397 lines
13 KiB
C#
397 lines
13 KiB
C#
using System.Collections.Generic;
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using GeometryTD.DataTable;
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using GeometryTD.Definition;
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using GeometryTD.Entity;
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using GeometryTD.UI;
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using UnityEngine;
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using UnityGameFramework.Runtime;
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namespace GeometryTD.CustomComponent
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{
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public class CombatScheduler
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{
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private enum SchedulerState : byte
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{
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Idle = 0,
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WaitingForLoading = 1,
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RunningPhase = 2,
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WaitingForFinishReturn = 3,
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Completed = 4,
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Failed = 5
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}
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private readonly List<DRLevelPhase> _phaseBuffer = new();
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private readonly Dictionary<int, IReadOnlyList<DRLevelSpawnEntry>> _spawnEntriesByPhaseId = new();
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private readonly EnemyManager _enemyManager = new();
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private readonly PhaseLoopRuntime _phaseLoopRuntime = new();
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private readonly CombatLoadSession _loadSession = new();
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private readonly CombatEventBridge _eventBridge = new();
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private EntityComponent _entity;
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private DRLevel _currentLevel;
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private CombatFinishFormUseCase _combatFinishFormUseCase;
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private SchedulerState _state = SchedulerState.Idle;
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private bool _initialized;
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private int _gainedCoin;
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private int _gainedGold;
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public bool IsRunning => _state == SchedulerState.WaitingForLoading || _state == SchedulerState.RunningPhase;
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public bool IsCompleted => _state == SchedulerState.Completed;
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public DRLevel CurrentLevel => _currentLevel;
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public DRLevelPhase CurrentPhase => _phaseLoopRuntime.CurrentPhase;
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public MapEntity CurrentMap => _loadSession.CurrentMap;
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public int DisplayPhaseIndex => _phaseLoopRuntime.DisplayPhaseIndex;
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public bool CanEndCombat => _phaseLoopRuntime.CanEndCombat;
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public int DefeatedEnemyCount => _enemyManager.DefeatedEnemyCount;
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public int GainedCoin => _gainedCoin;
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public int GainedGold => _gainedGold;
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public void OnInit()
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{
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if (!_initialized)
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{
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_entity = GameEntry.Entity;
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_eventBridge.Bind(
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OnShowEntitySuccess,
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OnShowEntityFailure,
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OnHideEntityComplete,
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OnOpenUIFormSuccess,
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OnOpenUIFormFailure,
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OnCloseUIFormComplete);
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_enemyManager.OnInit(this);
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_loadSession.OnInit(_entity);
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EnsureCombatFinishFormUseCaseBound();
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_initialized = true;
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}
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ResetRuntime();
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}
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public void Start(
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DRLevel level,
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IReadOnlyList<DRLevelPhase> phases,
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IReadOnlyDictionary<int, IReadOnlyList<DRLevelSpawnEntry>> spawnEntriesByPhaseId)
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{
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if (!_initialized || _entity == null)
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{
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_state = SchedulerState.Failed;
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Log.Warning("CombatScheduler start failed. Runtime is not initialized.");
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return;
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}
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if (level == null || phases == null || phases.Count <= 0)
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{
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_state = SchedulerState.Failed;
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Log.Warning("CombatScheduler start failed. Invalid level or phase data.");
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return;
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}
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CleanupAllCombatEntities();
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CloseCombatFinishForm();
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_enemyManager.EndPhase();
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_enemyManager.ResetCombatStats();
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ResetRuntime();
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_gainedCoin = 0;
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_gainedGold = 0;
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_currentLevel = level;
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for (int i = 0; i < phases.Count; i++)
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{
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DRLevelPhase phase = phases[i];
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if (phase != null)
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{
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_phaseBuffer.Add(phase);
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}
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}
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if (spawnEntriesByPhaseId != null)
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{
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foreach (var pair in spawnEntriesByPhaseId)
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{
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_spawnEntriesByPhaseId[pair.Key] = pair.Value;
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}
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}
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_phaseLoopRuntime.SetPhases(_phaseBuffer);
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if (_phaseLoopRuntime.PhaseCount <= 0)
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{
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_state = SchedulerState.Failed;
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Log.Warning("CombatScheduler start failed. Level '{0}' has no phase data.", level.Id);
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return;
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}
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if (!_loadSession.StartLoading(level, out string loadError))
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{
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_state = SchedulerState.Failed;
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Log.Warning("CombatScheduler start failed. {0}", loadError);
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return;
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}
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_state = SchedulerState.WaitingForLoading;
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Log.Info("CombatScheduler started. Level={0}, PhaseCount={1}.", _currentLevel.Id,
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_phaseLoopRuntime.PhaseCount);
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}
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public void OnUpdate(float elapseSeconds, float realElapseSeconds)
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{
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switch (_state)
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{
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case SchedulerState.WaitingForLoading:
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if (!_loadSession.IsReady)
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{
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return;
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}
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BeginNextPhase();
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return;
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case SchedulerState.RunningPhase:
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UpdateCurrentPhase(elapseSeconds, realElapseSeconds);
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return;
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default:
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return;
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}
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}
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public void OnDestroy()
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{
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if (!_initialized)
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{
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return;
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}
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CleanupAllCombatEntities();
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CloseCombatFinishForm();
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_enemyManager.OnDestroy();
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ResetRuntime();
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_eventBridge.Unbind();
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_combatFinishFormUseCase = null;
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_entity = null;
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_initialized = false;
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}
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public bool TryEndCombatByPlayer()
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{
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if (_state != SchedulerState.RunningPhase)
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{
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return false;
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}
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if (!_phaseLoopRuntime.TryRequestEndCombat())
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{
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return false;
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}
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EnterFinishFlow("Combat ended by player.");
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return true;
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}
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private void RefreshCombatInfoForm()
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{
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_loadSession.RefreshCombatInfoForm(_currentLevel);
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}
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private void UpdateCurrentPhase(float elapseSeconds, float realElapseSeconds)
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{
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DRLevelPhase currentPhase = _phaseLoopRuntime.CurrentPhase;
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if (currentPhase == null)
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{
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_state = SchedulerState.Failed;
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Log.Warning("CombatScheduler update failed. Current phase is null.");
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return;
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}
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_phaseLoopRuntime.AdvancePhaseElapsed(elapseSeconds);
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_enemyManager.OnUpdate(elapseSeconds, realElapseSeconds);
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if (!_phaseLoopRuntime.ShouldEndCurrentPhase(_enemyManager.IsPhaseSpawnCompleted,
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_enemyManager.AliveEnemyCount))
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{
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return;
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}
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CompleteCurrentPhase();
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}
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private void CompleteCurrentPhase()
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{
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_enemyManager.EndPhase();
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Log.Info(
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"CombatScheduler phase completed. Level={0}, Phase={1}, Elapsed={2:F2}s.",
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_currentLevel != null ? _currentLevel.Id : 0,
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_phaseLoopRuntime.CurrentPhase != null ? _phaseLoopRuntime.CurrentPhase.Id : 0,
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_phaseLoopRuntime.CurrentPhaseElapsed);
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BeginNextPhase();
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}
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private void BeginNextPhase()
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{
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if (!_phaseLoopRuntime.TryEnterNextPhase(out DRLevelPhase nextPhase))
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{
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EnterFinishFlow("Combat ended after loop completion.");
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return;
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}
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RefreshCombatInfoForm();
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_spawnEntriesByPhaseId.TryGetValue(nextPhase.Id, out IReadOnlyList<DRLevelSpawnEntry> spawnEntries);
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_enemyManager.BeginPhase(nextPhase, spawnEntries);
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_state = SchedulerState.RunningPhase;
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Log.Info(
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"CombatScheduler phase started. Level={0}, Phase={1}, EndType={2}, Entries={3}.",
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_currentLevel != null ? _currentLevel.Id : 0,
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_phaseLoopRuntime.DisplayPhaseIndex,
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nextPhase.EndType,
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spawnEntries != null ? spawnEntries.Count : 0);
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}
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private void EnterFinishFlow(string reason)
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{
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int defeatedEnemyCount = _enemyManager.DefeatedEnemyCount;
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// Step 1: stop runtime and clear enemy entities only.
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_enemyManager.EndPhase();
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_state = SchedulerState.WaitingForFinishReturn;
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_enemyManager.CleanupTrackedEnemies();
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Log.Info(
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"CombatScheduler entered finish flow. Level={0}. Reason={1}",
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_currentLevel != null ? _currentLevel.Id : 0,
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reason);
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OpenCombatFinishForm(defeatedEnemyCount, _gainedGold);
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}
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private void ResetRuntime()
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{
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_phaseBuffer.Clear();
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_spawnEntriesByPhaseId.Clear();
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_phaseLoopRuntime.Reset();
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_loadSession.Reset();
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_currentLevel = null;
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_state = SchedulerState.Idle;
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}
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private void CleanupAllCombatEntities()
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{
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_loadSession.Cleanup();
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_enemyManager.CleanupTrackedEnemies();
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}
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private void EnsureCombatFinishFormUseCaseBound()
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{
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_combatFinishFormUseCase ??= new CombatFinishFormUseCase(this);
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GameEntry.UIRouter.BindUIUseCase(UIFormType.CombatFinishForm, _combatFinishFormUseCase);
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}
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private void OpenCombatFinishForm(int defeatedEnemyCount, int gainedGold)
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{
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EnsureCombatFinishFormUseCaseBound();
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_combatFinishFormUseCase.SetSummary(
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defeatedEnemyCount,
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gainedGold);
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GameEntry.UIRouter.OpenUI(UIFormType.CombatFinishForm);
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}
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public void OnEnemyDefeatedRewardResolved(int gainedCoin, int gainedGold)
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{
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int coin = Mathf.Max(0, gainedCoin);
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int gold = Mathf.Max(0, gainedGold);
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_gainedCoin += coin;
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_gainedGold += gold;
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GameEntry.CombatNode?.ApplyEnemyDropReward(coin, gold);
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}
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private void CloseCombatFinishForm()
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{
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GameEntry.UIRouter.CloseUI(UIFormType.CombatFinishForm);
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}
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public bool OnCombatFinishReturnRequested()
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{
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if (_state != SchedulerState.WaitingForFinishReturn)
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{
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return false;
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}
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// Step 2: clear remaining map/UI resources and close finish form.
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_loadSession.Cleanup();
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CloseCombatFinishForm();
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_state = SchedulerState.Completed;
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GameEntry.CombatNode.EndCombat();
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return true;
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}
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#region Event Handlers
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private void OnShowEntitySuccess(ShowEntitySuccessEventArgs args)
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{
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var status = _loadSession.HandleShowEntitySuccess(args, out string errorMessage);
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if (status == CombatLoadSession.EventHandleStatus.Failed)
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{
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_state = SchedulerState.Failed;
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Log.Error("CombatScheduler failed. {0}", errorMessage);
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return;
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}
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if (status == CombatLoadSession.EventHandleStatus.Succeeded)
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{
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MapEntity map = _loadSession.CurrentMap;
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Log.Info(
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"Map ready. LevelId={0}, PathCells={1}, FoundationCells={2}, Spawners={3}, House={4}.",
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_currentLevel != null ? _currentLevel.Id : 0,
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map.PathCells.Count,
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map.FoundationCells.Count,
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map.Spawners.Length,
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map.House != null ? map.House.name : "None");
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}
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}
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private void OnShowEntityFailure(ShowEntityFailureEventArgs args)
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{
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var status = _loadSession.HandleShowEntityFailure(args, out string errorMessage);
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if (status == CombatLoadSession.EventHandleStatus.Failed)
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{
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_state = SchedulerState.Failed;
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Log.Error("CombatScheduler failed. LevelId={0}, {1}", _currentLevel != null ? _currentLevel.Id : 0,
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errorMessage);
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}
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}
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private void OnHideEntityComplete(HideEntityCompleteEventArgs args)
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{
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_loadSession.HandleHideEntityComplete(args);
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}
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private void OnOpenUIFormSuccess(OpenUIFormSuccessEventArgs args)
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{
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var status = _loadSession.HandleOpenUIFormSuccess(args, out string errorMessage);
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if (status == CombatLoadSession.EventHandleStatus.Failed)
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{
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_state = SchedulerState.Failed;
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Log.Error("CombatScheduler failed. {0}", errorMessage);
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}
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}
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private void OnOpenUIFormFailure(OpenUIFormFailureEventArgs args)
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{
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var status = _loadSession.HandleOpenUIFormFailure(args, out string errorMessage);
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if (status == CombatLoadSession.EventHandleStatus.Failed)
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{
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_state = SchedulerState.Failed;
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Log.Error("CombatScheduler failed. {0}", errorMessage);
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}
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}
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private void OnCloseUIFormComplete(CloseUIFormCompleteEventArgs args)
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{
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_loadSession.HandleCloseUIFormComplete(args);
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}
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#endregion
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}
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}
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