Files
Godot-test/scripts/production/ProductionLineManager.cs

267 lines
9.3 KiB
C#

using Godot;
using System.Collections.Generic;
using System.Text.Json;
public partial class ProductionLineManager : Node
{
public static ProductionLineManager Instance { get; private set; }
public class ProductionRecipeItem
{
public string ItemId { get; set; }
public int Quantity { get; set; }
}
public class ProductionRecipe
{
public List<ProductionRecipeItem> Inputs { get; set; } = new List<ProductionRecipeItem>();
public List<ProductionRecipeItem> Outputs { get; set; } = new List<ProductionRecipeItem>();
}
public class ProductionLine
{
public string Id { get; set; }
public string Name { get; set; }
public string Category { get; set; }
public string Description { get; set; }
public float ProductionTime { get; set; }
public int PowerConsumption { get; set; }
public List<ProductionRecipeItem> BuildingRequirements { get; set; } = new List<ProductionRecipeItem>();
public ProductionRecipe Recipe { get; set; } = new ProductionRecipe();
}
public class ProductionLineData
{
public List<ProductionLine> ProductionLines { get; set; } = new List<ProductionLine>();
}
// 活跃的产线实例
public class ActiveProductionLine
{
public string ProductionLineId { get; set; }
public int BuildingCount { get; set; } = 0; // 建筑数量
public float RemainingTime { get; set; } = 0; // 当前循环剩余时间
public bool IsActive { get; set; } = false; // 是否激活
public float ProductionRate { get; set; } = 0; // 每秒产出率
public int TotalPowerConsumption { get; set; } = 0; // 总功耗
}
private ProductionLineData productionLineData;
private Dictionary<string, ProductionLine> productionLineMap = new Dictionary<string, ProductionLine>();
private Dictionary<string, List<ProductionLine>> categoryMap = new Dictionary<string, List<ProductionLine>>();
private Dictionary<string, ActiveProductionLine> activeProductionLines = new Dictionary<string, ActiveProductionLine>();
public override void _Ready()
{
if (Instance == null)
{
Instance = this;
LoadProductionLines();
}
else
{
QueueFree();
}
}
private void LoadProductionLines()
{
string configPath = "res://data/config/production_lines.json";
if (!FileAccess.FileExists(configPath))
{
GD.PrintErr($"自动产线配置文件不存在: {configPath}");
return;
}
using var file = FileAccess.Open(configPath, FileAccess.ModeFlags.Read);
if (file == null)
{
GD.PrintErr($"无法打开自动产线配置文件: {configPath}");
return;
}
string jsonContent = file.GetAsText();
try
{
var options = new JsonSerializerOptions
{
PropertyNameCaseInsensitive = true
};
productionLineData = JsonSerializer.Deserialize<ProductionLineData>(jsonContent, options);
if (productionLineData?.ProductionLines != null)
{
// 构建产线映射
foreach (var line in productionLineData.ProductionLines)
{
productionLineMap[line.Id] = line;
// 按分类分组
if (!categoryMap.ContainsKey(line.Category))
{
categoryMap[line.Category] = new List<ProductionLine>();
}
categoryMap[line.Category].Add(line);
GD.Print($"加载自动产线: {line.Id} - {line.Name} ({line.Category})");
}
GD.Print($"成功加载 {productionLineData.ProductionLines.Count} 个自动产线");
}
}
catch (JsonException e)
{
GD.PrintErr($"解析自动产线配置文件失败: {e.Message}");
}
}
public List<ProductionLine> GetAllProductionLines()
{
return productionLineData?.ProductionLines ?? new List<ProductionLine>();
}
public ProductionLine GetProductionLine(string lineId)
{
return productionLineMap.GetValueOrDefault(lineId);
}
public List<ProductionLine> GetProductionLinesByCategory(string category)
{
return categoryMap.GetValueOrDefault(category) ?? new List<ProductionLine>();
}
public List<string> GetAllCategories()
{
return new List<string>(categoryMap.Keys);
}
// 建筑管理
public void AddBuilding(string productionLineId, int count = 1)
{
var productionLine = GetProductionLine(productionLineId);
if (productionLine == null)
{
GD.PrintErr($"找不到产线: {productionLineId}");
return;
}
// 检查建筑需求
if (productionLine.BuildingRequirements == null || productionLine.BuildingRequirements.Count == 0)
{
GD.PrintErr($"产线 {productionLine.Name} 没有定义建筑需求");
return;
}
// 检查是否有足够的建筑材料
var inventoryManager = InventoryManager.Instance;
if (inventoryManager == null)
{
GD.PrintErr("InventoryManager实例为null");
return;
}
// 验证所有建筑需求
foreach (var requirement in productionLine.BuildingRequirements)
{
int available = inventoryManager.GetItemQuantity(requirement.ItemId);
int needed = requirement.Quantity * count;
if (available < needed)
{
var itemData = GameData.Instance?.GetItem(requirement.ItemId);
string itemName = itemData?.Name ?? requirement.ItemId;
GD.Print($"建筑材料不足,需要 {needed} 个 {itemName},当前只有 {available} 个");
return;
}
}
// 扣除建筑材料
foreach (var requirement in productionLine.BuildingRequirements)
{
int consumeAmount = requirement.Quantity * count;
inventoryManager.RemoveItem(requirement.ItemId, consumeAmount);
}
// 添加到活跃产线
if (!activeProductionLines.ContainsKey(productionLineId))
{
activeProductionLines[productionLineId] = new ActiveProductionLine
{
ProductionLineId = productionLineId
};
}
var activeLine = activeProductionLines[productionLineId];
activeLine.BuildingCount += count;
activeLine.IsActive = true;
activeLine.ProductionRate = activeLine.BuildingCount / productionLine.ProductionTime; // 每秒产出率
activeLine.TotalPowerConsumption = activeLine.BuildingCount * productionLine.PowerConsumption;
GD.Print($"成功添加 {count} 个设备到产线 {productionLine.Name}");
GD.Print($"当前产线状态: {activeLine.BuildingCount} 个建筑, 产出率: {activeLine.ProductionRate:F2}/s, 功耗: {activeLine.TotalPowerConsumption}W");
}
public void RemoveBuilding(string productionLineId, int count = 1)
{
if (!activeProductionLines.ContainsKey(productionLineId))
{
GD.Print($"产线 {productionLineId} 没有建筑可移除");
return;
}
var activeLine = activeProductionLines[productionLineId];
var productionLine = GetProductionLine(productionLineId);
count = Mathf.Min(count, activeLine.BuildingCount);
if (count <= 0) return;
activeLine.BuildingCount -= count;
if (activeLine.BuildingCount <= 0)
{
activeLine.IsActive = false;
activeLine.ProductionRate = 0;
activeLine.TotalPowerConsumption = 0;
}
else
{
activeLine.ProductionRate = activeLine.BuildingCount / productionLine.ProductionTime;
activeLine.TotalPowerConsumption = activeLine.BuildingCount * productionLine.PowerConsumption;
}
// 归还建筑材料到库存
var inventoryManager = InventoryManager.Instance;
if (inventoryManager != null && productionLine.BuildingRequirements != null)
{
foreach (var requirement in productionLine.BuildingRequirements)
{
int returnAmount = requirement.Quantity * count;
inventoryManager.AddItem(requirement.ItemId, returnAmount);
}
}
GD.Print($"移除 {count} 个设备从产线 {productionLine.Name}");
GD.Print($"当前产线状态: {activeLine.BuildingCount} 个建筑, 产出率: {activeLine.ProductionRate:F2}/s, 功耗: {activeLine.TotalPowerConsumption}W");
}
public ActiveProductionLine GetActiveProductionLine(string productionLineId)
{
return activeProductionLines.GetValueOrDefault(productionLineId);
}
public Dictionary<string, ActiveProductionLine> GetAllActiveProductionLines()
{
return activeProductionLines;
}
public override void _ExitTree()
{
if (Instance == this)
{
Instance = null;
}
}
}