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:
YHH
2025-12-26 14:50:35 +08:00
committed by GitHub
parent a84ff902e4
commit 155411e743
1936 changed files with 4147 additions and 11578 deletions

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/**
* @zh 寻路系统蓝图节点
* @en Pathfinding System Blueprint Nodes
*/
import type { BlueprintNodeTemplate, BlueprintNode, INodeExecutor, ExecutionResult } from '@esengine/blueprint';
import type { IPathResult, IPoint } from '../core/IPathfinding';
// =============================================================================
// 执行上下文接口 | Execution Context Interface
// =============================================================================
interface PathfindingContext {
evaluateInput(nodeId: string, pinName: string, defaultValue?: unknown): unknown;
setOutputs(nodeId: string, outputs: Record<string, unknown>): void;
findPath(startX: number, startY: number, endX: number, endY: number): IPathResult;
findPathSmooth(startX: number, startY: number, endX: number, endY: number): IPathResult;
isWalkable(x: number, y: number): boolean;
getPathDistance(path: IPoint[]): number;
}
// =============================================================================
// FindPath 节点 | FindPath Node
// =============================================================================
export const FindPathTemplate: BlueprintNodeTemplate = {
type: 'FindPath',
title: 'Find Path',
category: 'custom',
description: 'Find path from start to end / 从起点到终点寻路',
keywords: ['path', 'pathfinding', 'astar', 'navigate', 'route'],
menuPath: ['Pathfinding', 'Find Path'],
inputs: [
{ name: 'exec', displayName: '', type: 'exec' },
{ name: 'startX', displayName: 'Start X', type: 'float' },
{ name: 'startY', displayName: 'Start Y', type: 'float' },
{ name: 'endX', displayName: 'End X', type: 'float' },
{ name: 'endY', displayName: 'End Y', type: 'float' }
],
outputs: [
{ name: 'exec', displayName: '', type: 'exec' },
{ name: 'found', displayName: 'Found', type: 'bool' },
{ name: 'path', displayName: 'Path', type: 'array' },
{ name: 'cost', displayName: 'Cost', type: 'float' }
],
color: '#4caf50'
};
export class FindPathExecutor implements INodeExecutor {
execute(node: BlueprintNode, context: unknown): ExecutionResult {
const ctx = context as PathfindingContext;
const startX = ctx.evaluateInput(node.id, 'startX', 0) as number;
const startY = ctx.evaluateInput(node.id, 'startY', 0) as number;
const endX = ctx.evaluateInput(node.id, 'endX', 0) as number;
const endY = ctx.evaluateInput(node.id, 'endY', 0) as number;
const result = ctx.findPath(startX, startY, endX, endY);
return {
outputs: {
found: result.found,
path: result.path,
cost: result.cost
},
nextExec: 'exec'
};
}
}
// =============================================================================
// FindPathSmooth 节点 | FindPathSmooth Node
// =============================================================================
export const FindPathSmoothTemplate: BlueprintNodeTemplate = {
type: 'FindPathSmooth',
title: 'Find Path (Smooth)',
category: 'custom',
description: 'Find path with smoothing / 寻路并平滑路径',
keywords: ['path', 'pathfinding', 'smooth', 'navigate'],
menuPath: ['Pathfinding', 'Find Path (Smooth)'],
inputs: [
{ name: 'exec', displayName: '', type: 'exec' },
{ name: 'startX', displayName: 'Start X', type: 'float' },
{ name: 'startY', displayName: 'Start Y', type: 'float' },
{ name: 'endX', displayName: 'End X', type: 'float' },
{ name: 'endY', displayName: 'End Y', type: 'float' }
],
outputs: [
{ name: 'exec', displayName: '', type: 'exec' },
{ name: 'found', displayName: 'Found', type: 'bool' },
{ name: 'path', displayName: 'Path', type: 'array' },
{ name: 'cost', displayName: 'Cost', type: 'float' }
],
color: '#4caf50'
};
export class FindPathSmoothExecutor implements INodeExecutor {
execute(node: BlueprintNode, context: unknown): ExecutionResult {
const ctx = context as PathfindingContext;
const startX = ctx.evaluateInput(node.id, 'startX', 0) as number;
const startY = ctx.evaluateInput(node.id, 'startY', 0) as number;
const endX = ctx.evaluateInput(node.id, 'endX', 0) as number;
const endY = ctx.evaluateInput(node.id, 'endY', 0) as number;
const result = ctx.findPathSmooth(startX, startY, endX, endY);
return {
outputs: {
found: result.found,
path: result.path,
cost: result.cost
},
nextExec: 'exec'
};
}
}
// =============================================================================
// IsWalkable 节点 | IsWalkable Node
// =============================================================================
export const IsWalkableTemplate: BlueprintNodeTemplate = {
type: 'IsWalkable',
title: 'Is Walkable',
category: 'custom',
description: 'Check if position is walkable / 检查位置是否可通行',
keywords: ['walkable', 'obstacle', 'blocked', 'terrain'],
menuPath: ['Pathfinding', 'Is Walkable'],
isPure: true,
inputs: [
{ name: 'x', displayName: 'X', type: 'float' },
{ name: 'y', displayName: 'Y', type: 'float' }
],
outputs: [
{ name: 'walkable', displayName: 'Walkable', type: 'bool' }
],
color: '#4caf50'
};
export class IsWalkableExecutor implements INodeExecutor {
execute(node: BlueprintNode, context: unknown): ExecutionResult {
const ctx = context as PathfindingContext;
const x = ctx.evaluateInput(node.id, 'x', 0) as number;
const y = ctx.evaluateInput(node.id, 'y', 0) as number;
const walkable = ctx.isWalkable(x, y);
return { outputs: { walkable } };
}
}
// =============================================================================
// GetPathLength 节点 | GetPathLength Node
// =============================================================================
export const GetPathLengthTemplate: BlueprintNodeTemplate = {
type: 'GetPathLength',
title: 'Get Path Length',
category: 'custom',
description: 'Get the number of points in path / 获取路径点数量',
keywords: ['path', 'length', 'count', 'waypoints'],
menuPath: ['Pathfinding', 'Get Path Length'],
isPure: true,
inputs: [
{ name: 'path', displayName: 'Path', type: 'array' }
],
outputs: [
{ name: 'length', displayName: 'Length', type: 'int' }
],
color: '#4caf50'
};
export class GetPathLengthExecutor implements INodeExecutor {
execute(node: BlueprintNode, context: unknown): ExecutionResult {
const ctx = context as PathfindingContext;
const path = ctx.evaluateInput(node.id, 'path', []) as IPoint[];
return { outputs: { length: path.length } };
}
}
// =============================================================================
// GetPathDistance 节点 | GetPathDistance Node
// =============================================================================
export const GetPathDistanceTemplate: BlueprintNodeTemplate = {
type: 'GetPathDistance',
title: 'Get Path Distance',
category: 'custom',
description: 'Get total path distance / 获取路径总距离',
keywords: ['path', 'distance', 'length', 'travel'],
menuPath: ['Pathfinding', 'Get Path Distance'],
isPure: true,
inputs: [
{ name: 'path', displayName: 'Path', type: 'array' }
],
outputs: [
{ name: 'distance', displayName: 'Distance', type: 'float' }
],
color: '#4caf50'
};
export class GetPathDistanceExecutor implements INodeExecutor {
execute(node: BlueprintNode, context: unknown): ExecutionResult {
const ctx = context as PathfindingContext;
const path = ctx.evaluateInput(node.id, 'path', []) as IPoint[];
const distance = ctx.getPathDistance(path);
return { outputs: { distance } };
}
}
// =============================================================================
// GetPathPoint 节点 | GetPathPoint Node
// =============================================================================
export const GetPathPointTemplate: BlueprintNodeTemplate = {
type: 'GetPathPoint',
title: 'Get Path Point',
category: 'custom',
description: 'Get point at index in path / 获取路径中指定索引的点',
keywords: ['path', 'point', 'waypoint', 'index'],
menuPath: ['Pathfinding', 'Get Path Point'],
isPure: true,
inputs: [
{ name: 'path', displayName: 'Path', type: 'array' },
{ name: 'index', displayName: 'Index', type: 'int' }
],
outputs: [
{ name: 'x', displayName: 'X', type: 'float' },
{ name: 'y', displayName: 'Y', type: 'float' },
{ name: 'valid', displayName: 'Valid', type: 'bool' }
],
color: '#4caf50'
};
export class GetPathPointExecutor implements INodeExecutor {
execute(node: BlueprintNode, context: unknown): ExecutionResult {
const ctx = context as PathfindingContext;
const path = ctx.evaluateInput(node.id, 'path', []) as IPoint[];
const index = ctx.evaluateInput(node.id, 'index', 0) as number;
if (index >= 0 && index < path.length) {
return {
outputs: {
x: path[index].x,
y: path[index].y,
valid: true
}
};
}
return {
outputs: {
x: 0,
y: 0,
valid: false
}
};
}
}
// =============================================================================
// MoveAlongPath 节点 | MoveAlongPath Node
// =============================================================================
export const MoveAlongPathTemplate: BlueprintNodeTemplate = {
type: 'MoveAlongPath',
title: 'Move Along Path',
category: 'custom',
description: 'Get position along path at progress / 获取路径上指定进度的位置',
keywords: ['path', 'move', 'lerp', 'progress', 'interpolate'],
menuPath: ['Pathfinding', 'Move Along Path'],
isPure: true,
inputs: [
{ name: 'path', displayName: 'Path', type: 'array' },
{ name: 'progress', displayName: 'Progress (0-1)', type: 'float' }
],
outputs: [
{ name: 'x', displayName: 'X', type: 'float' },
{ name: 'y', displayName: 'Y', type: 'float' }
],
color: '#4caf50'
};
export class MoveAlongPathExecutor implements INodeExecutor {
execute(node: BlueprintNode, context: unknown): ExecutionResult {
const ctx = context as PathfindingContext;
const path = ctx.evaluateInput(node.id, 'path', []) as IPoint[];
let progress = ctx.evaluateInput(node.id, 'progress', 0) as number;
if (path.length === 0) {
return { outputs: { x: 0, y: 0 } };
}
if (path.length === 1) {
return { outputs: { x: path[0].x, y: path[0].y } };
}
// Clamp progress
progress = Math.max(0, Math.min(1, progress));
// Calculate total distance
let totalDistance = 0;
const segmentDistances: number[] = [];
for (let i = 1; i < path.length; i++) {
const dx = path[i].x - path[i - 1].x;
const dy = path[i].y - path[i - 1].y;
const dist = Math.sqrt(dx * dx + dy * dy);
segmentDistances.push(dist);
totalDistance += dist;
}
if (totalDistance === 0) {
return { outputs: { x: path[0].x, y: path[0].y } };
}
// Find the segment and position
const targetDistance = progress * totalDistance;
let accumulatedDistance = 0;
for (let i = 0; i < segmentDistances.length; i++) {
const segmentDist = segmentDistances[i];
if (accumulatedDistance + segmentDist >= targetDistance) {
const segmentProgress = (targetDistance - accumulatedDistance) / segmentDist;
const x = path[i].x + (path[i + 1].x - path[i].x) * segmentProgress;
const y = path[i].y + (path[i + 1].y - path[i].y) * segmentProgress;
return { outputs: { x, y } };
}
accumulatedDistance += segmentDist;
}
// Return last point
const last = path[path.length - 1];
return { outputs: { x: last.x, y: last.y } };
}
}
// =============================================================================
// HasLineOfSight 节点 | HasLineOfSight Node
// =============================================================================
export const HasLineOfSightTemplate: BlueprintNodeTemplate = {
type: 'HasLineOfSight',
title: 'Has Line of Sight',
category: 'custom',
description: 'Check if there is a clear line between two points / 检查两点之间是否有清晰的视线',
keywords: ['line', 'sight', 'los', 'visibility', 'raycast'],
menuPath: ['Pathfinding', 'Has Line of Sight'],
isPure: true,
inputs: [
{ name: 'startX', displayName: 'Start X', type: 'float' },
{ name: 'startY', displayName: 'Start Y', type: 'float' },
{ name: 'endX', displayName: 'End X', type: 'float' },
{ name: 'endY', displayName: 'End Y', type: 'float' }
],
outputs: [
{ name: 'hasLOS', displayName: 'Has LOS', type: 'bool' }
],
color: '#4caf50'
};
export class HasLineOfSightExecutor implements INodeExecutor {
execute(node: BlueprintNode, context: unknown): ExecutionResult {
const ctx = context as PathfindingContext & {
hasLineOfSight?(x1: number, y1: number, x2: number, y2: number): boolean;
};
const startX = ctx.evaluateInput(node.id, 'startX', 0) as number;
const startY = ctx.evaluateInput(node.id, 'startY', 0) as number;
const endX = ctx.evaluateInput(node.id, 'endX', 0) as number;
const endY = ctx.evaluateInput(node.id, 'endY', 0) as number;
const hasLOS = ctx.hasLineOfSight?.(startX, startY, endX, endY) ?? true;
return { outputs: { hasLOS } };
}
}
// =============================================================================
// 节点定义集合 | Node Definition Collection
// =============================================================================
export const PathfindingNodeDefinitions = {
templates: [
FindPathTemplate,
FindPathSmoothTemplate,
IsWalkableTemplate,
GetPathLengthTemplate,
GetPathDistanceTemplate,
GetPathPointTemplate,
MoveAlongPathTemplate,
HasLineOfSightTemplate
],
executors: new Map<string, INodeExecutor>([
['FindPath', new FindPathExecutor()],
['FindPathSmooth', new FindPathSmoothExecutor()],
['IsWalkable', new IsWalkableExecutor()],
['GetPathLength', new GetPathLengthExecutor()],
['GetPathDistance', new GetPathDistanceExecutor()],
['GetPathPoint', new GetPathPointExecutor()],
['MoveAlongPath', new MoveAlongPathExecutor()],
['HasLineOfSight', new HasLineOfSightExecutor()]
])
};

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/**
* @zh 寻路蓝图节点模块
* @en Pathfinding Blueprint Nodes Module
*/
export {
// Templates
FindPathTemplate,
FindPathSmoothTemplate,
IsWalkableTemplate,
GetPathLengthTemplate,
GetPathDistanceTemplate,
GetPathPointTemplate,
MoveAlongPathTemplate,
HasLineOfSightTemplate,
// Executors
FindPathExecutor,
FindPathSmoothExecutor,
IsWalkableExecutor,
GetPathLengthExecutor,
GetPathDistanceExecutor,
GetPathPointExecutor,
MoveAlongPathExecutor,
HasLineOfSightExecutor,
// Collection
PathfindingNodeDefinitions
} from './PathfindingNodes';