Files
hk4e/gs/game/world_static.go
2022-12-19 13:40:04 +08:00

164 lines
3.7 KiB
Go

package game
import (
"bytes"
"encoding/gob"
"unsafe"
gdc "hk4e/gs/config"
"hk4e/gs/model"
"hk4e/pkg/alg"
"hk4e/pkg/logger"
)
// 世界的静态资源坐标点数据
type MeshMapPos struct {
X int16
Y int16
Z int16
}
type WorldStatic struct {
// x y z -> if terrain exist
terrain map[MeshMapPos]bool
// x y z -> gather id
gather map[MeshMapPos]uint32
pathfindingStartPos MeshMapPos
pathfindingEndPos MeshMapPos
pathVectorList []MeshMapPos
aiMoveMeshSpeedParam int
aiMoveVectorList []*model.Vector
aiMoveCurrIndex int
}
func NewWorldStatic() (r *WorldStatic) {
r = new(WorldStatic)
r.terrain = make(map[MeshMapPos]bool)
r.gather = make(map[MeshMapPos]uint32)
r.InitGather()
r.pathfindingStartPos = MeshMapPos{
X: 2747,
Y: 194,
Z: -1719,
}
r.pathfindingEndPos = MeshMapPos{
X: 2588,
Y: 211,
Z: -1349,
}
r.pathVectorList = make([]MeshMapPos, 0)
r.aiMoveMeshSpeedParam = 3
r.aiMoveVectorList = make([]*model.Vector, 0)
r.aiMoveCurrIndex = 0
return r
}
func (w *WorldStatic) InitTerrain() bool {
data := gdc.CONF.ReadWorldTerrain()
decoder := gob.NewDecoder(bytes.NewReader(data))
err := decoder.Decode(&w.terrain)
if err != nil {
logger.Error("unmarshal world terrain data error: %v", err)
return false
}
return true
}
func (w *WorldStatic) SaveTerrain() bool {
var buffer bytes.Buffer
encoder := gob.NewEncoder(&buffer)
err := encoder.Encode(w.terrain)
if err != nil {
logger.Error("marshal world terrain data error: %v", err)
return false
}
gdc.CONF.WriteWorldTerrain(buffer.Bytes())
return true
}
func (w *WorldStatic) GetTerrain(x int16, y int16, z int16) (exist bool) {
pos := MeshMapPos{
X: x,
Y: y,
Z: z,
}
exist = w.terrain[pos]
return exist
}
func (w *WorldStatic) SetTerrain(x int16, y int16, z int16) {
pos := MeshMapPos{
X: x,
Y: y,
Z: z,
}
w.terrain[pos] = true
}
func (w *WorldStatic) InitGather() {
}
func (w *WorldStatic) GetGather(x int16, y int16, z int16) (gatherId uint32, exist bool) {
pos := MeshMapPos{
X: x,
Y: y,
Z: z,
}
gatherId, exist = w.gather[pos]
return gatherId, exist
}
func (w *WorldStatic) SetGather(x int16, y int16, z int16, gatherId uint32) {
pos := MeshMapPos{
X: x,
Y: y,
Z: z,
}
w.gather[pos] = gatherId
}
func (w *WorldStatic) ConvWSTMapToPFMap() map[alg.MeshMapPos]bool {
return *(*map[alg.MeshMapPos]bool)(unsafe.Pointer(&w.terrain))
}
func (w *WorldStatic) ConvWSPosToPFPos(v MeshMapPos) alg.MeshMapPos {
return alg.MeshMapPos(v)
}
func (w *WorldStatic) ConvPFPVLToWSPVL(v []alg.MeshMapPos) []MeshMapPos {
return *(*[]MeshMapPos)(unsafe.Pointer(&v))
}
func (w *WorldStatic) Pathfinding() {
bfs := alg.NewBFS()
bfs.InitMap(
w.ConvWSTMapToPFMap(),
w.ConvWSPosToPFPos(w.pathfindingStartPos),
w.ConvWSPosToPFPos(w.pathfindingEndPos),
100,
)
pathVectorList := bfs.Pathfinding()
if pathVectorList == nil {
logger.Error("could not find path")
return
}
logger.Debug("find path success, path: %v", pathVectorList)
w.pathVectorList = w.ConvPFPVLToWSPVL(pathVectorList)
}
func (w *WorldStatic) ConvPathVectorListToAiMoveVectorList() {
for index, currPathVector := range w.pathVectorList {
if index > 0 {
lastPathVector := w.pathVectorList[index-1]
for i := 0; i < w.aiMoveMeshSpeedParam; i++ {
w.aiMoveVectorList = append(w.aiMoveVectorList, &model.Vector{
X: float64(lastPathVector.X) + float64(currPathVector.X-lastPathVector.X)/float64(w.aiMoveMeshSpeedParam)*float64(i),
Y: float64(lastPathVector.Y) + float64(currPathVector.Y-lastPathVector.Y)/float64(w.aiMoveMeshSpeedParam)*float64(i),
Z: float64(lastPathVector.Z) + float64(currPathVector.Z-lastPathVector.Z)/float64(w.aiMoveMeshSpeedParam)*float64(i),
})
}
}
}
}