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- import { color, v3 } from "cc";
- import { AsyncQueue } from "../../../../../extensions/oops-plugin-framework/assets/libs/collection/AsyncQueue";
- import { ecs } from "../../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
- import { Grid } from "../../grid/Grid";
- import { Checkpoint } from "../Checkpoint";
- import { CheckpointModelLevelComp } from "../model/CheckpointModelLevel";
- import { CheckpointViewComp } from "../view/CheckpointViewComp";
- import { CheckpointModelComp } from "../model/CheckpointModel";
- import { Station } from "../../station/Station";
- import { GridModelComp } from "../../grid/model/GridModelComp";
- import { Obstacle } from "../../obstacle/Obstacle";
- import { Puppet } from "../../puppet/puppet";
- import { PuppetModelComp } from "../../puppet/model/PuppetModelComp";
- import { ObstacleModelComp } from "../../obstacle/model/ObstacleModelComp";
- import { PathFindComp } from "../../common/ecs/path/PathFind";
- import { oops } from "../../../../../extensions/oops-plugin-framework/assets/core/Oops";
- import { Vehicle } from "../../vehicle/Vehicle";
- import { VehicleModelComp } from "../../vehicle/model/VehicleModelComp";
- import { VehicleOperationComp } from "./VehicleOperation";
- import { UIID } from "../../common/config/GameUIConfig";
- import { CheckpointModelBaseComp } from "../model/CheckpointModelBase";
- import { SingletonModuleComp, smc } from "../../common/SingletonModuleComp";
- import { ECSEntity } from "../../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECSEntity";
- import { Subway } from "../../subway/Subway";
- import { SubwayModelComp } from "../../subway/model/SubwayModelComp";
- import { SubwayEnum } from "../../subway/model/SubwayEnum";
- import { CheckpointPathTriggerComp } from "./CheckpointPathTrigger";
- import { ArrayUtil } from "../../../../../extensions/oops-plugin-framework/assets/core/utils/ArrayUtil";
- /** 初始化游戏公共资源 */
- @ecs.register('InitCheckpoint')
- export class InitCheckpointComp extends ecs.Comp {
- reset() { }
- }
- export class InitCheckpointSystem extends ecs.ComblockSystem implements ecs.IEntityEnterSystem {
- filter(): ecs.IMatcher {
- return ecs.allOf(InitCheckpointComp, CheckpointModelComp, CheckpointModelLevelComp, CheckpointModelBaseComp);
- }
- entityEnter(e: Checkpoint): void {
- const levelConfig = e.get(CheckpointModelLevelComp)?.rtluCurrent
- const { gridRowCount, gridColCount, levelColor, peopleCount, vehicleColor, vehicleType,
- obstaclePosition, stationCount, peopleColor, peoplePosition, subwayPosition, subwayDir, subwayInfo } = levelConfig
- this.resetCheckpoint(e)
- // 关卡数据
- oops.audio.volumeMusic = 1
- e.CheckpointModel.vmAdd();
- e.CheckpointModelBase.vmAdd();
- !e.CheckpointModelLevel && e.CheckpointModelLevel.vmAdd();
- // 添加关卡到场景
- e.load(oops.game.root, v3(0, 0, 0), () => {
- this.createGrid(e, gridRowCount, gridColCount)
- if (peopleCount) { // 自动生成
- e.CheckpointModel.peopleCount = peopleCount
- const count = Math.ceil(peopleCount / 3)
- const colorCount = this.distributePeopleToColorsByArray(peopleCount, levelColor)
- const { gridPositions, gridColors, subwayPositions, subwayColors, subwayOrientations, obstaclePositions } = this.distributeToGridAndSubwayWithOptimizedPlacement(gridRowCount, gridColCount, colorCount, levelColor, 18)
- this.createObstacle(e, obstaclePositions)
- this.createMan(e, gridPositions, gridColors, levelColor)
- this.createSubway(e, subwayPositions, subwayOrientations, subwayColors, levelColor)
- this.createStation(e, stationCount)
- // const vColor = e.CheckpointModel.puppets.map(v=>levelColor.findIndex((c)=>c===v.PuppetModel?.color)+1)
- this.createVehicle(e, count, [], colorCount, levelColor)
- } else { // 依据配置生成
- this.createObstacle(e, obstaclePosition)
- this.createSubway(e, subwayPosition, subwayDir, subwayInfo, levelColor)
- this.createStation(e, stationCount)
- let subwayPeople = 0
- let flatSubwayArr = []
- if (subwayInfo) {
- flatSubwayArr = subwayInfo.flat()
- subwayPeople = flatSubwayArr.length
- }
- const colorCount = {}
- const colorArr = levelColor as number[]
- let newPeoplePosition = []
- if (peoplePosition && peoplePosition.length > 0) {
- newPeoplePosition = [...peoplePosition]
- } else {
- e.CheckpointModel.cells?.forEach((v, xIndex) => {
- v?.forEach((val, yIndex) => {
- if (val == null)
- newPeoplePosition.push([xIndex + 1, yIndex + 1])
- })
- })
- }
- if (peopleColor) {
- e.CheckpointModel.peopleCount = peopleColor.length + subwayPeople
- const count = Math.ceil((peopleColor.length + subwayPeople) / 3)
- colorArr.forEach((val, index) => {
- if (colorCount[val] == null) {
- colorCount[val] = 0
- }
- colorCount[val] = peopleColor.filter(v => v === index + 1).length + flatSubwayArr.filter(v => v === index + 1).length
- })
- this.createMan(e, newPeoplePosition, peopleColor, levelColor)
- this.createVehicle(e, count, vehicleColor, colorCount, levelColor)
- } else {
- e.CheckpointModel.peopleCount = (newPeoplePosition.length + subwayPeople) - (newPeoplePosition.length + subwayPeople) % 3
- const count = Math.ceil((e.CheckpointModel.peopleCount) / 3)
- colorArr.forEach((val, index) => {
- if (colorCount[val] == null) {
- colorCount[val] = 0
- }
- colorCount[val] = flatSubwayArr.filter(v => v === index + 1).length
- })
- Object.entries(colorCount).forEach(([color, count]) => {
- const remainCount = (count as number) % 3
- if (remainCount !== 0) {
- const needCount = 3 - remainCount
- if (newPeoplePosition.length < needCount) {
- console.error('人物位置数量无法支撑地铁中人物颜色为3的倍数')
- } else {
- for (let index = 0; index < needCount; index++) {
- const randIdx = Math.floor(Math.random() * newPeoplePosition.length);
- const pos = newPeoplePosition[randIdx]
- this.createSingleMan(e, pos, color)
- colorCount[color] += 1
- newPeoplePosition.splice(randIdx, 1)
- }
- }
- }
- // console.log(color, count);
- });
- const newColorCount = this.distributePeopleToColorsByArray(newPeoplePosition.length, levelColor)
- this.distributeToGrid(e, newPeoplePosition, newColorCount, levelColor)
- // this.createMan(e, peoplePosition, peopleColor, levelColor)
- // 合并两个colorCount对象
- let mergedColorCount = { ...colorCount };
- Object.keys(newColorCount).forEach(color => {
- if (mergedColorCount[color]) {
- // 如果color在mergedColorCount中已存在,则累加其值
- mergedColorCount[color] += newColorCount[color];
- } else {
- // 如果color在mergedColorCount中不存在,则直接添加
- mergedColorCount[color] = newColorCount[color];
- }
- });
- this.createVehicle(e, count, vehicleColor, mergedColorCount, levelColor)
- }
- this.fillEmptyMapInfo(e)
- }
- e.add(CheckpointPathTriggerComp)
- e.add(VehicleOperationComp)
- e.remove(InitCheckpointComp)
- // 关闭加载界面
- oops.gui.remove(UIID.Loading);
- });
- oops.gui.open(UIID.Game)
- if (e.CheckpointModelLevel.vm.lv === 1) { // 一级新手引导
- oops.gui.open(UIID.Guide)
- }
- }
- resetCheckpoint(e: Checkpoint) {
- e.remove(CheckpointViewComp);
- e.add(CheckpointModelComp, true)
- e.add(CheckpointModelBaseComp, true)
- // e.add(CheckpointModelLevelComp, true)
- e.children.forEach(child => {
- e.removeChild(child);
- child.destroy();
- });
- }
- distributePeopleToColorsByArray(totalPeople: number, colors: string[]) {
- // 验证输入
- if (totalPeople % 3 !== 0) {
- console.error('配置自动生成生成不是3的倍数,将去除余数')
- }
- const adapTotalPeople = totalPeople - totalPeople % 3
- const colorCount = colors.length;
- let baseDistribution = Math.floor(adapTotalPeople / colorCount);
- let remainder = adapTotalPeople % colorCount;
- // 确保基础分配是3的倍数
- if (baseDistribution % 3 !== 0) {
- baseDistribution -= baseDistribution % 3;
- remainder += adapTotalPeople - (baseDistribution * colorCount);
- }
- // 初始化颜色分配对象
- const colorDistribution = colors.reduce((acc, color) => {
- acc[color] = baseDistribution;
- return acc;
- }, {});
- // 处理余数,尽可能平均分配
- let index = 0;
- while (remainder > 0) {
- colorDistribution[colors[index]] += 3; // 每次增加3人以保持总数为3的倍数
- remainder -= 3;
- index = (index + 1) % colorCount; // 环形处理颜色索引
- }
- return colorDistribution;
- }
- distributeToGrid(e: Checkpoint, position: [x: number, y: number][], colorDistribution: any, colors: string[]) {
- // 创建颜色池
- let colorPool: number[] = [];
- colors.forEach((color, index) => {
- for (let i = 0; i < colorDistribution[color]; i++) {
- colorPool.push(index + 1);
- }
- });
- const randColorPool = this.shuffleArray(colorPool)
- randColorPool.forEach((colorIndex) => {
- // let people = colorDistribution[colors[colorIndex-1]];
- if (position.length > 0) {
- let randomIndex = Math.floor(Math.random() * position.length);
- const pos = position[randomIndex];
- this.createSingleMan(e, pos, colors[colorIndex - 1])
- position.splice(randomIndex, 1);
- }
- })
- }
- distributeToGridAndSubwayWithOptimizedPlacement(row: number, col: number, colorDistribution: any, colors: string[], subwayCapacity = 18) {
- const grid = Array.from({ length: row }, () => Array(col).fill(null));
- let freePositions = [];
- // let freePositionsCopy = [];
- const obstacleCount = Math.floor(Math.random() * 8); // 随机生成个数
- for (let i = 0; i < row; i++) {
- for (let j = 0; j < col; j++) {
- freePositions.push([i, j]);
- // freePositionsCopy.push([i, j]);
- }
- }
- const gridColors: number[] = []
- const gridPositions: [x: number, y: number][] = []
- // const obstaclePositions: [x: number, y: number][] = []
- const subwayPositions: [x: number, y: number][] = [];
- const subwayColors: number[][] = [];
- const subwayOrientations: number[] = [];
- const cellCount = row * col
- // 打乱freePositions数组
- this.shuffleArray(freePositions);
- // this.shuffleArray(freePositions); // 再洗一次,洗乱点
- // 从打乱后的数组中选择前 obstacleCount 个位置为障碍物位置
- const obstaclePositions: [x: number, y: number][] = freePositions.slice(0, obstacleCount);
- // 若需要,从 freePositions 中移除这些障碍物位置
- freePositions = freePositions.slice(obstacleCount);
- obstaclePositions.forEach(([x, y]) => {
- grid[x][y] = 'obstacle'
- })
- let freePositionsCopy = [...freePositions];
- // 创建颜色池
- let colorPool: number[] = [];
- colors.forEach((color, index) => {
- for (let i = 0; i < colorDistribution[color]; i++) {
- colorPool.push(index + 1);
- }
- });
- const getSubwayOrientation = () => Math.random() < 0.5 ? SubwayEnum.LEFT : SubwayEnum.RIGHT;
- // // 随机选择颜色函数
- // const selectRandomColor = () => {
- // if (colorPool.length === 0) return null;
- // let index = Math.floor(Math.random() * colorPool.length);
- // return colorPool.splice(index, 1)[0] as number; // 从颜色池中移除并返回选中的颜色
- // };
- const randColorPool = this.shuffleArray(colorPool)
- randColorPool.forEach((colorIndex) => {
- // let people = colorDistribution[colors[colorIndex-1]];
- if (freePositions.length > 0) {
- // let randomIndex = Math.floor(Math.random() * freePositions.length);
- // let [x, y] = freePositions[randomIndex];
- let [x, y] = freePositions.shift();
- grid[x][y] = colorIndex;
- gridColors.push(colorIndex)
- gridPositions.push([x, y])
- // freePositions.splice(randomIndex, 1);
- } else {
- if (!subwayColors[subwayColors.length - 1] || subwayColors[subwayColors.length - 1].length >= subwayCapacity) {
- const orientation = getSubwayOrientation();
- const filteredPositions = freePositionsCopy.filter(([x, y]) =>
- ((orientation === SubwayEnum.LEFT && y > 0) || (orientation === SubwayEnum.RIGHT && y < col - 1)) && grid[x][y] !== 'Subway' && grid[x][y] !== 'obstacle' &&
- ((orientation === SubwayEnum.RIGHT && grid[x][y + 1] !== 'Subway' && grid[x][y + 1] !== 'obstacle') || (orientation === SubwayEnum.LEFT && grid[x][y - 1] !== 'Subway' && grid[x][y - 1] !== 'obstacle')));
- if (filteredPositions.length > 0) {
- const index = Math.floor(Math.random() * filteredPositions.length);
- const [subwayX, subwayY] = filteredPositions[index];
- // let [subwayX, subwayY] = filteredPositions.shift();
- const gridColor = grid[subwayX][subwayY]
- subwayPositions.push([subwayX, subwayY]);
- const existIndex = gridPositions.findIndex(val => {
- const [x, y] = val
- return x === subwayX && y === subwayY
- })
- if (existIndex > -1) {
- gridPositions.splice(existIndex, 1)
- gridColors.splice(existIndex, 1)
- }
- subwayColors.push([gridColor, colorIndex]); // 新地铁的颜色
- subwayOrientations.push(orientation);
- grid[subwayX][subwayY] = 'Subway';
- freePositionsCopy.splice(index, 1);
- }
- } else {
- subwayColors[subwayColors.length - 1].push(colorIndex); // 添加到最后一个地铁的颜色
- }
- }
- })
- return {
- gridPositions: gridPositions.map(([x, y]) => [x + 1, y + 1]) as [x: number, y: number][],
- gridColors,
- subwayPositions: subwayPositions.map(([x, y]) => [x + 1, y + 1]) as [x: number, y: number][],
- subwayColors,
- subwayOrientations,
- obstaclePositions:obstaclePositions.map(([x, y]) => [x + 1, y + 1]) as [x: number, y: number][],
- };
- }
- // 洗牌算法打乱颜色
- shuffleArray(array) {
- for (let i = array.length - 1; i > 0; i--) {
- // 生成从 0 到 i 的随机数
- const j = Math.floor(Math.random() * (i + 1));
- // 交换元素 array[i] 和 array[j]
- [array[i], array[j]] = [array[j], array[i]];
- }
- return array;
- }
- // 生成棋盘相关
- createGrid(e: Checkpoint, row: number, col: number) {
- const checkpoint_root = e.get(CheckpointViewComp).node
- const checkpoint_model = e.get(CheckpointModelComp)
- checkpoint_model.grids = Array.from({ length: row }, () => new Array(col).fill(null));
- checkpoint_model.cells = Array.from({ length: row }, () => new Array(col).fill(null));
- checkpoint_model.path_grid = Array.from({ length: row }, () => new Array(col).fill(null));
- const width = 0.442;
- const gap = 0.025;
- const start_point = row % 2 === 0 ? v3(-(row / 2 * (width + gap) - gap / 2) + 0.08, 0, 2.7) : v3(-(Math.floor(row / 2) * (width + gap) + width / 2), 0, 2.7)
- for (let index = 0; index < row; index++) {
- for (let j = 0; j < col; j++) {
- const gridEnt = ecs.getEntity<Grid>(Grid);
- // 添加关卡到场景
- const pos = v3(start_point.x + j * (width + gap), 0, start_point.z + index * (width + gap))
- gridEnt.load(checkpoint_root, pos);
- e.addChild(gridEnt)
- checkpoint_model.grids[index][j] = gridEnt
- // if (typeof grids[index][j] === 'number') { // 生成障碍物
- // const obstacle = ecs.getEntity<Obstacle>(Obstacle)
- // const obstacleModel = obstacle.get(ObstacleModelComp)
- // obstacleModel.type = fill
- // obstacle.load(checkpoint_root, pos);
- // checkpoint_model.cells[index][j] = obstacle
- // checkpoint_model.path_grid[index][j] = {
- // x: index,
- // y: j,
- // fill: fill,
- // pos: pos
- // }
- // } else if (typeof grids[index][j] === 'string') { // 生成人物
- // const puppet = ecs.getEntity<Puppet>(Puppet)
- // const puppetModel = puppet.get(PuppetModelComp)
- // puppetModel.color = fill
- // puppetModel.x = index
- // puppetModel.y = j
- // puppet.load(checkpoint_root, fill, pos, smc.initialize.account.AccountModel.skin);
- // checkpoint_model.cells[index][j] = puppet
- // checkpoint_model.path_grid[index][j] = {
- // x: index,
- // y: j,
- // fill: fill,
- // pos: pos
- // }
- // const pathComp = puppet.add(PathFindComp)
- // pathComp.x = index
- // pathComp.y = j
- // } else { // 空格
- // checkpoint_model.path_grid[index][j] = {
- // x: index,
- // y: j,
- // fill: null,
- // pos: pos
- // }
- // }
- }
- }
- }
- // 生成人物
- createMan(e: Checkpoint, position: [x: number, y: number][], color: number[], colorArr: string[]) {
- const checkpoint_root = e.get(CheckpointViewComp).node
- const checkpoint_model = e.get(CheckpointModelComp)
- position && position.forEach((val, index) => {
- const [x, y] = val
- const xIndex = x - 1
- const yIndex = y - 1
- const puppet = ecs.getEntity<Puppet>(Puppet)
- const puppetModel = puppet.get(PuppetModelComp)
- const fillColor = colorArr[color[index] - 1]
- puppetModel.color = fillColor
- puppetModel.x = xIndex
- puppetModel.y = yIndex
- const pos = checkpoint_model.grids[xIndex][yIndex].GridView.node.position.clone()
- puppet.load(checkpoint_root, fillColor, pos, smc.initialize.account.AccountModel.skin);
- checkpoint_model.cells[xIndex][yIndex] = puppet
- checkpoint_model.path_grid[xIndex][yIndex] = {
- x: xIndex,
- y: yIndex,
- fill: fillColor,
- pos: pos
- }
- const pathComp = puppet.add(PathFindComp)
- pathComp.x = xIndex
- pathComp.y = yIndex
- })
- }
- fillEmptyMapInfo(e: Checkpoint) {
- const checkpoint_model = e.CheckpointModel
- checkpoint_model.path_grid?.forEach((v, xIndex) => {
- v.forEach((val, yIndex) => {
- if (val == null) {
- const pos = checkpoint_model.grids[xIndex][yIndex].GridView.node.position.clone()
- checkpoint_model.path_grid[xIndex][yIndex] = {
- x: xIndex,
- y: yIndex,
- fill: null,
- pos: pos
- }
- }
- })
- })
- }
- // 生成单个人物
- createSingleMan(e: Checkpoint, position: [x: number, y: number], color: string) {
- const checkpoint_root = e.get(CheckpointViewComp).node
- const checkpoint_model = e.get(CheckpointModelComp)
- const [x, y] = position
- const xIndex = x - 1
- const yIndex = y - 1
- const puppet = ecs.getEntity<Puppet>(Puppet)
- const puppetModel = puppet.get(PuppetModelComp)
- const fillColor = color
- puppetModel.color = fillColor
- puppetModel.x = xIndex
- puppetModel.y = yIndex
- const pos = checkpoint_model.grids[xIndex][yIndex].GridView.node.position.clone()
- puppet.load(checkpoint_root, fillColor, pos, smc.initialize.account.AccountModel.skin);
- checkpoint_model.cells[xIndex][yIndex] = puppet
- checkpoint_model.path_grid[xIndex][yIndex] = {
- x: xIndex,
- y: yIndex,
- fill: fillColor,
- pos: pos
- }
- const pathComp = puppet.add(PathFindComp)
- pathComp.x = xIndex
- pathComp.y = yIndex
- }
- // 生成障碍物
- createObstacle(e: Checkpoint, position: [x: number, y: number][]) {
- const checkpoint_root = e.get(CheckpointViewComp).node
- const checkpoint_model = e.get(CheckpointModelComp)
- position && position.forEach((val, index) => {
- const obstacle = ecs.getEntity<Obstacle>(Obstacle)
- const [x, y] = val
- const xIndex = x - 1
- const yIndex = y - 1
- const pos = checkpoint_model.grids[xIndex][yIndex].GridView.node.position.clone()
- obstacle.load(checkpoint_root, pos);
- checkpoint_model.cells[xIndex][yIndex] = obstacle
- checkpoint_model.path_grid[xIndex][yIndex] = {
- x: xIndex,
- y: yIndex,
- fill: 'obstacle',
- pos: pos
- }
- })
- }
- // 生成地铁
- createSubway(e: Checkpoint, position: [x: number, y: number][], dir: number[], info: number[][], colorArr: string[]) {
- const checkpoint_root = e.get(CheckpointViewComp).node
- const checkpoint_model = e.get(CheckpointModelComp)
- position && position.forEach((val, index) => {
- const [x, y] = val
- const xIndex = x - 1
- const yIndex = y - 1
- const pos = checkpoint_model.grids[xIndex][yIndex].GridView.node.position.clone()
- const d = dir[index]
- const subway = ecs.getEntity<Subway>(Subway)
- const subwayModel = subway.SubwayModel
- subwayModel.colorArr = info[index].map(v => colorArr[v - 1])
- subwayModel.type = d
- subwayModel.x = xIndex
- subwayModel.y = yIndex
- subway.load(checkpoint_root, pos, d);
- checkpoint_model.cells[xIndex][yIndex] = subway
- checkpoint_model.path_grid[xIndex][yIndex] = {
- x: xIndex,
- y: yIndex,
- fill: 'subway',
- pos: pos
- }
- })
- }
- // 生成站台
- createStation(e: Checkpoint, count: number) {
- const checkpoint_root = e.get(CheckpointViewComp).node
- const checkpoint_model = e.get(CheckpointModelComp)
- const start_point = v3(-1.2, 0, 1.2)
- for (let index = 0; index < count; index++) {
- const station = ecs.getEntity<Station>(Station);
- // 添加关卡到场景
- const h_index = index % 5
- // const v_index = Math.floor(index / 5)
- const v_index = checkpoint_model.stations.length >= 5 ? 1 : 0
- station.load(checkpoint_root, v3(start_point.x + h_index * 0.5, 0, start_point.z + v_index * 0.5));
- e.addChild(station)
- checkpoint_model.stations.push(station)
- }
- }
- // // 生成交通工具
- // createVehicleByReachColor(e: Checkpoint, count: number, pcolor: number[], colorCount: any, colors: string[]) {
- // const copyColorCount = { ...colorCount }
- // const checkpoint_root = e.CheckpointView.node
- // const checkpoint_model = e.CheckpointModel
- // const availablePositions = Array.from({ length: count }, (_, i) => i)
- // checkpoint_model.vehicles = Array(count).fill(null)
- // const start_point = v3(-6, 0, 0)
- // pcolor?.forEach((v, i) => {
- // const color = colors[pcolor[i] - 1]
- // if (copyColorCount[color] > 0) {
- // const vehicle = ecs.getEntity<Vehicle>(Vehicle);
- // availablePositions.shift()
- // copyColorCount[color] -= 3;
- // // 添加车到场景
- // vehicle.VehicleModel.color = color
- // const vehicleType = e.CheckpointModelLevel.rtluCurrent.vehicleType
- // vehicle.load(checkpoint_root, color, start_point, vehicleType);
- // e.addChild(vehicle)
- // checkpoint_model.vehicles[i] = vehicle
- // }
- // })
- // while (availablePositions.length > 0) {
- // let randomIndex = Math.floor(Math.random() * availablePositions.length);
- // let colorIndex = Math.floor(Math.random() * colors.length);
- // let color = colors[colorIndex];
- // if (copyColorCount[color] > 0) {
- // // if (randomIndex < pcolor.length) {
- // // availablePositions.splice(randomIndex, 1);
- // // }
- // const vehicle = ecs.getEntity<Vehicle>(Vehicle);
- // let index = availablePositions.splice(randomIndex, 1)[0];
- // copyColorCount[color] -= 3;
- // // 添加车到场景
- // vehicle.VehicleModel.color = color
- // const vehicleType = e.CheckpointModelLevel.rtluCurrent.vehicleType
- // vehicle.load(checkpoint_root, color, start_point, vehicleType);
- // e.addChild(vehicle)
- // checkpoint_model.vehicles[index] = vehicle
- // }
- // }
- // }
- // 生成交通工具
- createVehicle(e: Checkpoint, count: number, pcolor: number[], colorCount: any, colors: string[]) {
- const copyColorCount = { ...colorCount }
- const checkpoint_root = e.CheckpointView.node
- const checkpoint_model = e.CheckpointModel
- const availablePositions = Array.from({ length: count }, (_, i) => i)
- checkpoint_model.vehicles = Array(count).fill(null)
- const start_point = v3(-6, 0, 0)
- pcolor?.forEach((v, i) => {
- const color = colors[pcolor[i] - 1]
- if (copyColorCount[color] > 0) {
- const vehicle = ecs.getEntity<Vehicle>(Vehicle);
- availablePositions.shift()
- copyColorCount[color] -= 3;
- // 添加车到场景
- vehicle.VehicleModel.color = color
- const vehicleType = e.CheckpointModelLevel.rtluCurrent.vehicleType
- vehicle.load(checkpoint_root, color, start_point, vehicleType);
- e.addChild(vehicle)
- checkpoint_model.vehicles[i] = vehicle
- }
- })
- while (availablePositions.length > 0) {
- let randomIndex = Math.floor(Math.random() * availablePositions.length);
- let colorIndex = Math.floor(Math.random() * colors.length);
- let color = colors[colorIndex];
- if (copyColorCount[color] > 0) {
- // if (randomIndex < pcolor.length) {
- // availablePositions.splice(randomIndex, 1);
- // }
- const vehicle = ecs.getEntity<Vehicle>(Vehicle);
- let index = availablePositions.splice(randomIndex, 1)[0];
- copyColorCount[color] -= 3;
- // 添加车到场景
- vehicle.VehicleModel.color = color
- const vehicleType = e.CheckpointModelLevel.rtluCurrent.vehicleType
- vehicle.load(checkpoint_root, color, start_point, vehicleType);
- e.addChild(vehicle)
- checkpoint_model.vehicles[index] = vehicle
- }
- }
- // for (let index = 0; index < count; index++) {
- // const vehicle = ecs.getEntity<Vehicle>(Vehicle);
- // const vehicleModel = vehicle.get(VehicleModelComp)
- // if (index < color.length) {
- // const v_color = colors[color[index] - 1]
- // vehicleModel.color = v_color
- // colorCount[v_color] = colorCount[v_color] - 1
- // } else {
- // const v_color = colors[index % 3]
- // vehicleModel.color
- // }
- // // 添加车到场景
- // const vehicleType = e.CheckpointModelLevel.rtluCurrent.vehicleType
- // vehicle.load(checkpoint_root, vehicleModel.color, start_point, vehicleType);
- // e.addChild(vehicle)
- // checkpoint_model.vehicles.push(vehicle)
- // }
- }
- // // 生成棋盘相关
- // createGrid(e: Checkpoint, row: number, col: number, colors: string[], obstacles: number[], peopleCount: number, obstacleCount: number) {
- // const checkpoint_root = e.get(CheckpointViewComp).node
- // const checkpoint_model = e.get(CheckpointModelComp)
- // const grids = this.generateGridWithEmptySpaces(row, col, colors, obstacles, peopleCount, obstacleCount)
- // checkpoint_model.grids = Array.from({ length: row }, () => new Array(col).fill(null));
- // checkpoint_model.cells = Array.from({ length: row }, () => new Array(col).fill(null));
- // checkpoint_model.path_grid = Array.from({ length: row }, () => new Array(col).fill(null));
- // const start_point = v3(-1.9, 0, 2.7)
- // for (let index = 0; index < grids.length; index++) {
- // for (let j = 0; j < grids[index].length; j++) {
- // const gridEnt = ecs.getEntity<Grid>(Grid);
- // const gridModel = gridEnt.get(GridModelComp)
- // // 添加关卡到场景
- // const fill = grids[index][j]
- // gridModel.color = fill
- // const pos = v3(start_point.x + j * 0.5, 0, start_point.z + index * 0.5)
- // gridEnt.load(checkpoint_root, pos);
- // e.addChild(gridEnt)
- // checkpoint_model.grids[index][j] = gridEnt
- // if (typeof grids[index][j] === 'number') { // 生成障碍物
- // const obstacle = ecs.getEntity<Obstacle>(Obstacle)
- // const obstacleModel = obstacle.get(ObstacleModelComp)
- // obstacleModel.type = fill
- // obstacle.load(checkpoint_root, pos);
- // checkpoint_model.cells[index][j] = obstacle
- // checkpoint_model.path_grid[index][j] = {
- // x: index,
- // y: j,
- // fill: fill,
- // pos: pos
- // }
- // } else if (typeof grids[index][j] === 'string') { // 生成人物
- // const puppet = ecs.getEntity<Puppet>(Puppet)
- // const puppetModel = puppet.get(PuppetModelComp)
- // puppetModel.color = fill
- // puppetModel.x = index
- // puppetModel.y = j
- // puppet.load(checkpoint_root, fill, pos, smc.initialize.account.AccountModel.skin);
- // checkpoint_model.cells[index][j] = puppet
- // checkpoint_model.path_grid[index][j] = {
- // x: index,
- // y: j,
- // fill: fill,
- // pos: pos
- // }
- // const pathComp = puppet.add(PathFindComp)
- // pathComp.x = index
- // pathComp.y = j
- // } else { // 空格
- // checkpoint_model.path_grid[index][j] = {
- // x: index,
- // y: j,
- // fill: null,
- // pos: pos
- // }
- // }
- // }
- // }
- // }
- // // 生成棋盘格
- // createGrid(e: Checkpoint, row: number, col: number) {
- // const checkpoint_root = e.get(CheckpointViewComp).node
- // const checkpoint_model = e.get(CheckpointModelComp)
- // checkpoint_model.grids = Array.from({ length: row }, () => new Array(col).fill(null));
- // const start_point = v3(-1.706, 0, -1.718)
- // for (let index = 0; index < row; index++) {
- // for (let j = 0; j < col; j++) {
- // const grid = ecs.getEntity<Grid>(Grid);
- // // 添加关卡到场景
- // grid.load(checkpoint_root, v3(start_point.x + index * 0.6, 0, start_point.z + j * 0.6));
- // e.addChild(grid)
- // checkpoint_model.grids[index][j] = grid
- // }
- // }
- // }
- calcMaxCount(row: number, col: number, peopleCount: number) {
- const totalCells = row * col;
- let maxCount = Math.floor((totalCells - 1) / 3) * 3; // 最大可能的 3 的倍数
- return Math.min(maxCount / 3, peopleCount * 3); // 分配三分之一
- }
- generateGridWithEmptySpaces(row: number, col: number, colors: string[], obstacles: number[], peopleCount: number, obstacleCount: number) {
- let grid = Array.from({ length: row }, () => new Array(col).fill(null));
- // 初始化颜色计数
- let counts = {};
- colors.forEach(color => {
- counts[color] = this.calcMaxCount(row, col, peopleCount); // 分配三分之一
- });
- // 创建所有可能的格子位置数组
- let availablePositions = [];
- for (let i = 0; i < row; i++) {
- for (let j = 0; j < col; j++) {
- availablePositions.push([i, j]);
- }
- }
- let obstacleNum = obstacleCount
- // 随机分配颜色到网格中
- while (availablePositions.length > 0) {
- let randomIndex = Math.floor(Math.random() * availablePositions.length);
- let position = availablePositions.splice(randomIndex, 1)[0];
- let x = position[0];
- let y = position[1];
- let colorIndex = Math.floor(Math.random() * colors.length);
- let color = colors[colorIndex];
- if (counts[color] > 0) {
- grid[x][y] = color;
- counts[color]--;
- } else if (obstacleNum > 0) {
- grid[x][y] = obstacles[Math.floor(Math.random() * obstacles.length)]
- obstacleNum--
- }
- }
- return grid;
- }
- // generateOptimizedGrid(colors:string[]) {
- // const gridSize = 7;
- // const totalCells = gridSize * gridSize;
- // // const colors = ['红色', '蓝色', '绿色'];
- // let grid = Array(gridSize).fill().map(() => Array(gridSize).fill(''));
- // // 初始化每种颜色的人数
- // let counts = { '红色': 0, '蓝色': 0, '绿色': 0 };
- // // 首先分配每种颜色的人数,使其尽可能接近总数且是 3 的倍数
- // for (let color of colors) {
- // let maxCount = Math.floor((totalCells - 1) / 3) * 3; // 最大可能的 3 的倍数
- // counts[color] = maxCount / 3; // 分配三分之一
- // }
- // // 在剩余的空格中随机分配颜色或保持为空
- // let remainingCells = totalCells - 3 * Math.floor((totalCells - 1) / 3);
- // let colorIndices = colors.map((_, index) => index);
- // while (remainingCells > 0) {
- // let randomIndex = Math.floor(Math.random() * colorIndices.length);
- // let color = colors[colorIndices[randomIndex]];
- // counts[color]++;
- // remainingCells--;
- // }
- // // 将颜色分配到网格中
- // let flatGrid = grid.flat();
- // colors.forEach(color => {
- // for (let i = 0; i < counts[color]; i++) {
- // let pos;
- // do {
- // pos = Math.floor(Math.random() * flatGrid.length);
- // } while (flatGrid[pos] !== '');
- // flatGrid[pos] = color;
- // }
- // });
- // // 重新构建二维网格
- // for (let i = 0; i < flatGrid.length; i++) {
- // grid[Math.floor(i / gridSize)][i % gridSize] = flatGrid[i];
- // }
- // return grid;
- // }
- }
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