Traveller/scripts/map/MapGenerator.cs
Cold-Mint 529d5e95b5
Adjust the map generator.
调整地图生成器。
2024-05-20 22:38:41 +08:00

140 lines
4.5 KiB
C#
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using System.Collections.Generic;
using System.Threading.Tasks;
using ColdMint.scripts.debug;
using ColdMint.scripts.map.interfaces;
using ColdMint.scripts.map.LayoutParsingStrategy;
using ColdMint.scripts.map.layoutStrategy;
using ColdMint.scripts.map.room;
using Godot;
namespace ColdMint.scripts.map;
/// <summary>
/// <para>Map generator</para>
/// <para>地图生成器</para>
/// </summary>
/// <remarks>
///<para>Responsible for the overall map generation process control</para>
///<para>负责地图的整体生成流程控制</para>
/// </remarks>
public static class MapGenerator
{
/// <summary>
/// <para>Layout map selection strategy</para>
/// <para>布局图选择策略</para>
/// </summary>
private static ILayoutStrategy? _layoutStrategy;
/// <summary>
/// <para>Map root node</para>
/// <para>地图根节点</para>
/// </summary>
private static Node? _mapRoot;
/// <summary>
/// <para>Room placement strategy</para>
/// <para>房间的放置策略</para>
/// </summary>
private static IRoomPlacementStrategy? _roomPlacementStrategy;
/// <summary>
/// <para>Layout diagram parsing policy</para>
/// <para>布局图解析策略</para>
/// </summary>
private static ILayoutParsingStrategy? _layoutParsingStrategy;
public static Node? MapRoot
{
get => _mapRoot;
set => _mapRoot = value;
}
public static ILayoutParsingStrategy? LayoutParsingStrategy
{
get => _layoutParsingStrategy;
set => _layoutParsingStrategy = value;
}
public static IRoomPlacementStrategy? RoomPlacementStrategy
{
get => _roomPlacementStrategy;
set => _roomPlacementStrategy = value;
}
public static ILayoutStrategy? LayoutStrategy
{
get => _layoutStrategy;
set => _layoutStrategy = value;
}
/// <summary>
/// <para>Generating a map</para>
/// <para>生成地图</para>
/// </summary>
public static async Task GenerateMap()
{
if (_layoutStrategy == null || _roomPlacementStrategy == null || _layoutParsingStrategy == null ||
_mapRoot == null)
{
LogCat.LogError("map_generator_missing_parameters");
return;
}
//Get the layout data
//拿到布局图数据
var levelGraphEditorSaveData = await _layoutStrategy.GetLayout();
if (levelGraphEditorSaveData == null || levelGraphEditorSaveData.RoomNodeDataList == null ||
levelGraphEditorSaveData.RoomNodeDataList.Count == 0)
{
LogCat.LogError("map_generator_attempts_to_parse_empty_layout_diagrams");
return;
}
_layoutParsingStrategy.SetLevelGraph(levelGraphEditorSaveData);
//Save the dictionary, put the ID in the room data, corresponding to the successful placement of the room.
//保存字典将房间数据内的ID对应放置成功的房间。
var roomDictionary = new Dictionary<string, Room>();
while (await _layoutParsingStrategy.HasNext())
{
//When a new room needs to be placed
//当有新的房间需要放置时
var roomNodeData = await _layoutParsingStrategy.Next();
if (roomNodeData == null)
{
continue;
}
var nextParentNodeId = await _layoutParsingStrategy.GetNextParentNodeId();
Room? parentRoomNode = null;
if (nextParentNodeId != null)
{
//If the new room has the parent's ID, then we pass the parent's room into the compute function.
//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。
if (roomDictionary.TryGetValue(nextParentNodeId, out var value))
{
parentRoomNode = value;
}
}
var roomPlacementData =
await _roomPlacementStrategy.CalculateNewRoomPlacementData(parentRoomNode, roomNodeData);
if (roomPlacementData == null)
{
continue;
}
if (!await _roomPlacementStrategy.PlaceRoom(_mapRoot, roomPlacementData))
{
continue;
}
if (!string.IsNullOrEmpty(roomNodeData.Id) && roomPlacementData.Room != null)
{
roomDictionary.Add(roomNodeData.Id, roomPlacementData.Room);
}
}
//All rooms have been placed.
//所有房间已放置完毕。
}
}