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 AOI 蓝图节点
* @en AOI Blueprint Nodes
*
* @zh 提供 AOI 功能的蓝图节点
* @en Provides blueprint nodes for AOI functionality
*/
import type { BlueprintNodeTemplate, BlueprintNode, INodeExecutor, ExecutionResult } from '@esengine/blueprint';
import type { IAOIManager } from './IAOI';
// =============================================================================
// 执行上下文接口 | Execution Context Interface
// =============================================================================
/**
* @zh AOI 上下文
* @en AOI context
*/
interface AOIContext {
aoiManager: IAOIManager<unknown>;
entity: unknown;
evaluateInput(nodeId: string, pinName: string, defaultValue?: unknown): unknown;
setOutputs(nodeId: string, outputs: Record<string, unknown>): void;
}
// =============================================================================
// GetEntitiesInView 节点 | GetEntitiesInView Node
// =============================================================================
/**
* @zh GetEntitiesInView 节点模板
* @en GetEntitiesInView node template
*/
export const GetEntitiesInViewTemplate: BlueprintNodeTemplate = {
type: 'GetEntitiesInView',
title: 'Get Entities In View',
category: 'entity',
description: 'Get all entities within view range / 获取视野范围内的所有实体',
keywords: ['aoi', 'view', 'entities', 'visible'],
menuPath: ['AOI', 'Get Entities In View'],
isPure: true,
inputs: [
{
name: 'observer',
displayName: 'Observer',
type: 'object'
}
],
outputs: [
{
name: 'entities',
displayName: 'Entities',
type: 'array'
},
{
name: 'count',
displayName: 'Count',
type: 'int'
}
],
color: '#9c27b0'
};
/**
* @zh GetEntitiesInView 节点执行器
* @en GetEntitiesInView node executor
*/
export class GetEntitiesInViewExecutor implements INodeExecutor {
execute(node: BlueprintNode, context: unknown): ExecutionResult {
const ctx = context as AOIContext;
const observer = ctx.evaluateInput(node.id, 'observer', ctx.entity);
const entities = ctx.aoiManager?.getEntitiesInView(observer) ?? [];
return {
outputs: {
entities,
count: entities.length
}
};
}
}
// =============================================================================
// GetObserversOf 节点 | GetObserversOf Node
// =============================================================================
/**
* @zh GetObserversOf 节点模板
* @en GetObserversOf node template
*/
export const GetObserversOfTemplate: BlueprintNodeTemplate = {
type: 'GetObserversOf',
title: 'Get Observers Of',
category: 'entity',
description: 'Get all observers who can see the entity / 获取能看到该实体的所有观察者',
keywords: ['aoi', 'observers', 'watchers', 'visible'],
menuPath: ['AOI', 'Get Observers Of'],
isPure: true,
inputs: [
{
name: 'target',
displayName: 'Target',
type: 'object'
}
],
outputs: [
{
name: 'observers',
displayName: 'Observers',
type: 'array'
},
{
name: 'count',
displayName: 'Count',
type: 'int'
}
],
color: '#9c27b0'
};
/**
* @zh GetObserversOf 节点执行器
* @en GetObserversOf node executor
*/
export class GetObserversOfExecutor implements INodeExecutor {
execute(node: BlueprintNode, context: unknown): ExecutionResult {
const ctx = context as AOIContext;
const target = ctx.evaluateInput(node.id, 'target', ctx.entity);
const observers = ctx.aoiManager?.getObserversOf(target) ?? [];
return {
outputs: {
observers,
count: observers.length
}
};
}
}
// =============================================================================
// CanSee 节点 | CanSee Node
// =============================================================================
/**
* @zh CanSee 节点模板
* @en CanSee node template
*/
export const CanSeeTemplate: BlueprintNodeTemplate = {
type: 'CanSee',
title: 'Can See',
category: 'entity',
description: 'Check if observer can see target / 检查观察者是否能看到目标',
keywords: ['aoi', 'visibility', 'can', 'see', 'check'],
menuPath: ['AOI', 'Can See'],
isPure: true,
inputs: [
{
name: 'observer',
displayName: 'Observer',
type: 'object'
},
{
name: 'target',
displayName: 'Target',
type: 'object'
}
],
outputs: [
{
name: 'canSee',
displayName: 'Can See',
type: 'bool'
}
],
color: '#9c27b0'
};
/**
* @zh CanSee 节点执行器
* @en CanSee node executor
*/
export class CanSeeExecutor implements INodeExecutor {
execute(node: BlueprintNode, context: unknown): ExecutionResult {
const ctx = context as AOIContext;
const observer = ctx.evaluateInput(node.id, 'observer', ctx.entity);
const target = ctx.evaluateInput(node.id, 'target', null);
const canSee = ctx.aoiManager?.canSee(observer, target) ?? false;
return {
outputs: {
canSee
}
};
}
}
// =============================================================================
// OnEntityEnterView 事件节点 | OnEntityEnterView Event Node
// =============================================================================
/**
* @zh OnEntityEnterView 事件节点模板
* @en OnEntityEnterView event node template
*/
export const OnEntityEnterViewTemplate: BlueprintNodeTemplate = {
type: 'EventEntityEnterView',
title: 'On Entity Enter View',
category: 'event',
description: 'Triggered when an entity enters view / 当实体进入视野时触发',
keywords: ['aoi', 'event', 'enter', 'view', 'visible'],
menuPath: ['AOI', 'Events', 'On Entity Enter View'],
color: '#e91e63',
inputs: [],
outputs: [
{
name: 'exec',
displayName: '',
type: 'exec'
},
{
name: 'entity',
displayName: 'Entity',
type: 'object'
},
{
name: 'positionX',
displayName: 'Position X',
type: 'float'
},
{
name: 'positionY',
displayName: 'Position Y',
type: 'float'
}
]
};
/**
* @zh OnEntityEnterView 事件执行器
* @en OnEntityEnterView event executor
*/
export class OnEntityEnterViewExecutor implements INodeExecutor {
execute(_node: BlueprintNode, _context: unknown): ExecutionResult {
// Event nodes don't execute directly, they are triggered by the runtime
return { nextExec: 'exec' };
}
}
// =============================================================================
// OnEntityExitView 事件节点 | OnEntityExitView Event Node
// =============================================================================
/**
* @zh OnEntityExitView 事件节点模板
* @en OnEntityExitView event node template
*/
export const OnEntityExitViewTemplate: BlueprintNodeTemplate = {
type: 'EventEntityExitView',
title: 'On Entity Exit View',
category: 'event',
description: 'Triggered when an entity exits view / 当实体离开视野时触发',
keywords: ['aoi', 'event', 'exit', 'view', 'invisible'],
menuPath: ['AOI', 'Events', 'On Entity Exit View'],
color: '#e91e63',
inputs: [],
outputs: [
{
name: 'exec',
displayName: '',
type: 'exec'
},
{
name: 'entity',
displayName: 'Entity',
type: 'object'
},
{
name: 'positionX',
displayName: 'Position X',
type: 'float'
},
{
name: 'positionY',
displayName: 'Position Y',
type: 'float'
}
]
};
/**
* @zh OnEntityExitView 事件执行器
* @en OnEntityExitView event executor
*/
export class OnEntityExitViewExecutor implements INodeExecutor {
execute(_node: BlueprintNode, _context: unknown): ExecutionResult {
// Event nodes don't execute directly, they are triggered by the runtime
return { nextExec: 'exec' };
}
}
// =============================================================================
// 节点定义集合 | Node Definition Collection
// =============================================================================
/**
* @zh AOI 节点定义集合
* @en AOI node definition collection
*/
export const AOINodeDefinitions = {
templates: [
GetEntitiesInViewTemplate,
GetObserversOfTemplate,
CanSeeTemplate,
OnEntityEnterViewTemplate,
OnEntityExitViewTemplate
],
executors: new Map<string, INodeExecutor>([
['GetEntitiesInView', new GetEntitiesInViewExecutor()],
['GetObserversOf', new GetObserversOfExecutor()],
['CanSee', new CanSeeExecutor()],
['EventEntityEnterView', new OnEntityEnterViewExecutor()],
['EventEntityExitView', new OnEntityExitViewExecutor()]
])
};

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/**
* @zh 网格 AOI 实现
* @en Grid AOI Implementation
*
* @zh 基于均匀网格的兴趣区域管理实现
* @en Uniform grid based area of interest management implementation
*/
import type { IVector2 } from '@esengine/ecs-framework-math';
import type {
IAOIManager,
IAOIObserverConfig,
IAOIEvent,
AOIEventListener
} from './IAOI';
import { distanceSquared } from '../ISpatialQuery';
// =============================================================================
// 内部类型 | Internal Types
// =============================================================================
/**
* @zh AOI 观察者数据
* @en AOI observer data
*/
interface AOIObserverData<T> {
entity: T;
position: IVector2;
viewRange: number;
viewRangeSq: number;
observable: boolean;
cellKey: string;
/** @zh 当前可见的实体集合 @en Currently visible entities */
visibleEntities: Set<T>;
/** @zh 实体特定的监听器 @en Entity-specific listeners */
listeners: Set<AOIEventListener<T>>;
}
// =============================================================================
// 网格 AOI 配置 | Grid AOI Configuration
// =============================================================================
/**
* @zh 网格 AOI 配置
* @en Grid AOI configuration
*/
export interface GridAOIConfig {
/**
* @zh 网格单元格大小(建议设置为平均视野范围的 1-2 倍)
* @en Grid cell size (recommended 1-2x average view range)
*/
cellSize: number;
}
// =============================================================================
// 网格 AOI 实现 | Grid AOI Implementation
// =============================================================================
/**
* @zh 网格 AOI 实现
* @en Grid AOI implementation
*
* @zh 使用均匀网格进行空间划分,高效管理大量实体的兴趣区域
* @en Uses uniform grid for spatial partitioning, efficiently managing AOI for many entities
*/
export class GridAOI<T> implements IAOIManager<T> {
private readonly _cellSize: number;
private readonly _cells: Map<string, Set<AOIObserverData<T>>> = new Map();
private readonly _observers: Map<T, AOIObserverData<T>> = new Map();
private readonly _globalListeners: Set<AOIEventListener<T>> = new Set();
constructor(config: GridAOIConfig) {
this._cellSize = config.cellSize;
}
// =========================================================================
// IAOIManager 实现 | IAOIManager Implementation
// =========================================================================
get count(): number {
return this._observers.size;
}
/**
* @zh 添加观察者
* @en Add observer
*/
addObserver(entity: T, position: IVector2, config: IAOIObserverConfig): void {
if (this._observers.has(entity)) {
this.updatePosition(entity, position);
this.updateViewRange(entity, config.viewRange);
return;
}
const cellKey = this._getCellKey(position);
const data: AOIObserverData<T> = {
entity,
position: { x: position.x, y: position.y },
viewRange: config.viewRange,
viewRangeSq: config.viewRange * config.viewRange,
observable: config.observable !== false,
cellKey,
visibleEntities: new Set(),
listeners: new Set()
};
this._observers.set(entity, data);
this._addToCell(cellKey, data);
// Initial visibility check
this._updateVisibility(data);
}
/**
* @zh 移除观察者
* @en Remove observer
*/
removeObserver(entity: T): boolean {
const data = this._observers.get(entity);
if (!data) {
return false;
}
// Notify all observers who were watching this entity
if (data.observable) {
for (const [, otherData] of this._observers) {
if (otherData !== data && otherData.visibleEntities.has(entity)) {
otherData.visibleEntities.delete(entity);
this._emitEvent({
type: 'exit',
observer: otherData.entity,
target: entity,
position: data.position
}, otherData);
}
}
}
// Notify this entity about all entities it was watching
for (const visible of data.visibleEntities) {
const visibleData = this._observers.get(visible);
if (visibleData) {
this._emitEvent({
type: 'exit',
observer: entity,
target: visible,
position: visibleData.position
}, data);
}
}
this._removeFromCell(data.cellKey, data);
this._observers.delete(entity);
return true;
}
/**
* @zh 更新观察者位置
* @en Update observer position
*/
updatePosition(entity: T, newPosition: IVector2): boolean {
const data = this._observers.get(entity);
if (!data) {
return false;
}
const newCellKey = this._getCellKey(newPosition);
// Update cell if changed
if (newCellKey !== data.cellKey) {
this._removeFromCell(data.cellKey, data);
data.cellKey = newCellKey;
this._addToCell(newCellKey, data);
}
data.position = { x: newPosition.x, y: newPosition.y };
// Update visibility for this observer
this._updateVisibility(data);
// Update visibility for others who might now see/unsee this entity
if (data.observable) {
this._updateObserversOfEntity(data);
}
return true;
}
/**
* @zh 更新观察者视野范围
* @en Update observer view range
*/
updateViewRange(entity: T, newRange: number): boolean {
const data = this._observers.get(entity);
if (!data) {
return false;
}
data.viewRange = newRange;
data.viewRangeSq = newRange * newRange;
// Recalculate visibility
this._updateVisibility(data);
return true;
}
/**
* @zh 获取实体视野内的所有对象
* @en Get all objects within entity's view
*/
getEntitiesInView(entity: T): T[] {
const data = this._observers.get(entity);
if (!data) {
return [];
}
return Array.from(data.visibleEntities);
}
/**
* @zh 获取能看到指定实体的所有观察者
* @en Get all observers who can see the specified entity
*/
getObserversOf(entity: T): T[] {
const data = this._observers.get(entity);
if (!data || !data.observable) {
return [];
}
const observers: T[] = [];
for (const [, otherData] of this._observers) {
if (otherData !== data && otherData.visibleEntities.has(entity)) {
observers.push(otherData.entity);
}
}
return observers;
}
/**
* @zh 检查观察者是否能看到目标
* @en Check if observer can see target
*/
canSee(observer: T, target: T): boolean {
const data = this._observers.get(observer);
if (!data) {
return false;
}
return data.visibleEntities.has(target);
}
/**
* @zh 添加全局事件监听器
* @en Add global event listener
*/
addListener(listener: AOIEventListener<T>): void {
this._globalListeners.add(listener);
}
/**
* @zh 移除全局事件监听器
* @en Remove global event listener
*/
removeListener(listener: AOIEventListener<T>): void {
this._globalListeners.delete(listener);
}
/**
* @zh 为特定观察者添加事件监听器
* @en Add event listener for specific observer
*/
addEntityListener(entity: T, listener: AOIEventListener<T>): void {
const data = this._observers.get(entity);
if (data) {
data.listeners.add(listener);
}
}
/**
* @zh 移除特定观察者的事件监听器
* @en Remove event listener for specific observer
*/
removeEntityListener(entity: T, listener: AOIEventListener<T>): void {
const data = this._observers.get(entity);
if (data) {
data.listeners.delete(listener);
}
}
/**
* @zh 清空所有观察者
* @en Clear all observers
*/
clear(): void {
this._cells.clear();
this._observers.clear();
}
// =========================================================================
// 私有方法 | Private Methods
// =========================================================================
private _getCellKey(position: IVector2): string {
const cellX = Math.floor(position.x / this._cellSize);
const cellY = Math.floor(position.y / this._cellSize);
return `${cellX},${cellY}`;
}
private _getCellCoords(position: IVector2): { x: number; y: number } {
return {
x: Math.floor(position.x / this._cellSize),
y: Math.floor(position.y / this._cellSize)
};
}
private _addToCell(cellKey: string, data: AOIObserverData<T>): void {
let cell = this._cells.get(cellKey);
if (!cell) {
cell = new Set();
this._cells.set(cellKey, cell);
}
cell.add(data);
}
private _removeFromCell(cellKey: string, data: AOIObserverData<T>): void {
const cell = this._cells.get(cellKey);
if (cell) {
cell.delete(data);
if (cell.size === 0) {
this._cells.delete(cellKey);
}
}
}
/**
* @zh 更新观察者的可见实体列表
* @en Update observer's visible entities list
*/
private _updateVisibility(data: AOIObserverData<T>): void {
const newVisible = new Set<T>();
// Calculate search radius in cells
const cellRadius = Math.ceil(data.viewRange / this._cellSize);
const centerCell = this._getCellCoords(data.position);
// Check all cells within range
for (let dx = -cellRadius; dx <= cellRadius; dx++) {
for (let dy = -cellRadius; dy <= cellRadius; dy++) {
const cellKey = `${centerCell.x + dx},${centerCell.y + dy}`;
const cell = this._cells.get(cellKey);
if (!cell) continue;
for (const otherData of cell) {
if (otherData === data) continue;
if (!otherData.observable) continue;
const distSq = distanceSquared(data.position, otherData.position);
if (distSq <= data.viewRangeSq) {
newVisible.add(otherData.entity);
}
}
}
}
// Find entities that entered view
for (const entity of newVisible) {
if (!data.visibleEntities.has(entity)) {
const targetData = this._observers.get(entity);
if (targetData) {
this._emitEvent({
type: 'enter',
observer: data.entity,
target: entity,
position: targetData.position
}, data);
}
}
}
// Find entities that exited view
for (const entity of data.visibleEntities) {
if (!newVisible.has(entity)) {
const targetData = this._observers.get(entity);
const position = targetData?.position ?? { x: 0, y: 0 };
this._emitEvent({
type: 'exit',
observer: data.entity,
target: entity,
position
}, data);
}
}
data.visibleEntities = newVisible;
}
/**
* @zh 更新其他观察者对于某个实体的可见性
* @en Update other observers' visibility of an entity
*/
private _updateObserversOfEntity(movedData: AOIObserverData<T>): void {
const cellRadius = Math.ceil(this._getMaxViewRange() / this._cellSize) + 1;
const centerCell = this._getCellCoords(movedData.position);
for (let dx = -cellRadius; dx <= cellRadius; dx++) {
for (let dy = -cellRadius; dy <= cellRadius; dy++) {
const cellKey = `${centerCell.x + dx},${centerCell.y + dy}`;
const cell = this._cells.get(cellKey);
if (!cell) continue;
for (const otherData of cell) {
if (otherData === movedData) continue;
const distSq = distanceSquared(otherData.position, movedData.position);
const wasVisible = otherData.visibleEntities.has(movedData.entity);
const isVisible = distSq <= otherData.viewRangeSq;
if (isVisible && !wasVisible) {
otherData.visibleEntities.add(movedData.entity);
this._emitEvent({
type: 'enter',
observer: otherData.entity,
target: movedData.entity,
position: movedData.position
}, otherData);
} else if (!isVisible && wasVisible) {
otherData.visibleEntities.delete(movedData.entity);
this._emitEvent({
type: 'exit',
observer: otherData.entity,
target: movedData.entity,
position: movedData.position
}, otherData);
}
}
}
}
}
/**
* @zh 获取最大视野范围(用于优化搜索)
* @en Get maximum view range (for search optimization)
*/
private _getMaxViewRange(): number {
let max = 0;
for (const [, data] of this._observers) {
if (data.viewRange > max) {
max = data.viewRange;
}
}
return max;
}
/**
* @zh 发送事件
* @en Emit event
*/
private _emitEvent(event: IAOIEvent<T>, observerData: AOIObserverData<T>): void {
// Entity-specific listeners
for (const listener of observerData.listeners) {
try {
listener(event);
} catch (e) {
console.error('AOI entity listener error:', e);
}
}
// Global listeners
for (const listener of this._globalListeners) {
try {
listener(event);
} catch (e) {
console.error('AOI global listener error:', e);
}
}
}
}
// =============================================================================
// 工厂函数 | Factory Functions
// =============================================================================
/**
* @zh 创建网格 AOI 管理器
* @en Create grid AOI manager
*
* @param cellSize - @zh 网格单元格大小 @en Grid cell size
*/
export function createGridAOI<T>(cellSize: number = 100): GridAOI<T> {
return new GridAOI<T>({ cellSize });
}

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/**
* @zh AOI (Area of Interest) 兴趣区域接口
* @en AOI (Area of Interest) Interface
*
* @zh 提供 MMO 游戏中的兴趣区域管理能力
* @en Provides area of interest management for MMO games
*/
import type { IVector2 } from '@esengine/ecs-framework-math';
// =============================================================================
// AOI 事件类型 | AOI Event Types
// =============================================================================
/**
* @zh AOI 事件类型
* @en AOI event type
*/
export type AOIEventType = 'enter' | 'exit' | 'update';
/**
* @zh AOI 事件
* @en AOI event
*/
export interface IAOIEvent<T> {
/**
* @zh 事件类型
* @en Event type
*/
readonly type: AOIEventType;
/**
* @zh 观察者(谁看到了变化)
* @en Observer (who saw the change)
*/
readonly observer: T;
/**
* @zh 目标(发生变化的对象)
* @en Target (the object that changed)
*/
readonly target: T;
/**
* @zh 目标位置
* @en Target position
*/
readonly position: IVector2;
}
/**
* @zh AOI 事件监听器
* @en AOI event listener
*/
export type AOIEventListener<T> = (event: IAOIEvent<T>) => void;
// =============================================================================
// AOI 观察者接口 | AOI Observer Interface
// =============================================================================
/**
* @zh AOI 观察者配置
* @en AOI observer configuration
*/
export interface IAOIObserverConfig {
/**
* @zh 视野范围
* @en View range
*/
viewRange: number;
/**
* @zh 是否是可被观察的对象(默认 true
* @en Whether this observer can be observed by others (default true)
*/
observable?: boolean;
}
// =============================================================================
// AOI 管理器接口 | AOI Manager Interface
// =============================================================================
/**
* @zh AOI 管理器接口
* @en AOI manager interface
*
* @zh 管理兴趣区域,追踪对象的进入/离开事件
* @en Manages areas of interest, tracking enter/exit events for objects
*
* @typeParam T - @zh 被管理对象的类型 @en Type of managed objects
*/
export interface IAOIManager<T> {
/**
* @zh 添加观察者
* @en Add observer
*
* @param entity - @zh 实体对象 @en Entity object
* @param position - @zh 初始位置 @en Initial position
* @param config - @zh 观察者配置 @en Observer configuration
*/
addObserver(entity: T, position: IVector2, config: IAOIObserverConfig): void;
/**
* @zh 移除观察者
* @en Remove observer
*
* @param entity - @zh 实体对象 @en Entity object
* @returns @zh 是否成功移除 @en Whether removal was successful
*/
removeObserver(entity: T): boolean;
/**
* @zh 更新观察者位置
* @en Update observer position
*
* @param entity - @zh 实体对象 @en Entity object
* @param newPosition - @zh 新位置 @en New position
* @returns @zh 是否成功更新 @en Whether update was successful
*/
updatePosition(entity: T, newPosition: IVector2): boolean;
/**
* @zh 更新观察者视野范围
* @en Update observer view range
*
* @param entity - @zh 实体对象 @en Entity object
* @param newRange - @zh 新视野范围 @en New view range
* @returns @zh 是否成功更新 @en Whether update was successful
*/
updateViewRange(entity: T, newRange: number): boolean;
/**
* @zh 获取实体视野内的所有对象
* @en Get all objects within entity's view
*
* @param entity - @zh 观察者实体 @en Observer entity
* @returns @zh 视野内的对象数组 @en Array of objects within view
*/
getEntitiesInView(entity: T): T[];
/**
* @zh 获取能看到指定实体的所有观察者
* @en Get all observers who can see the specified entity
*
* @param entity - @zh 目标实体 @en Target entity
* @returns @zh 能看到目标的观察者数组 @en Array of observers who can see target
*/
getObserversOf(entity: T): T[];
/**
* @zh 检查观察者是否能看到目标
* @en Check if observer can see target
*
* @param observer - @zh 观察者 @en Observer
* @param target - @zh 目标 @en Target
* @returns @zh 是否在视野内 @en Whether target is in view
*/
canSee(observer: T, target: T): boolean;
/**
* @zh 添加事件监听器
* @en Add event listener
*
* @param listener - @zh 监听器函数 @en Listener function
*/
addListener(listener: AOIEventListener<T>): void;
/**
* @zh 移除事件监听器
* @en Remove event listener
*
* @param listener - @zh 监听器函数 @en Listener function
*/
removeListener(listener: AOIEventListener<T>): void;
/**
* @zh 为特定观察者添加事件监听器
* @en Add event listener for specific observer
*
* @param entity - @zh 观察者实体 @en Observer entity
* @param listener - @zh 监听器函数 @en Listener function
*/
addEntityListener(entity: T, listener: AOIEventListener<T>): void;
/**
* @zh 移除特定观察者的事件监听器
* @en Remove event listener for specific observer
*
* @param entity - @zh 观察者实体 @en Observer entity
* @param listener - @zh 监听器函数 @en Listener function
*/
removeEntityListener(entity: T, listener: AOIEventListener<T>): void;
/**
* @zh 清空所有观察者
* @en Clear all observers
*/
clear(): void;
/**
* @zh 获取观察者数量
* @en Get observer count
*/
readonly count: number;
}

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/**
* @zh AOI (Area of Interest) 兴趣区域模块
* @en AOI (Area of Interest) Module
*/
export type {
AOIEventType,
IAOIEvent,
AOIEventListener,
IAOIObserverConfig,
IAOIManager
} from './IAOI';
export type { GridAOIConfig } from './GridAOI';
export { GridAOI, createGridAOI } from './GridAOI';