自动化烹饪流程
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99
Content/Lua/GamePlay/CookSystem/CookManager.lua
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99
Content/Lua/GamePlay/CookSystem/CookManager.lua
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local CookManager = {}
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local Utils = require("GamePlay.Utils")
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local Emitter = require("Utils.Emitter")
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local ECookingHeat = import("ECookingHeat")
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--- @enum ECookCheckStatus
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local ECookCheckStatus = {
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Normal = 0, -- 不用做任何操作
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NextState = 1, -- 可以进入下一个阶段
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OverCook = 2, -- 炸锅了,结束游戏
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Error = 3, -- 出现了错误
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}
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local function TemperatureToDoneness(temperature)
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return math.floor(temperature / 70)
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end
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function CookManager:Reset()
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self.temperature_thresholds = {} -- 温度临界值,缓存表格内容
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self.heating_record_table = {} -- 食材受热记录表
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end
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function CookManager:Tick(temperature, delta_time)
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local need_remove_record = {} -- 记录已经到火候,或其他原因,需要移除的食材
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-- 遍历,为所有的食材加热
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for cook_material_id, record_table in pairs(self.heating_record_table) do
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local doneness = TemperatureToDoneness(temperature) -- 获取此时的火候
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local record_value = record_table[doneness] or 0
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record_table[doneness] = record_value + (delta_time * 1000)
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local check_status = self:CheckHeatingStatus(cook_material_id)
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if check_status == ECookCheckStatus.NextState then
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local next_cook_material = self:GetCookMaterialNextState(cook_material_id, doneness)
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if next_cook_material == "None" then -- 炸锅了
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-- TODO 抛出事件
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self:Reset()
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return
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end
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self:AddCookMaterial(next_cook_material, true)
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need_remove_record[cook_material_id] = true
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end
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print(cook_material_id, doneness, record_table[doneness])
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end
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-- 移除已经加热到下一阶段的食材
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for cook_material_id, need_remove in pairs(need_remove_record) do
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if need_remove then
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self.heating_record_table[cook_material_id] = nil
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end
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end
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end
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function CookManager:GetCookMaterialNextState(cook_material_id, doneness)
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local threshold = self.temperature_thresholds[cook_material_id]
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print(threshold, "here ---------------")
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if not threshold then return "None" end
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local state_config = threshold.CookConfig:Get(doneness)
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if not state_config then return "None" end
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return state_config.NextStateID
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end
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function CookManager:CheckHeatingStatus(cook_material_id)
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local threshold = self.temperature_thresholds[cook_material_id]
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local record_state = self.heating_record_table[cook_material_id]
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if not threshold or not record_state then return ECookCheckStatus.Error end
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local state_configs = threshold.CookConfig
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for doneness, cook_time in pairs(record_state) do
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local config = state_configs:Get(doneness)
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if config and cook_time >= config.CookingDuration then
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return ECookCheckStatus.NextState
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end
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end
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return ECookCheckStatus.Normal
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end
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function CookManager:CheckFinishStatus()
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-- 检测当前菜品是否完成
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end
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function CookManager:AddCookMaterial(cook_material_id, is_auto_push)
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local config = Utils.GetDataTableConfig(
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"CookMaterialStateConfig", cook_material_id
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)
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if not config then
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print("ERROR: can't find ", cook_material_id, " in CookMaterialStateConfig")
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return
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end
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self.heating_record_table[cook_material_id] = {}
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self.temperature_thresholds[cook_material_id] = config
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print("call", cook_material_id, is_auto_push)
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Emitter.EmitEvent("cook_material_change", cook_material_id, is_auto_push)
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end
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return CookManager
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@ -21,13 +21,20 @@ end
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function _M.GetItemDescConfig(item_id)
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return GetConfig("GetLevelItemDescription", item_id)
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end
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function _M.GetHomelandItemDesc(item_id)
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return GetConfig("GetHomelandItemDescription", item_id)
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end
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function _M.GetRoleConfigByID(role_id)
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return GetConfig("GetRoleConfig", role_id)
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end
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function _M.GetDataTableConfig(table_name, row_id)
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return GetConfig("Get" .. table_name, row_id)
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end
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function _M.GetGameplayTag(name)
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local tag = GameplayTag(name)
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tag.TagName = name
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