refactor: reorganize package structure and decouple framework packages (#338)
* refactor: reorganize package structure and decouple framework packages ## Package Structure Reorganization - Reorganized 55 packages into categorized subdirectories: - packages/framework/ - Generic framework (Laya/Cocos compatible) - packages/engine/ - ESEngine core modules - packages/rendering/ - Rendering modules (WASM dependent) - packages/physics/ - Physics modules - packages/streaming/ - World streaming - packages/network-ext/ - Network extensions - packages/editor/ - Editor framework and plugins - packages/rust/ - Rust WASM engine - packages/tools/ - Build tools and SDK ## Framework Package Decoupling - Decoupled behavior-tree and blueprint packages from ESEngine dependencies - Created abstracted interfaces (IBTAssetManager, IBehaviorTreeAssetContent) - ESEngine-specific code moved to esengine/ subpath exports - Framework packages now usable with Cocos/Laya without ESEngine ## CI Configuration - Updated CI to only type-check and lint framework packages - Added type-check:framework and lint:framework scripts ## Breaking Changes - Package import paths changed due to directory reorganization - ESEngine integrations now use subpath imports (e.g., '@esengine/behavior-tree/esengine') * fix: update es-engine file path after directory reorganization * docs: update README to focus on framework over engine * ci: only build framework packages, remove Rust/WASM dependencies * fix: remove esengine subpath from behavior-tree and blueprint builds ESEngine integration code will only be available in full engine builds. Framework packages are now purely engine-agnostic. * fix: move network-protocols to framework, build both in CI * fix: update workflow paths from packages/core to packages/framework/core * fix: exclude esengine folder from type-check in behavior-tree and blueprint * fix: update network tsconfig references to new paths * fix: add test:ci:framework to only test framework packages in CI * fix: only build core and math npm packages in CI * fix: exclude test files from CodeQL and fix string escaping security issue
This commit is contained in:
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packages/editor/plugins/tilemap-editor/src/tools/FillTool.ts
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130
packages/editor/plugins/tilemap-editor/src/tools/FillTool.ts
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/**
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* Fill Tool - Flood fill tiles on the tilemap
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*/
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import type { ITilemapTool, ToolContext } from './ITilemapTool';
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export class FillTool implements ITilemapTool {
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readonly id = 'fill';
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readonly name = 'Fill';
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readonly icon = 'PaintBucket';
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readonly cursor = 'crosshair';
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onMouseDown(tileX: number, tileY: number, ctx: ToolContext): void {
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if (ctx.layerLocked && !ctx.editingCollision) return;
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this.floodFill(tileX, tileY, ctx);
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}
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onMouseMove(_tileX: number, _tileY: number, _ctx: ToolContext): void {
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// No action on move
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}
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onMouseUp(_tileX: number, _tileY: number, _ctx: ToolContext): void {
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// No action on up
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}
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getPreviewTiles(tileX: number, tileY: number, ctx: ToolContext): { x: number; y: number }[] {
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const { tilemap, editingCollision, currentLayer } = ctx;
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if (tileX < 0 || tileX >= tilemap.width || tileY < 0 || tileY >= tilemap.height) {
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return [];
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}
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const tiles: { x: number; y: number }[] = [];
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const maxPreviewTiles = 500;
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if (editingCollision) {
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const targetCollision = tilemap.hasCollision(tileX, tileY);
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const stack: [number, number][] = [[tileX, tileY]];
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const visited = new Set<string>();
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while (stack.length > 0 && tiles.length < maxPreviewTiles) {
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const [x, y] = stack.pop()!;
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const key = `${x},${y}`;
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if (visited.has(key)) continue;
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if (x < 0 || x >= tilemap.width || y < 0 || y >= tilemap.height) continue;
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if (tilemap.hasCollision(x, y) !== targetCollision) continue;
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visited.add(key);
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tiles.push({ x, y });
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stack.push([x + 1, y], [x - 1, y], [x, y + 1], [x, y - 1]);
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}
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} else {
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const targetTile = tilemap.getTile(currentLayer, tileX, tileY);
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const stack: [number, number][] = [[tileX, tileY]];
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const visited = new Set<string>();
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while (stack.length > 0 && tiles.length < maxPreviewTiles) {
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const [x, y] = stack.pop()!;
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const key = `${x},${y}`;
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if (visited.has(key)) continue;
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if (x < 0 || x >= tilemap.width || y < 0 || y >= tilemap.height) continue;
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if (tilemap.getTile(currentLayer, x, y) !== targetTile) continue;
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visited.add(key);
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tiles.push({ x, y });
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stack.push([x + 1, y], [x - 1, y], [x, y + 1], [x, y - 1]);
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}
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}
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return tiles;
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}
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private floodFill(startX: number, startY: number, ctx: ToolContext): void {
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const { tilemap, selectedTiles, editingCollision, currentLayer } = ctx;
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if (startX < 0 || startX >= tilemap.width || startY < 0 || startY >= tilemap.height) {
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return;
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}
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if (editingCollision) {
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// Flood fill collision
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const targetCollision = tilemap.hasCollision(startX, startY);
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const newCollision = targetCollision ? 0 : 1;
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const stack: [number, number][] = [[startX, startY]];
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const visited = new Set<string>();
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while (stack.length > 0) {
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const [x, y] = stack.pop()!;
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const key = `${x},${y}`;
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if (visited.has(key)) continue;
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if (x < 0 || x >= tilemap.width || y < 0 || y >= tilemap.height) continue;
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if (tilemap.hasCollision(x, y) !== targetCollision) continue;
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visited.add(key);
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tilemap.setCollision(x, y, newCollision);
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stack.push([x + 1, y], [x - 1, y], [x, y + 1], [x, y - 1]);
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}
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} else {
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// Flood fill tiles
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const targetTile = tilemap.getTile(currentLayer, startX, startY);
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const newTile = selectedTiles ? (selectedTiles.tiles[0] ?? 1) : 1;
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if (targetTile === newTile) return;
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const stack: [number, number][] = [[startX, startY]];
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const visited = new Set<string>();
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while (stack.length > 0) {
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const [x, y] = stack.pop()!;
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const key = `${x},${y}`;
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if (visited.has(key)) continue;
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if (x < 0 || x >= tilemap.width || y < 0 || y >= tilemap.height) continue;
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if (tilemap.getTile(currentLayer, x, y) !== targetTile) continue;
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visited.add(key);
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tilemap.setTile(currentLayer, x, y, newTile);
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stack.push([x + 1, y], [x - 1, y], [x, y + 1], [x, y - 1]);
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}
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}
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}
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}
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