geometry-tower-defense/Assets/GameMain/Scripts/Procedure/ProcedureMain.cs

663 lines
26 KiB
C#

using System.Text;
using GameFramework.Event;
using GameFramework.Fsm;
using GameFramework.Procedure;
using GeometryTD.CustomEvent;
using GeometryTD.Definition;
using GeometryTD.UI;
using UnityGameFramework.Runtime;
namespace GeometryTD.Procedure
{
public enum ProcedureMainFlowPhase
{
Hub = 0,
NodeActive = 1,
RunCompletedPendingFinish = 2
}
public enum ProcedureMainRunAdvanceResult
{
NoChange = 0,
NodeException = 1,
AdvancedToNextNode = 2,
RunCompleted = 3
}
public enum ProcedureMainRunCompletionResult
{
NoChange = 0,
ShowCompletionDialog = 1,
ReturnToMenu = 2
}
public enum ProcedureMainCombatEntryBlockReason
{
None = 0,
InventoryUnavailable = 1,
NoValidParticipantTower = 2
}
public sealed class ProcedureMainCombatEntryValidationResult
{
public bool CanEnterCombat => BlockReason == ProcedureMainCombatEntryBlockReason.None;
public ProcedureMainCombatEntryBlockReason BlockReason { get; set; }
public CombatParticipantTowerValidationSummary ValidationSummary { get; set; }
}
public static class ProcedureMainRunFlowService
{
public static ProcedureMainRunAdvanceResult TryAdvanceRun(
RunState runState,
RunNodeCompletionStatus completionStatus,
BackpackInventoryData snapshot)
{
if (!RunStateAdvanceService.TryCompleteCurrentNode(runState, completionStatus, snapshot))
{
return ProcedureMainRunAdvanceResult.NoChange;
}
if (runState != null && runState.IsCompleted)
{
return ProcedureMainRunAdvanceResult.RunCompleted;
}
return completionStatus == RunNodeCompletionStatus.Exception
? ProcedureMainRunAdvanceResult.NodeException
: ProcedureMainRunAdvanceResult.AdvancedToNextNode;
}
}
public static class ProcedureMainRunCompletionService
{
public static ProcedureMainRunCompletionResult TryEnterCompletedPendingFinish(bool isCompletionDialogShown)
{
return isCompletionDialogShown
? ProcedureMainRunCompletionResult.NoChange
: ProcedureMainRunCompletionResult.ShowCompletionDialog;
}
public static ProcedureMainRunCompletionResult TryConfirmReturnToMenu(
ProcedureMainFlowPhase flowPhase,
bool isReturnToMenuPending)
{
if (flowPhase != ProcedureMainFlowPhase.RunCompletedPendingFinish || isReturnToMenuPending)
{
return ProcedureMainRunCompletionResult.NoChange;
}
return ProcedureMainRunCompletionResult.ReturnToMenu;
}
}
public static class ProcedureMainNodeEventGuardService
{
public static bool MatchesCurrentNode(
RunState runState,
int nodeId,
RunNodeType nodeType,
int sequenceIndex)
{
RunNodeState currentNode = runState?.CurrentNode;
if (currentNode == null)
{
return false;
}
return (nodeId <= 0 || nodeId == currentNode.NodeId) &&
(nodeType == RunNodeType.None || nodeType == currentNode.NodeType) &&
(sequenceIndex < 0 || sequenceIndex == currentNode.SequenceIndex);
}
}
public static class ProcedureMainCombatEntryValidationService
{
public static ProcedureMainCombatEntryValidationResult Validate(BackpackInventoryData inventory)
{
if (inventory == null)
{
return new ProcedureMainCombatEntryValidationResult
{
BlockReason = ProcedureMainCombatEntryBlockReason.InventoryUnavailable,
ValidationSummary = new CombatParticipantTowerValidationSummary()
};
}
CombatParticipantTowerValidationSummary summary =
CombatParticipantTowerValidationService.ValidateParticipantTowers(inventory);
return new ProcedureMainCombatEntryValidationResult
{
BlockReason = summary.HasAnyValidParticipantTower
? ProcedureMainCombatEntryBlockReason.None
: ProcedureMainCombatEntryBlockReason.NoValidParticipantTower,
ValidationSummary = summary
};
}
public static string BuildInvalidParticipantTowerLog(
CombatParticipantTowerValidationSummary summary)
{
if (summary?.InvalidResults == null || summary.InvalidResults.Count <= 0)
{
return "none";
}
StringBuilder builder = new StringBuilder();
for (int i = 0; i < summary.InvalidResults.Count; i++)
{
CombatParticipantTowerValidationResult result = summary.InvalidResults[i];
if (result == null)
{
continue;
}
if (builder.Length > 0)
{
builder.Append(", ");
}
builder.Append('#');
builder.Append(result.TowerInstanceId);
builder.Append(':');
builder.Append(result.FailureReason);
}
return builder.Length > 0 ? builder.ToString() : "none";
}
public static DialogFormRawData BuildBlockedCombatDialogRawData(
ProcedureMainCombatEntryValidationResult validationResult)
{
return new DialogFormRawData
{
Mode = 1,
Title = "无法进入战斗",
Message = BuildBlockedCombatDialogMessage(validationResult),
PauseGame = false,
ConfirmText = "知道了"
};
}
private static string BuildBlockedCombatDialogMessage(
ProcedureMainCombatEntryValidationResult validationResult)
{
if (validationResult == null)
{
return "当前无法确认出战信息,请稍后重试。";
}
switch (validationResult.BlockReason)
{
case ProcedureMainCombatEntryBlockReason.InventoryUnavailable:
return "当前无法读取库存快照,暂时不能进入战斗。请重新进入本轮流程后再试。";
case ProcedureMainCombatEntryBlockReason.NoValidParticipantTower:
return BuildNoValidParticipantTowerMessage(validationResult.ValidationSummary);
default:
return "当前出战校验未通过,暂时不能进入战斗。";
}
}
private static string BuildNoValidParticipantTowerMessage(
CombatParticipantTowerValidationSummary summary)
{
if (summary?.InvalidResults == null || summary.InvalidResults.Count <= 0)
{
return "参战区至少需要 1 座完整装配了枪口、轴承、底座的塔,才能进入战斗。";
}
StringBuilder builder = new StringBuilder();
builder.Append("参战区没有可出战的完整塔。");
for (int i = 0; i < summary.InvalidResults.Count; i++)
{
CombatParticipantTowerValidationResult result = summary.InvalidResults[i];
if (result == null)
{
continue;
}
builder.Append('\n');
builder.Append("塔 #");
builder.Append(result.TowerInstanceId);
builder.Append(' ');
builder.Append(GetFailureReasonMessage(result.FailureReason));
}
return builder.ToString();
}
private static string GetFailureReasonMessage(CombatParticipantTowerValidationFailureReason failureReason)
{
switch (failureReason)
{
case CombatParticipantTowerValidationFailureReason.TowerMissing:
return "已不存在,无法参战。";
case CombatParticipantTowerValidationFailureReason.MissingMuzzleComponent:
return "缺少枪口组件。";
case CombatParticipantTowerValidationFailureReason.MissingBearingComponent:
return "缺少轴承组件。";
case CombatParticipantTowerValidationFailureReason.MissingBaseComponent:
return "缺少底座组件。";
default:
return "不满足当前参战条件。";
}
}
}
public class ProcedureMain : ProcedureBase
{
public override bool UseNativeDialog => false;
private RepoFormUseCase _repoFormUseCase;
private NodeMapFormUseCase _nodeMapFormUseCase;
private RunState _currentRunState;
private ProcedureMainFlowPhase _flowPhase = ProcedureMainFlowPhase.Hub;
private bool _isRunCompleteDialogShown;
private bool _isReturnToMenuPending;
#region FSM
protected override void OnEnter(IFsm<IProcedureManager> procedureOwner)
{
base.OnEnter(procedureOwner);
GameEntry.Event.Subscribe(NodeCompleteEventArgs.EventId, OnNodeComplete);
GameEntry.Event.Subscribe(NodeEnterEventArgs.EventId, OnNodeEnter);
GameEntry.Event.Subscribe(NodeMapNodeEnterRequestedEventArgs.EventId, OnNodeMapNodeEnterRequested);
GameEntry.EventNode.OnInit();
GameEntry.CombatNode.OnInit(LevelThemeType.Plain);
GameEntry.ShopNode.OnInit();
GameEntry.PlayerInventory?.OnInit();
_currentRunState = RunStateFactory.CreateFixedRun(
LevelThemeType.Plain,
GameEntry.PlayerInventory != null
? GameEntry.PlayerInventory.GetInventorySnapshot()
: null);
_repoFormUseCase = new RepoFormUseCase();
GameEntry.UIRouter.BindUIUseCase(UIFormType.RepoForm, _repoFormUseCase);
_nodeMapFormUseCase = new NodeMapFormUseCase();
_nodeMapFormUseCase.SetRunState(_currentRunState);
GameEntry.UIRouter.BindUIUseCase(UIFormType.NodeMapForm, _nodeMapFormUseCase);
_isRunCompleteDialogShown = false;
_isReturnToMenuPending = false;
EnterHubFlow();
}
protected override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds,
float realElapseSeconds)
{
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
if (_isReturnToMenuPending)
{
_isReturnToMenuPending = false;
procedureOwner.SetData<VarInt32>("NextSceneId", (int)SceneType.Menu);
ChangeState<ProcedureChangeScene>(procedureOwner);
return;
}
GameEntry.CombatNode.OnUpdate(elapseSeconds, realElapseSeconds);
}
protected override void OnLeave(IFsm<IProcedureManager> procedureOwner, bool isShutdown)
{
GameEntry.CombatNode.OnShutdown();
GameEntry.Event.Unsubscribe(NodeMapNodeEnterRequestedEventArgs.EventId, OnNodeMapNodeEnterRequested);
GameEntry.Event.Unsubscribe(NodeEnterEventArgs.EventId, OnNodeEnter);
GameEntry.Event.Unsubscribe(NodeCompleteEventArgs.EventId, OnNodeComplete);
GameEntry.UIRouter.CloseUI(UIFormType.RepoForm);
GameEntry.UIRouter.CloseUI(UIFormType.NodeMapForm);
GameEntry.UIRouter.CloseUI(UIFormType.MainForm);
GameEntry.UIRouter.CloseUI(UIFormType.DialogForm);
_repoFormUseCase = null;
_nodeMapFormUseCase = null;
_currentRunState = null;
_flowPhase = ProcedureMainFlowPhase.Hub;
_isRunCompleteDialogShown = false;
_isReturnToMenuPending = false;
base.OnLeave(procedureOwner, isShutdown);
}
#endregion
private void OnNodeEnter(object sender, GameEventArgs e)
{
if (!(e is NodeEnterEventArgs args))
{
return;
}
if (!string.IsNullOrWhiteSpace(args.RunId) &&
_currentRunState != null &&
!string.Equals(args.RunId, _currentRunState.RunId))
{
Log.Warning(
"ProcedureMain.OnNodeEnter() ignored. EventRunId={0}, CurrentRunId={1}.",
args.RunId,
_currentRunState.RunId);
return;
}
RunNodeState currentNode = _currentRunState?.CurrentNode;
if (!ProcedureMainNodeEventGuardService.MatchesCurrentNode(
_currentRunState,
args.NodeId,
args.NodeType,
args.SequenceIndex))
{
Log.Warning(
"ProcedureMain.OnNodeEnter() node mismatch. EventNodeId={0}, EventNodeType={1}, EventSequenceIndex={2}; CurrentNodeId={3}, CurrentNodeType={4}, CurrentSequenceIndex={5}.",
args.NodeId,
args.NodeType,
args.SequenceIndex,
currentNode?.NodeId ?? 0,
currentNode?.NodeType ?? RunNodeType.None,
currentNode?.SequenceIndex ?? -1);
return;
}
Log.Info(
"ProcedureMain.OnNodeEnter() accepted. RunId={0}, NodeId={1}, NodeType={2}, SequenceIndex={3}.",
string.IsNullOrWhiteSpace(args.RunId) ? _currentRunState?.RunId : args.RunId,
args.NodeId,
args.NodeType,
args.SequenceIndex);
EnterNodeFlow();
}
private void OnNodeComplete(object sender, GameEventArgs e)
{
if (!(e is NodeCompleteEventArgs args))
{
return;
}
if (!string.IsNullOrWhiteSpace(args.RunId) &&
_currentRunState != null &&
!string.Equals(args.RunId, _currentRunState.RunId))
{
Log.Warning(
"ProcedureMain.OnNodeComplete() ignored. EventRunId={0}, CurrentRunId={1}.",
args.RunId,
_currentRunState.RunId);
return;
}
RunNodeState currentNode = _currentRunState?.CurrentNode;
if (!ProcedureMainNodeEventGuardService.MatchesCurrentNode(
_currentRunState,
args.NodeId,
args.NodeType,
args.SequenceIndex))
{
Log.Warning(
"ProcedureMain.OnNodeComplete() node mismatch. EventNodeId={0}, EventNodeType={1}, EventSequenceIndex={2}; CurrentNodeId={3}, CurrentNodeType={4}, CurrentSequenceIndex={5}.",
args.NodeId,
args.NodeType,
args.SequenceIndex,
currentNode?.NodeId ?? 0,
currentNode?.NodeType ?? RunNodeType.None,
currentNode?.SequenceIndex ?? -1);
return;
}
Log.Info(
"ProcedureMain.OnNodeComplete() accepted. RunId={0}, NodeId={1}, NodeType={2}, SequenceIndex={3}, CompletionStatus={4}, CombatWon={5}.",
string.IsNullOrWhiteSpace(args.RunId) ? _currentRunState?.RunId : args.RunId,
args.NodeId,
args.NodeType,
args.SequenceIndex,
args.CompletionStatus,
args.CombatWon);
BackpackInventoryData snapshot = args.InventorySnapshotAfterNode;
if (snapshot == null && GameEntry.PlayerInventory != null)
{
snapshot = GameEntry.PlayerInventory.GetInventorySnapshot();
}
HandleRunAdvanceResult(
ProcedureMainRunFlowService.TryAdvanceRun(_currentRunState, args.CompletionStatus, snapshot));
}
private void OnNodeMapNodeEnterRequested(object sender, GameEventArgs e)
{
if (!(sender is NodeMapForm) || !(e is NodeMapNodeEnterRequestedEventArgs args))
{
return;
}
RunNodeState currentNode = _currentRunState?.CurrentNode;
if (_currentRunState == null ||
_flowPhase != ProcedureMainFlowPhase.Hub ||
!_currentRunState.CanEnterCurrentNode ||
currentNode == null)
{
Log.Warning(
"ProcedureMain.OnNodeMapNodeEnterRequested() ignored. FlowPhase={0}, HasEnterableNode={1}.",
_flowPhase,
_currentRunState != null && _currentRunState.CanEnterCurrentNode);
return;
}
if (args.SequenceIndex != currentNode.SequenceIndex || args.NodeType != currentNode.NodeType)
{
Log.Warning(
"ProcedureMain.OnNodeMapNodeEnterRequested() ignored. Requested={0}#{1}, CurrentNode={2}#{3}.",
args.NodeType,
args.SequenceIndex,
currentNode.NodeType,
currentNode.SequenceIndex);
return;
}
switch (currentNode.NodeType)
{
case RunNodeType.Combat:
case RunNodeType.BossCombat:
ProcedureMainCombatEntryValidationResult validationResult =
ProcedureMainCombatEntryValidationService.Validate(
GameEntry.PlayerInventory != null ? GameEntry.PlayerInventory.GetInventorySnapshot() : null);
if (!validationResult.CanEnterCombat)
{
LogCombatEntryBlocked(currentNode, validationResult);
OpenBlockedCombatDialog(validationResult);
return;
}
GameEntry.CombatNode.StartCombat(
currentNode.LinkedLevelId,
_currentRunState.RunId,
currentNode.NodeId,
currentNode.NodeType,
currentNode.SequenceIndex);
return;
case RunNodeType.Event:
GameEntry.EventNode.StartEvent(
_currentRunState.RunId,
currentNode.NodeId,
currentNode.NodeType,
currentNode.SequenceIndex);
return;
case RunNodeType.Shop:
GameEntry.ShopNode.StartShop(
_currentRunState.RunId,
currentNode.NodeId,
currentNode.NodeType,
currentNode.SequenceIndex);
return;
default:
Log.Warning("ProcedureMain.OnNodeMapNodeEnterRequested() encountered unsupported node type: {0}.",
currentNode.NodeType);
return;
}
}
private void OpenBlockedCombatDialog(ProcedureMainCombatEntryValidationResult validationResult)
{
GameEntry.UIRouter.CloseUI(UIFormType.DialogForm);
GameEntry.UIRouter.OpenUI(
UIFormType.DialogForm,
ProcedureMainCombatEntryValidationService.BuildBlockedCombatDialogRawData(validationResult));
}
private void LogCombatEntryBlocked(
RunNodeState currentNode,
ProcedureMainCombatEntryValidationResult validationResult)
{
switch (validationResult?.BlockReason)
{
case ProcedureMainCombatEntryBlockReason.InventoryUnavailable:
Log.Warning(
"ProcedureMain blocked combat start. RunId={0}, NodeId={1}, NodeType={2}, SequenceIndex={3}, Reason={4}.",
_currentRunState?.RunId,
currentNode?.NodeId ?? 0,
currentNode?.NodeType ?? RunNodeType.None,
currentNode?.SequenceIndex ?? -1,
ProcedureMainCombatEntryBlockReason.InventoryUnavailable);
return;
case ProcedureMainCombatEntryBlockReason.NoValidParticipantTower:
Log.Warning(
"ProcedureMain blocked combat start. RunId={0}, NodeId={1}, NodeType={2}, SequenceIndex={3}, Reason={4}, InvalidParticipantTowers={5}.",
_currentRunState?.RunId,
currentNode?.NodeId ?? 0,
currentNode?.NodeType ?? RunNodeType.None,
currentNode?.SequenceIndex ?? -1,
ProcedureMainCombatEntryBlockReason.NoValidParticipantTower,
ProcedureMainCombatEntryValidationService.BuildInvalidParticipantTowerLog(
validationResult.ValidationSummary));
return;
default:
Log.Warning(
"ProcedureMain blocked combat start. RunId={0}, NodeId={1}, NodeType={2}, SequenceIndex={3}, Reason=Unknown.",
_currentRunState?.RunId,
currentNode?.NodeId ?? 0,
currentNode?.NodeType ?? RunNodeType.None,
currentNode?.SequenceIndex ?? -1);
return;
}
}
private void HandleRunAdvanceResult(ProcedureMainRunAdvanceResult result)
{
switch (result)
{
case ProcedureMainRunAdvanceResult.NoChange:
return;
case ProcedureMainRunAdvanceResult.NodeException:
Log.Info(
"ProcedureMain current node entered exception state. RunId={0}, NodeId={1}, NodeType={2}, SequenceIndex={3}.",
_currentRunState?.RunId,
_currentRunState?.CurrentNode?.NodeId ?? 0,
_currentRunState?.CurrentNode?.NodeType ?? RunNodeType.None,
_currentRunState?.CurrentNode?.SequenceIndex ?? -1);
EnterHubFlow();
return;
case ProcedureMainRunAdvanceResult.AdvancedToNextNode:
LogNextNode();
EnterHubFlow();
return;
case ProcedureMainRunAdvanceResult.RunCompleted:
EnterRunCompletedPendingFinish();
return;
default:
return;
}
}
private void EnterHubFlow()
{
_flowPhase = ProcedureMainFlowPhase.Hub;
_nodeMapFormUseCase?.SetRunState(_currentRunState);
GameEntry.UIRouter.OpenUI(UIFormType.NodeMapForm);
GameEntry.UIRouter.OpenUI(UIFormType.MainForm);
}
private void EnterNodeFlow()
{
_flowPhase = ProcedureMainFlowPhase.NodeActive;
CloseHubUI();
}
private void EnterRunCompletedPendingFinish()
{
_flowPhase = ProcedureMainFlowPhase.RunCompletedPendingFinish;
_nodeMapFormUseCase?.SetRunState(_currentRunState);
CloseHubUI();
Log.Info("ProcedureMain run completed. RunId={0}", _currentRunState?.RunId);
ProcedureMainRunCompletionResult result =
ProcedureMainRunCompletionService.TryEnterCompletedPendingFinish(_isRunCompleteDialogShown);
if (result == ProcedureMainRunCompletionResult.ShowCompletionDialog)
{
_isRunCompleteDialogShown = true;
OpenRunCompleteDialog();
}
}
private void CloseHubUI()
{
GameEntry.UIRouter.CloseUI(UIFormType.NodeMapForm);
GameEntry.UIRouter.CloseUI(UIFormType.MainForm);
}
private void LogNextNode()
{
RunNodeState nextNode = _currentRunState?.CurrentNode;
if (nextNode == null)
{
return;
}
Log.Info(
"ProcedureMain advanced run. RunId={0}, NextNodeType={1}, SequenceIndex={2}, LevelId={3}.",
_currentRunState.RunId,
nextNode.NodeType,
nextNode.SequenceIndex,
nextNode.LinkedLevelId);
}
private void OpenRunCompleteDialog()
{
GameEntry.UIRouter.OpenUI(UIFormType.DialogForm, new DialogFormRawData
{
Mode = 1,
Title = "Run Complete",
Message = "Boss node completed. This run is finished and will return to the main menu.",
PauseGame = false,
ConfirmText = "Return to Menu",
OnClickConfirm = OnRunCompleteDialogConfirmed
});
}
private void OnRunCompleteDialogConfirmed(object userData)
{
_ = userData;
ProcedureMainRunCompletionResult result = ProcedureMainRunCompletionService.TryConfirmReturnToMenu(
_flowPhase,
_isReturnToMenuPending);
if (result != ProcedureMainRunCompletionResult.ReturnToMenu)
{
Log.Warning(
"ProcedureMain ignored run completion confirm. FlowPhase={0}, ReturnPending={1}.",
_flowPhase,
_isReturnToMenuPending);
return;
}
_isReturnToMenuPending = true;
}
}
}