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- import { 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";
- /** 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);
- }
- entityEnter(e: Checkpoint): void {
- const levelConfig = e.get(CheckpointModelLevelComp)?.rtluCurrent
- const { gridCount, levelColor, peopleCount, levelObstacle, obstacleCount, stationCount } = levelConfig
- this.resetCheckpoint(e)
- // 关卡数据
- e.CheckpointModel.vmAdd();
- // 添加关卡到场景
- e.load(oops.game.root, v3(0, 0, 0));
- this.createGrid(e, gridCount, gridCount, levelColor, levelObstacle, peopleCount, obstacleCount)
- this.createStation(e, stationCount)
- this.createVehicle(e, peopleCount,levelColor)
- e.remove(InitCheckpointComp)
- }
- resetCheckpoint(e: Checkpoint) {
- e.remove(CheckpointViewComp);
- e.add(CheckpointModelComp, true)
- e.children.forEach(child => {
- e.removeChild(child);
- child.destroy();
- });
- }
- // 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(-1.706, 0, -1.718)
- 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 * 0.6, 0, start_point.z + index * 0.6)
- 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);
- 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
- // }
- // }
- // }
- // 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, 0, -3)
- for (let index = 0; index < count; index++) {
- const station = ecs.getEntity<Station>(Station);
- // 添加关卡到场景
- station.load(checkpoint_root, v3(start_point.x + index * 0.6, 0, start_point.z));
- e.addChild(station)
- checkpoint_model.stations.push(station)
- }
- }
- // 生成交通工具
- createVehicle(e: Checkpoint, peopleCount: number, colors: string[]) {
- const checkpoint_root = e.get(CheckpointViewComp).node
- const checkpoint_model = e.get(CheckpointModelComp)
- const start_point = v3(0, 0, -5)
- const vechicleCount = Math.ceil(peopleCount / 3)
- for (let index = 0; index < vechicleCount; index++) {
- const vehicle = ecs.getEntity<Vehicle>(Vehicle);
- const vehicleModel = vehicle.get(VehicleModelComp)
- vehicleModel.color = colors[index % 3]
- // 添加车到场景
- vehicle.load(checkpoint_root, vehicleModel.color, start_point);
- e.addChild(vehicle)
- checkpoint_model.vehicles.push(vehicle)
- }
- }
- // 生成人物
- createMan(x: number, y: number, color: string) {
- }
- // 生成障碍物
- createObstacle() {
- }
- generateGridWithEmptySpaces(row: number, col: number, colors: string[], obstacles: number[], peopleCount: number, obstacleCount: number) {
- const totalCells = row * col;
- let grid = Array.from({ length: row }, () => new Array(col).fill(null));
- // 初始化颜色计数
- let counts = {};
- colors.forEach(color => {
- let maxCount = Math.floor((totalCells - 1) / 3) * 3; // 最大可能的 3 的倍数
- counts[color] = Math.min(maxCount / 3, peopleCount * 3); // 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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