放置策略 /// /// ///Under this strategy, think of each room template as a puzzle piece, find their "slots", and then connect them together. ///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。 /// public class PatchworkRoomPlacementStrategy : IRoomPlacementStrategy { private readonly Vector2 _halfCell = new Vector2(Config.CellSize / 2f, Config.CellSize / 2f); public Task PlaceRoom(Node mapRoot, RoomPlacementData roomPlacementData) { if (roomPlacementData.Room == null || roomPlacementData.Position == null) { return Task.FromResult(false); } if (roomPlacementData.Room.RootNode == null) { return Task.FromResult(false); } var rootNode = roomPlacementData.Room.RootNode; rootNode.Reparent(mapRoot); rootNode.Position = roomPlacementData.Position.Value; return Task.FromResult(true); } public Task CalculateNewRoomPlacementData(Room? parentRoomNode, RoomNodeData newRoomNodeData) { if (newRoomNodeData.RoomTemplateSet == null || newRoomNodeData.RoomTemplateSet.Length == 0) { return Task.FromResult(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); } else { //TODO:在这里实现房间的放置策略。 return Task.FromResult(null); } } private Task CalculatedPosition(Room mainRoom, Room newRoom, RoomSlot? mainRoomSlot, RoomSlot? newRoomSlot,bool roomSlotOverlap) { if (mainRoom.RootNode == null || mainRoom.TileMap == null || newRoom.TileMap == null || mainRoomSlot == null || newRoomSlot == null) { return Task.FromResult(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(result); } }