Traveller/scripts/map/roomPlacer/PatchworkRoomPlacementStrategy.cs
Cold-Mint 9352f2c32b
No longer throws all items after the player dies, and recreates the map after the player dies.
玩家死亡后不再扔出所有物品,在玩家死亡后重新创建地图。
2024-10-17 16:08:21 +08:00

469 lines
17 KiB
C#
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using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using ColdMint.scripts.debug;
using ColdMint.scripts.levelGraphEditor;
using ColdMint.scripts.map.dateBean;
using ColdMint.scripts.map.interfaces;
using ColdMint.scripts.map.room;
using ColdMint.scripts.utils;
using Godot;
namespace ColdMint.scripts.map.RoomPlacer;
/// <summary>
/// <para>Patchwork room placement strategy</para>
/// <para>拼接的房间放置策略</para>
/// </summary>
/// <remarks>
///<para>Under this strategy, think of each room template as a puzzle piece, find their "slots", and then connect them together.</para>
///<para>在此策略下,将每个房间模板看作是一块拼图,找到他们的“槽”,然后将其连接在一起。</para>
/// </remarks>
public class PatchworkRoomPlacementStrategy : IRoomPlacementStrategy
{
/// <summary>
/// <para>We use a temporary area to measure whether the rooms overlap</para>
/// <para>我们使用一个临时区域进行测量房间是否重叠</para>
/// </summary>
private Area2D? _measuringArea2D;
private CollisionShape2D? _measuringCollisionShape2D;
private Area2D? _selfArea2D;
/// <summary>
/// <para>How many rooms overlap with the new rooms that will be placed</para>
/// <para>有多少个房间与将要放置的新房间重叠</para>
/// </summary>
private int _overlapQuantity;
public Task<bool> StartGeneration(Node mapRoot)
{
if (_measuringArea2D == null)
{
_measuringArea2D = new Area2D();
_measuringArea2D.Monitoring = true;
_measuringArea2D.AreaEntered += body =>
{
if (_selfArea2D != null && body == _selfArea2D)
{
return;
}
//Room overlap detected
//检测到房间重叠
_overlapQuantity++;
};
_measuringArea2D.AreaExited += body =>
{
if (_selfArea2D != null && body == _selfArea2D)
{
return;
}
//Rooms no longer overlap
//房间不再重叠
_overlapQuantity--;
};
mapRoot.AddChild(_measuringArea2D);
}
if (_measuringCollisionShape2D == null)
{
_measuringCollisionShape2D = new CollisionShape2D();
_measuringArea2D.AddChild(_measuringCollisionShape2D);
}
return Task.FromResult(true);
}
public Task GeneratedComplete(Node mapRoot)
{
if (_measuringCollisionShape2D != null)
{
_measuringCollisionShape2D?.QueueFree();
_measuringArea2D?.RemoveChild(_measuringCollisionShape2D);
_measuringCollisionShape2D = null;
}
if (_measuringArea2D != null)
{
_measuringArea2D?.QueueFree();
mapRoot.RemoveChild(_measuringArea2D);
_measuringArea2D = null;
}
return Task.CompletedTask;
}
public Task<bool> PlaceRoom(Node mapRoot, RoomPlacementData roomPlacementData)
{
if (roomPlacementData.NewRoom == null || roomPlacementData.Position == null)
{
return Task.FromResult(false);
}
if (roomPlacementData.NewRoom.RootNode == null)
{
return Task.FromResult(false);
}
var newRootRootNode = roomPlacementData.NewRoom.RootNode;
mapRoot.AddChild(newRootRootNode);
newRootRootNode.Position = roomPlacementData.Position.Value;
//Place navigation Link
//放置导航Link
Vector2? navigationLink2DStartPosition = null;
if (roomPlacementData is { ParentRoom: not null, ParentRoomSlot: not null })
{
var parentRoomTileMap = roomPlacementData.ParentRoom.GetTileMapLayer(Config.TileMapLayerName.Ground);
var parentRoomRootNode = roomPlacementData.ParentRoom.RootNode;
if (parentRoomTileMap != null && parentRoomRootNode != null)
{
navigationLink2DStartPosition = parentRoomRootNode.Position +
parentRoomTileMap.MapToLocal(roomPlacementData.ParentRoomSlot
.EndPosition);
}
}
Vector2? navigationLink2DEndPosition = null;
if (roomPlacementData.NewRoomSlot != null)
{
var newRoomTileMap = roomPlacementData.NewRoom.GetTileMapLayer(Config.TileMapLayerName.Ground);
if (newRoomTileMap != null)
{
navigationLink2DEndPosition = newRootRootNode.Position +
newRoomTileMap.MapToLocal(roomPlacementData.NewRoomSlot.EndPosition);
}
}
if (navigationLink2DStartPosition != null && navigationLink2DEndPosition != null)
{
var navigationLink2D = new NavigationLink2D();
navigationLink2D.StartPosition = navigationLink2DStartPosition.Value;
navigationLink2D.EndPosition = navigationLink2DEndPosition.Value;
mapRoot.AddChild(navigationLink2D);
}
return Task.FromResult(true);
}
public async Task<RoomPlacementData?> CalculateNewRoomPlacementData(RandomNumberGenerator randomNumberGenerator,
Room? parentRoomNode,
RoomNodeData newRoomNodeData)
{
if (newRoomNodeData.RoomTemplateSet == null || newRoomNodeData.RoomTemplateSet.Length == 0)
{
LogCat.LogWithFormat("new_room_node_data_is_incomplete", label: LogCat.LogLabel.PatchworkRoomPlacementStrategy, newRoomNodeData.Id);
return null;
}
if (parentRoomNode == null)
{
LogCat.LogWithFormat("parent_room_does_not_exist", label: LogCat.LogLabel.PatchworkRoomPlacementStrategy, newRoomNodeData.Id);
return null;
}
var roomResArray = RoomFactory.RoomTemplateSetToRoomRes(newRoomNodeData.RoomTemplateSet);
if (roomResArray.Length == 0)
{
LogCat.LogWithFormat("room_template_does_not_exist", label: LogCat.LogLabel.PatchworkRoomPlacementStrategy, newRoomNodeData.Id);
return null;
}
var roomSlots = parentRoomNode.RoomSlots;
if (roomSlots == null || roomSlots.Length == 0)
{
LogCat.LogWithFormat("room_slot_does_not_exist", label: LogCat.LogLabel.PatchworkRoomPlacementStrategy, newRoomNodeData.Id);
return null;
}
//Saves all data in the room template that matches the parent room.
//保存房间模板内所有与父房间匹配的数据。
var usableRoomPlacementData = new List<RoomPlacementData>();
foreach (var roomRes in roomResArray)
{
var newRoom = RoomFactory.CreateRoom(roomRes, newRoomNodeData.EnterRoomEventHandlerId,
newRoomNodeData.ExitRoomEventHandlerId);
if (newRoom == null)
{
LogCat.LogWithFormat("room_corresponding_to_resource_is_null", label: LogCat.LogLabel.PatchworkRoomPlacementStrategy, newRoomNodeData.Id, roomRes);
continue;
}
//Create a room, try to use the room slot to match the existing room slot.
//创建了一个房间,尝试使用房间的槽与现有的房间槽匹配。
if (!IsMatch(parentRoomNode, newRoom, out var mainRoomSlot, out var newRoomSlot).Result)
{
LogCat.LogWithFormat("slots_do_not_match", label: LogCat.LogLabel.PatchworkRoomPlacementStrategy, newRoomNodeData.Id);
continue;
}
if (mainRoomSlot == null || newRoomSlot == null)
{
LogCat.LogWithFormat("slot_incomplete", label: LogCat.LogLabel.PatchworkRoomPlacementStrategy, newRoomNodeData.Id);
continue;
}
var position = await CalculatedPosition(parentRoomNode, newRoom, mainRoomSlot, newRoomSlot, false);
if (position == null)
{
LogCat.LogWithFormat("placement_position_is_empty", label: LogCat.LogLabel.PatchworkRoomPlacementStrategy, newRoomNodeData.Id);
continue;
}
var roomPlacementData = new RoomPlacementData
{
NewRoom = newRoom,
ParentRoom = parentRoomNode,
Position = position,
ParentRoomSlot = mainRoomSlot,
NewRoomSlot = newRoomSlot
};
usableRoomPlacementData.Add(roomPlacementData);
}
if (usableRoomPlacementData.Count == 0)
{
LogCat.LogWithFormat("available_rooms_are_not_available", label: LogCat.LogLabel.PatchworkRoomPlacementStrategy, newRoomNodeData.Id);
return null;
}
else
{
var index = randomNumberGenerator.Randi() % usableRoomPlacementData.Count;
var roomPlacementData = usableRoomPlacementData[(int)index];
return roomPlacementData;
}
}
public Task<RoomPlacementData?> CalculatePlacementDataForStartingRoom(RandomNumberGenerator randomNumberGenerator,
RoomNodeData startRoomNodeData)
{
if (startRoomNodeData.RoomTemplateSet == null || startRoomNodeData.RoomTemplateSet.Length == 0)
{
return Task.FromResult<RoomPlacementData?>(null);
}
var roomResArray = RoomFactory.RoomTemplateSetToRoomRes(startRoomNodeData.RoomTemplateSet);
if (roomResArray.Length == 0)
{
return Task.FromResult<RoomPlacementData?>(null);
}
var index = randomNumberGenerator.Randi() % roomResArray.Length;
var roomPlacementData = new RoomPlacementData
{
NewRoom = RoomFactory.CreateRoom(roomResArray[index], startRoomNodeData.EnterRoomEventHandlerId,
startRoomNodeData.ExitRoomEventHandlerId),
Position = Vector2.Zero
};
return Task.FromResult<RoomPlacementData?>(roomPlacementData);
}
/// <summary>
/// <para>if it matches</para>
/// <para>是否匹配</para>
/// </summary>
/// <param name="mainRoom"></param>
/// <param name="newRoom"></param>
/// <param name="outMainRoomSlot"></param>
/// <param name="outNewRoomSlot"></param>
/// <returns></returns>
public Task<bool> IsMatch(Room? mainRoom, Room newRoom, out RoomSlot? outMainRoomSlot, out RoomSlot? outNewRoomSlot)
{
if (mainRoom == null)
{
outNewRoomSlot = null;
outMainRoomSlot = null;
return Task.FromResult(false);
}
var roomSlots = mainRoom.RoomSlots;
if (roomSlots == null)
{
outNewRoomSlot = null;
outMainRoomSlot = null;
return Task.FromResult(false);
}
var newRoomSlots = newRoom.RoomSlots;
if (newRoomSlots == null)
{
outNewRoomSlot = null;
outMainRoomSlot = null;
return Task.FromResult(false);
}
foreach (var mainRoomSlot in roomSlots)
{
if (mainRoomSlot == null || mainRoomSlot.Matched)
{
//If it's already a match, it's no longer a match
//如果已经匹配过了,就不再匹配
continue;
}
foreach (var newRoomSlot in newRoomSlots)
{
if (newRoomSlot == null)
{
continue;
}
if (newRoomSlot.Matched)
{
//If it's already a match, it's no longer a match
//如果已经匹配过了,就不再匹配
continue;
}
if (mainRoomSlot.IsHorizontal != newRoomSlot.IsHorizontal)
{
continue;
}
if (mainRoomSlot.Length != newRoomSlot.Length)
{
continue;
}
var distanceToMidpointOfRoom = mainRoomSlot.DistanceToMidpointOfRoom;
var newDistanceToMidpointOfRoom = newRoomSlot.DistanceToMidpointOfRoom;
if (distanceToMidpointOfRoom == null || newDistanceToMidpointOfRoom == null)
{
continue;
}
if (distanceToMidpointOfRoom[0] == newDistanceToMidpointOfRoom[0] &&
distanceToMidpointOfRoom[1] == newDistanceToMidpointOfRoom[1])
{
continue;
}
outMainRoomSlot = mainRoomSlot;
outNewRoomSlot = newRoomSlot;
return Task.FromResult(true);
}
}
outNewRoomSlot = null;
outMainRoomSlot = null;
return Task.FromResult(false);
}
/// <summary>
/// <para>Calculate room position</para>
/// <para>计算房间位置</para>
/// </summary>
/// <param name="mainRoom">
///<para>Main room</para>
///<para>主房间</para>
/// </param>
/// <param name="newRoom">
///<para>New room</para>
///<para>新房间</para>
/// </param>
/// <param name="mainRoomSlot">
///<para>Main room slot</para>
///<para>主房间插槽</para>
/// </param>
/// <param name="newRoomSlot">
///<para>New room slot</para>
///<para>新房间插槽</para>
/// </param>
/// <param name="roomSlotOverlap">
///<para>Whether room slots allow overlays</para>
///<para>房间插槽是否允许覆盖</para>
/// </param>
/// <returns></returns>
private async Task<Vector2?> CalculatedPosition(Room mainRoom, Room newRoom, RoomSlot? mainRoomSlot,
RoomSlot? newRoomSlot, bool roomSlotOverlap)
{
var mainRoomTileMapLayer = mainRoom.GetTileMapLayer(Config.TileMapLayerName.Ground);
var newRoomTileMapLayer = newRoom.GetTileMapLayer(Config.TileMapLayerName.Ground);
if (mainRoom.RootNode == null || newRoom.RootNode == null ||
mainRoomTileMapLayer == null ||
newRoomTileMapLayer == null || mainRoomSlot == null ||
newRoomSlot == null)
{
LogCat.Log("parameter_inconsistency", label: LogCat.LogLabel.PatchworkRoomPlacementStrategy);
return null;
}
//Main room slot location description
//主房间槽位置描述
var mainOrientationDescribe = mainRoomSlot.DistanceToMidpointOfRoom;
//New room slot location description
//新房间槽位置描述
var newOrientationDescribe = newRoomSlot.DistanceToMidpointOfRoom;
if (mainOrientationDescribe == null || newOrientationDescribe == null)
{
//If the room slot is described as null, null is returned
//若房间槽描述为null那么返回null
LogCat.Log("room_slot_position_is_empty", label: LogCat.LogLabel.PatchworkRoomPlacementStrategy);
return null;
}
var mainRoomSlotPosition = mainRoomTileMapLayer
.MapToLocal(mainRoomSlot.StartPosition);
var newRoomSlotPosition = newRoomTileMapLayer
.MapToLocal(newRoomSlot.StartPosition);
//Get the vector from the new room slot to the main room slot
//得到从新房间槽位到主房间槽位的向量
var newToMain = mainRoomSlotPosition - newRoomSlotPosition;
var result = newToMain + mainRoom.RootNode.Position;
if (!roomSlotOverlap)
{
//如果不允许房间槽位重叠
//If room slot overlap is not allowed
if (mainRoomSlot.IsHorizontal)
{
//Horizontal slot, offset in the Y direction.
//水平方向槽向Y方向偏移。
if (newOrientationDescribe[1] == CoordinateUtils.OrientationDescribe.Up)
{
result.Y += Config.CellSize;
}
else
{
result.Y -= Config.CellSize;
}
}
else
{
//Vertical slot, offset in the X direction.
//垂直方向槽向X方向偏移。
if (newOrientationDescribe[0] == CoordinateUtils.OrientationDescribe.Right)
{
result.X -= Config.CellSize;
}
else
{
result.X += Config.CellSize;
}
}
}
//Do calculations overlap with other rooms?
//计算结果是否与其他房间重叠?
if (newRoom.RoomCollisionShape2D != null && _measuringArea2D != null && _measuringCollisionShape2D != null)
{
//Ignore yourself when detecting room overlap
//检测房间重叠时应忽略自身
_selfArea2D = newRoom.RoomArea2D;
_measuringArea2D.Position = result;
_measuringCollisionShape2D.Shape = newRoom.RoomCollisionShape2D.Shape;
//Calculate the offset of the shape.
//计算形状的偏移量。
_measuringCollisionShape2D.Position = newRoom.RoomCollisionShape2D.Shape.GetRect().Size / 2;
await Task.Delay(TimeSpan.FromMilliseconds(50));
if (_overlapQuantity > 0)
{
LogCat.Log("room_overlap", label: LogCat.LogLabel.PatchworkRoomPlacementStrategy);
return null;
}
}
return result;
}
}