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- package tower
- import (
- "f1-game/internal/algorithm/aoi"
- "math"
- clog "github.com/cherry-game/cherry/logger"
- )
- type (
- Config struct {
- Width int32 // 地图宽(x)
- Height int32 // 地图高(y)
- TowerWidth int32 // 灯塔宽(x)
- TowerHeight int32 // 灯塔高(y)
- TowerOffset int32 // 灯塔宽高偏移值
- RangeLimit int32 // 观察者视野
- PrintTowerInfo bool // 初始化时,是否打印Tower的信息
- }
- AOI struct {
- aoi.EventBase
- config Config // config
- towerNumX int32 // x轴的灯塔数量
- towerNumY int32 // y轴的灯塔数量
- towers map[int32]map[int32]*Tower // 灯塔列表 key:灯塔y, value:{key:灯塔x, value:*Tower}
- objects aoi.Objects // 所有对象 key:ObjectID, value:*aoi.Object
- }
- )
- // 实现一个灯塔的aoi算法,对象分为观察者和被观察者, 对象可以 “进入”、“离开”、 “移动”、“属性更新”四个动作,
- // 当上层业务触发这些动作时,过滤出要广播的对象,并进行函数回调。
- // 1、观察者的动作主要是移动屏幕时同步灯塔相关的被观察者。
- // 2、被观察会进行移动、属性更新的触发操作,这时需要通知观察者。
- // 3、观察者“进入”时,触发回调函数,下发被观察者的对象列表。
- // 4、观察者移动屏幕时,触发新的灯塔被观察者对象。如果没有移动出当前灯塔,被观察者对象也不用再重复下发广播了。之前已经同步过的被观察者无需再同步,
- // 除非被观察者有触发新的移动和属性更新。
- // 5、被观察者中途改变了寻路列表,则再次广播给灯塔相关的观察者。 当被观察者触发更新属性动作时,也通知灯塔相关的观察者。
- func New(config Config) aoi.AOI {
- towerAOI := &AOI{
- EventBase: aoi.EventBase{},
- config: config,
- towers: make(map[int32]map[int32]*Tower),
- objects: aoi.Objects{},
- }
- towerAOI.init()
- return towerAOI
- }
- func (p *AOI) init() {
- if p.config.Width < 1 || p.config.Height < 1 {
- clog.Panicf("Config params error. %v", p)
- }
- if p.config.TowerWidth < 1 /*|| p.config.TowerWidth > p.config.Width*/ {
- clog.Panicf("Config params error. %v", p)
- }
- if p.config.TowerHeight < 1 /*|| p.config.TowerHeight > p.config.Height*/ {
- clog.Panicf("Config params error. %v", p)
- }
- if p.config.TowerOffset < 0 || p.config.RangeLimit < 1 {
- clog.Panicf("Config params error. %v", p)
- }
- p.towerNumX = int32(math.Ceil(float64(p.config.Width) / float64(p.config.TowerWidth)))
- p.towerNumY = int32(math.Ceil(float64(p.config.Height) / float64(p.config.TowerHeight)))
- towerID := int32(0)
- for x := range p.towerNumX {
- p.towers[x] = make(map[int32]*Tower)
- for y := range p.towerNumY {
- p.towers[x][y] = p.newTower(towerID, x, y)
- towerID++
- }
- }
- }
- func (p *AOI) Get(objectID int64) *aoi.Object {
- return p.objects.Get(objectID)
- }
- func (p *AOI) Enter(object *aoi.Object) bool {
- if !p.CheckPoint(object.Point.X, object.Point.Y) {
- clog.Warnf("[Enter] check point error. %s", object.Info())
- return false
- }
- if p.objects.Contains(object.ObjectID) {
- clog.Warnf("[Enter] object has entered. %s", object.Info())
- return false
- }
- if object.IsWatcher() {
- towers := p.GetRangeTowers(object.Point.X, object.Point.Y)
- if len(towers) < 1 {
- clog.Warnf("[Enter] get tower fail. %s", object.Info())
- return false
- }
- p.objects.Add(object)
- // 获取相关范围的tower,并把观察者加入到观察列表
- for _, tower := range towers {
- tower.AddWatcher(object)
- }
- if p.WatcherEnterFunc != nil {
- markers := towers.MakersFilter(object)
- if !markers.IsEmpty() {
- p.WatcherEnterFunc(object, markers)
- }
- }
- }
- if object.IsMarker() {
- tower := p.GetTowerByPoint(object.Point.X, object.Point.Y)
- if tower == nil {
- clog.Warnf("[Enter] get tower fail. %s", object.Info())
- return false
- }
- // add object
- p.objects.Add(object)
- tower.AddMarker(object)
- if p.MarkerEnterFunc != nil {
- if !tower.watchers.IsEmpty() {
- p.MarkerEnterFunc(object, tower.watchers)
- }
- }
- }
- return true
- }
- func (p *AOI) Move(objectID int64, x, y int32) bool {
- object := p.objects.Get(objectID)
- if object == nil {
- return false
- }
- if object.Point.X == x && object.Point.Y == y {
- return false
- }
- if !p.CheckPoint(x, y) {
- clog.Warnf("[Move] check point error. %s", object.Info())
- return false
- }
- // old tower point
- oldTower := p.GetTowerByPoint(object.Point.X, object.Point.Y)
- if oldTower == nil {
- clog.Warnf("[Move] old tower not found. %s", object.Info())
- return false
- }
- // new tower point
- newTower := p.GetTowerByPoint(x, y)
- if newTower == nil {
- clog.Warnf("[Move] new tower not found. %s", object.Info())
- return false
- }
- var (
- oldX = object.Point.X
- oldY = object.Point.Y
- )
- // 先把对象设置到新的位置
- object.SetPoint(x, y)
- // 移动时,如果object没有改变tower,则不进行对象同步
- if oldTower.id == newTower.id {
- return false
- }
- if object.IsWatcher() {
- // 获取需要添加观察者、需要删除观察者的towers
- addTowers, delTowers := p.GetDiffTowers(oldX, oldY, x, y)
- // object作为观察者加入tower列表
- for _, dt := range addTowers {
- dt.AddWatcher(object)
- }
- // object从旧的tower列表移除
- for _, dt := range delTowers {
- dt.DelWatcher(object)
- }
- if p.WatcherMoveFunc != nil {
- markers := addTowers.MakersFilter(object)
- if !markers.IsEmpty() {
- p.WatcherMoveFunc(object, markers) // , delTowers.Watchers()
- }
- }
- }
- if object.IsMarker() {
- oldTower.DelMarker(object)
- newTower.AddMarker(object)
- // 如果对象是移动的第一个路点,则需要同步对象给观察者列表
- if p.MarkerMoveFunc != nil && !newTower.watchers.IsEmpty() {
- p.MarkerMoveFunc(object, newTower.watchers)
- }
- }
- return true
- }
- func (p *AOI) Leave(objectID int64) {
- object := p.objects.Get(objectID)
- if object == nil {
- clog.Debugf("[Leave] objectID = %d not found.", objectID)
- return
- }
- // remove object
- p.objects.Remove(objectID)
- tower := p.GetTowerByPoint(object.Point.X, object.Point.Y)
- if tower == nil {
- return
- }
- if object.IsWatcher() {
- rangeTowers := p.GetRangeTowers(object.Point.X, object.Point.Y)
- for _, ranteTower := range rangeTowers {
- ranteTower.DelWatcher(object)
- }
- // TODO trigger watcher leave func ?
- }
- if object.IsMarker() {
- tower.DelMarker(object)
- if p.MarkerLeaveFunc != nil && !tower.watchers.IsEmpty() {
- p.MarkerLeaveFunc(object, tower.watchers)
- }
- }
- // object clean
- object.Clean()
- }
- func (p *AOI) Update(objectID int64, updateID uint32, funcName string) {
- object := p.objects.Get(objectID)
- if object == nil {
- clog.Debugf("[Update] objectID = %d not found.", objectID)
- return
- }
- if object.IsWatcher() {
- return
- }
- thisTower := p.GetTowerByPoint(object.Point.X, object.Point.Y)
- if thisTower == nil {
- clog.Warnf("[Update] objectID = {%s}, tower not found. %s", object.Info())
- return
- }
- watchers := aoi.Objects{}
- for _, watcher := range thisTower.watchers {
- watchers.Add(watcher)
- }
- if p.MarkerUpdateFunc != nil {
- p.MarkerUpdateFunc(object, watchers, updateID, funcName)
- }
- }
- func (p *AOI) newTower(id, tx, ty int32) *Tower {
- var (
- minX = tx*p.config.TowerWidth - p.config.TowerOffset
- minY = ty*p.config.TowerHeight - p.config.TowerOffset
- maxX = minX + p.config.TowerWidth
- maxY = minY + p.config.TowerHeight
- )
- if p.config.PrintTowerInfo {
- clog.Infof("id = %d, min(X = %d, Y = %d), max(X = %d, Y = %d)", id, minX, minY, maxX, maxY)
- }
- return &Tower{
- id: id,
- markers: aoi.Objects{},
- watchers: aoi.Objects{},
- minX: minX,
- minY: minY,
- maxX: maxX,
- maxY: maxY,
- }
- }
- // CheckPoint 坐标是否合法
- func (p *AOI) CheckPoint(x, y int32) bool {
- return x >= 0 && y >= 0 && x < p.config.Width && y < p.config.Height
- }
- func (p *AOI) InArea(x, y int32, sx, sy, ex, ey int32) bool {
- return x >= sx && x <= ex && y >= sy && y <= ey
- }
- // ToTowerPoint 场景坐标切换为灯塔坐标
- func (p *AOI) ToTowerPoint(x, y int32) (tx int32, ty int32) {
- tx = x / p.config.TowerWidth
- ty = y / p.config.TowerHeight
- return
- }
- // GetTower 根据对象的场景坐标获取灯塔
- func (p *AOI) GetTower(tx, ty int32) *Tower {
- if tower, found := p.towers[tx][ty]; found {
- return tower
- }
- return nil
- }
- func (p *AOI) GetTowerByPoint(x, y int32) *Tower {
- tx, ty := p.ToTowerPoint(x, y)
- return p.GetTower(tx, ty)
- }
- func (p *AOI) GetDiffTowers(ox, oy, nx, ny int32) (addTowers Towers, delTowers Towers) {
- oldTowers := p.GetRangeTowers(ox, oy)
- newTowers := p.GetRangeTowers(nx, ny)
- oldIDSet := oldTowers.IDSet()
- for _, newTower := range newTowers {
- if !oldIDSet.Contains(newTower.id) {
- addTowers = append(addTowers, newTower)
- }
- }
- newIDSet := newTowers.IDSet()
- for _, oldTower := range oldTowers {
- if !newIDSet.Contains(oldTower.id) {
- delTowers = append(delTowers, oldTower)
- }
- }
- return
- }
- func (p *AOI) GetRangeTowers(x, y int32) Towers {
- var list Towers
- tx, ty := p.ToTowerPoint(x, y)
- sx, sy, ex, ey := p.GetRangeTowerPoint(tx, ty)
- for x := sx; x <= ex; x++ {
- for y := sy; y <= ey; y++ {
- if rangeTower := p.GetTower(x, y); rangeTower != nil {
- list = append(list, rangeTower)
- }
- }
- }
- return list
- }
- func (p *AOI) GetRangeTowerPoint(tx, ty int32) (sx, sy, ex, ey int32) {
- sx = tx - p.config.RangeLimit
- ex = tx + p.config.RangeLimit
- sy = ty - p.config.RangeLimit
- ey = ty + p.config.RangeLimit
- if sx < 0 {
- sx = 0
- }
- if sy < 0 {
- sy = 0
- }
- if ex > p.towerNumX {
- ex = p.towerNumX
- }
- if ey > p.towerNumY {
- ey = p.towerNumY
- }
- return sx, sy, ex, ey
- }
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