455 lines
16 KiB
C#
455 lines
16 KiB
C#
using System;
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using System.Collections.Generic;
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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.interfaces;
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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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namespace ColdMint.scripts.map.RoomPlacer;
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/// <summary>
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/// <para>Patchwork room placement strategy</para>
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/// <para>拼接的房间放置策略</para>
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/// </summary>
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/// <remarks>
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///<para>Under this strategy, think of each room template as a puzzle piece, find their "slots", and then connect them together.</para>
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///<para>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。</para>
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/// </remarks>
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public class PatchworkRoomPlacementStrategy : IRoomPlacementStrategy
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{
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/// <summary>
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/// <para>We use a temporary area to measure whether the rooms overlap</para>
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/// <para>我们使用一个临时区域进行测量房间是否重叠</para>
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/// </summary>
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private Area2D? _measuringArea2D;
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private CollisionShape2D? _measuringCollisionShape2D;
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private Area2D? _selfArea2D;
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/// <summary>
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/// <para>How many rooms overlap with the new rooms that will be placed</para>
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/// <para>有多少个房间与将要放置的新房间重叠</para>
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/// </summary>
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private int _overlapQuantity;
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public Task<bool> StartGeneration(Node mapRoot)
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{
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if (_measuringArea2D == null)
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{
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_measuringArea2D = new Area2D();
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_measuringArea2D.Monitoring = true;
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_measuringArea2D.AreaEntered += body =>
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{
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if (_selfArea2D != null && body == _selfArea2D)
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{
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return;
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}
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//Room overlap detected
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//检测到房间重叠
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_overlapQuantity++;
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};
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_measuringArea2D.AreaExited += body =>
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{
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if (_selfArea2D != null && body == _selfArea2D)
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{
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return;
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}
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//Rooms no longer overlap
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//房间不再重叠
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_overlapQuantity--;
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};
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mapRoot.AddChild(_measuringArea2D);
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}
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if (_measuringCollisionShape2D == null)
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{
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_measuringCollisionShape2D = new CollisionShape2D();
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_measuringArea2D.AddChild(_measuringCollisionShape2D);
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}
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return Task.FromResult(true);
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}
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public Task GeneratedComplete(Node mapRoot)
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{
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if (_measuringCollisionShape2D != null)
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{
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_measuringCollisionShape2D?.QueueFree();
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_measuringArea2D?.RemoveChild(_measuringCollisionShape2D);
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_measuringCollisionShape2D = null;
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}
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if (_measuringArea2D != null)
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{
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_measuringArea2D?.QueueFree();
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mapRoot.RemoveChild(_measuringArea2D);
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_measuringArea2D = null;
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}
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return Task.CompletedTask;
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}
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public Task<bool> PlaceRoom(Node mapRoot, RoomPlacementData roomPlacementData)
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{
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if (roomPlacementData.NewRoom == null || roomPlacementData.Position == null)
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{
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return Task.FromResult(false);
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}
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if (roomPlacementData.NewRoom.RootNode == null)
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{
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return Task.FromResult(false);
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}
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var newRootRootNode = roomPlacementData.NewRoom.RootNode;
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mapRoot.AddChild(newRootRootNode);
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newRootRootNode.Position = roomPlacementData.Position.Value;
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//Place navigation Link
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//放置导航Link
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Vector2? navigationLink2DStartPosition = null;
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if (roomPlacementData is { ParentRoom: not null, ParentRoomSlot: not null })
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{
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var parentRoomTileMap = roomPlacementData.ParentRoom.GetTileMapLayer(Config.TileMapLayerName.Ground);
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var parentRoomRootNode = roomPlacementData.ParentRoom.RootNode;
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if (parentRoomTileMap != null && parentRoomRootNode != null)
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{
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navigationLink2DStartPosition = parentRoomRootNode.Position +
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parentRoomTileMap.MapToLocal(roomPlacementData.ParentRoomSlot
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.EndPosition);
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}
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}
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Vector2? navigationLink2DEndPosition = null;
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if (roomPlacementData.NewRoomSlot != null)
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{
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var newRoomTileMap = roomPlacementData.NewRoom.GetTileMapLayer(Config.TileMapLayerName.Ground);
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if (newRoomTileMap != null)
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{
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navigationLink2DEndPosition = newRootRootNode.Position +
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newRoomTileMap.MapToLocal(roomPlacementData.NewRoomSlot.EndPosition);
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}
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}
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if (navigationLink2DStartPosition != null && navigationLink2DEndPosition != null)
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{
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var navigationLink2D = new NavigationLink2D();
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navigationLink2D.StartPosition = navigationLink2DStartPosition.Value;
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navigationLink2D.EndPosition = navigationLink2DEndPosition.Value;
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mapRoot.AddChild(navigationLink2D);
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}
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return Task.FromResult(true);
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}
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public async Task<RoomPlacementData?> CalculateNewRoomPlacementData(RandomNumberGenerator randomNumberGenerator,
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Room? parentRoomNode,
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RoomNodeData newRoomNodeData)
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{
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if (newRoomNodeData.RoomTemplateSet == null || newRoomNodeData.RoomTemplateSet.Length == 0)
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{
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return null;
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}
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if (parentRoomNode == null)
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{
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return null;
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}
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var roomResArray = RoomFactory.RoomTemplateSetToRoomRes(newRoomNodeData.RoomTemplateSet);
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if (roomResArray.Length == 0)
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{
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return null;
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}
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var roomSlots = parentRoomNode.RoomSlots;
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if (roomSlots == null || roomSlots.Length == 0)
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{
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return null;
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}
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//Saves all data in the room template that matches the parent room.
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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 usableRoomPlacementData = new List<RoomPlacementData>();
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foreach (var roomRes in roomResArray)
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{
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var newRoom = RoomFactory.CreateRoom(roomRes, newRoomNodeData.EnterRoomEventHandlerId,
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newRoomNodeData.ExitRoomEventHandlerId);
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if (newRoom == null)
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{
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continue;
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}
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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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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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{
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continue;
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}
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var position = await CalculatedPosition(parentRoomNode, newRoom, mainRoomSlot, newRoomSlot, false);
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if (position == null) continue;
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var roomPlacementData = new RoomPlacementData
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{
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NewRoom = newRoom,
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ParentRoom = parentRoomNode,
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Position = position,
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ParentRoomSlot = mainRoomSlot,
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NewRoomSlot = newRoomSlot
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};
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usableRoomPlacementData.Add(roomPlacementData);
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}
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if (usableRoomPlacementData.Count == 0)
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{
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return null;
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}
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else
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{
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var index = randomNumberGenerator.Randi() % usableRoomPlacementData.Count;
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var roomPlacementData = usableRoomPlacementData[(int)index];
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return roomPlacementData;
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}
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}
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public Task<RoomPlacementData?> CalculatePlacementDataForStartingRoom(RandomNumberGenerator randomNumberGenerator,
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RoomNodeData startRoomNodeData)
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{
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if (startRoomNodeData.RoomTemplateSet == null || startRoomNodeData.RoomTemplateSet.Length == 0)
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{
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return Task.FromResult<RoomPlacementData?>(null);
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}
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var roomResArray = RoomFactory.RoomTemplateSetToRoomRes(startRoomNodeData.RoomTemplateSet);
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if (roomResArray.Length == 0)
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{
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return Task.FromResult<RoomPlacementData?>(null);
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}
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var index = randomNumberGenerator.Randi() % roomResArray.Length;
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var roomPlacementData = new RoomPlacementData
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{
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NewRoom = RoomFactory.CreateRoom(roomResArray[index], startRoomNodeData.EnterRoomEventHandlerId,
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startRoomNodeData.ExitRoomEventHandlerId),
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Position = Vector2.Zero
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};
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return Task.FromResult<RoomPlacementData?>(roomPlacementData);
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}
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/// <summary>
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/// <para>if it matches</para>
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/// <para>是否匹配</para>
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/// </summary>
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/// <param name="mainRoom"></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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public Task<bool> IsMatch(Room? mainRoom, Room newRoom, out RoomSlot? outMainRoomSlot, out RoomSlot? outNewRoomSlot)
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{
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if (mainRoom == null)
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{
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outNewRoomSlot = null;
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outMainRoomSlot = null;
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return Task.FromResult(false);
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}
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var roomSlots = mainRoom.RoomSlots;
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if (roomSlots == null)
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{
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outNewRoomSlot = null;
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outMainRoomSlot = null;
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return Task.FromResult(false);
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}
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var newRoomSlots = newRoom.RoomSlots;
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if (newRoomSlots == null)
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{
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outNewRoomSlot = null;
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outMainRoomSlot = null;
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return Task.FromResult(false);
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}
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foreach (var mainRoomSlot in roomSlots)
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{
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if (mainRoomSlot == null || mainRoomSlot.Matched)
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{
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//If it's already a match, it's no longer a match
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//如果已经匹配过了,就不再匹配
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continue;
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}
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foreach (var newRoomSlot in newRoomSlots)
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{
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if (newRoomSlot == null)
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{
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continue;
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}
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if (newRoomSlot.Matched)
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{
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//If it's already a match, it's no longer a match
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//如果已经匹配过了,就不再匹配
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continue;
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}
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if (mainRoomSlot.IsHorizontal != newRoomSlot.IsHorizontal)
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{
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continue;
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}
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if (mainRoomSlot.Length != newRoomSlot.Length)
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{
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continue;
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}
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var distanceToMidpointOfRoom = mainRoomSlot.DistanceToMidpointOfRoom;
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var newDistanceToMidpointOfRoom = newRoomSlot.DistanceToMidpointOfRoom;
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if (distanceToMidpointOfRoom == null || newDistanceToMidpointOfRoom == null)
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{
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continue;
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}
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if (distanceToMidpointOfRoom[0] == newDistanceToMidpointOfRoom[0] &&
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distanceToMidpointOfRoom[1] == newDistanceToMidpointOfRoom[1])
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{
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continue;
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}
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outMainRoomSlot = mainRoomSlot;
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outNewRoomSlot = newRoomSlot;
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return Task.FromResult(true);
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}
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}
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outNewRoomSlot = null;
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outMainRoomSlot = null;
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return Task.FromResult(false);
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}
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/// <summary>
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/// <para>Calculate room position</para>
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/// <para>计算房间位置</para>
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/// </summary>
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/// <param name="mainRoom">
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///<para>Main room</para>
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///<para>主房间</para>
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/// </param>
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/// <param name="newRoom">
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///<para>New room</para>
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///<para>新房间</para>
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/// </param>
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/// <param name="mainRoomSlot">
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///<para>Main room slot</para>
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///<para>主房间插槽</para>
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/// </param>
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/// <param name="newRoomSlot">
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///<para>New room slot</para>
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///<para>新房间插槽</para>
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/// </param>
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/// <param name="roomSlotOverlap">
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///<para>Whether room slots allow overlays</para>
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///<para>房间插槽是否允许覆盖</para>
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/// </param>
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/// <returns></returns>
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private async Task<Vector2?> CalculatedPosition(Room mainRoom, Room newRoom, RoomSlot? mainRoomSlot,
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RoomSlot? newRoomSlot, bool roomSlotOverlap)
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{
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var mainRoomTileMapLayer = mainRoom.GetTileMapLayer(Config.TileMapLayerName.Ground);
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var newRoomTileMapLayer = newRoom.GetTileMapLayer(Config.TileMapLayerName.Ground);
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if (mainRoom.RootNode == null || newRoom.RootNode == null ||
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mainRoomTileMapLayer == null ||
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newRoomTileMapLayer == null || mainRoomSlot == null ||
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newRoomSlot == null)
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{
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return null;
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}
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//Main room slot location description
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//主房间槽位置描述
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var mainOrientationDescribe = mainRoomSlot.DistanceToMidpointOfRoom;
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//New room slot location description
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//新房间槽位置描述
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var newOrientationDescribe = newRoomSlot.DistanceToMidpointOfRoom;
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if (mainOrientationDescribe == null || newOrientationDescribe == null)
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{
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//If the room slot is described as null, null is returned
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//若房间槽描述为null,那么返回null
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return null;
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}
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var mainRoomSlotPosition = mainRoomTileMapLayer
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.MapToLocal(mainRoomSlot.StartPosition);
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var newRoomSlotPosition = newRoomTileMapLayer
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.MapToLocal(newRoomSlot.StartPosition);
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//Get the vector from the new room slot to the main room slot
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//得到从新房间槽位到主房间槽位的向量
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var newToMain = mainRoomSlotPosition - newRoomSlotPosition;
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var result = newToMain + mainRoom.RootNode.Position;
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if (!roomSlotOverlap)
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{
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//如果不允许房间槽位重叠
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//If room slot overlap is not allowed
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if (mainRoomSlot.IsHorizontal)
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{
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//Horizontal slot, offset in the Y direction.
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//水平方向槽,向Y方向偏移。
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if (newOrientationDescribe[1] == CoordinateUtils.OrientationDescribe.Up)
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{
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result.Y += Config.CellSize;
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}
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else
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{
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result.Y -= Config.CellSize;
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}
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}
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else
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{
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//Vertical slot, offset in the X direction.
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//垂直方向槽向X方向偏移。
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if (newOrientationDescribe[0] == CoordinateUtils.OrientationDescribe.Right)
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{
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result.X -= Config.CellSize;
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}
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else
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{
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result.X += Config.CellSize;
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}
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}
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}
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//Do calculations overlap with other rooms?
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//计算结果是否与其他房间重叠?
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if (newRoom.RoomCollisionShape2D != null && _measuringArea2D != null && _measuringCollisionShape2D != null)
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{
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//Ignore yourself when detecting room overlap
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//检测房间重叠时应忽略自身
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_selfArea2D = newRoom.Area2D;
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_measuringArea2D.Position = result;
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_measuringCollisionShape2D.Shape = newRoom.RoomCollisionShape2D.Shape;
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//Calculate the offset of the shape.
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//计算形状的偏移量。
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_measuringCollisionShape2D.Position = newRoom.RoomCollisionShape2D.Shape.GetRect().Size / 2;
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await Task.Delay(TimeSpan.FromMilliseconds(50));
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if (_overlapQuantity > 0)
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{
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return null;
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}
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}
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return result;
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}
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} |