世界怪物、NPC、装置等场景实体读取lua配置生成,实现AOI九宫格动态加载

This commit is contained in:
flswld
2023-01-15 05:30:49 +08:00
parent cd9ec6f55c
commit e3a2e0550e
20 changed files with 2133 additions and 219 deletions

View File

@@ -1,6 +1,8 @@
package alg
import (
"math"
"hk4e/pkg/logger"
)
@@ -19,48 +21,72 @@ type AoiManager struct {
gridMap map[uint32]*Grid // 当前区域中都有哪些格子 key:gid value:格子对象
}
// NewAoiManager 初始化aoi区域
func NewAoiManager(minX, maxX, numX, minY, maxY, numY, minZ, maxZ, numZ int16) (r *AoiManager) {
func NewAoiManager() (r *AoiManager) {
r = new(AoiManager)
r.minX = minX
r.maxX = maxX
r.minY = minY
r.maxY = maxY
r.numX = numX
r.numY = numY
r.minZ = minZ
r.maxZ = maxZ
r.numZ = numZ
r.gridMap = make(map[uint32]*Grid)
logger.Info("start init aoi area grid, num: %v", uint32(numX)*uint32(numY)*uint32(numZ))
return r
}
// SetAoiRange 设置aoi区域边界坐标
func (a *AoiManager) SetAoiRange(minX, maxX, minY, maxY, minZ, maxZ int16) {
a.minX = minX
a.maxX = maxX
a.minY = minY
a.maxY = maxY
a.minZ = minZ
a.maxZ = maxZ
}
// Init3DRectAoiManager 初始化3D矩形aoi区域
func (a *AoiManager) Init3DRectAoiManager(numX, numY, numZ int16) {
a.numX = numX
a.numY = numY
a.numZ = numZ
// 初始化aoi区域中所有的格子
for x := int16(0); x < numX; x++ {
for y := int16(0); y < numY; y++ {
for z := int16(0); z < numZ; z++ {
for x := int16(0); x < a.numX; x++ {
for y := int16(0); y < a.numY; y++ {
for z := int16(0); z < a.numZ; z++ {
// 利用格子坐标得到格子id gid从0开始按xzy的顺序增长
gid := uint32(y)*(uint32(numX)*uint32(numZ)) + uint32(z)*uint32(numX) + uint32(x)
gid := uint32(y)*(uint32(a.numX)*uint32(a.numZ)) + uint32(z)*uint32(a.numX) + uint32(x)
// 初始化一个格子放在aoi中的map里 key是当前格子的id
grid := NewGrid(
gid,
r.minX+x*r.GridXLen(),
r.minX+(x+1)*r.GridXLen(),
r.minY+y*r.GridYLen(),
r.minY+(y+1)*r.GridYLen(),
r.minZ+z*r.GridZLen(),
r.minZ+(z+1)*r.GridZLen(),
a.minX+x*a.GridXLen(),
a.minX+(x+1)*a.GridXLen(),
a.minY+y*a.GridYLen(),
a.minY+(y+1)*a.GridYLen(),
a.minZ+z*a.GridZLen(),
a.minZ+(z+1)*a.GridZLen(),
)
r.gridMap[gid] = grid
a.gridMap[gid] = grid
}
}
}
logger.Info("init aoi area grid finish")
logger.Debug("AoiMgr: minX: %d, maxX: %d, numX: %d, minY: %d, maxY: %d, numY: %d, minZ: %d, maxZ: %d, numZ: %d\n",
r.minX, r.maxX, r.numX, r.minY, r.maxY, r.numY, r.minZ, r.maxZ, r.numZ)
for _, grid := range r.gridMap {
logger.Debug("Grid: gid: %d, minX: %d, maxX: %d, minY: %d, maxY: %d, minZ: %d, maxZ: %d, entityIdMap: %v",
grid.gid, grid.minX, grid.maxX, grid.minY, grid.maxY, grid.minZ, grid.maxZ, grid.entityIdMap)
}
func (a *AoiManager) AoiInfoLog(debug bool) {
logger.Info("AoiMgr: minX: %d, maxX: %d, numX: %d, minY: %d, maxY: %d, numY: %d, minZ: %d, maxZ: %d, numZ: %d, num grid: %d\n",
a.minX, a.maxX, a.numX, a.minY, a.maxY, a.numY, a.minZ, a.maxZ, a.numZ, uint32(a.numX)*uint32(a.numY)*uint32(a.numZ))
minGridObjectCount := math.MaxInt32
maxGridObjectCount := 0
for _, grid := range a.gridMap {
gridObjectCount := len(grid.objectMap)
if gridObjectCount > maxGridObjectCount {
maxGridObjectCount = gridObjectCount
}
if gridObjectCount < minGridObjectCount {
minGridObjectCount = gridObjectCount
}
if debug {
logger.Debug("Grid: gid: %d, minX: %d, maxX: %d, minY: %d, maxY: %d, minZ: %d, maxZ: %d, object count: %v",
grid.gid, grid.minX, grid.maxX, grid.minY, grid.maxY, grid.minZ, grid.maxZ, gridObjectCount)
for objectId, object := range grid.objectMap {
logger.Debug("objectId: %v, object: %v", objectId, object)
}
}
}
return r
logger.Info("min grid object count: %v", minGridObjectCount)
logger.Info("max grid object count: %v", maxGridObjectCount)
}
// GridXLen 每个格子在x轴方向的长度
@@ -155,51 +181,72 @@ func (a *AoiManager) GetSurrGridListByGid(gid uint32) (gridList []*Grid) {
gridList = append(gridList, a.gridMap[v+uint32(a.numX)*uint32(a.numZ)])
}
}
return gridList
retGridList := make([]*Grid, 0)
for _, v := range gridList {
if v == nil {
continue
}
retGridList = append(retGridList, v)
}
return retGridList
}
// GetEntityIdListByPos 通过坐标得到周边格子内的全部entityId
func (a *AoiManager) GetEntityIdListByPos(x, y, z float32) (entityIdList []uint32) {
// GetObjectListByPos 通过坐标得到周边格子内的全部object
func (a *AoiManager) GetObjectListByPos(x, y, z float32) map[int64]any {
// 根据坐标得到当前坐标属于哪个格子id
gid := a.GetGidByPos(x, y, z)
// 根据格子id得到周边格子的信息
gridList := a.GetSurrGridListByGid(gid)
entityIdList = make([]uint32, 0)
objectList := make(map[int64]any)
for _, v := range gridList {
tmp := v.GetEntityIdList()
entityIdList = append(entityIdList, tmp...)
tmp := v.GetObjectList()
for kk, vv := range tmp {
objectList[kk] = vv
}
logger.Debug("Grid: gid: %d, tmp len: %v", v.gid, len(tmp))
}
return entityIdList
return objectList
}
// GetEntityIdListByGid 通过gid获取当前格子的全部entityId
func (a *AoiManager) GetEntityIdListByGid(gid uint32) (entityIdList []uint32) {
// GetObjectListByGid 通过gid获取当前格子的全部object
func (a *AoiManager) GetObjectListByGid(gid uint32) map[int64]any {
grid := a.gridMap[gid]
entityIdList = grid.GetEntityIdList()
return entityIdList
if grid == nil {
logger.Error("grid is nil, gid: %v", gid)
return nil
}
objectList := grid.GetObjectList()
return objectList
}
// AddEntityIdToGrid 添加一个entityId到一个格子中
func (a *AoiManager) AddEntityIdToGrid(entityId uint32, gid uint32) {
// AddObjectToGrid 添加一个object到一个格子中
func (a *AoiManager) AddObjectToGrid(objectId int64, object any, gid uint32) {
grid := a.gridMap[gid]
grid.AddEntityId(entityId)
if grid == nil {
logger.Error("grid is nil, gid: %v", gid)
return
}
grid.AddObject(objectId, object)
}
// RemoveEntityIdFromGrid 移除一个格子中的entityId
func (a *AoiManager) RemoveEntityIdFromGrid(entityId uint32, gid uint32) {
// RemoveObjectFromGrid 移除一个格子中的object
func (a *AoiManager) RemoveObjectFromGrid(objectId int64, gid uint32) {
grid := a.gridMap[gid]
grid.RemoveEntityId(entityId)
if grid == nil {
logger.Error("grid is nil, gid: %v", gid)
return
}
grid.RemoveObject(objectId)
}
// AddEntityIdToGridByPos 通过坐标添加一个entityId到一个格子中
func (a *AoiManager) AddEntityIdToGridByPos(entityId uint32, x, y, z float32) {
// AddObjectToGridByPos 通过坐标添加一个object到一个格子中
func (a *AoiManager) AddObjectToGridByPos(objectId int64, object any, x, y, z float32) {
gid := a.GetGidByPos(x, y, z)
a.AddEntityIdToGrid(entityId, gid)
a.AddObjectToGrid(objectId, object, gid)
}
// RemoveEntityIdFromGridByPos 通过坐标把一个entityId从对应的格子中删除
func (a *AoiManager) RemoveEntityIdFromGridByPos(entityId uint32, x, y, z float32) {
// RemoveObjectFromGridByPos 通过坐标把一个object从对应的格子中删除
func (a *AoiManager) RemoveObjectFromGridByPos(objectId int64, x, y, z float32) {
gid := a.GetGidByPos(x, y, z)
a.RemoveEntityIdFromGrid(entityId, gid)
a.RemoveObjectFromGrid(objectId, gid)
}

View File

@@ -8,13 +8,13 @@ import (
type Grid struct {
gid uint32 // 格子id
// 格子边界坐标
minX int16
maxX int16
minY int16
maxY int16
minZ int16
maxZ int16
entityIdMap map[uint32]bool // k:entityId v:是否存在
minX int16
maxX int16
minY int16
maxY int16
minZ int16
maxZ int16
objectMap map[int64]any // k:objectId v:对象
}
// NewGrid 初始化格子
@@ -27,30 +27,26 @@ func NewGrid(gid uint32, minX, maxX, minY, maxY, minZ, maxZ int16) (r *Grid) {
r.maxY = maxY
r.minZ = minZ
r.maxZ = maxZ
r.entityIdMap = make(map[uint32]bool)
r.objectMap = make(map[int64]any)
return r
}
// AddEntityId 向格子中添加一个实体id
func (g *Grid) AddEntityId(entityId uint32) {
g.entityIdMap[entityId] = true
// AddObject 向格子中添加一个对象
func (g *Grid) AddObject(objectId int64, object any) {
g.objectMap[objectId] = object
}
// RemoveEntityId 从格子中删除一个实体id
func (g *Grid) RemoveEntityId(entityId uint32) {
_, exist := g.entityIdMap[entityId]
// RemoveObject 从格子中删除一个对象
func (g *Grid) RemoveObject(objectId int64) {
_, exist := g.objectMap[objectId]
if exist {
delete(g.entityIdMap, entityId)
delete(g.objectMap, objectId)
} else {
logger.Error("remove entity id but it not exist, entityId: %v", entityId)
logger.Error("remove object id but it not exist, objectId: %v", objectId)
}
}
// GetEntityIdList 获取格子中所有实体id
func (g *Grid) GetEntityIdList() (entityIdList []uint32) {
entityIdList = make([]uint32, 0)
for k := range g.entityIdMap {
entityIdList = append(entityIdList, k)
}
return entityIdList
// GetObjectList 获取格子中所有对象
func (g *Grid) GetObjectList() map[int64]any {
return g.objectMap
}

View File

@@ -11,11 +11,13 @@ func TestAoiManagerGetSurrGridListByGid(t *testing.T) {
filePath := "./application.toml"
config.InitConfig(filePath)
logger.InitLogger("")
aoiManager := NewAoiManager(
-150, 150, 3,
-150, 150, 3,
-150, 150, 3,
aoiManager := NewAoiManager()
aoiManager.SetAoiRange(
-150, 150,
-150, 150,
-150, 150,
)
aoiManager.Init3DRectAoiManager(3, 3, 3)
for k := range aoiManager.gridMap {
// 得到当前格子周边的九宫格
gridList := aoiManager.GetSurrGridListByGid(k)