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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:
153
pkg/alg/aoi.go
153
pkg/alg/aoi.go
@@ -1,6 +1,8 @@
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package alg
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import (
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"math"
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"hk4e/pkg/logger"
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)
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@@ -19,48 +21,72 @@ type AoiManager struct {
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gridMap map[uint32]*Grid // 当前区域中都有哪些格子 key:gid value:格子对象
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}
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// NewAoiManager 初始化aoi区域
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func NewAoiManager(minX, maxX, numX, minY, maxY, numY, minZ, maxZ, numZ int16) (r *AoiManager) {
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func NewAoiManager() (r *AoiManager) {
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r = new(AoiManager)
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r.minX = minX
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r.maxX = maxX
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r.minY = minY
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r.maxY = maxY
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r.numX = numX
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r.numY = numY
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r.minZ = minZ
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r.maxZ = maxZ
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r.numZ = numZ
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r.gridMap = make(map[uint32]*Grid)
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logger.Info("start init aoi area grid, num: %v", uint32(numX)*uint32(numY)*uint32(numZ))
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return r
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}
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// SetAoiRange 设置aoi区域边界坐标
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func (a *AoiManager) SetAoiRange(minX, maxX, minY, maxY, minZ, maxZ int16) {
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a.minX = minX
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a.maxX = maxX
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a.minY = minY
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a.maxY = maxY
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a.minZ = minZ
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a.maxZ = maxZ
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}
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// Init3DRectAoiManager 初始化3D矩形aoi区域
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func (a *AoiManager) Init3DRectAoiManager(numX, numY, numZ int16) {
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a.numX = numX
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a.numY = numY
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a.numZ = numZ
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// 初始化aoi区域中所有的格子
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for x := int16(0); x < numX; x++ {
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for y := int16(0); y < numY; y++ {
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for z := int16(0); z < numZ; z++ {
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for x := int16(0); x < a.numX; x++ {
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for y := int16(0); y < a.numY; y++ {
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for z := int16(0); z < a.numZ; z++ {
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// 利用格子坐标得到格子id gid从0开始按xzy的顺序增长
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gid := uint32(y)*(uint32(numX)*uint32(numZ)) + uint32(z)*uint32(numX) + uint32(x)
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gid := uint32(y)*(uint32(a.numX)*uint32(a.numZ)) + uint32(z)*uint32(a.numX) + uint32(x)
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// 初始化一个格子放在aoi中的map里 key是当前格子的id
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grid := NewGrid(
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gid,
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r.minX+x*r.GridXLen(),
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r.minX+(x+1)*r.GridXLen(),
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r.minY+y*r.GridYLen(),
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r.minY+(y+1)*r.GridYLen(),
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r.minZ+z*r.GridZLen(),
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r.minZ+(z+1)*r.GridZLen(),
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a.minX+x*a.GridXLen(),
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a.minX+(x+1)*a.GridXLen(),
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a.minY+y*a.GridYLen(),
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a.minY+(y+1)*a.GridYLen(),
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a.minZ+z*a.GridZLen(),
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a.minZ+(z+1)*a.GridZLen(),
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)
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r.gridMap[gid] = grid
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a.gridMap[gid] = grid
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}
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}
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}
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logger.Info("init aoi area grid finish")
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logger.Debug("AoiMgr: minX: %d, maxX: %d, numX: %d, minY: %d, maxY: %d, numY: %d, minZ: %d, maxZ: %d, numZ: %d\n",
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r.minX, r.maxX, r.numX, r.minY, r.maxY, r.numY, r.minZ, r.maxZ, r.numZ)
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for _, grid := range r.gridMap {
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logger.Debug("Grid: gid: %d, minX: %d, maxX: %d, minY: %d, maxY: %d, minZ: %d, maxZ: %d, entityIdMap: %v",
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grid.gid, grid.minX, grid.maxX, grid.minY, grid.maxY, grid.minZ, grid.maxZ, grid.entityIdMap)
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}
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func (a *AoiManager) AoiInfoLog(debug bool) {
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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",
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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))
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minGridObjectCount := math.MaxInt32
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maxGridObjectCount := 0
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for _, grid := range a.gridMap {
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gridObjectCount := len(grid.objectMap)
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if gridObjectCount > maxGridObjectCount {
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maxGridObjectCount = gridObjectCount
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}
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if gridObjectCount < minGridObjectCount {
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minGridObjectCount = gridObjectCount
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}
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if debug {
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logger.Debug("Grid: gid: %d, minX: %d, maxX: %d, minY: %d, maxY: %d, minZ: %d, maxZ: %d, object count: %v",
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grid.gid, grid.minX, grid.maxX, grid.minY, grid.maxY, grid.minZ, grid.maxZ, gridObjectCount)
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for objectId, object := range grid.objectMap {
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logger.Debug("objectId: %v, object: %v", objectId, object)
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}
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}
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}
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return r
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logger.Info("min grid object count: %v", minGridObjectCount)
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logger.Info("max grid object count: %v", maxGridObjectCount)
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}
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// GridXLen 每个格子在x轴方向的长度
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@@ -155,51 +181,72 @@ func (a *AoiManager) GetSurrGridListByGid(gid uint32) (gridList []*Grid) {
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gridList = append(gridList, a.gridMap[v+uint32(a.numX)*uint32(a.numZ)])
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}
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}
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return gridList
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retGridList := make([]*Grid, 0)
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for _, v := range gridList {
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if v == nil {
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continue
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}
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retGridList = append(retGridList, v)
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}
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return retGridList
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}
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// GetEntityIdListByPos 通过坐标得到周边格子内的全部entityId
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func (a *AoiManager) GetEntityIdListByPos(x, y, z float32) (entityIdList []uint32) {
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// GetObjectListByPos 通过坐标得到周边格子内的全部object
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func (a *AoiManager) GetObjectListByPos(x, y, z float32) map[int64]any {
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// 根据坐标得到当前坐标属于哪个格子id
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gid := a.GetGidByPos(x, y, z)
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// 根据格子id得到周边格子的信息
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gridList := a.GetSurrGridListByGid(gid)
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entityIdList = make([]uint32, 0)
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objectList := make(map[int64]any)
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for _, v := range gridList {
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tmp := v.GetEntityIdList()
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entityIdList = append(entityIdList, tmp...)
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tmp := v.GetObjectList()
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for kk, vv := range tmp {
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objectList[kk] = vv
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}
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logger.Debug("Grid: gid: %d, tmp len: %v", v.gid, len(tmp))
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}
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return entityIdList
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return objectList
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}
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// GetEntityIdListByGid 通过gid获取当前格子的全部entityId
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func (a *AoiManager) GetEntityIdListByGid(gid uint32) (entityIdList []uint32) {
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// GetObjectListByGid 通过gid获取当前格子的全部object
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func (a *AoiManager) GetObjectListByGid(gid uint32) map[int64]any {
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grid := a.gridMap[gid]
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entityIdList = grid.GetEntityIdList()
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return entityIdList
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if grid == nil {
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logger.Error("grid is nil, gid: %v", gid)
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return nil
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}
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objectList := grid.GetObjectList()
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return objectList
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}
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// AddEntityIdToGrid 添加一个entityId到一个格子中
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func (a *AoiManager) AddEntityIdToGrid(entityId uint32, gid uint32) {
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// AddObjectToGrid 添加一个object到一个格子中
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func (a *AoiManager) AddObjectToGrid(objectId int64, object any, gid uint32) {
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grid := a.gridMap[gid]
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grid.AddEntityId(entityId)
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if grid == nil {
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logger.Error("grid is nil, gid: %v", gid)
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return
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}
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grid.AddObject(objectId, object)
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}
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// RemoveEntityIdFromGrid 移除一个格子中的entityId
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func (a *AoiManager) RemoveEntityIdFromGrid(entityId uint32, gid uint32) {
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// RemoveObjectFromGrid 移除一个格子中的object
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func (a *AoiManager) RemoveObjectFromGrid(objectId int64, gid uint32) {
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grid := a.gridMap[gid]
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grid.RemoveEntityId(entityId)
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if grid == nil {
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logger.Error("grid is nil, gid: %v", gid)
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return
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}
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grid.RemoveObject(objectId)
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}
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// AddEntityIdToGridByPos 通过坐标添加一个entityId到一个格子中
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func (a *AoiManager) AddEntityIdToGridByPos(entityId uint32, x, y, z float32) {
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// AddObjectToGridByPos 通过坐标添加一个object到一个格子中
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func (a *AoiManager) AddObjectToGridByPos(objectId int64, object any, x, y, z float32) {
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gid := a.GetGidByPos(x, y, z)
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a.AddEntityIdToGrid(entityId, gid)
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a.AddObjectToGrid(objectId, object, gid)
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}
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// RemoveEntityIdFromGridByPos 通过坐标把一个entityId从对应的格子中删除
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func (a *AoiManager) RemoveEntityIdFromGridByPos(entityId uint32, x, y, z float32) {
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// RemoveObjectFromGridByPos 通过坐标把一个object从对应的格子中删除
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func (a *AoiManager) RemoveObjectFromGridByPos(objectId int64, x, y, z float32) {
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gid := a.GetGidByPos(x, y, z)
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a.RemoveEntityIdFromGrid(entityId, gid)
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a.RemoveObjectFromGrid(objectId, gid)
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}
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@@ -8,13 +8,13 @@ import (
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type Grid struct {
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gid uint32 // 格子id
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// 格子边界坐标
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minX int16
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maxX int16
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minY int16
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maxY int16
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minZ int16
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maxZ int16
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entityIdMap map[uint32]bool // k:entityId v:是否存在
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minX int16
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maxX int16
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minY int16
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maxY int16
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minZ int16
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maxZ int16
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objectMap map[int64]any // k:objectId v:对象
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}
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// NewGrid 初始化格子
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@@ -27,30 +27,26 @@ func NewGrid(gid uint32, minX, maxX, minY, maxY, minZ, maxZ int16) (r *Grid) {
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r.maxY = maxY
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r.minZ = minZ
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r.maxZ = maxZ
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r.entityIdMap = make(map[uint32]bool)
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r.objectMap = make(map[int64]any)
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return r
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}
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// AddEntityId 向格子中添加一个实体id
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func (g *Grid) AddEntityId(entityId uint32) {
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g.entityIdMap[entityId] = true
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// AddObject 向格子中添加一个对象
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func (g *Grid) AddObject(objectId int64, object any) {
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g.objectMap[objectId] = object
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}
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// RemoveEntityId 从格子中删除一个实体id
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func (g *Grid) RemoveEntityId(entityId uint32) {
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_, exist := g.entityIdMap[entityId]
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// RemoveObject 从格子中删除一个对象
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func (g *Grid) RemoveObject(objectId int64) {
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_, exist := g.objectMap[objectId]
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if exist {
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delete(g.entityIdMap, entityId)
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delete(g.objectMap, objectId)
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} else {
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logger.Error("remove entity id but it not exist, entityId: %v", entityId)
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logger.Error("remove object id but it not exist, objectId: %v", objectId)
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}
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}
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// GetEntityIdList 获取格子中所有实体id
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func (g *Grid) GetEntityIdList() (entityIdList []uint32) {
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entityIdList = make([]uint32, 0)
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for k := range g.entityIdMap {
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entityIdList = append(entityIdList, k)
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}
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return entityIdList
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// GetObjectList 获取格子中所有对象
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func (g *Grid) GetObjectList() map[int64]any {
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return g.objectMap
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}
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@@ -11,11 +11,13 @@ func TestAoiManagerGetSurrGridListByGid(t *testing.T) {
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filePath := "./application.toml"
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config.InitConfig(filePath)
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logger.InitLogger("")
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aoiManager := NewAoiManager(
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-150, 150, 3,
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-150, 150, 3,
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-150, 150, 3,
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aoiManager := NewAoiManager()
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aoiManager.SetAoiRange(
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-150, 150,
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-150, 150,
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-150, 150,
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)
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aoiManager.Init3DRectAoiManager(3, 3, 3)
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for k := range aoiManager.gridMap {
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// 得到当前格子周边的九宫格
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gridList := aoiManager.GetSurrGridListByGid(k)
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