using System; using System.Collections.Generic; using System.Linq; using ColdMint.scripts.character; using ColdMint.scripts.debug; using ColdMint.scripts.map.dateBean; using ColdMint.scripts.utils; using Godot; namespace ColdMint.scripts.map.room; /// /// Room /// 房间模板 /// /// ///The room template is like a jigsaw puzzle and participates in the map building process. ///房间模板就像一个拼图,参与到地图的构建过程中。 /// public class Room { private Node2D? _rootNode; private RoomSlot?[]? _roomSlots; private List? _tileMapLayers; private Area2D? _area2D; private PointLight2D? _pointLight2D; private CollisionShape2D? _collisionShape2D; private bool _hasPlayer; private readonly List _characterTemplateList = []; /// /// When the player first enters the room, all nodes under this node are executed /// 当玩家首次进入房间时,会执行此节点下所有节点 /// private Node2D? _autoSpawn; /// /// Current generated wave number /// 当前生成波数 /// private int _currentWaveNumber; private readonly List _spawnedCharacterTemplateList = []; /// /// Max generated wave number /// 最大的生成波数 /// private int _maxWaveNumber; /// /// The number of times the player visits the room /// 玩家访问房间的次数 /// private int PlayerRoomVisitCount { get; set; } public string? EnterRoomEventHandlerId { get; set; } public string? ExitRoomEventHandlerId { get; set; } /// /// Get the corresponding tile layer node based on the tile name /// 根据瓦片名称获取对应的瓦片图层节点 /// /// ///We recommend using the constants defined in . ///建议使用内定义的常量。 /// /// /// Return a Layer node with the same name if it is found, otherwise null. ///如果找到了与其名称相同的Layer节点则返回它,否则返回null。 /// public TileMapLayer? GetTileMapLayer(string layerName) { return _tileMapLayers?.FirstOrDefault(tileMapLayer => tileMapLayer.Name == layerName); } /// /// Place barriers in all slots /// 在所有的槽位放置屏障 /// public void PlaceBarriersInAllSlots() { var barrier = GetTileMapLayer(Config.TileMapLayerName.Barrier); if (barrier == null) { return; } barrier.Enabled = true; } /// /// Clear all matched barriers /// 清空所有已匹配位置的屏障 /// public void ClearAllMatchedBarriers() { var barrier = GetTileMapLayer(Config.TileMapLayerName.Barrier); if (barrier == null) { return; } barrier.Enabled = false; } /// /// Places barriers in slots that do not have a match. /// 在未匹配的槽位放置屏障。 /// public void PlaceBarrierInUnmatchedSlots() { var ground = GetTileMapLayer(Config.TileMapLayerName.Ground); var barrier = GetTileMapLayer(Config.TileMapLayerName.Barrier); if (ground == null || barrier == null) { return; } if (RoomSlots == null || RoomSlots.Length == 0) { return; } foreach (var roomSlot in RoomSlots) { if (roomSlot == null) { continue; } //Place the corresponding coordinate tiles of the barrier layer on the ground level. //将屏障层的对应坐标瓦片放到地面层。 CoordinateUtils.ForEachCell(roomSlot.StartPosition, roomSlot.EndPosition, i => { if (roomSlot.Matched) { return; } var cellSourceId = barrier.GetCellSourceId(i); if (cellSourceId == -1) { return; } ground.SetCell(i, cellSourceId, barrier.GetCellAtlasCoords(i), barrier.GetCellAlternativeTile(i)); }); } barrier.Enabled = false; } /// /// ShowAllCharacterTemplate /// 显示所有角色模板 /// private void ShowAllCharacterTemplate() { LogCat.LogWithFormat("show_all_node", LogCat.LogLabel.Room, LogCat.UploadFormat, _characterTemplateList.Count); foreach (var characterTemplate in _characterTemplateList) { characterTemplate.Show(); } } /// /// HideAllCharacterTemplate /// 隐藏所有角色模板 /// private void HideAllCharacterTemplate() { LogCat.LogWithFormat("hide_all_node", LogCat.LogLabel.Room, LogCat.UploadFormat, _characterTemplateList.Count); foreach (var characterTemplate in _characterTemplateList) { characterTemplate.Hide(); } } /// /// Spawn a wave of entities /// 生成一波实体 /// private void SpawnEnemyWave() { if (PlayerRoomVisitCount != 1 || _autoSpawn == null) { return; } if (_maxWaveNumber > 0 && _currentWaveNumber == _maxWaveNumber) { //Complete all waves. //完成所有的波次。 ClearAllMatchedBarriers(); GameSceneDepend.MiniMap?.Show(); return; } NodeUtils.ForEachNode(_autoSpawn, marker => { var node2D = marker.Spawn(_currentWaveNumber); if (node2D is CharacterTemplate characterTemplate) { //The maximum wave number should be the maximum wave number produced by living organisms.For now, the player's condition for the next step is to kill all enemies. //最大波数应该是生物生成的最大波数。就目前而言,玩家进入下一步的条件是杀死所有敌人。 _maxWaveNumber = Math.Max(_maxWaveNumber, marker.GetMaxWaveNumber()); _spawnedCharacterTemplateList.Add(characterTemplate); characterTemplate.TreeExited += () => { _spawnedCharacterTemplateList.Remove(characterTemplate); if (_spawnedCharacterTemplateList.Count == 0) { //All the creatures they summoned are dead. //召唤的生物全死了。 _currentWaveNumber++; AddTimer(SpawnEnemyWave); } }; } return false; }); if (_spawnedCharacterTemplateList.Count > 0) { GameSceneDepend.MiniMap?.Hide(); AddTimer(PlaceBarriersInAllSlots); } } /// /// Add a timer node to handle some events /// 添加定时器节点处理一些事件 /// /// private void AddTimer(Action timeoutAction) { if (_rootNode == null) { return; } var timer = new Timer(); timer.Autostart = true; timer.OneShot = true; timer.WaitTime = 0.3f; timer.Timeout += () => { timeoutAction.Invoke(); timer.QueueFree(); }; NodeUtils.CallDeferredAddChild(_rootNode, timer); } /// /// When a node enters the room /// 当有节点进入房间时 /// /// private void OnEnterRoom(Node node) { if (_rootNode != null) { LogCat.LogWithFormat("enter_the_room_debug", LogCat.LogLabel.Default, LogCat.UploadFormat, node.Name, _rootNode.Name); } if (node is Player player) { _characterTemplateList.Add(player); _hasPlayer = true; PlayerRoomVisitCount++; SpawnEnemyWave(); //The player enters the room, opening up their view. //玩家进入了房间,开放视野。 if (_pointLight2D != null) { _pointLight2D.Show(); _pointLight2D.Texture = AssetHolder.White100; } GameSceneDepend.MiniMap?.ShowRoomPreview(this); ShowAllCharacterTemplate(); } else if (node is CharacterTemplate characterTemplate) { if (_hasPlayer) { characterTemplate.Show(); } else { characterTemplate.Hide(); } _characterTemplateList.Add(characterTemplate); } if (string.IsNullOrEmpty(EnterRoomEventHandlerId)) { return; } var enterRoomEventHandler = RoomEventManager.GetEnterRoomEventHandler(EnterRoomEventHandlerId); enterRoomEventHandler?.OnEnterRoom(PlayerRoomVisitCount, node, this); } /// /// When a node exits the room /// 当有节点退出房间时 /// /// private void OnExitRoom(Node node) { if (_rootNode != null) { LogCat.LogWithFormat("exit_the_room_debug", LogCat.LogLabel.Default, LogCat.UploadFormat, node.Name, _rootNode.Name); } if (node is Player player) { //The player leaves the room, hiding the view. //玩家离开了房间,隐藏视野。 _characterTemplateList.Remove(player); _hasPlayer = false; if (_pointLight2D != null) { _pointLight2D.Show(); _pointLight2D.Texture = AssetHolder.White25; } HideAllCharacterTemplate(); if (PlayerRoomVisitCount == 1 && _autoSpawn != null) { NodeUtils.ForEachNode(_autoSpawn, marker => { if (marker.CanQueueFree()) { marker.DoQueueFree(); } return false; }); } } else if (node is CharacterTemplate characterTemplate && characterTemplate.Visible) { _characterTemplateList.Remove(characterTemplate); } if (string.IsNullOrEmpty(ExitRoomEventHandlerId)) { return; } var exitRoomEventHandler = RoomEventManager.GetExitRoomEventHandler(ExitRoomEventHandlerId); exitRoomEventHandler?.OnExitRoom(node, this); } /// /// The collision shape of the room /// 房间的碰撞形状 /// public CollisionShape2D? RoomCollisionShape2D { get => _collisionShape2D; set => _collisionShape2D = value; } public Area2D? Area2D { get => _area2D; set => _area2D = value; } public PackedScene? RoomScene { get => default; set => AnalyzeRoomData(value); } /// /// Analyze the data of the room /// 解析房间的数据 /// /// private void AnalyzeRoomData(PackedScene? packedScene) { if (packedScene == null) { return; } var rootNode = NodeUtils.InstantiatePackedScene(packedScene); if (rootNode == null) { //The room node is not of Node2D type. An exception is thrown //房间节点不是Node2D类型,抛出异常 LogCat.LogError("room_root_node_must_be_node2d"); return; } _rootNode = rootNode; var tileMapNode = rootNode.GetNode("TileMap"); NodeUtils.ForEachNode(tileMapNode, node => { _tileMapLayers ??= []; _tileMapLayers.Add(node); return false; }); _area2D = rootNode.GetNode("RoomArea"); _area2D.Monitoring = true; _area2D.SetCollisionLayerValue(Config.LayerNumber.RoomArea, true); //Sets the collision layer that can be detected in the current room area. //设置当前房间区域可检测到的碰撞层。 _area2D.SetCollisionMaskValue(Config.LayerNumber.Player, true); _area2D.SetCollisionMaskValue(Config.LayerNumber.Mob, true); _area2D.BodyExited += OnExitRoom; _area2D.BodyEntered += OnEnterRoom; _collisionShape2D = _area2D.GetChild(0); _roomSlots = GetRoomSlots(GetTileMapLayer(Config.TileMapLayerName.Ground), _area2D, rootNode.GetNode("RoomSlotList")); _pointLight2D = rootNode.GetNodeOrNull("PointLight2D"); if (_pointLight2D != null) { _pointLight2D.BlendMode = Light2D.BlendModeEnum.Mix; } _autoSpawn = rootNode.GetNodeOrNull("AutoSpawn"); } public Node2D? RootNode => _rootNode; public RoomSlot?[]? RoomSlots => _roomSlots; /// /// GetRoomSlots /// 在房间内获取所有插槽 /// /// /// /// /// private RoomSlot?[]? GetRoomSlots(TileMapLayer? tileMapLayer, Area2D roomArea2D, Node2D slotList) { if (tileMapLayer == null) { return null; } var slotCount = slotList.GetChildCount(); if (slotCount == 0) { return null; } //We calculate the midpoint of the room //我们计算房间的中点 var roomAreaCollisionShape2D = roomArea2D.GetChild(0); var roomAreaRect2 = roomAreaCollisionShape2D.Shape.GetRect(); var midpoint = roomAreaCollisionShape2D.Position + roomAreaRect2.Position + roomAreaRect2.Size / 2; var roomSlots = new List(); for (var i = 0; i < slotCount; i++) { //Got the object in the room slot //拿到了房间槽对象 var area2D = slotList.GetChild(i); //Prevent other areas from detecting the room slot //禁止其他区域检测到房间槽 area2D.Monitorable = false; var collisionShape2D = area2D.GetChild(0); var rect2 = collisionShape2D.Shape.GetRect(); //Round the size of the impactor to the tile size For example, the impactor size 44 is converted to the tile size 44/32=1.375 rounded to 1 //将碰撞体的尺寸四舍五入到瓦片尺寸例如:碰撞体尺寸44,转为瓦片尺寸为 44/32=1.375 四舍五入为1 var intSize = new Vector2I((int)Math.Round(rect2.Size.X / Config.CellSize), (int)Math.Round(rect2.Size.Y / Config.CellSize)); if (intSize.X > 1 && intSize.Y > 1) { LogCat.LogError("width_or_height_of_room_slot_must_be_1"); continue; } //Gets the absolute position of the slot //获取槽位的绝对位置 var startPosition = area2D.Position + collisionShape2D.Position + rect2.Position; var endPosition = area2D.Position + collisionShape2D.Position + rect2.Position + rect2.Size; var midpointOfRoomSlots = area2D.Position + collisionShape2D.Position + rect2.Position + rect2.Size / 2; //Convert to tile map coordinates (midpoint) //转为瓦片地图的坐标(中点) var tileMapStartPosition = tileMapLayer.LocalToMap(startPosition); var tileMapEndPosition = tileMapLayer.LocalToMap(endPosition); var roomSlot = new RoomSlot { EndPosition = tileMapEndPosition, StartPosition = tileMapStartPosition, //Calculate the orientation of the slot (the midpoint of the room is the origin, the vector pointing to the midpoint of the slot) //计算槽位的方向(房间中点为原点,指向槽位中点的向量) DistanceToMidpointOfRoom = CoordinateUtils.VectorToOrientationArray(midpoint, midpointOfRoomSlots) }; roomSlots.Add(roomSlot); } return roomSlots.ToArray(); } }