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