356 lines
13 KiB
C#
356 lines
13 KiB
C#
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.levelGraphEditor;
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using ColdMint.scripts.map.dateBean;
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using ColdMint.scripts.map.events;
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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.layoutStrategy;
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using ColdMint.scripts.map.preview;
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using ColdMint.scripts.map.room;
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using ColdMint.scripts.serialization;
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using ColdMint.scripts.utils;
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using Godot;
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namespace ColdMint.scripts.map;
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/// <summary>
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/// <para>Map generator</para>
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/// <para>地图生成器</para>
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/// </summary>
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/// <remarks>
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///<para>Responsible for the overall map generation process control</para>
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///<para>负责地图的整体生成流程控制</para>
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/// </remarks>
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public static class MapGenerator
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{
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/// <summary>
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/// <para>Layout map selection strategy</para>
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/// <para>布局图选择策略</para>
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/// </summary>
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private static ILayoutStrategy? _layoutStrategy;
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private static bool _running;
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/// <summary>
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/// <para>Map root node</para>
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/// <para>地图根节点</para>
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/// </summary>
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private static Node? _mapRoot;
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/// <summary>
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/// <para>Room placement strategy</para>
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/// <para>房间的放置策略</para>
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/// </summary>
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private static IRoomPlacementStrategy? _roomPlacementStrategy;
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private static ulong _seed;
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private static Dictionary<string, IRoomInjectionProcessor>? _roomInjectionProcessorsDictionary;
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/// <summary>
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/// <para>Register the room injection processor</para>
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/// <para>注册房间注入处理器</para>
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/// </summary>
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/// <param name="roomInjectionProcessor"></param>
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/// <returns></returns>
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public static bool RegisterRoomInjectionProcessor(IRoomInjectionProcessor roomInjectionProcessor)
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{
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var key = roomInjectionProcessor.GetId();
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if (_roomInjectionProcessorsDictionary == null)
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{
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_roomInjectionProcessorsDictionary = new Dictionary<string, IRoomInjectionProcessor>
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{ { key, roomInjectionProcessor } };
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return true;
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}
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return _roomInjectionProcessorsDictionary.TryAdd(key, roomInjectionProcessor);
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}
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/// <summary>
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/// <para>Log out of the room injection processor</para>
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/// <para>注销房间注入处理器</para>
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/// </summary>
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/// <param name="id"></param>
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/// <returns></returns>
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public static bool UnRegisterRoomInjectionProcessor(string id)
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{
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if (_roomInjectionProcessorsDictionary == null)
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{
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return false;
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}
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return _roomInjectionProcessorsDictionary.Remove(id);
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}
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/// <summary>
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/// <para>Set seed</para>
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/// <para>设置种子</para>
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/// </summary>
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public static string Seed
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{
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get => _seed.ToString();
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//If the player inputs integers, we seed them directly with the input values. If it is not an integer, the hash value is taken.
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//如果玩家输入的是整数,那么我们直接用输入值作为种子。如果不是整数,则取哈希值。
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set => _seed = ulong.TryParse(value, out var result) ? result : HashCodeUtils.GetFixedHashCode(value);
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}
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/// <summary>
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/// <para>Layout diagram parsing policy</para>
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/// <para>布局图解析策略</para>
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/// </summary>
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private static ILayoutParsingStrategy? _layoutParsingStrategy;
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public static Node? MapRoot
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{
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get => _mapRoot;
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set => _mapRoot = value;
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}
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public static ILayoutParsingStrategy? LayoutParsingStrategy
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{
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get => _layoutParsingStrategy;
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set => _layoutParsingStrategy = value;
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}
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public static IRoomPlacementStrategy? RoomPlacementStrategy
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{
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get => _roomPlacementStrategy;
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set => _roomPlacementStrategy = value;
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}
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public static ILayoutStrategy? LayoutStrategy
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{
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get => _layoutStrategy;
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set => _layoutStrategy = value;
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}
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/// <summary>
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/// <para>Generating a map</para>
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/// <para>生成地图</para>
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/// </summary>
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public static async Task GenerateMap()
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{
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if (_running)
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{
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LogCat.LogWarning("map_generator_is_running");
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return;
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}
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_running = true;
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EventManager.MapGenerationStartEvent?.Invoke(new MapGenerationStartEvent());
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if (_layoutStrategy == null || _roomPlacementStrategy == null || _layoutParsingStrategy == null ||
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_mapRoot == null)
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{
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LogCat.LogError("map_generator_missing_parameters");
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_running = false;
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return;
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}
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if (GameSceneNodeHolder.AiCharacterContainer != null)
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{
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NodeUtils.DeleteAllChild(GameSceneNodeHolder.AiCharacterContainer);
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}
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NodeUtils.DeleteAllChild(_mapRoot);
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if (!await _roomPlacementStrategy.StartGeneration(_mapRoot))
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{
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LogCat.LogError("room_placement_strategy_terminates_map_generation");
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_running = false;
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return;
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}
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//Get the layout data
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//拿到布局图数据
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var levelGraphEditorSaveData = await _layoutStrategy.GetLayout();
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if (levelGraphEditorSaveData == null || levelGraphEditorSaveData.RoomNodeDataList == null ||
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levelGraphEditorSaveData.RoomNodeDataList.Count == 0)
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{
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LogCat.LogError("map_generator_attempts_to_parse_empty_layout_diagrams");
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_running = false;
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return;
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}
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_layoutParsingStrategy.SetLevelGraph(levelGraphEditorSaveData);
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//Save the dictionary, put the ID in the room data, corresponding to the successful placement of the room.
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//保存字典,将房间数据内的ID,对应放置成功的房间。
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var roomDictionary = new Dictionary<string, Room>();
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var randomNumberGenerator = new RandomNumberGenerator();
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randomNumberGenerator.Seed = _seed;
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var startRoomNodeData = await _layoutParsingStrategy.GetStartRoomNodeData();
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if (startRoomNodeData == null || string.IsNullOrEmpty(startRoomNodeData.Id))
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{
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LogCat.LogError("map_generator_has_no_starting_room_data");
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_running = false;
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return;
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}
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var startingRoomPlacementData =
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await _roomPlacementStrategy.CalculatePlacementDataForStartingRoom(randomNumberGenerator,
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startRoomNodeData);
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if (startingRoomPlacementData == null)
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{
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LogCat.LogError("start_room_placement_information_returns_empty");
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_running = false;
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return;
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}
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var placeSuccess = await PlaceRoomAndAddRecord(startRoomNodeData.Id, startingRoomPlacementData, roomDictionary);
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if (!placeSuccess)
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{
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LogCat.LogError("start_room_placement_failed");
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_running = false;
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return;
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}
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while (await _layoutParsingStrategy.HasNext())
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{
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//When a new room needs to be placed
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//当有新的房间需要放置时
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var roomNodeData = await _layoutParsingStrategy.Next();
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if (roomNodeData == null || string.IsNullOrEmpty(roomNodeData.Id))
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{
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LogCat.LogWarning("room_data_missing");
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continue;
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}
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var roomInjectionProcessorData = roomNodeData.RoomInjectionProcessorData;
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//Whether room can be placed
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//是否可放置房间
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var canBePlaced = true;
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if (_roomInjectionProcessorsDictionary != null && !string.IsNullOrEmpty(roomInjectionProcessorData))
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{
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var roomInjectionProcessorDataArray =
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YamlSerialization.Deserialize<RoomInjectionProcessorData[]>(roomInjectionProcessorData);
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if (roomInjectionProcessorDataArray is { Length: > 0 })
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{
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foreach (var injectionProcessorData in roomInjectionProcessorDataArray)
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{
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if (string.IsNullOrEmpty(injectionProcessorData.Id) ||
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string.IsNullOrEmpty(injectionProcessorData.Config))
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{
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//The data is incomplete, and the injectionProcessorData is ignored.
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//数据不全,忽略injectionProcessorData。
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continue;
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}
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if (!_roomInjectionProcessorsDictionary.TryGetValue(injectionProcessorData.Id,
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out var roomInjectionProcessor))
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{
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//If the room injection processor cannot be found, a print error occurs.
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//如果找不到房间注入处理器,那么打印错误。
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LogCat.LogErrorWithFormat("room_injection_processor_does_not_exist",
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LogCat.LogLabel.Default, LogCat.UploadFormat, injectionProcessorData.Id);
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continue;
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}
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if (await roomInjectionProcessor.CanBePlaced(randomNumberGenerator,
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injectionProcessorData.Config)) continue;
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//If the room cannot be placed, then out of the loop.
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//如果此房间不能被放置,那么跳出循环。
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canBePlaced = false;
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break;
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}
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}
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}
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if (!canBePlaced)
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{
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continue;
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}
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var nextParentNodeId = await _layoutParsingStrategy.GetNextParentNodeId();
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Room? parentRoomNode = null;
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if (nextParentNodeId != null)
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{
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//If the new room has the parent's ID, then we pass the parent's room into the compute function.
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//如果新房间有父节点的ID,那么我们将父节点的房间传入到计算函数内。
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if (roomDictionary.TryGetValue(nextParentNodeId, out var value))
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{
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parentRoomNode = value;
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}
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}
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var roomPlacementData =
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await _roomPlacementStrategy.CalculateNewRoomPlacementData(randomNumberGenerator, parentRoomNode,
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roomNodeData);
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if (roomPlacementData == null)
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{
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LogCat.LogWithFormat("failed_to_calculate_the_room_location", LogCat.LogLabel.Default,
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LogCat.UploadFormat, roomNodeData.Id);
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continue;
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}
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await PlaceRoomAndAddRecord(roomNodeData.Id, roomPlacementData, roomDictionary);
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}
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//All rooms have been placed.
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//所有房间已放置完毕。
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await _roomPlacementStrategy.GeneratedComplete(_mapRoot);
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_running = false;
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//Invoke the map generation completion event
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//调用地图生成完成事件
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var eventObj = new MapGenerationCompleteEvent
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{
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RandomNumberGenerator = randomNumberGenerator
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};
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EventManager.MapGenerationCompleteEvent?.Invoke(eventObj);
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var aiCharacterGenerateEvent = new AiCharacterGenerateEvent
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{
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Tag = AiCharacterGenerateEvent.TagMapGenerationComplete
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};
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EventManager.AiCharacterGenerateEvent?.Invoke(aiCharacterGenerateEvent);
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}
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/// <summary>
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/// <para>Place rooms and add mappings</para>
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/// <para>放置房间,并增加映射</para>
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/// </summary>
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/// <param name="roomNodeDataId"></param>
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/// <param name="roomPlacementData"></param>
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/// <param name="dictionary"></param>
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/// <returns></returns>
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private static async Task<bool> PlaceRoomAndAddRecord(string roomNodeDataId,
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RoomPlacementData roomPlacementData, Dictionary<string, Room> dictionary)
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{
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//The input parameters are incomplete.
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//输入参数不全。
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if (_roomPlacementStrategy == null || _mapRoot == null || string.IsNullOrEmpty(roomNodeDataId) ||
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roomPlacementData.NewRoom == null)
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{
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return false;
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}
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if (dictionary.ContainsKey(roomNodeDataId))
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{
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LogCat.LogWithFormat("place_existing_rooms", LogCat.LogLabel.Default, LogCat.UploadFormat, roomNodeDataId);
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return false;
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}
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if (!await _roomPlacementStrategy.PlaceRoom(_mapRoot, roomPlacementData))
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{
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LogCat.LogWarningWithFormat("room_placement_failed", LogCat.LogLabel.Default, LogCat.UploadFormat,
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roomNodeDataId);
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return false;
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}
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dictionary.Add(roomNodeDataId, roomPlacementData.NewRoom);
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LogCat.LogWithFormat("room_placement_information", LogCat.LogLabel.Default, LogCat.UploadFormat, roomNodeDataId,
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roomPlacementData.Position.ToString());
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//Create a room preview image.
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//创建房间预览图。
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var rootNode = roomPlacementData.NewRoom.RootNode;
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var image = RoomPreview.CreateImage(roomPlacementData.NewRoom.GetTileMapLayer(Config.TileMapLayerName.Ground));
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if (rootNode != null && image != null)
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{
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var sprite = new Sprite2D();
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sprite.Scale = new Vector2(10, 10);
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sprite.Texture = image;
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NodeUtils.CallDeferredAddChild(rootNode, sprite);
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}
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return true;
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}
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} |