206 lines
6.9 KiB
C#
206 lines
6.9 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.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 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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/// <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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/// <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 (_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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var randomNumberGenerator = new RandomNumberGenerator();
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randomNumberGenerator.Seed = _seed;
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LogCat.Log("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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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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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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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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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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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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}
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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.Room == 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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return false;
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}
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if (!await _roomPlacementStrategy.PlaceRoom(_mapRoot, roomPlacementData))
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{
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return false;
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}
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dictionary.Add(roomNodeDataId, roomPlacementData.Room);
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return true;
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}
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} |