140 lines
4.5 KiB
C#
140 lines
4.5 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.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.room;
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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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/// <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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/// <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 (_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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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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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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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)
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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(parentRoomNode, roomNodeData);
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if (roomPlacementData == null)
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{
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continue;
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}
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if (!await _roomPlacementStrategy.PlaceRoom(_mapRoot, roomPlacementData))
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{
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continue;
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}
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if (!string.IsNullOrEmpty(roomNodeData.Id) && roomPlacementData.Room != null)
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{
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roomDictionary.Add(roomNodeData.Id, roomPlacementData.Room);
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}
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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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}
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} |