Compare commits
21 Commits
@esengine/
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@esengine/
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76691cc198 |
@@ -33,7 +33,6 @@
|
||||
"@esengine/physics-rapier2d",
|
||||
"@esengine/rapier2d",
|
||||
"@esengine/world-streaming",
|
||||
"@esengine/network-server",
|
||||
"@esengine/editor-core",
|
||||
"@esengine/editor-runtime",
|
||||
"@esengine/editor-app",
|
||||
|
||||
@@ -49,21 +49,6 @@ function createSidebar(t, prefix = '') {
|
||||
{ text: t.sidebar.persistentEntity, link: `${prefix}/guide/persistent-entity` }
|
||||
]
|
||||
},
|
||||
{
|
||||
text: t.sidebar.behaviorTree,
|
||||
link: `${prefix}/guide/behavior-tree/`,
|
||||
items: [
|
||||
{ text: t.sidebar.btGettingStarted, link: `${prefix}/guide/behavior-tree/getting-started` },
|
||||
{ text: t.sidebar.btCoreConcepts, link: `${prefix}/guide/behavior-tree/core-concepts` },
|
||||
{ text: t.sidebar.btEditorGuide, link: `${prefix}/guide/behavior-tree/editor-guide` },
|
||||
{ text: t.sidebar.btEditorWorkflow, link: `${prefix}/guide/behavior-tree/editor-workflow` },
|
||||
{ text: t.sidebar.btCustomActions, link: `${prefix}/guide/behavior-tree/custom-actions` },
|
||||
{ text: t.sidebar.btCocosIntegration, link: `${prefix}/guide/behavior-tree/cocos-integration` },
|
||||
{ text: t.sidebar.btLayaIntegration, link: `${prefix}/guide/behavior-tree/laya-integration` },
|
||||
{ text: t.sidebar.btAdvancedUsage, link: `${prefix}/guide/behavior-tree/advanced-usage` },
|
||||
{ text: t.sidebar.btBestPractices, link: `${prefix}/guide/behavior-tree/best-practices` }
|
||||
]
|
||||
},
|
||||
{ text: t.sidebar.serialization, link: `${prefix}/guide/serialization` },
|
||||
{ text: t.sidebar.eventSystem, link: `${prefix}/guide/event-system` },
|
||||
{ text: t.sidebar.timeAndTimers, link: `${prefix}/guide/time-and-timers` },
|
||||
@@ -89,6 +74,64 @@ function createSidebar(t, prefix = '') {
|
||||
]
|
||||
}
|
||||
],
|
||||
// 模块总览侧边栏 | Modules overview sidebar
|
||||
[`${prefix}/modules/`]: [
|
||||
{
|
||||
text: t.sidebar.modulesOverview,
|
||||
link: `${prefix}/modules/`,
|
||||
items: [
|
||||
{
|
||||
text: t.sidebar.aiModules,
|
||||
collapsed: false,
|
||||
items: [
|
||||
{ text: t.sidebar.behaviorTree, link: `${prefix}/modules/behavior-tree/` },
|
||||
{ text: t.sidebar.fsm, link: `${prefix}/modules/fsm/` }
|
||||
]
|
||||
},
|
||||
{
|
||||
text: t.sidebar.gameplayModules,
|
||||
collapsed: false,
|
||||
items: [
|
||||
{ text: t.sidebar.timer, link: `${prefix}/modules/timer/` },
|
||||
{ text: t.sidebar.spatial, link: `${prefix}/modules/spatial/` },
|
||||
{ text: t.sidebar.pathfinding, link: `${prefix}/modules/pathfinding/` }
|
||||
]
|
||||
},
|
||||
{
|
||||
text: t.sidebar.toolModules,
|
||||
collapsed: false,
|
||||
items: [
|
||||
{ text: t.sidebar.blueprint, link: `${prefix}/modules/blueprint/` },
|
||||
{ text: t.sidebar.procgen, link: `${prefix}/modules/procgen/` }
|
||||
]
|
||||
},
|
||||
{
|
||||
text: t.sidebar.networkModules,
|
||||
collapsed: false,
|
||||
items: [
|
||||
{ text: t.sidebar.network, link: `${prefix}/modules/network/` }
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
||||
],
|
||||
// 行为树模块侧边栏 | Behavior tree module sidebar
|
||||
[`${prefix}/modules/behavior-tree/`]: [
|
||||
{
|
||||
text: t.sidebar.behaviorTree,
|
||||
items: [
|
||||
{ text: t.sidebar.btGettingStarted, link: `${prefix}/modules/behavior-tree/getting-started` },
|
||||
{ text: t.sidebar.btCoreConcepts, link: `${prefix}/modules/behavior-tree/core-concepts` },
|
||||
{ text: t.sidebar.btEditorGuide, link: `${prefix}/modules/behavior-tree/editor-guide` },
|
||||
{ text: t.sidebar.btEditorWorkflow, link: `${prefix}/modules/behavior-tree/editor-workflow` },
|
||||
{ text: t.sidebar.btCustomActions, link: `${prefix}/modules/behavior-tree/custom-actions` },
|
||||
{ text: t.sidebar.btCocosIntegration, link: `${prefix}/modules/behavior-tree/cocos-integration` },
|
||||
{ text: t.sidebar.btLayaIntegration, link: `${prefix}/modules/behavior-tree/laya-integration` },
|
||||
{ text: t.sidebar.btAdvancedUsage, link: `${prefix}/modules/behavior-tree/advanced-usage` },
|
||||
{ text: t.sidebar.btBestPractices, link: `${prefix}/modules/behavior-tree/best-practices` }
|
||||
]
|
||||
}
|
||||
],
|
||||
[`${prefix}/examples/`]: [
|
||||
{
|
||||
text: t.sidebar.examples,
|
||||
@@ -173,6 +216,7 @@ function createNav(t, prefix = '') {
|
||||
{ text: t.nav.home, link: `${prefix}/` },
|
||||
{ text: t.nav.quickStart, link: `${prefix}/guide/getting-started` },
|
||||
{ text: t.nav.guide, link: `${prefix}/guide/` },
|
||||
{ text: t.nav.modules, link: `${prefix}/modules/` },
|
||||
{ text: t.nav.api, link: `${prefix}/api/README` },
|
||||
{
|
||||
text: t.nav.examples,
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
"home": "Home",
|
||||
"quickStart": "Quick Start",
|
||||
"guide": "Guide",
|
||||
"modules": "Modules",
|
||||
"api": "API",
|
||||
"examples": "Examples",
|
||||
"workerDemo": "Worker System Demo",
|
||||
@@ -54,7 +55,26 @@
|
||||
"utilities": "Utilities",
|
||||
"interfaces": "Interfaces",
|
||||
"decorators": "Decorators",
|
||||
"enums": "Enums"
|
||||
"enums": "Enums",
|
||||
"modulesOverview": "Modules Overview",
|
||||
"aiModules": "AI Modules",
|
||||
"gameplayModules": "Gameplay",
|
||||
"toolModules": "Tools",
|
||||
"networkModules": "Network",
|
||||
"fsm": "State Machine (FSM)",
|
||||
"fsmOverview": "Overview",
|
||||
"timer": "Timer System",
|
||||
"timerOverview": "Overview",
|
||||
"spatial": "Spatial Index",
|
||||
"spatialOverview": "Overview",
|
||||
"pathfinding": "Pathfinding",
|
||||
"pathfindingOverview": "Overview",
|
||||
"blueprint": "Visual Scripting",
|
||||
"blueprintOverview": "Overview",
|
||||
"procgen": "Procedural Generation",
|
||||
"procgenOverview": "Overview",
|
||||
"network": "Network Sync",
|
||||
"networkOverview": "Overview"
|
||||
},
|
||||
"home": {
|
||||
"title": "ESEngine - High-performance TypeScript ECS Framework",
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
"home": "首页",
|
||||
"quickStart": "快速开始",
|
||||
"guide": "指南",
|
||||
"modules": "模块",
|
||||
"api": "API",
|
||||
"examples": "示例",
|
||||
"workerDemo": "Worker系统演示",
|
||||
@@ -54,7 +55,26 @@
|
||||
"utilities": "工具类",
|
||||
"interfaces": "接口",
|
||||
"decorators": "装饰器",
|
||||
"enums": "枚举"
|
||||
"enums": "枚举",
|
||||
"modulesOverview": "模块总览",
|
||||
"aiModules": "AI 模块",
|
||||
"gameplayModules": "游戏逻辑",
|
||||
"toolModules": "工具模块",
|
||||
"networkModules": "网络模块",
|
||||
"fsm": "状态机 (FSM)",
|
||||
"fsmOverview": "概述",
|
||||
"timer": "定时器系统",
|
||||
"timerOverview": "概述",
|
||||
"spatial": "空间索引",
|
||||
"spatialOverview": "概述",
|
||||
"pathfinding": "寻路系统",
|
||||
"pathfindingOverview": "概述",
|
||||
"blueprint": "可视化脚本",
|
||||
"blueprintOverview": "概述",
|
||||
"procgen": "程序化生成",
|
||||
"procgenOverview": "概述",
|
||||
"network": "网络同步",
|
||||
"networkOverview": "概述"
|
||||
},
|
||||
"home": {
|
||||
"title": "ESEngine - 高性能 TypeScript ECS 框架",
|
||||
|
||||
@@ -2,23 +2,24 @@
|
||||
color-scheme: dark;
|
||||
--vp-nav-height: 64px;
|
||||
|
||||
--es-bg-base: #1e1e1e;
|
||||
--es-bg-elevated: #252526;
|
||||
--es-bg-overlay: #2d2d2d;
|
||||
--es-bg-input: #3c3c3c;
|
||||
--es-bg-inset: #181818;
|
||||
--es-bg-base: #1a1a1a;
|
||||
--es-bg-elevated: #222222;
|
||||
--es-bg-overlay: #2a2a2a;
|
||||
--es-bg-input: #333333;
|
||||
--es-bg-inset: #151515;
|
||||
--es-bg-hover: #2a2d2e;
|
||||
--es-bg-active: #37373d;
|
||||
--es-bg-sidebar: #262626;
|
||||
--es-bg-card: #2a2a2a;
|
||||
--es-bg-header: #2d2d2d;
|
||||
--es-bg-sidebar: #1e1e1e;
|
||||
--es-bg-card: #242424;
|
||||
--es-bg-header: #1e1e1e;
|
||||
|
||||
--es-text-primary: #cccccc;
|
||||
--es-text-secondary: #9d9d9d;
|
||||
--es-text-tertiary: #6a6a6a;
|
||||
/* 提高文字对比度 | Improve text contrast */
|
||||
--es-text-primary: #e0e0e0;
|
||||
--es-text-secondary: #b0b0b0;
|
||||
--es-text-tertiary: #888888;
|
||||
--es-text-inverse: #ffffff;
|
||||
--es-text-muted: #aaaaaa;
|
||||
--es-text-dim: #6a6a6a;
|
||||
--es-text-muted: #c0c0c0;
|
||||
--es-text-dim: #888888;
|
||||
|
||||
--es-font-xs: 11px;
|
||||
--es-font-sm: 12px;
|
||||
|
||||
404
docs/en/modules/blueprint/index.md
Normal file
404
docs/en/modules/blueprint/index.md
Normal file
@@ -0,0 +1,404 @@
|
||||
# Blueprint Visual Scripting
|
||||
|
||||
`@esengine/blueprint` provides a full-featured visual scripting system supporting node-based programming, event-driven execution, and blueprint composition.
|
||||
|
||||
## Installation
|
||||
|
||||
```bash
|
||||
npm install @esengine/blueprint
|
||||
```
|
||||
|
||||
## Quick Start
|
||||
|
||||
```typescript
|
||||
import {
|
||||
createBlueprintSystem,
|
||||
createBlueprintComponentData,
|
||||
NodeRegistry,
|
||||
RegisterNode
|
||||
} from '@esengine/blueprint';
|
||||
|
||||
// Create blueprint system
|
||||
const blueprintSystem = createBlueprintSystem(scene);
|
||||
|
||||
// Load blueprint asset
|
||||
const blueprint = await loadBlueprintAsset('player.bp');
|
||||
|
||||
// Create blueprint component data
|
||||
const componentData = createBlueprintComponentData();
|
||||
componentData.blueprintAsset = blueprint;
|
||||
|
||||
// Update in game loop
|
||||
function gameLoop(dt: number) {
|
||||
blueprintSystem.process(entities, dt);
|
||||
}
|
||||
```
|
||||
|
||||
## Core Concepts
|
||||
|
||||
### Blueprint Asset Structure
|
||||
|
||||
Blueprints are saved as `.bp` files:
|
||||
|
||||
```typescript
|
||||
interface BlueprintAsset {
|
||||
version: number; // Format version
|
||||
type: 'blueprint'; // Asset type
|
||||
metadata: BlueprintMetadata; // Metadata
|
||||
variables: BlueprintVariable[]; // Variable definitions
|
||||
nodes: BlueprintNode[]; // Node instances
|
||||
connections: BlueprintConnection[]; // Connections
|
||||
}
|
||||
```
|
||||
|
||||
### Node Categories
|
||||
|
||||
| Category | Description | Color |
|
||||
|----------|-------------|-------|
|
||||
| `event` | Event nodes (entry points) | Red |
|
||||
| `flow` | Flow control | Gray |
|
||||
| `entity` | Entity operations | Blue |
|
||||
| `component` | Component access | Cyan |
|
||||
| `math` | Math operations | Green |
|
||||
| `logic` | Logic operations | Red |
|
||||
| `variable` | Variable access | Purple |
|
||||
| `time` | Time utilities | Cyan |
|
||||
| `debug` | Debug utilities | Gray |
|
||||
|
||||
### Pin Types
|
||||
|
||||
Nodes connect through pins:
|
||||
|
||||
```typescript
|
||||
interface BlueprintPinDefinition {
|
||||
name: string; // Pin name
|
||||
type: PinDataType; // Data type
|
||||
direction: 'input' | 'output';
|
||||
isExec?: boolean; // Execution pin
|
||||
defaultValue?: unknown;
|
||||
}
|
||||
|
||||
type PinDataType =
|
||||
| 'exec' // Execution flow
|
||||
| 'boolean' // Boolean
|
||||
| 'number' // Number
|
||||
| 'string' // String
|
||||
| 'vector2' // 2D vector
|
||||
| 'vector3' // 3D vector
|
||||
| 'entity' // Entity reference
|
||||
| 'component' // Component reference
|
||||
| 'any'; // Any type
|
||||
```
|
||||
|
||||
### Variable Scopes
|
||||
|
||||
```typescript
|
||||
type VariableScope =
|
||||
| 'local' // Per execution
|
||||
| 'instance' // Per entity
|
||||
| 'global'; // Shared globally
|
||||
```
|
||||
|
||||
## Virtual Machine API
|
||||
|
||||
### BlueprintVM
|
||||
|
||||
The virtual machine executes blueprint graphs:
|
||||
|
||||
```typescript
|
||||
import { BlueprintVM } from '@esengine/blueprint';
|
||||
|
||||
const vm = new BlueprintVM(blueprintAsset, entity, scene);
|
||||
|
||||
vm.start(); // Start (triggers BeginPlay)
|
||||
vm.tick(deltaTime); // Update (triggers Tick)
|
||||
vm.stop(); // Stop (triggers EndPlay)
|
||||
|
||||
vm.pause();
|
||||
vm.resume();
|
||||
|
||||
// Trigger events
|
||||
vm.triggerEvent('EventCollision', { other: otherEntity });
|
||||
vm.triggerCustomEvent('OnDamage', { amount: 50 });
|
||||
|
||||
// Debug mode
|
||||
vm.debug = true;
|
||||
```
|
||||
|
||||
### Execution Context
|
||||
|
||||
```typescript
|
||||
interface ExecutionContext {
|
||||
blueprint: BlueprintAsset;
|
||||
entity: Entity;
|
||||
scene: IScene;
|
||||
deltaTime: number;
|
||||
time: number;
|
||||
|
||||
getInput<T>(nodeId: string, pinName: string): T;
|
||||
setOutput(nodeId: string, pinName: string, value: unknown): void;
|
||||
getVariable<T>(name: string): T;
|
||||
setVariable(name: string, value: unknown): void;
|
||||
}
|
||||
```
|
||||
|
||||
### Execution Result
|
||||
|
||||
```typescript
|
||||
interface ExecutionResult {
|
||||
outputs?: Record<string, unknown>; // Output values
|
||||
nextExec?: string | null; // Next exec pin
|
||||
delay?: number; // Delay execution (ms)
|
||||
yield?: boolean; // Pause until next frame
|
||||
error?: string; // Error message
|
||||
}
|
||||
```
|
||||
|
||||
## Custom Nodes
|
||||
|
||||
### Define Node Template
|
||||
|
||||
```typescript
|
||||
import { BlueprintNodeTemplate } from '@esengine/blueprint';
|
||||
|
||||
const MyNodeTemplate: BlueprintNodeTemplate = {
|
||||
type: 'MyCustomNode',
|
||||
title: 'My Custom Node',
|
||||
category: 'custom',
|
||||
description: 'A custom node example',
|
||||
keywords: ['custom', 'example'],
|
||||
inputs: [
|
||||
{ name: 'exec', type: 'exec', direction: 'input', isExec: true },
|
||||
{ name: 'value', type: 'number', direction: 'input', defaultValue: 0 }
|
||||
],
|
||||
outputs: [
|
||||
{ name: 'exec', type: 'exec', direction: 'output', isExec: true },
|
||||
{ name: 'result', type: 'number', direction: 'output' }
|
||||
]
|
||||
};
|
||||
```
|
||||
|
||||
### Implement Node Executor
|
||||
|
||||
```typescript
|
||||
import { INodeExecutor, RegisterNode } from '@esengine/blueprint';
|
||||
|
||||
@RegisterNode(MyNodeTemplate)
|
||||
class MyNodeExecutor implements INodeExecutor {
|
||||
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
|
||||
const value = context.getInput<number>(node.id, 'value');
|
||||
const result = value * 2;
|
||||
|
||||
return {
|
||||
outputs: { result },
|
||||
nextExec: 'exec'
|
||||
};
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Registration Methods
|
||||
|
||||
```typescript
|
||||
// Method 1: Decorator
|
||||
@RegisterNode(MyNodeTemplate)
|
||||
class MyNodeExecutor implements INodeExecutor { ... }
|
||||
|
||||
// Method 2: Manual registration
|
||||
NodeRegistry.instance.register(MyNodeTemplate, new MyNodeExecutor());
|
||||
```
|
||||
|
||||
## Node Registry
|
||||
|
||||
```typescript
|
||||
import { NodeRegistry } from '@esengine/blueprint';
|
||||
|
||||
const registry = NodeRegistry.instance;
|
||||
|
||||
const allTemplates = registry.getAllTemplates();
|
||||
const mathNodes = registry.getTemplatesByCategory('math');
|
||||
const results = registry.searchTemplates('add');
|
||||
|
||||
if (registry.has('MyCustomNode')) { ... }
|
||||
```
|
||||
|
||||
## Built-in Nodes
|
||||
|
||||
### Event Nodes
|
||||
| Node | Description |
|
||||
|------|-------------|
|
||||
| `EventBeginPlay` | Triggered on blueprint start |
|
||||
| `EventTick` | Triggered every frame |
|
||||
| `EventEndPlay` | Triggered on blueprint stop |
|
||||
| `EventCollision` | Triggered on collision |
|
||||
| `EventInput` | Triggered on input |
|
||||
| `EventTimer` | Triggered by timer |
|
||||
|
||||
### Time Nodes
|
||||
| Node | Description |
|
||||
|------|-------------|
|
||||
| `Delay` | Delay execution |
|
||||
| `GetDeltaTime` | Get frame delta |
|
||||
| `GetTime` | Get total runtime |
|
||||
|
||||
### Math Nodes
|
||||
| Node | Description |
|
||||
|------|-------------|
|
||||
| `Add`, `Subtract`, `Multiply`, `Divide` | Basic operations |
|
||||
| `Abs`, `Clamp`, `Lerp`, `Min`, `Max` | Utility functions |
|
||||
|
||||
### Debug Nodes
|
||||
| Node | Description |
|
||||
|------|-------------|
|
||||
| `Print` | Print to console |
|
||||
|
||||
## Blueprint Composition
|
||||
|
||||
### Blueprint Fragments
|
||||
|
||||
Encapsulate reusable logic as fragments:
|
||||
|
||||
```typescript
|
||||
import { createFragment } from '@esengine/blueprint';
|
||||
|
||||
const healthFragment = createFragment('HealthSystem', {
|
||||
inputs: [
|
||||
{ name: 'damage', type: 'number', internalNodeId: 'input1', internalPinName: 'value' }
|
||||
],
|
||||
outputs: [
|
||||
{ name: 'isDead', type: 'boolean', internalNodeId: 'output1', internalPinName: 'value' }
|
||||
],
|
||||
graph: { nodes: [...], connections: [...], variables: [...] }
|
||||
});
|
||||
```
|
||||
|
||||
### Compose Blueprints
|
||||
|
||||
```typescript
|
||||
import { createComposer, FragmentRegistry } from '@esengine/blueprint';
|
||||
|
||||
// Register fragments
|
||||
FragmentRegistry.instance.register('health', healthFragment);
|
||||
FragmentRegistry.instance.register('movement', movementFragment);
|
||||
|
||||
// Create composer
|
||||
const composer = createComposer('PlayerBlueprint');
|
||||
|
||||
// Add fragments to slots
|
||||
composer.addFragment(healthFragment, 'slot1', { position: { x: 0, y: 0 } });
|
||||
composer.addFragment(movementFragment, 'slot2', { position: { x: 400, y: 0 } });
|
||||
|
||||
// Connect slots
|
||||
composer.connect('slot1', 'onDeath', 'slot2', 'disable');
|
||||
|
||||
// Validate
|
||||
const validation = composer.validate();
|
||||
if (!validation.isValid) {
|
||||
console.error(validation.errors);
|
||||
}
|
||||
|
||||
// Compile to blueprint
|
||||
const blueprint = composer.compile();
|
||||
```
|
||||
|
||||
## Trigger System
|
||||
|
||||
### Define Trigger Conditions
|
||||
|
||||
```typescript
|
||||
import { TriggerCondition, TriggerDispatcher } from '@esengine/blueprint';
|
||||
|
||||
const lowHealthCondition: TriggerCondition = {
|
||||
type: 'comparison',
|
||||
left: { type: 'variable', name: 'health' },
|
||||
operator: '<',
|
||||
right: { type: 'constant', value: 20 }
|
||||
};
|
||||
```
|
||||
|
||||
### Use Trigger Dispatcher
|
||||
|
||||
```typescript
|
||||
const dispatcher = new TriggerDispatcher();
|
||||
|
||||
dispatcher.register('lowHealth', lowHealthCondition, (context) => {
|
||||
context.triggerEvent('OnLowHealth');
|
||||
});
|
||||
|
||||
dispatcher.evaluate(context);
|
||||
```
|
||||
|
||||
## ECS Integration
|
||||
|
||||
### Using Blueprint System
|
||||
|
||||
```typescript
|
||||
import { createBlueprintSystem } from '@esengine/blueprint';
|
||||
|
||||
class GameScene {
|
||||
private blueprintSystem: BlueprintSystem;
|
||||
|
||||
initialize() {
|
||||
this.blueprintSystem = createBlueprintSystem(this.scene);
|
||||
}
|
||||
|
||||
update(dt: number) {
|
||||
this.blueprintSystem.process(this.entities, dt);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Triggering Blueprint Events
|
||||
|
||||
```typescript
|
||||
import { triggerBlueprintEvent, triggerCustomBlueprintEvent } from '@esengine/blueprint';
|
||||
|
||||
triggerBlueprintEvent(entity, 'Collision', { other: otherEntity });
|
||||
triggerCustomBlueprintEvent(entity, 'OnPickup', { item: itemEntity });
|
||||
```
|
||||
|
||||
## Serialization
|
||||
|
||||
### Save Blueprint
|
||||
|
||||
```typescript
|
||||
import { validateBlueprintAsset } from '@esengine/blueprint';
|
||||
|
||||
function saveBlueprint(blueprint: BlueprintAsset, path: string): void {
|
||||
if (!validateBlueprintAsset(blueprint)) {
|
||||
throw new Error('Invalid blueprint structure');
|
||||
}
|
||||
const json = JSON.stringify(blueprint, null, 2);
|
||||
fs.writeFileSync(path, json);
|
||||
}
|
||||
```
|
||||
|
||||
### Load Blueprint
|
||||
|
||||
```typescript
|
||||
async function loadBlueprint(path: string): Promise<BlueprintAsset> {
|
||||
const json = await fs.readFile(path, 'utf-8');
|
||||
const asset = JSON.parse(json);
|
||||
|
||||
if (!validateBlueprintAsset(asset)) {
|
||||
throw new Error('Invalid blueprint file');
|
||||
}
|
||||
|
||||
return asset;
|
||||
}
|
||||
```
|
||||
|
||||
## Best Practices
|
||||
|
||||
1. **Use fragments for reusable logic**
|
||||
2. **Choose appropriate variable scopes**
|
||||
- `local`: Temporary calculations
|
||||
- `instance`: Entity state (e.g., health)
|
||||
- `global`: Game-wide state
|
||||
3. **Avoid infinite loops** - VM has max steps per frame (default 1000)
|
||||
4. **Debug techniques**
|
||||
- Enable `vm.debug = true` for execution logs
|
||||
- Use Print nodes for intermediate values
|
||||
5. **Performance optimization**
|
||||
- Pure nodes (`isPure: true`) cache outputs
|
||||
- Avoid heavy computation in Tick
|
||||
316
docs/en/modules/fsm/index.md
Normal file
316
docs/en/modules/fsm/index.md
Normal file
@@ -0,0 +1,316 @@
|
||||
# State Machine (FSM)
|
||||
|
||||
`@esengine/fsm` provides a type-safe finite state machine implementation for characters, AI, or any scenario requiring state management.
|
||||
|
||||
## Installation
|
||||
|
||||
```bash
|
||||
npm install @esengine/fsm
|
||||
```
|
||||
|
||||
## Quick Start
|
||||
|
||||
```typescript
|
||||
import { createStateMachine } from '@esengine/fsm';
|
||||
|
||||
// Define state types
|
||||
type PlayerState = 'idle' | 'walk' | 'run' | 'jump';
|
||||
|
||||
// Create state machine
|
||||
const fsm = createStateMachine<PlayerState>('idle');
|
||||
|
||||
// Define states with callbacks
|
||||
fsm.defineState('idle', {
|
||||
onEnter: (ctx, from) => console.log(`Entered idle from ${from}`),
|
||||
onExit: (ctx, to) => console.log(`Exiting idle to ${to}`),
|
||||
onUpdate: (ctx, dt) => { /* Update every frame */ }
|
||||
});
|
||||
|
||||
fsm.defineState('walk', {
|
||||
onEnter: () => console.log('Started walking')
|
||||
});
|
||||
|
||||
// Manual transition
|
||||
fsm.transition('walk');
|
||||
|
||||
console.log(fsm.current); // 'walk'
|
||||
```
|
||||
|
||||
## Core Concepts
|
||||
|
||||
### State Configuration
|
||||
|
||||
Each state can be configured with the following callbacks:
|
||||
|
||||
```typescript
|
||||
interface StateConfig<TState, TContext> {
|
||||
name: TState; // State name
|
||||
onEnter?: (context: TContext, from: TState | null) => void; // Enter callback
|
||||
onExit?: (context: TContext, to: TState) => void; // Exit callback
|
||||
onUpdate?: (context: TContext, deltaTime: number) => void; // Update callback
|
||||
tags?: string[]; // State tags
|
||||
metadata?: Record<string, unknown>; // Metadata
|
||||
}
|
||||
```
|
||||
|
||||
### Transition Conditions
|
||||
|
||||
Define conditional state transitions:
|
||||
|
||||
```typescript
|
||||
interface Context {
|
||||
isMoving: boolean;
|
||||
isRunning: boolean;
|
||||
isGrounded: boolean;
|
||||
}
|
||||
|
||||
const fsm = createStateMachine<PlayerState, Context>('idle', {
|
||||
context: { isMoving: false, isRunning: false, isGrounded: true }
|
||||
});
|
||||
|
||||
// Define transition conditions
|
||||
fsm.defineTransition('idle', 'walk', (ctx) => ctx.isMoving);
|
||||
fsm.defineTransition('walk', 'run', (ctx) => ctx.isRunning);
|
||||
fsm.defineTransition('walk', 'idle', (ctx) => !ctx.isMoving);
|
||||
|
||||
// Automatically evaluate and execute matching transitions
|
||||
fsm.evaluateTransitions();
|
||||
```
|
||||
|
||||
### Transition Priority
|
||||
|
||||
When multiple transitions are valid, higher priority executes first:
|
||||
|
||||
```typescript
|
||||
// Higher priority number = higher priority
|
||||
fsm.defineTransition('idle', 'attack', (ctx) => ctx.isAttacking, 10);
|
||||
fsm.defineTransition('idle', 'walk', (ctx) => ctx.isMoving, 1);
|
||||
|
||||
// If both conditions are met, 'attack' (priority 10) is tried first
|
||||
```
|
||||
|
||||
## API Reference
|
||||
|
||||
### createStateMachine
|
||||
|
||||
```typescript
|
||||
function createStateMachine<TState extends string, TContext = unknown>(
|
||||
initialState: TState,
|
||||
options?: StateMachineOptions<TContext>
|
||||
): IStateMachine<TState, TContext>
|
||||
```
|
||||
|
||||
**Parameters:**
|
||||
- `initialState` - Initial state
|
||||
- `options.context` - Context object, accessible in callbacks
|
||||
- `options.maxHistorySize` - Maximum history entries (default 100)
|
||||
- `options.enableHistory` - Enable history tracking (default true)
|
||||
|
||||
### State Machine Properties
|
||||
|
||||
| Property | Type | Description |
|
||||
|----------|------|-------------|
|
||||
| `current` | `TState` | Current state |
|
||||
| `previous` | `TState \| null` | Previous state |
|
||||
| `context` | `TContext` | Context object |
|
||||
| `isTransitioning` | `boolean` | Whether currently transitioning |
|
||||
| `currentStateDuration` | `number` | Current state duration (ms) |
|
||||
|
||||
### State Machine Methods
|
||||
|
||||
#### State Definition
|
||||
|
||||
```typescript
|
||||
// Define state
|
||||
fsm.defineState('idle', {
|
||||
onEnter: (ctx, from) => {},
|
||||
onExit: (ctx, to) => {},
|
||||
onUpdate: (ctx, dt) => {}
|
||||
});
|
||||
|
||||
// Check if state exists
|
||||
fsm.hasState('idle'); // true
|
||||
|
||||
// Get state configuration
|
||||
fsm.getStateConfig('idle');
|
||||
|
||||
// Get all states
|
||||
fsm.getStates(); // ['idle', 'walk', ...]
|
||||
```
|
||||
|
||||
#### Transition Operations
|
||||
|
||||
```typescript
|
||||
// Define transition
|
||||
fsm.defineTransition('idle', 'walk', condition, priority);
|
||||
|
||||
// Remove transition
|
||||
fsm.removeTransition('idle', 'walk');
|
||||
|
||||
// Get transitions from state
|
||||
fsm.getTransitionsFrom('idle');
|
||||
|
||||
// Check if transition is possible
|
||||
fsm.canTransition('walk'); // true/false
|
||||
|
||||
// Manual transition
|
||||
fsm.transition('walk');
|
||||
|
||||
// Force transition (ignore conditions)
|
||||
fsm.transition('walk', true);
|
||||
|
||||
// Auto-evaluate transition conditions
|
||||
fsm.evaluateTransitions();
|
||||
```
|
||||
|
||||
#### Lifecycle
|
||||
|
||||
```typescript
|
||||
// Update state machine (calls current state's onUpdate)
|
||||
fsm.update(deltaTime);
|
||||
|
||||
// Reset state machine
|
||||
fsm.reset(); // Reset to current state
|
||||
fsm.reset('idle'); // Reset to specified state
|
||||
```
|
||||
|
||||
#### Event Listeners
|
||||
|
||||
```typescript
|
||||
// Listen to entering specific state
|
||||
const unsubscribe = fsm.onEnter('walk', (from) => {
|
||||
console.log(`Entered walk from ${from}`);
|
||||
});
|
||||
|
||||
// Listen to exiting specific state
|
||||
fsm.onExit('walk', (to) => {
|
||||
console.log(`Exiting walk to ${to}`);
|
||||
});
|
||||
|
||||
// Listen to any state change
|
||||
fsm.onChange((event) => {
|
||||
console.log(`${event.from} -> ${event.to} at ${event.timestamp}`);
|
||||
});
|
||||
|
||||
// Unsubscribe
|
||||
unsubscribe();
|
||||
```
|
||||
|
||||
#### Debugging
|
||||
|
||||
```typescript
|
||||
// Get state history
|
||||
const history = fsm.getHistory();
|
||||
// [{ from: 'idle', to: 'walk', timestamp: 1234567890 }, ...]
|
||||
|
||||
// Clear history
|
||||
fsm.clearHistory();
|
||||
|
||||
// Get debug info
|
||||
const info = fsm.getDebugInfo();
|
||||
// { current, previous, duration, stateCount, transitionCount, historySize }
|
||||
```
|
||||
|
||||
## Practical Examples
|
||||
|
||||
### Character State Machine
|
||||
|
||||
```typescript
|
||||
import { createStateMachine } from '@esengine/fsm';
|
||||
|
||||
type CharacterState = 'idle' | 'walk' | 'run' | 'jump' | 'fall' | 'attack';
|
||||
|
||||
interface CharacterContext {
|
||||
velocity: { x: number; y: number };
|
||||
isGrounded: boolean;
|
||||
isAttacking: boolean;
|
||||
speed: number;
|
||||
}
|
||||
|
||||
const characterFSM = createStateMachine<CharacterState, CharacterContext>('idle', {
|
||||
context: {
|
||||
velocity: { x: 0, y: 0 },
|
||||
isGrounded: true,
|
||||
isAttacking: false,
|
||||
speed: 0
|
||||
}
|
||||
});
|
||||
|
||||
// Define states
|
||||
characterFSM.defineState('idle', {
|
||||
onEnter: (ctx) => { ctx.speed = 0; }
|
||||
});
|
||||
|
||||
characterFSM.defineState('walk', {
|
||||
onEnter: (ctx) => { ctx.speed = 100; }
|
||||
});
|
||||
|
||||
characterFSM.defineState('run', {
|
||||
onEnter: (ctx) => { ctx.speed = 200; }
|
||||
});
|
||||
|
||||
// Define transitions
|
||||
characterFSM.defineTransition('idle', 'walk', (ctx) => Math.abs(ctx.velocity.x) > 0);
|
||||
characterFSM.defineTransition('walk', 'idle', (ctx) => ctx.velocity.x === 0);
|
||||
characterFSM.defineTransition('walk', 'run', (ctx) => Math.abs(ctx.velocity.x) > 150);
|
||||
|
||||
// Jump has highest priority
|
||||
characterFSM.defineTransition('idle', 'jump', (ctx) => !ctx.isGrounded, 10);
|
||||
characterFSM.defineTransition('walk', 'jump', (ctx) => !ctx.isGrounded, 10);
|
||||
|
||||
// Game loop usage
|
||||
function gameUpdate(dt: number) {
|
||||
// Update context
|
||||
characterFSM.context.velocity.x = getInputVelocity();
|
||||
characterFSM.context.isGrounded = checkGrounded();
|
||||
|
||||
// Evaluate transitions
|
||||
characterFSM.evaluateTransitions();
|
||||
|
||||
// Update current state
|
||||
characterFSM.update(dt);
|
||||
}
|
||||
```
|
||||
|
||||
### ECS Integration
|
||||
|
||||
```typescript
|
||||
import { Component, EntitySystem, Matcher } from '@esengine/ecs-framework';
|
||||
import { createStateMachine, type IStateMachine } from '@esengine/fsm';
|
||||
|
||||
// State machine component
|
||||
class FSMComponent extends Component {
|
||||
fsm: IStateMachine<string>;
|
||||
|
||||
constructor(initialState: string) {
|
||||
super();
|
||||
this.fsm = createStateMachine(initialState);
|
||||
}
|
||||
}
|
||||
|
||||
// State machine system
|
||||
class FSMSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.all(FSMComponent));
|
||||
}
|
||||
|
||||
protected processEntity(entity: Entity, dt: number): void {
|
||||
const fsmComp = entity.getComponent(FSMComponent);
|
||||
fsmComp.fsm.evaluateTransitions();
|
||||
fsmComp.fsm.update(dt);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Blueprint Nodes
|
||||
|
||||
The FSM module provides blueprint nodes for visual scripting:
|
||||
|
||||
- `GetCurrentState` - Get current state
|
||||
- `TransitionTo` - Transition to specified state
|
||||
- `CanTransition` - Check if transition is possible
|
||||
- `IsInState` - Check if in specified state
|
||||
- `WasInState` - Check if was ever in specified state
|
||||
- `GetStateDuration` - Get state duration
|
||||
- `EvaluateTransitions` - Evaluate transition conditions
|
||||
- `ResetStateMachine` - Reset state machine
|
||||
54
docs/en/modules/index.md
Normal file
54
docs/en/modules/index.md
Normal file
@@ -0,0 +1,54 @@
|
||||
# Modules
|
||||
|
||||
ESEngine provides a rich set of modules that can be imported as needed.
|
||||
|
||||
## Module List
|
||||
|
||||
### AI Modules
|
||||
|
||||
| Module | Package | Description |
|
||||
|--------|---------|-------------|
|
||||
| [Behavior Tree](/en/modules/behavior-tree/) | `@esengine/behavior-tree` | AI behavior tree with visual editor |
|
||||
| [State Machine](/en/modules/fsm/) | `@esengine/fsm` | Finite state machine for character/AI states |
|
||||
|
||||
### Gameplay
|
||||
|
||||
| Module | Package | Description |
|
||||
|--------|---------|-------------|
|
||||
| [Timer](/en/modules/timer/) | `@esengine/timer` | Timer and cooldown system |
|
||||
| [Spatial](/en/modules/spatial/) | `@esengine/spatial` | Spatial queries, AOI management |
|
||||
| [Pathfinding](/en/modules/pathfinding/) | `@esengine/pathfinding` | A* pathfinding, NavMesh navigation |
|
||||
|
||||
### Tools
|
||||
|
||||
| Module | Package | Description |
|
||||
|--------|---------|-------------|
|
||||
| [Blueprint](/en/modules/blueprint/) | `@esengine/blueprint` | Visual scripting system |
|
||||
| [Procgen](/en/modules/procgen/) | `@esengine/procgen` | Noise functions, random utilities |
|
||||
|
||||
### Network
|
||||
|
||||
| Module | Package | Description |
|
||||
|--------|---------|-------------|
|
||||
| [Network](/en/modules/network/) | `@esengine/network` | Multiplayer game networking |
|
||||
|
||||
## Installation
|
||||
|
||||
All modules can be installed independently:
|
||||
|
||||
```bash
|
||||
# Install a single module
|
||||
npm install @esengine/behavior-tree
|
||||
|
||||
# Or use CLI to add to existing project
|
||||
npx @esengine/cli add behavior-tree
|
||||
```
|
||||
|
||||
## Platform Compatibility
|
||||
|
||||
All modules are pure TypeScript and compatible with:
|
||||
|
||||
- Cocos Creator 3.x
|
||||
- Laya 3.x
|
||||
- Node.js
|
||||
- Browser
|
||||
727
docs/en/modules/network/index.md
Normal file
727
docs/en/modules/network/index.md
Normal file
@@ -0,0 +1,727 @@
|
||||
# Network System
|
||||
|
||||
`@esengine/network` provides a TSRPC-based client-server network synchronization solution for multiplayer games, including entity synchronization, input handling, and state interpolation.
|
||||
|
||||
## Overview
|
||||
|
||||
The network module consists of three packages:
|
||||
|
||||
| Package | Description |
|
||||
|---------|-------------|
|
||||
| `@esengine/network` | Client-side ECS plugin |
|
||||
| `@esengine/network-protocols` | Shared protocol definitions |
|
||||
| `@esengine/network-server` | Server-side implementation |
|
||||
|
||||
## Installation
|
||||
|
||||
```bash
|
||||
# Client
|
||||
npm install @esengine/network
|
||||
|
||||
# Server
|
||||
npm install @esengine/network-server
|
||||
```
|
||||
|
||||
## Quick Setup with CLI
|
||||
|
||||
We recommend using ESEngine CLI to quickly create a complete game server project:
|
||||
|
||||
```bash
|
||||
# Create project directory
|
||||
mkdir my-game-server && cd my-game-server
|
||||
npm init -y
|
||||
|
||||
# Initialize Node.js server with CLI
|
||||
npx @esengine/cli init -p nodejs
|
||||
```
|
||||
|
||||
The CLI will generate the following project structure:
|
||||
|
||||
```
|
||||
my-game-server/
|
||||
├── src/
|
||||
│ ├── index.ts # Entry point
|
||||
│ ├── server/
|
||||
│ │ └── GameServer.ts # Network server configuration
|
||||
│ └── game/
|
||||
│ ├── Game.ts # ECS game class
|
||||
│ ├── scenes/
|
||||
│ │ └── MainScene.ts # Main scene
|
||||
│ ├── components/ # ECS components
|
||||
│ │ ├── PositionComponent.ts
|
||||
│ │ └── VelocityComponent.ts
|
||||
│ └── systems/ # ECS systems
|
||||
│ └── MovementSystem.ts
|
||||
├── tsconfig.json
|
||||
├── package.json
|
||||
└── README.md
|
||||
```
|
||||
|
||||
Start the server:
|
||||
|
||||
```bash
|
||||
# Development mode (hot reload)
|
||||
npm run dev
|
||||
|
||||
# Production mode
|
||||
npm run start
|
||||
```
|
||||
|
||||
## Quick Start
|
||||
|
||||
### Client
|
||||
|
||||
```typescript
|
||||
import { Core, Scene } from '@esengine/ecs-framework';
|
||||
import {
|
||||
NetworkPlugin,
|
||||
NetworkIdentity,
|
||||
NetworkTransform
|
||||
} from '@esengine/network';
|
||||
|
||||
// Define game scene
|
||||
class GameScene extends Scene {
|
||||
initialize(): void {
|
||||
this.name = 'Game';
|
||||
// Network systems are automatically added by NetworkPlugin
|
||||
}
|
||||
}
|
||||
|
||||
// Initialize Core
|
||||
Core.create({ debug: false });
|
||||
const scene = new GameScene();
|
||||
Core.setScene(scene);
|
||||
|
||||
// Install network plugin
|
||||
const networkPlugin = new NetworkPlugin();
|
||||
await Core.installPlugin(networkPlugin);
|
||||
|
||||
// Register prefab factory
|
||||
networkPlugin.registerPrefab('player', (scene, spawn) => {
|
||||
const entity = scene.createEntity(`player_${spawn.netId}`);
|
||||
|
||||
const identity = entity.addComponent(new NetworkIdentity());
|
||||
identity.netId = spawn.netId;
|
||||
identity.ownerId = spawn.ownerId;
|
||||
identity.isLocalPlayer = spawn.ownerId === networkPlugin.networkService.localClientId;
|
||||
|
||||
entity.addComponent(new NetworkTransform());
|
||||
return entity;
|
||||
});
|
||||
|
||||
// Connect to server
|
||||
const success = await networkPlugin.connect('ws://localhost:3000', 'PlayerName');
|
||||
if (success) {
|
||||
console.log('Connected!');
|
||||
}
|
||||
|
||||
// Game loop
|
||||
function gameLoop(dt: number) {
|
||||
Core.update(dt);
|
||||
}
|
||||
|
||||
// Disconnect
|
||||
await networkPlugin.disconnect();
|
||||
```
|
||||
|
||||
### Server
|
||||
|
||||
After creating a server project with CLI, the generated code already configures GameServer:
|
||||
|
||||
```typescript
|
||||
import { GameServer } from '@esengine/network-server';
|
||||
|
||||
const server = new GameServer({
|
||||
port: 3000,
|
||||
roomConfig: {
|
||||
maxPlayers: 16,
|
||||
tickRate: 20
|
||||
}
|
||||
});
|
||||
|
||||
await server.start();
|
||||
console.log('Server started on ws://localhost:3000');
|
||||
```
|
||||
|
||||
## Core Concepts
|
||||
|
||||
### Architecture
|
||||
|
||||
```
|
||||
Client Server
|
||||
┌────────────────┐ ┌────────────────┐
|
||||
│ NetworkPlugin │◄──── WS ────► │ GameServer │
|
||||
│ ├─ Service │ │ ├─ Room │
|
||||
│ ├─ SyncSystem │ │ └─ Players │
|
||||
│ ├─ SpawnSystem │ └────────────────┘
|
||||
│ └─ InputSystem │
|
||||
└────────────────┘
|
||||
```
|
||||
|
||||
### Components
|
||||
|
||||
#### NetworkIdentity
|
||||
|
||||
Network identity component, required for every networked entity:
|
||||
|
||||
```typescript
|
||||
class NetworkIdentity extends Component {
|
||||
netId: number; // Network unique ID
|
||||
ownerId: number; // Owner client ID
|
||||
bIsLocalPlayer: boolean; // Whether local player
|
||||
bHasAuthority: boolean; // Whether has control authority
|
||||
}
|
||||
```
|
||||
|
||||
#### NetworkTransform
|
||||
|
||||
Network transform component for position and rotation sync:
|
||||
|
||||
```typescript
|
||||
class NetworkTransform extends Component {
|
||||
position: { x: number; y: number };
|
||||
rotation: number;
|
||||
velocity: { x: number; y: number };
|
||||
}
|
||||
```
|
||||
|
||||
### Systems
|
||||
|
||||
#### NetworkSyncSystem
|
||||
|
||||
Handles server state synchronization and interpolation:
|
||||
|
||||
- Receives server state snapshots
|
||||
- Stores states in snapshot buffer
|
||||
- Performs interpolation for remote entities
|
||||
|
||||
#### NetworkSpawnSystem
|
||||
|
||||
Handles network entity spawning and despawning:
|
||||
|
||||
- Listens for Spawn/Despawn messages
|
||||
- Creates entities using registered prefab factories
|
||||
- Manages networked entity lifecycle
|
||||
|
||||
#### NetworkInputSystem
|
||||
|
||||
Handles local player input sending:
|
||||
|
||||
- Collects local player input
|
||||
- Sends input to server
|
||||
- Supports movement and action inputs
|
||||
|
||||
## API Reference
|
||||
|
||||
### NetworkPlugin
|
||||
|
||||
```typescript
|
||||
class NetworkPlugin {
|
||||
constructor(config: INetworkPluginConfig);
|
||||
|
||||
// Install plugin
|
||||
install(services: ServiceContainer): void;
|
||||
|
||||
// Connect to server
|
||||
connect(playerName: string, roomId?: string): Promise<void>;
|
||||
|
||||
// Disconnect
|
||||
disconnect(): void;
|
||||
|
||||
// Register prefab factory
|
||||
registerPrefab(prefab: string, factory: PrefabFactory): void;
|
||||
|
||||
// Properties
|
||||
readonly localPlayerId: number | null;
|
||||
readonly isConnected: boolean;
|
||||
}
|
||||
```
|
||||
|
||||
**Configuration:**
|
||||
|
||||
| Property | Type | Required | Description |
|
||||
|----------|------|----------|-------------|
|
||||
| `serverUrl` | `string` | Yes | WebSocket server URL |
|
||||
|
||||
### NetworkService
|
||||
|
||||
Network service managing WebSocket connections:
|
||||
|
||||
```typescript
|
||||
class NetworkService {
|
||||
// Connection state
|
||||
readonly state: ENetworkState;
|
||||
readonly isConnected: boolean;
|
||||
readonly clientId: number | null;
|
||||
readonly roomId: string | null;
|
||||
|
||||
// Connection control
|
||||
connect(serverUrl: string): Promise<void>;
|
||||
disconnect(): void;
|
||||
|
||||
// Join room
|
||||
join(playerName: string, roomId?: string): Promise<ResJoin>;
|
||||
|
||||
// Send input
|
||||
sendInput(input: IPlayerInput): void;
|
||||
|
||||
// Event callbacks
|
||||
setCallbacks(callbacks: Partial<INetworkCallbacks>): void;
|
||||
}
|
||||
```
|
||||
|
||||
**Network state enum:**
|
||||
|
||||
```typescript
|
||||
enum ENetworkState {
|
||||
Disconnected = 'disconnected',
|
||||
Connecting = 'connecting',
|
||||
Connected = 'connected',
|
||||
Joining = 'joining',
|
||||
Joined = 'joined'
|
||||
}
|
||||
```
|
||||
|
||||
**Callbacks interface:**
|
||||
|
||||
```typescript
|
||||
interface INetworkCallbacks {
|
||||
onConnected?: () => void;
|
||||
onDisconnected?: () => void;
|
||||
onJoined?: (clientId: number, roomId: string) => void;
|
||||
onSync?: (msg: MsgSync) => void;
|
||||
onSpawn?: (msg: MsgSpawn) => void;
|
||||
onDespawn?: (msg: MsgDespawn) => void;
|
||||
}
|
||||
```
|
||||
|
||||
### Prefab Factory
|
||||
|
||||
```typescript
|
||||
type PrefabFactory = (scene: Scene, spawn: MsgSpawn) => Entity;
|
||||
```
|
||||
|
||||
Register prefab factories for network entity creation:
|
||||
|
||||
```typescript
|
||||
networkPlugin.registerPrefab('enemy', (scene, spawn) => {
|
||||
const entity = scene.createEntity(`enemy_${spawn.netId}`);
|
||||
|
||||
const identity = entity.addComponent(new NetworkIdentity());
|
||||
identity.netId = spawn.netId;
|
||||
identity.ownerId = spawn.ownerId;
|
||||
|
||||
entity.addComponent(new NetworkTransform());
|
||||
entity.addComponent(new EnemyComponent());
|
||||
return entity;
|
||||
});
|
||||
```
|
||||
|
||||
### Input System
|
||||
|
||||
#### NetworkInputSystem
|
||||
|
||||
```typescript
|
||||
class NetworkInputSystem extends EntitySystem {
|
||||
// Add movement input
|
||||
addMoveInput(x: number, y: number): void;
|
||||
|
||||
// Add action input
|
||||
addActionInput(action: string): void;
|
||||
|
||||
// Clear input
|
||||
clearInput(): void;
|
||||
}
|
||||
```
|
||||
|
||||
Usage example:
|
||||
|
||||
```typescript
|
||||
// Send input via NetworkPlugin (recommended)
|
||||
networkPlugin.sendMoveInput(0, 1); // Movement
|
||||
networkPlugin.sendActionInput('jump'); // Action
|
||||
|
||||
// Or use inputSystem directly
|
||||
const inputSystem = networkPlugin.inputSystem;
|
||||
if (keyboard.isPressed('W')) {
|
||||
inputSystem.addMoveInput(0, 1);
|
||||
}
|
||||
if (keyboard.isPressed('Space')) {
|
||||
inputSystem.addActionInput('jump');
|
||||
}
|
||||
```
|
||||
|
||||
## State Synchronization
|
||||
|
||||
### Snapshot Buffer
|
||||
|
||||
Stores server state snapshots for interpolation:
|
||||
|
||||
```typescript
|
||||
import { createSnapshotBuffer, type IStateSnapshot } from '@esengine/network';
|
||||
|
||||
const buffer = createSnapshotBuffer<IStateSnapshot>({
|
||||
maxSnapshots: 30, // Max snapshots
|
||||
interpolationDelay: 100 // Interpolation delay (ms)
|
||||
});
|
||||
|
||||
// Add snapshot
|
||||
buffer.addSnapshot({
|
||||
time: serverTime,
|
||||
entities: states
|
||||
});
|
||||
|
||||
// Get interpolated state
|
||||
const interpolated = buffer.getInterpolatedState(clientTime);
|
||||
```
|
||||
|
||||
### Transform Interpolators
|
||||
|
||||
#### Linear Interpolator
|
||||
|
||||
```typescript
|
||||
import { createTransformInterpolator } from '@esengine/network';
|
||||
|
||||
const interpolator = createTransformInterpolator();
|
||||
|
||||
// Add state
|
||||
interpolator.addState(time, { x: 0, y: 0, rotation: 0 });
|
||||
|
||||
// Get interpolated result
|
||||
const state = interpolator.getInterpolatedState(currentTime);
|
||||
```
|
||||
|
||||
#### Hermite Interpolator
|
||||
|
||||
Uses Hermite splines for smoother interpolation:
|
||||
|
||||
```typescript
|
||||
import { createHermiteTransformInterpolator } from '@esengine/network';
|
||||
|
||||
const interpolator = createHermiteTransformInterpolator({
|
||||
bufferSize: 10
|
||||
});
|
||||
|
||||
// Add state with velocity
|
||||
interpolator.addState(time, {
|
||||
x: 100,
|
||||
y: 200,
|
||||
rotation: 0,
|
||||
vx: 5,
|
||||
vy: 0
|
||||
});
|
||||
|
||||
// Get smooth interpolated result
|
||||
const state = interpolator.getInterpolatedState(currentTime);
|
||||
```
|
||||
|
||||
### Client Prediction
|
||||
|
||||
Implement client-side prediction with server reconciliation:
|
||||
|
||||
```typescript
|
||||
import { createClientPrediction } from '@esengine/network';
|
||||
|
||||
const prediction = createClientPrediction({
|
||||
maxPredictedInputs: 60,
|
||||
reconciliationThreshold: 0.1
|
||||
});
|
||||
|
||||
// Predict input
|
||||
const seq = prediction.predict(inputState, currentState, (state, input) => {
|
||||
// Apply input to state
|
||||
return applyInput(state, input);
|
||||
});
|
||||
|
||||
// Server reconciliation
|
||||
const corrected = prediction.reconcile(
|
||||
serverState,
|
||||
serverSeq,
|
||||
(state, input) => applyInput(state, input)
|
||||
);
|
||||
```
|
||||
|
||||
## Server Side
|
||||
|
||||
### GameServer
|
||||
|
||||
```typescript
|
||||
import { GameServer } from '@esengine/network-server';
|
||||
|
||||
const server = new GameServer({
|
||||
port: 3000,
|
||||
roomConfig: {
|
||||
maxPlayers: 16, // Max players per room
|
||||
tickRate: 20 // Sync rate (Hz)
|
||||
}
|
||||
});
|
||||
|
||||
// Start server
|
||||
await server.start();
|
||||
|
||||
// Get room
|
||||
const room = server.getOrCreateRoom('room-id');
|
||||
|
||||
// Stop server
|
||||
await server.stop();
|
||||
```
|
||||
|
||||
### Room
|
||||
|
||||
```typescript
|
||||
class Room {
|
||||
readonly id: string;
|
||||
readonly playerCount: number;
|
||||
readonly isFull: boolean;
|
||||
|
||||
// Add player
|
||||
addPlayer(name: string, connection: Connection): IPlayer | null;
|
||||
|
||||
// Remove player
|
||||
removePlayer(clientId: number): void;
|
||||
|
||||
// Get player
|
||||
getPlayer(clientId: number): IPlayer | undefined;
|
||||
|
||||
// Handle input
|
||||
handleInput(clientId: number, input: IPlayerInput): void;
|
||||
|
||||
// Destroy room
|
||||
destroy(): void;
|
||||
}
|
||||
```
|
||||
|
||||
**Player interface:**
|
||||
|
||||
```typescript
|
||||
interface IPlayer {
|
||||
clientId: number; // Client ID
|
||||
name: string; // Player name
|
||||
connection: Connection; // Connection object
|
||||
netId: number; // Network entity ID
|
||||
}
|
||||
```
|
||||
|
||||
## Protocol Types
|
||||
|
||||
### Message Types
|
||||
|
||||
```typescript
|
||||
// State sync message
|
||||
interface MsgSync {
|
||||
time: number;
|
||||
entities: IEntityState[];
|
||||
}
|
||||
|
||||
// Entity state
|
||||
interface IEntityState {
|
||||
netId: number;
|
||||
pos?: Vec2;
|
||||
rot?: number;
|
||||
}
|
||||
|
||||
// Spawn message
|
||||
interface MsgSpawn {
|
||||
netId: number;
|
||||
ownerId: number;
|
||||
prefab: string;
|
||||
pos: Vec2;
|
||||
rot: number;
|
||||
}
|
||||
|
||||
// Despawn message
|
||||
interface MsgDespawn {
|
||||
netId: number;
|
||||
}
|
||||
|
||||
// Input message
|
||||
interface MsgInput {
|
||||
input: IPlayerInput;
|
||||
}
|
||||
|
||||
// Player input
|
||||
interface IPlayerInput {
|
||||
seq?: number;
|
||||
moveDir?: Vec2;
|
||||
actions?: string[];
|
||||
}
|
||||
```
|
||||
|
||||
### API Types
|
||||
|
||||
```typescript
|
||||
// Join request
|
||||
interface ReqJoin {
|
||||
playerName: string;
|
||||
roomId?: string;
|
||||
}
|
||||
|
||||
// Join response
|
||||
interface ResJoin {
|
||||
clientId: number;
|
||||
roomId: string;
|
||||
playerCount: number;
|
||||
}
|
||||
```
|
||||
|
||||
## Blueprint Nodes
|
||||
|
||||
The network module provides blueprint nodes for visual scripting:
|
||||
|
||||
- `IsLocalPlayer` - Check if entity is local player
|
||||
- `IsServer` - Check if running on server
|
||||
- `HasAuthority` - Check if has authority over entity
|
||||
- `GetNetworkId` - Get entity's network ID
|
||||
- `GetLocalPlayerId` - Get local player ID
|
||||
|
||||
## Service Tokens
|
||||
|
||||
For dependency injection:
|
||||
|
||||
```typescript
|
||||
import {
|
||||
NetworkServiceToken,
|
||||
NetworkSyncSystemToken,
|
||||
NetworkSpawnSystemToken,
|
||||
NetworkInputSystemToken
|
||||
} from '@esengine/network';
|
||||
|
||||
// Get service
|
||||
const networkService = services.get(NetworkServiceToken);
|
||||
```
|
||||
|
||||
## Practical Example
|
||||
|
||||
### Complete Multiplayer Client
|
||||
|
||||
```typescript
|
||||
import { Core, Scene, EntitySystem, Matcher, Entity } from '@esengine/ecs-framework';
|
||||
import {
|
||||
NetworkPlugin,
|
||||
NetworkIdentity,
|
||||
NetworkTransform
|
||||
} from '@esengine/network';
|
||||
|
||||
// Define game scene
|
||||
class GameScene extends Scene {
|
||||
initialize(): void {
|
||||
this.name = 'MultiplayerGame';
|
||||
// Network systems are automatically added by NetworkPlugin
|
||||
// Add custom systems
|
||||
this.addSystem(new LocalInputHandler());
|
||||
}
|
||||
}
|
||||
|
||||
// Initialize
|
||||
async function initGame() {
|
||||
Core.create({ debug: false });
|
||||
|
||||
const scene = new GameScene();
|
||||
Core.setScene(scene);
|
||||
|
||||
// Install network plugin
|
||||
const networkPlugin = new NetworkPlugin();
|
||||
await Core.installPlugin(networkPlugin);
|
||||
|
||||
// Register player prefab
|
||||
networkPlugin.registerPrefab('player', (scene, spawn) => {
|
||||
const entity = scene.createEntity(`player_${spawn.netId}`);
|
||||
|
||||
const identity = entity.addComponent(new NetworkIdentity());
|
||||
identity.netId = spawn.netId;
|
||||
identity.ownerId = spawn.ownerId;
|
||||
identity.isLocalPlayer = spawn.ownerId === networkPlugin.networkService.localClientId;
|
||||
|
||||
entity.addComponent(new NetworkTransform());
|
||||
|
||||
// If local player, add input marker
|
||||
if (identity.isLocalPlayer) {
|
||||
entity.addComponent(new LocalInputComponent());
|
||||
}
|
||||
|
||||
return entity;
|
||||
});
|
||||
|
||||
// Connect to server
|
||||
const success = await networkPlugin.connect('ws://localhost:3000', 'Player1');
|
||||
if (success) {
|
||||
console.log('Connected!');
|
||||
} else {
|
||||
console.error('Connection failed');
|
||||
}
|
||||
|
||||
return networkPlugin;
|
||||
}
|
||||
|
||||
// Game loop
|
||||
function gameLoop(deltaTime: number) {
|
||||
Core.update(deltaTime);
|
||||
}
|
||||
|
||||
initGame();
|
||||
```
|
||||
|
||||
### Handling Input
|
||||
|
||||
```typescript
|
||||
class LocalInputHandler extends EntitySystem {
|
||||
private _networkPlugin: NetworkPlugin | null = null;
|
||||
|
||||
constructor() {
|
||||
super(Matcher.empty().all(NetworkIdentity, LocalInputComponent));
|
||||
}
|
||||
|
||||
protected onAddedToScene(): void {
|
||||
// Get NetworkPlugin reference
|
||||
this._networkPlugin = Core.getPlugin(NetworkPlugin);
|
||||
}
|
||||
|
||||
protected processEntity(entity: Entity, dt: number): void {
|
||||
if (!this._networkPlugin) return;
|
||||
|
||||
const identity = entity.getComponent(NetworkIdentity)!;
|
||||
if (!identity.isLocalPlayer) return;
|
||||
|
||||
// Read keyboard input
|
||||
let moveX = 0;
|
||||
let moveY = 0;
|
||||
|
||||
if (keyboard.isPressed('A')) moveX -= 1;
|
||||
if (keyboard.isPressed('D')) moveX += 1;
|
||||
if (keyboard.isPressed('W')) moveY += 1;
|
||||
if (keyboard.isPressed('S')) moveY -= 1;
|
||||
|
||||
if (moveX !== 0 || moveY !== 0) {
|
||||
this._networkPlugin.sendMoveInput(moveX, moveY);
|
||||
}
|
||||
|
||||
if (keyboard.isJustPressed('Space')) {
|
||||
this._networkPlugin.sendActionInput('jump');
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Best Practices
|
||||
|
||||
1. **Set appropriate sync rate**: Choose `tickRate` based on game type, action games typically need 20-60 Hz
|
||||
|
||||
2. **Use interpolation delay**: Set appropriate `interpolationDelay` to balance latency and smoothness
|
||||
|
||||
3. **Client prediction**: Use client-side prediction for local players to reduce input lag
|
||||
|
||||
4. **Prefab management**: Register prefab factories for each networked entity type
|
||||
|
||||
5. **Authority checks**: Use `bHasAuthority` to check entity control permissions
|
||||
|
||||
6. **Connection state**: Monitor connection state changes, handle reconnection
|
||||
|
||||
```typescript
|
||||
networkService.setCallbacks({
|
||||
onConnected: () => console.log('Connected'),
|
||||
onDisconnected: () => {
|
||||
console.log('Disconnected');
|
||||
// Handle reconnection logic
|
||||
}
|
||||
});
|
||||
```
|
||||
299
docs/en/modules/pathfinding/index.md
Normal file
299
docs/en/modules/pathfinding/index.md
Normal file
@@ -0,0 +1,299 @@
|
||||
# Pathfinding System
|
||||
|
||||
`@esengine/pathfinding` provides a complete 2D pathfinding solution including A* algorithm, grid maps, navigation meshes, and path smoothing.
|
||||
|
||||
## Installation
|
||||
|
||||
```bash
|
||||
npm install @esengine/pathfinding
|
||||
```
|
||||
|
||||
## Quick Start
|
||||
|
||||
### Grid Map Pathfinding
|
||||
|
||||
```typescript
|
||||
import { createGridMap, createAStarPathfinder } from '@esengine/pathfinding';
|
||||
|
||||
// Create 20x20 grid
|
||||
const grid = createGridMap(20, 20);
|
||||
|
||||
// Set obstacles
|
||||
grid.setWalkable(5, 5, false);
|
||||
grid.setWalkable(5, 6, false);
|
||||
|
||||
// Create pathfinder
|
||||
const pathfinder = createAStarPathfinder(grid);
|
||||
|
||||
// Find path
|
||||
const result = pathfinder.findPath(0, 0, 15, 15);
|
||||
|
||||
if (result.found) {
|
||||
console.log('Path found!');
|
||||
console.log('Path:', result.path);
|
||||
console.log('Cost:', result.cost);
|
||||
}
|
||||
```
|
||||
|
||||
### NavMesh Pathfinding
|
||||
|
||||
```typescript
|
||||
import { createNavMesh } from '@esengine/pathfinding';
|
||||
|
||||
const navmesh = createNavMesh();
|
||||
|
||||
// Add polygon areas
|
||||
navmesh.addPolygon([
|
||||
{ x: 0, y: 0 }, { x: 10, y: 0 },
|
||||
{ x: 10, y: 10 }, { x: 0, y: 10 }
|
||||
]);
|
||||
|
||||
navmesh.addPolygon([
|
||||
{ x: 10, y: 0 }, { x: 20, y: 0 },
|
||||
{ x: 20, y: 10 }, { x: 10, y: 10 }
|
||||
]);
|
||||
|
||||
// Auto-build connections
|
||||
navmesh.build();
|
||||
|
||||
// Find path
|
||||
const result = navmesh.findPath(1, 1, 18, 8);
|
||||
```
|
||||
|
||||
## Core Concepts
|
||||
|
||||
### IPathResult
|
||||
|
||||
```typescript
|
||||
interface IPathResult {
|
||||
readonly found: boolean; // Path found
|
||||
readonly path: readonly IPoint[];// Path points
|
||||
readonly cost: number; // Total cost
|
||||
readonly nodesSearched: number; // Nodes searched
|
||||
}
|
||||
```
|
||||
|
||||
### IPathfindingOptions
|
||||
|
||||
```typescript
|
||||
interface IPathfindingOptions {
|
||||
maxNodes?: number; // Max search nodes (default 10000)
|
||||
heuristicWeight?: number; // Heuristic weight (>1 faster but may be suboptimal)
|
||||
allowDiagonal?: boolean; // Allow diagonal movement (default true)
|
||||
avoidCorners?: boolean; // Avoid corner cutting (default true)
|
||||
}
|
||||
```
|
||||
|
||||
## Heuristic Functions
|
||||
|
||||
| Function | Use Case | Description |
|
||||
|----------|----------|-------------|
|
||||
| `manhattanDistance` | 4-directional | Manhattan distance |
|
||||
| `euclideanDistance` | Any direction | Euclidean distance |
|
||||
| `chebyshevDistance` | 8-directional | Diagonal cost = 1 |
|
||||
| `octileDistance` | 8-directional | Diagonal cost = √2 (default) |
|
||||
|
||||
## Grid Map API
|
||||
|
||||
### createGridMap
|
||||
|
||||
```typescript
|
||||
function createGridMap(
|
||||
width: number,
|
||||
height: number,
|
||||
options?: IGridMapOptions
|
||||
): GridMap
|
||||
```
|
||||
|
||||
**Options:**
|
||||
|
||||
| Property | Type | Default | Description |
|
||||
|----------|------|---------|-------------|
|
||||
| `allowDiagonal` | `boolean` | `true` | Allow diagonal movement |
|
||||
| `diagonalCost` | `number` | `√2` | Diagonal movement cost |
|
||||
| `avoidCorners` | `boolean` | `true` | Avoid corner cutting |
|
||||
| `heuristic` | `HeuristicFunction` | `octileDistance` | Heuristic function |
|
||||
|
||||
### Map Operations
|
||||
|
||||
```typescript
|
||||
// Check/set walkability
|
||||
grid.isWalkable(x, y);
|
||||
grid.setWalkable(x, y, false);
|
||||
|
||||
// Set movement cost (e.g., swamp, sand)
|
||||
grid.setCost(x, y, 2);
|
||||
|
||||
// Set rectangle region
|
||||
grid.setRectWalkable(0, 0, 5, 5, false);
|
||||
|
||||
// Load from array (0=walkable, non-0=blocked)
|
||||
grid.loadFromArray([
|
||||
[0, 0, 0, 1, 0],
|
||||
[0, 1, 0, 1, 0]
|
||||
]);
|
||||
|
||||
// Load from string (.=walkable, #=blocked)
|
||||
grid.loadFromString(`
|
||||
.....
|
||||
.#.#.
|
||||
`);
|
||||
|
||||
// Export and reset
|
||||
console.log(grid.toString());
|
||||
grid.reset();
|
||||
```
|
||||
|
||||
## A* Pathfinder API
|
||||
|
||||
```typescript
|
||||
const pathfinder = createAStarPathfinder(grid);
|
||||
|
||||
const result = pathfinder.findPath(
|
||||
startX, startY,
|
||||
endX, endY,
|
||||
{ maxNodes: 5000, heuristicWeight: 1.5 }
|
||||
);
|
||||
|
||||
// Pathfinder is reusable
|
||||
pathfinder.findPath(0, 0, 10, 10);
|
||||
pathfinder.findPath(5, 5, 15, 15);
|
||||
```
|
||||
|
||||
## NavMesh API
|
||||
|
||||
```typescript
|
||||
const navmesh = createNavMesh();
|
||||
|
||||
// Add convex polygons
|
||||
const id1 = navmesh.addPolygon(vertices1);
|
||||
const id2 = navmesh.addPolygon(vertices2);
|
||||
|
||||
// Auto-detect shared edges
|
||||
navmesh.build();
|
||||
|
||||
// Or manually set connections
|
||||
navmesh.setConnection(id1, id2, {
|
||||
left: { x: 10, y: 0 },
|
||||
right: { x: 10, y: 10 }
|
||||
});
|
||||
|
||||
// Query and pathfind
|
||||
const polygon = navmesh.findPolygonAt(5, 5);
|
||||
navmesh.isWalkable(5, 5);
|
||||
const result = navmesh.findPath(1, 1, 18, 8);
|
||||
```
|
||||
|
||||
## Path Smoothing
|
||||
|
||||
### Line of Sight Smoothing
|
||||
|
||||
Remove unnecessary waypoints:
|
||||
|
||||
```typescript
|
||||
import { createLineOfSightSmoother } from '@esengine/pathfinding';
|
||||
|
||||
const smoother = createLineOfSightSmoother();
|
||||
const smoothedPath = smoother.smooth(result.path, grid);
|
||||
```
|
||||
|
||||
### Curve Smoothing
|
||||
|
||||
Catmull-Rom spline:
|
||||
|
||||
```typescript
|
||||
import { createCatmullRomSmoother } from '@esengine/pathfinding';
|
||||
|
||||
const smoother = createCatmullRomSmoother(5, 0.5);
|
||||
const curvedPath = smoother.smooth(result.path, grid);
|
||||
```
|
||||
|
||||
### Combined Smoothing
|
||||
|
||||
```typescript
|
||||
import { createCombinedSmoother } from '@esengine/pathfinding';
|
||||
|
||||
const smoother = createCombinedSmoother(5, 0.5);
|
||||
const finalPath = smoother.smooth(result.path, grid);
|
||||
```
|
||||
|
||||
### Line of Sight Functions
|
||||
|
||||
```typescript
|
||||
import { bresenhamLineOfSight, raycastLineOfSight } from '@esengine/pathfinding';
|
||||
|
||||
const hasLOS = bresenhamLineOfSight(x1, y1, x2, y2, grid);
|
||||
const hasLOS2 = raycastLineOfSight(x1, y1, x2, y2, grid, 0.5);
|
||||
```
|
||||
|
||||
## Practical Examples
|
||||
|
||||
### Dynamic Obstacles
|
||||
|
||||
```typescript
|
||||
class DynamicPathfinding {
|
||||
private grid: GridMap;
|
||||
private pathfinder: AStarPathfinder;
|
||||
private dynamicObstacles: Set<string> = new Set();
|
||||
|
||||
addDynamicObstacle(x: number, y: number): void {
|
||||
this.dynamicObstacles.add(`${x},${y}`);
|
||||
this.grid.setWalkable(x, y, false);
|
||||
}
|
||||
|
||||
removeDynamicObstacle(x: number, y: number): void {
|
||||
this.dynamicObstacles.delete(`${x},${y}`);
|
||||
this.grid.setWalkable(x, y, true);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Terrain Costs
|
||||
|
||||
```typescript
|
||||
const grid = createGridMap(50, 50);
|
||||
|
||||
// Normal ground - cost 1 (default)
|
||||
// Sand - cost 2
|
||||
for (let y = 10; y < 20; y++) {
|
||||
for (let x = 0; x < 50; x++) {
|
||||
grid.setCost(x, y, 2);
|
||||
}
|
||||
}
|
||||
|
||||
// Swamp - cost 4
|
||||
for (let y = 30; y < 35; y++) {
|
||||
for (let x = 20; x < 30; x++) {
|
||||
grid.setCost(x, y, 4);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Blueprint Nodes
|
||||
|
||||
- `FindPath` - Find path
|
||||
- `FindPathSmooth` - Find and smooth path
|
||||
- `IsWalkable` - Check walkability
|
||||
- `GetPathLength` - Get path point count
|
||||
- `GetPathDistance` - Get total path distance
|
||||
- `GetPathPoint` - Get specific path point
|
||||
- `MoveAlongPath` - Move along path
|
||||
- `HasLineOfSight` - Check line of sight
|
||||
|
||||
## Performance Tips
|
||||
|
||||
1. **Limit search range**: `{ maxNodes: 1000 }`
|
||||
2. **Use heuristic weight**: `{ heuristicWeight: 1.5 }` (faster but may not be optimal)
|
||||
3. **Reuse pathfinder instances**
|
||||
4. **Use NavMesh for complex terrain**
|
||||
5. **Choose appropriate heuristic for movement type**
|
||||
|
||||
## Grid vs NavMesh
|
||||
|
||||
| Feature | GridMap | NavMesh |
|
||||
|---------|---------|---------|
|
||||
| Use Case | Regular tile maps | Complex polygon terrain |
|
||||
| Memory | Higher (width × height) | Lower (polygon count) |
|
||||
| Precision | Grid-aligned | Continuous coordinates |
|
||||
| Dynamic Updates | Easy | Requires rebuild |
|
||||
| Setup Complexity | Simple | More complex |
|
||||
396
docs/en/modules/procgen/index.md
Normal file
396
docs/en/modules/procgen/index.md
Normal file
@@ -0,0 +1,396 @@
|
||||
# Procedural Generation (Procgen)
|
||||
|
||||
`@esengine/procgen` provides core tools for procedural content generation, including noise functions, seeded random numbers, and various random utilities.
|
||||
|
||||
## Installation
|
||||
|
||||
```bash
|
||||
npm install @esengine/procgen
|
||||
```
|
||||
|
||||
## Quick Start
|
||||
|
||||
### Noise Generation
|
||||
|
||||
```typescript
|
||||
import { createPerlinNoise, createFBM } from '@esengine/procgen';
|
||||
|
||||
// Create Perlin noise
|
||||
const perlin = createPerlinNoise(12345); // seed
|
||||
|
||||
// Sample 2D noise
|
||||
const value = perlin.noise2D(x * 0.1, y * 0.1);
|
||||
console.log(value); // [-1, 1]
|
||||
|
||||
// Use FBM for more natural results
|
||||
const fbm = createFBM(perlin, {
|
||||
octaves: 6,
|
||||
persistence: 0.5
|
||||
});
|
||||
|
||||
const height = fbm.noise2D(x * 0.01, y * 0.01);
|
||||
```
|
||||
|
||||
### Seeded Random
|
||||
|
||||
```typescript
|
||||
import { createSeededRandom } from '@esengine/procgen';
|
||||
|
||||
// Create deterministic random generator
|
||||
const rng = createSeededRandom(42);
|
||||
|
||||
// Same seed always produces same sequence
|
||||
console.log(rng.next()); // 0.xxx
|
||||
console.log(rng.nextInt(1, 100)); // 1-100
|
||||
console.log(rng.nextBool(0.3)); // 30% true
|
||||
```
|
||||
|
||||
### Weighted Random
|
||||
|
||||
```typescript
|
||||
import { createWeightedRandom, createSeededRandom } from '@esengine/procgen';
|
||||
|
||||
const rng = createSeededRandom(42);
|
||||
|
||||
const loot = createWeightedRandom([
|
||||
{ value: 'common', weight: 60 },
|
||||
{ value: 'uncommon', weight: 25 },
|
||||
{ value: 'rare', weight: 10 },
|
||||
{ value: 'legendary', weight: 5 }
|
||||
]);
|
||||
|
||||
const drop = loot.pick(rng);
|
||||
console.log(drop); // Likely 'common'
|
||||
```
|
||||
|
||||
## Noise Functions
|
||||
|
||||
### Perlin Noise
|
||||
|
||||
Classic gradient noise, output range [-1, 1]:
|
||||
|
||||
```typescript
|
||||
import { createPerlinNoise } from '@esengine/procgen';
|
||||
|
||||
const perlin = createPerlinNoise(seed);
|
||||
const value2D = perlin.noise2D(x, y);
|
||||
const value3D = perlin.noise3D(x, y, z);
|
||||
```
|
||||
|
||||
### Simplex Noise
|
||||
|
||||
Faster than Perlin, less directional bias:
|
||||
|
||||
```typescript
|
||||
import { createSimplexNoise } from '@esengine/procgen';
|
||||
|
||||
const simplex = createSimplexNoise(seed);
|
||||
const value = simplex.noise2D(x, y);
|
||||
```
|
||||
|
||||
### Worley Noise
|
||||
|
||||
Cell-based noise for stone, cell textures:
|
||||
|
||||
```typescript
|
||||
import { createWorleyNoise } from '@esengine/procgen';
|
||||
|
||||
const worley = createWorleyNoise(seed);
|
||||
const distance = worley.noise2D(x, y);
|
||||
```
|
||||
|
||||
### FBM (Fractal Brownian Motion)
|
||||
|
||||
Layer multiple noise octaves for richer detail:
|
||||
|
||||
```typescript
|
||||
import { createPerlinNoise, createFBM } from '@esengine/procgen';
|
||||
|
||||
const baseNoise = createPerlinNoise(seed);
|
||||
|
||||
const fbm = createFBM(baseNoise, {
|
||||
octaves: 6, // Layer count (more = richer detail)
|
||||
lacunarity: 2.0, // Frequency multiplier
|
||||
persistence: 0.5, // Amplitude decay
|
||||
frequency: 1.0, // Initial frequency
|
||||
amplitude: 1.0 // Initial amplitude
|
||||
});
|
||||
|
||||
// Standard FBM
|
||||
const value = fbm.noise2D(x, y);
|
||||
|
||||
// Ridged FBM (for mountains)
|
||||
const ridged = fbm.ridged2D(x, y);
|
||||
|
||||
// Turbulence
|
||||
const turb = fbm.turbulence2D(x, y);
|
||||
|
||||
// Billowed (for clouds)
|
||||
const cloud = fbm.billowed2D(x, y);
|
||||
```
|
||||
|
||||
## Seeded Random API
|
||||
|
||||
### SeededRandom
|
||||
|
||||
Deterministic PRNG based on xorshift128+:
|
||||
|
||||
```typescript
|
||||
import { createSeededRandom } from '@esengine/procgen';
|
||||
|
||||
const rng = createSeededRandom(42);
|
||||
```
|
||||
|
||||
### Basic Methods
|
||||
|
||||
```typescript
|
||||
rng.next(); // [0, 1) float
|
||||
rng.nextInt(1, 10); // [min, max] integer
|
||||
rng.nextFloat(0, 100); // [min, max) float
|
||||
rng.nextBool(); // 50%
|
||||
rng.nextBool(0.3); // 30%
|
||||
rng.reset(); // Reset to initial state
|
||||
```
|
||||
|
||||
### Distribution Methods
|
||||
|
||||
```typescript
|
||||
// Normal distribution (Gaussian)
|
||||
rng.nextGaussian(); // mean 0, stdDev 1
|
||||
rng.nextGaussian(100, 15); // mean 100, stdDev 15
|
||||
|
||||
// Exponential distribution
|
||||
rng.nextExponential(); // λ = 1
|
||||
rng.nextExponential(0.5); // λ = 0.5
|
||||
```
|
||||
|
||||
### Geometry Methods
|
||||
|
||||
```typescript
|
||||
// Uniform point in circle
|
||||
const point = rng.nextPointInCircle(50); // { x, y }
|
||||
|
||||
// Point on circle edge
|
||||
const edge = rng.nextPointOnCircle(50); // { x, y }
|
||||
|
||||
// Uniform point in sphere
|
||||
const point3D = rng.nextPointInSphere(50); // { x, y, z }
|
||||
|
||||
// Random direction vector
|
||||
const dir = rng.nextDirection2D(); // { x, y }, length 1
|
||||
```
|
||||
|
||||
## Weighted Random API
|
||||
|
||||
### WeightedRandom
|
||||
|
||||
Precomputed cumulative weights for efficient selection:
|
||||
|
||||
```typescript
|
||||
import { createWeightedRandom } from '@esengine/procgen';
|
||||
|
||||
const selector = createWeightedRandom([
|
||||
{ value: 'apple', weight: 5 },
|
||||
{ value: 'banana', weight: 3 },
|
||||
{ value: 'cherry', weight: 2 }
|
||||
]);
|
||||
|
||||
const result = selector.pick(rng);
|
||||
const result2 = selector.pickRandom(); // Uses Math.random
|
||||
|
||||
console.log(selector.getProbability(0)); // 0.5 (5/10)
|
||||
console.log(selector.size); // 3
|
||||
console.log(selector.totalWeight); // 10
|
||||
```
|
||||
|
||||
### Convenience Functions
|
||||
|
||||
```typescript
|
||||
import { weightedPick, weightedPickFromMap } from '@esengine/procgen';
|
||||
|
||||
const item = weightedPick([
|
||||
{ value: 'a', weight: 1 },
|
||||
{ value: 'b', weight: 2 }
|
||||
], rng);
|
||||
|
||||
const item2 = weightedPickFromMap({
|
||||
'common': 60,
|
||||
'rare': 30,
|
||||
'epic': 10
|
||||
}, rng);
|
||||
```
|
||||
|
||||
## Shuffle and Sampling
|
||||
|
||||
### shuffle / shuffleCopy
|
||||
|
||||
Fisher-Yates shuffle:
|
||||
|
||||
```typescript
|
||||
import { shuffle, shuffleCopy } from '@esengine/procgen';
|
||||
|
||||
const arr = [1, 2, 3, 4, 5];
|
||||
shuffle(arr, rng); // In-place
|
||||
const shuffled = shuffleCopy(arr, rng); // Copy
|
||||
```
|
||||
|
||||
### pickOne
|
||||
|
||||
```typescript
|
||||
import { pickOne } from '@esengine/procgen';
|
||||
|
||||
const item = pickOne(['a', 'b', 'c', 'd'], rng);
|
||||
```
|
||||
|
||||
### sample / sampleWithReplacement
|
||||
|
||||
```typescript
|
||||
import { sample, sampleWithReplacement } from '@esengine/procgen';
|
||||
|
||||
const arr = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10];
|
||||
const unique = sample(arr, 3, rng); // 3 unique
|
||||
const withRep = sampleWithReplacement(arr, 5, rng); // 5 with replacement
|
||||
```
|
||||
|
||||
### randomIntegers
|
||||
|
||||
```typescript
|
||||
import { randomIntegers } from '@esengine/procgen';
|
||||
|
||||
// 5 unique random integers from 1-100
|
||||
const nums = randomIntegers(1, 100, 5, rng);
|
||||
```
|
||||
|
||||
### weightedSample
|
||||
|
||||
```typescript
|
||||
import { weightedSample } from '@esengine/procgen';
|
||||
|
||||
const items = ['A', 'B', 'C', 'D', 'E'];
|
||||
const weights = [10, 8, 6, 4, 2];
|
||||
const selected = weightedSample(items, weights, 3, rng);
|
||||
```
|
||||
|
||||
## Practical Examples
|
||||
|
||||
### Procedural Terrain
|
||||
|
||||
```typescript
|
||||
import { createPerlinNoise, createFBM } from '@esengine/procgen';
|
||||
|
||||
class TerrainGenerator {
|
||||
private fbm: FBM;
|
||||
private moistureFbm: FBM;
|
||||
|
||||
constructor(seed: number) {
|
||||
const heightNoise = createPerlinNoise(seed);
|
||||
const moistureNoise = createPerlinNoise(seed + 1000);
|
||||
|
||||
this.fbm = createFBM(heightNoise, {
|
||||
octaves: 8,
|
||||
persistence: 0.5,
|
||||
frequency: 0.01
|
||||
});
|
||||
|
||||
this.moistureFbm = createFBM(moistureNoise, {
|
||||
octaves: 4,
|
||||
persistence: 0.6,
|
||||
frequency: 0.02
|
||||
});
|
||||
}
|
||||
|
||||
getHeight(x: number, y: number): number {
|
||||
let height = this.fbm.noise2D(x, y);
|
||||
height += this.fbm.ridged2D(x * 0.5, y * 0.5) * 0.3;
|
||||
return (height + 1) * 0.5; // Normalize to [0, 1]
|
||||
}
|
||||
|
||||
getBiome(x: number, y: number): string {
|
||||
const height = this.getHeight(x, y);
|
||||
const moisture = (this.moistureFbm.noise2D(x, y) + 1) * 0.5;
|
||||
|
||||
if (height < 0.3) return 'water';
|
||||
if (height < 0.4) return 'beach';
|
||||
if (height > 0.8) return 'mountain';
|
||||
|
||||
if (moisture < 0.3) return 'desert';
|
||||
if (moisture > 0.7) return 'forest';
|
||||
return 'grassland';
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Loot System
|
||||
|
||||
```typescript
|
||||
import { createSeededRandom, createWeightedRandom } from '@esengine/procgen';
|
||||
|
||||
class LootSystem {
|
||||
private rng: SeededRandom;
|
||||
private raritySelector: WeightedRandom<string>;
|
||||
|
||||
constructor(seed: number) {
|
||||
this.rng = createSeededRandom(seed);
|
||||
this.raritySelector = createWeightedRandom([
|
||||
{ value: 'common', weight: 60 },
|
||||
{ value: 'uncommon', weight: 25 },
|
||||
{ value: 'rare', weight: 10 },
|
||||
{ value: 'legendary', weight: 5 }
|
||||
]);
|
||||
}
|
||||
|
||||
generateLoot(count: number): LootItem[] {
|
||||
const loot: LootItem[] = [];
|
||||
for (let i = 0; i < count; i++) {
|
||||
const rarity = this.raritySelector.pick(this.rng);
|
||||
// Get item from rarity table...
|
||||
loot.push(item);
|
||||
}
|
||||
return loot;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Blueprint Nodes
|
||||
|
||||
### Noise Nodes
|
||||
- `SampleNoise2D` - Sample 2D noise
|
||||
- `SampleFBM` - Sample FBM noise
|
||||
|
||||
### Random Nodes
|
||||
- `SeededRandom` - Generate random float
|
||||
- `SeededRandomInt` - Generate random integer
|
||||
- `WeightedPick` - Weighted random selection
|
||||
- `ShuffleArray` - Shuffle array
|
||||
- `PickRandom` - Pick random element
|
||||
- `SampleArray` - Sample from array
|
||||
- `RandomPointInCircle` - Random point in circle
|
||||
|
||||
## Best Practices
|
||||
|
||||
1. **Use seeds for reproducibility**
|
||||
```typescript
|
||||
const seed = Date.now();
|
||||
const rng = createSeededRandom(seed);
|
||||
saveSeed(seed);
|
||||
```
|
||||
|
||||
2. **Precompute weighted selectors**
|
||||
```typescript
|
||||
// Good: Create once, use many times
|
||||
const selector = createWeightedRandom(items);
|
||||
for (let i = 0; i < 1000; i++) {
|
||||
selector.pick(rng);
|
||||
}
|
||||
```
|
||||
|
||||
3. **Choose appropriate noise**
|
||||
- Perlin: Smooth terrain, clouds
|
||||
- Simplex: Performance-critical
|
||||
- Worley: Cell textures, stone
|
||||
- FBM: Natural multi-detail effects
|
||||
|
||||
4. **Tune FBM parameters**
|
||||
- `octaves`: More = richer detail, higher cost
|
||||
- `persistence`: 0.5 is common, higher = more high-frequency detail
|
||||
- `lacunarity`: Usually 2, controls frequency growth
|
||||
322
docs/en/modules/spatial/index.md
Normal file
322
docs/en/modules/spatial/index.md
Normal file
@@ -0,0 +1,322 @@
|
||||
# Spatial Index System
|
||||
|
||||
`@esengine/spatial` provides efficient spatial querying and indexing, including range queries, nearest neighbor queries, raycasting, and AOI (Area of Interest) management.
|
||||
|
||||
## Installation
|
||||
|
||||
```bash
|
||||
npm install @esengine/spatial
|
||||
```
|
||||
|
||||
## Quick Start
|
||||
|
||||
### Spatial Index
|
||||
|
||||
```typescript
|
||||
import { createGridSpatialIndex } from '@esengine/spatial';
|
||||
|
||||
// Create spatial index (cell size 100)
|
||||
const spatialIndex = createGridSpatialIndex<Entity>(100);
|
||||
|
||||
// Insert objects
|
||||
spatialIndex.insert(player, { x: 100, y: 200 });
|
||||
spatialIndex.insert(enemy1, { x: 150, y: 250 });
|
||||
spatialIndex.insert(enemy2, { x: 500, y: 600 });
|
||||
|
||||
// Find objects within radius
|
||||
const nearby = spatialIndex.findInRadius({ x: 100, y: 200 }, 100);
|
||||
console.log(nearby); // [player, enemy1]
|
||||
|
||||
// Find nearest object
|
||||
const nearest = spatialIndex.findNearest({ x: 100, y: 200 });
|
||||
console.log(nearest); // enemy1
|
||||
|
||||
// Update position
|
||||
spatialIndex.update(player, { x: 120, y: 220 });
|
||||
```
|
||||
|
||||
### AOI (Area of Interest)
|
||||
|
||||
```typescript
|
||||
import { createGridAOI } from '@esengine/spatial';
|
||||
|
||||
// Create AOI manager
|
||||
const aoi = createGridAOI<Entity>(100);
|
||||
|
||||
// Add observers
|
||||
aoi.addObserver(player, { x: 100, y: 100 }, { viewRange: 200 });
|
||||
aoi.addObserver(npc, { x: 150, y: 150 }, { viewRange: 150 });
|
||||
|
||||
// Listen to enter/exit events
|
||||
aoi.addListener((event) => {
|
||||
if (event.type === 'enter') {
|
||||
console.log(`${event.observer} saw ${event.target}`);
|
||||
} else if (event.type === 'exit') {
|
||||
console.log(`${event.target} left ${event.observer}'s view`);
|
||||
}
|
||||
});
|
||||
|
||||
// Update position (triggers enter/exit events)
|
||||
aoi.updatePosition(player, { x: 200, y: 200 });
|
||||
|
||||
// Get visible entities
|
||||
const visible = aoi.getEntitiesInView(player);
|
||||
```
|
||||
|
||||
## Core Concepts
|
||||
|
||||
### Spatial Index vs AOI
|
||||
|
||||
| Feature | SpatialIndex | AOI |
|
||||
|---------|--------------|-----|
|
||||
| Purpose | General spatial queries | Entity visibility tracking |
|
||||
| Events | No event notification | Enter/exit events |
|
||||
| Direction | One-way query | Two-way tracking |
|
||||
| Use Cases | Collision, range attacks | MMO sync, NPC AI perception |
|
||||
|
||||
### IBounds
|
||||
|
||||
```typescript
|
||||
interface IBounds {
|
||||
readonly minX: number;
|
||||
readonly minY: number;
|
||||
readonly maxX: number;
|
||||
readonly maxY: number;
|
||||
}
|
||||
```
|
||||
|
||||
### IRaycastHit
|
||||
|
||||
```typescript
|
||||
interface IRaycastHit<T> {
|
||||
readonly target: T; // Hit object
|
||||
readonly point: IVector2; // Hit point
|
||||
readonly normal: IVector2;// Hit normal
|
||||
readonly distance: number;// Distance from origin
|
||||
}
|
||||
```
|
||||
|
||||
## Spatial Index API
|
||||
|
||||
### createGridSpatialIndex
|
||||
|
||||
```typescript
|
||||
function createGridSpatialIndex<T>(cellSize?: number): GridSpatialIndex<T>
|
||||
```
|
||||
|
||||
**Choosing cellSize:**
|
||||
- Too small: High memory, reduced query efficiency
|
||||
- Too large: Many objects per cell, slow iteration
|
||||
- Recommended: 1-2x average object spacing
|
||||
|
||||
### Management Methods
|
||||
|
||||
```typescript
|
||||
spatialIndex.insert(entity, position);
|
||||
spatialIndex.remove(entity);
|
||||
spatialIndex.update(entity, newPosition);
|
||||
spatialIndex.clear();
|
||||
```
|
||||
|
||||
### Query Methods
|
||||
|
||||
#### findInRadius
|
||||
|
||||
```typescript
|
||||
const enemies = spatialIndex.findInRadius(
|
||||
{ x: 100, y: 200 },
|
||||
50,
|
||||
(entity) => entity.type === 'enemy' // Optional filter
|
||||
);
|
||||
```
|
||||
|
||||
#### findInRect
|
||||
|
||||
```typescript
|
||||
import { createBounds } from '@esengine/spatial';
|
||||
|
||||
const bounds = createBounds(0, 0, 200, 200);
|
||||
const entities = spatialIndex.findInRect(bounds);
|
||||
```
|
||||
|
||||
#### findNearest
|
||||
|
||||
```typescript
|
||||
const nearest = spatialIndex.findNearest(
|
||||
playerPosition,
|
||||
500, // maxDistance
|
||||
(entity) => entity.type === 'enemy'
|
||||
);
|
||||
```
|
||||
|
||||
#### findKNearest
|
||||
|
||||
```typescript
|
||||
const nearestEnemies = spatialIndex.findKNearest(
|
||||
playerPosition,
|
||||
5, // k
|
||||
500, // maxDistance
|
||||
(entity) => entity.type === 'enemy'
|
||||
);
|
||||
```
|
||||
|
||||
#### raycast / raycastFirst
|
||||
|
||||
```typescript
|
||||
const hits = spatialIndex.raycast(origin, direction, maxDistance);
|
||||
const firstHit = spatialIndex.raycastFirst(origin, direction, maxDistance);
|
||||
```
|
||||
|
||||
## AOI API
|
||||
|
||||
### createGridAOI
|
||||
|
||||
```typescript
|
||||
function createGridAOI<T>(cellSize?: number): GridAOI<T>
|
||||
```
|
||||
|
||||
### Observer Management
|
||||
|
||||
```typescript
|
||||
// Add observer
|
||||
aoi.addObserver(player, position, {
|
||||
viewRange: 200,
|
||||
observable: true // Can be seen by others
|
||||
});
|
||||
|
||||
// Remove observer
|
||||
aoi.removeObserver(player);
|
||||
|
||||
// Update position
|
||||
aoi.updatePosition(player, newPosition);
|
||||
|
||||
// Update view range
|
||||
aoi.updateViewRange(player, 300);
|
||||
```
|
||||
|
||||
### Query Methods
|
||||
|
||||
```typescript
|
||||
// Get entities in observer's view
|
||||
const visible = aoi.getEntitiesInView(player);
|
||||
|
||||
// Get observers who can see entity
|
||||
const observers = aoi.getObserversOf(monster);
|
||||
|
||||
// Check visibility
|
||||
if (aoi.canSee(player, enemy)) { ... }
|
||||
```
|
||||
|
||||
### Event System
|
||||
|
||||
```typescript
|
||||
// Global event listener
|
||||
aoi.addListener((event) => {
|
||||
switch (event.type) {
|
||||
case 'enter': /* entered view */ break;
|
||||
case 'exit': /* left view */ break;
|
||||
}
|
||||
});
|
||||
|
||||
// Entity-specific listener
|
||||
aoi.addEntityListener(player, (event) => {
|
||||
if (event.type === 'enter') {
|
||||
sendToClient(player, 'entity_enter', event.target);
|
||||
}
|
||||
});
|
||||
```
|
||||
|
||||
## Utility Functions
|
||||
|
||||
### Bounds Creation
|
||||
|
||||
```typescript
|
||||
import {
|
||||
createBounds,
|
||||
createBoundsFromCenter,
|
||||
createBoundsFromCircle
|
||||
} from '@esengine/spatial';
|
||||
|
||||
const bounds1 = createBounds(0, 0, 100, 100);
|
||||
const bounds2 = createBoundsFromCenter({ x: 50, y: 50 }, 100, 100);
|
||||
const bounds3 = createBoundsFromCircle({ x: 50, y: 50 }, 50);
|
||||
```
|
||||
|
||||
### Geometry Checks
|
||||
|
||||
```typescript
|
||||
import {
|
||||
isPointInBounds,
|
||||
boundsIntersect,
|
||||
boundsIntersectsCircle,
|
||||
distance,
|
||||
distanceSquared
|
||||
} from '@esengine/spatial';
|
||||
|
||||
if (isPointInBounds(point, bounds)) { ... }
|
||||
if (boundsIntersect(boundsA, boundsB)) { ... }
|
||||
if (boundsIntersectsCircle(bounds, center, radius)) { ... }
|
||||
const dist = distance(pointA, pointB);
|
||||
const distSq = distanceSquared(pointA, pointB); // Faster
|
||||
```
|
||||
|
||||
## Practical Examples
|
||||
|
||||
### Range Attack Detection
|
||||
|
||||
```typescript
|
||||
class CombatSystem {
|
||||
private spatialIndex: ISpatialIndex<Entity>;
|
||||
|
||||
dealAreaDamage(center: IVector2, radius: number, damage: number): void {
|
||||
const targets = this.spatialIndex.findInRadius(
|
||||
center, radius,
|
||||
(entity) => entity.hasComponent(HealthComponent)
|
||||
);
|
||||
|
||||
for (const target of targets) {
|
||||
target.getComponent(HealthComponent).takeDamage(damage);
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### MMO Sync System
|
||||
|
||||
```typescript
|
||||
class SyncSystem {
|
||||
private aoi: IAOIManager<Player>;
|
||||
|
||||
constructor() {
|
||||
this.aoi = createGridAOI<Player>(100);
|
||||
|
||||
this.aoi.addListener((event) => {
|
||||
const packet = this.createSyncPacket(event);
|
||||
this.sendToPlayer(event.observer, packet);
|
||||
});
|
||||
}
|
||||
|
||||
onPlayerMove(player: Player, newPosition: IVector2): void {
|
||||
this.aoi.updatePosition(player, newPosition);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Blueprint Nodes
|
||||
|
||||
### Spatial Query Nodes
|
||||
- `FindInRadius`, `FindInRect`, `FindNearest`, `FindKNearest`
|
||||
- `Raycast`, `RaycastFirst`
|
||||
|
||||
### AOI Nodes
|
||||
- `GetEntitiesInView`, `GetObserversOf`, `CanSee`
|
||||
- `OnEntityEnterView`, `OnEntityExitView`
|
||||
|
||||
## Service Tokens
|
||||
|
||||
```typescript
|
||||
import { SpatialIndexToken, AOIManagerToken } from '@esengine/spatial';
|
||||
|
||||
services.register(SpatialIndexToken, createGridSpatialIndex(100));
|
||||
services.register(AOIManagerToken, createGridAOI(100));
|
||||
```
|
||||
352
docs/en/modules/timer/index.md
Normal file
352
docs/en/modules/timer/index.md
Normal file
@@ -0,0 +1,352 @@
|
||||
# Timer System
|
||||
|
||||
`@esengine/timer` provides a flexible timer and cooldown system for delayed execution, repeating tasks, skill cooldowns, and more.
|
||||
|
||||
## Installation
|
||||
|
||||
```bash
|
||||
npm install @esengine/timer
|
||||
```
|
||||
|
||||
## Quick Start
|
||||
|
||||
```typescript
|
||||
import { createTimerService } from '@esengine/timer';
|
||||
|
||||
// Create timer service
|
||||
const timerService = createTimerService();
|
||||
|
||||
// One-time timer (executes after 1 second)
|
||||
const handle = timerService.schedule('myTimer', 1000, () => {
|
||||
console.log('Timer fired!');
|
||||
});
|
||||
|
||||
// Repeating timer (every 100ms)
|
||||
timerService.scheduleRepeating('heartbeat', 100, () => {
|
||||
console.log('Tick');
|
||||
});
|
||||
|
||||
// Cooldown system (5 second cooldown)
|
||||
timerService.startCooldown('skill_fireball', 5000);
|
||||
|
||||
if (timerService.isCooldownReady('skill_fireball')) {
|
||||
useFireball();
|
||||
timerService.startCooldown('skill_fireball', 5000);
|
||||
}
|
||||
|
||||
// Update in game loop
|
||||
function gameLoop(deltaTime: number) {
|
||||
timerService.update(deltaTime);
|
||||
}
|
||||
```
|
||||
|
||||
## Core Concepts
|
||||
|
||||
### Timer vs Cooldown
|
||||
|
||||
| Feature | Timer | Cooldown |
|
||||
|---------|-------|----------|
|
||||
| Purpose | Delayed code execution | Rate limiting |
|
||||
| Callback | Has callback function | No callback |
|
||||
| Repeat | Supports repeating | One-time |
|
||||
| Query | Query remaining time | Query progress/ready status |
|
||||
|
||||
### TimerHandle
|
||||
|
||||
Handle object returned when scheduling a timer:
|
||||
|
||||
```typescript
|
||||
interface TimerHandle {
|
||||
readonly id: string; // Timer ID
|
||||
readonly isValid: boolean; // Whether valid (not cancelled)
|
||||
cancel(): void; // Cancel timer
|
||||
}
|
||||
```
|
||||
|
||||
### TimerInfo
|
||||
|
||||
Timer information object:
|
||||
|
||||
```typescript
|
||||
interface TimerInfo {
|
||||
readonly id: string; // Timer ID
|
||||
readonly remaining: number; // Remaining time (ms)
|
||||
readonly repeating: boolean; // Whether repeating
|
||||
readonly interval?: number; // Interval (repeating only)
|
||||
}
|
||||
```
|
||||
|
||||
### CooldownInfo
|
||||
|
||||
Cooldown information object:
|
||||
|
||||
```typescript
|
||||
interface CooldownInfo {
|
||||
readonly id: string; // Cooldown ID
|
||||
readonly duration: number; // Total duration (ms)
|
||||
readonly remaining: number; // Remaining time (ms)
|
||||
readonly progress: number; // Progress (0-1, 0=started, 1=finished)
|
||||
readonly isReady: boolean; // Whether ready
|
||||
}
|
||||
```
|
||||
|
||||
## API Reference
|
||||
|
||||
### createTimerService
|
||||
|
||||
```typescript
|
||||
function createTimerService(config?: TimerServiceConfig): ITimerService
|
||||
```
|
||||
|
||||
**Configuration:**
|
||||
|
||||
| Property | Type | Default | Description |
|
||||
|----------|------|---------|-------------|
|
||||
| `maxTimers` | `number` | `0` | Maximum timer count (0 = unlimited) |
|
||||
| `maxCooldowns` | `number` | `0` | Maximum cooldown count (0 = unlimited) |
|
||||
|
||||
### Timer API
|
||||
|
||||
#### schedule
|
||||
|
||||
Schedule a one-time timer:
|
||||
|
||||
```typescript
|
||||
const handle = timerService.schedule('explosion', 2000, () => {
|
||||
createExplosion();
|
||||
});
|
||||
|
||||
// Cancel early
|
||||
handle.cancel();
|
||||
```
|
||||
|
||||
#### scheduleRepeating
|
||||
|
||||
Schedule a repeating timer:
|
||||
|
||||
```typescript
|
||||
// Execute every second
|
||||
timerService.scheduleRepeating('regen', 1000, () => {
|
||||
player.hp += 5;
|
||||
});
|
||||
|
||||
// Execute immediately once, then repeat every second
|
||||
timerService.scheduleRepeating('tick', 1000, () => {
|
||||
console.log('Tick');
|
||||
}, true); // immediate = true
|
||||
```
|
||||
|
||||
#### cancel / cancelById
|
||||
|
||||
Cancel timers:
|
||||
|
||||
```typescript
|
||||
// Cancel by handle
|
||||
handle.cancel();
|
||||
// or
|
||||
timerService.cancel(handle);
|
||||
|
||||
// Cancel by ID
|
||||
timerService.cancelById('regen');
|
||||
```
|
||||
|
||||
#### hasTimer
|
||||
|
||||
Check if timer exists:
|
||||
|
||||
```typescript
|
||||
if (timerService.hasTimer('explosion')) {
|
||||
console.log('Explosion is pending');
|
||||
}
|
||||
```
|
||||
|
||||
#### getTimerInfo
|
||||
|
||||
Get timer information:
|
||||
|
||||
```typescript
|
||||
const info = timerService.getTimerInfo('explosion');
|
||||
if (info) {
|
||||
console.log(`Remaining: ${info.remaining}ms`);
|
||||
console.log(`Repeating: ${info.repeating}`);
|
||||
}
|
||||
```
|
||||
|
||||
### Cooldown API
|
||||
|
||||
#### startCooldown
|
||||
|
||||
Start a cooldown:
|
||||
|
||||
```typescript
|
||||
timerService.startCooldown('skill_fireball', 5000);
|
||||
```
|
||||
|
||||
#### isCooldownReady / isOnCooldown
|
||||
|
||||
Check cooldown status:
|
||||
|
||||
```typescript
|
||||
if (timerService.isCooldownReady('skill_fireball')) {
|
||||
castFireball();
|
||||
timerService.startCooldown('skill_fireball', 5000);
|
||||
}
|
||||
|
||||
if (timerService.isOnCooldown('skill_fireball')) {
|
||||
console.log('On cooldown...');
|
||||
}
|
||||
```
|
||||
|
||||
#### getCooldownProgress / getCooldownRemaining
|
||||
|
||||
Get cooldown progress:
|
||||
|
||||
```typescript
|
||||
// Progress 0-1 (0=started, 1=complete)
|
||||
const progress = timerService.getCooldownProgress('skill_fireball');
|
||||
console.log(`Progress: ${(progress * 100).toFixed(0)}%`);
|
||||
|
||||
// Remaining time (ms)
|
||||
const remaining = timerService.getCooldownRemaining('skill_fireball');
|
||||
console.log(`Remaining: ${(remaining / 1000).toFixed(1)}s`);
|
||||
```
|
||||
|
||||
#### getCooldownInfo
|
||||
|
||||
Get complete cooldown info:
|
||||
|
||||
```typescript
|
||||
const info = timerService.getCooldownInfo('skill_fireball');
|
||||
if (info) {
|
||||
console.log(`Duration: ${info.duration}ms`);
|
||||
console.log(`Remaining: ${info.remaining}ms`);
|
||||
console.log(`Progress: ${info.progress}`);
|
||||
console.log(`Ready: ${info.isReady}`);
|
||||
}
|
||||
```
|
||||
|
||||
#### resetCooldown / clearAllCooldowns
|
||||
|
||||
Reset cooldowns:
|
||||
|
||||
```typescript
|
||||
// Reset single cooldown
|
||||
timerService.resetCooldown('skill_fireball');
|
||||
|
||||
// Clear all cooldowns (e.g., on respawn)
|
||||
timerService.clearAllCooldowns();
|
||||
```
|
||||
|
||||
### Lifecycle
|
||||
|
||||
#### update
|
||||
|
||||
Update timer service (call every frame):
|
||||
|
||||
```typescript
|
||||
function gameLoop(deltaTime: number) {
|
||||
timerService.update(deltaTime); // deltaTime in ms
|
||||
}
|
||||
```
|
||||
|
||||
#### clear
|
||||
|
||||
Clear all timers and cooldowns:
|
||||
|
||||
```typescript
|
||||
timerService.clear();
|
||||
```
|
||||
|
||||
### Debug Properties
|
||||
|
||||
```typescript
|
||||
console.log(timerService.activeTimerCount);
|
||||
console.log(timerService.activeCooldownCount);
|
||||
const timerIds = timerService.getActiveTimerIds();
|
||||
const cooldownIds = timerService.getActiveCooldownIds();
|
||||
```
|
||||
|
||||
## Practical Examples
|
||||
|
||||
### Skill Cooldown System
|
||||
|
||||
```typescript
|
||||
import { createTimerService, type ITimerService } from '@esengine/timer';
|
||||
|
||||
class SkillSystem {
|
||||
private timerService: ITimerService;
|
||||
private skills: Map<string, SkillData> = new Map();
|
||||
|
||||
constructor() {
|
||||
this.timerService = createTimerService();
|
||||
}
|
||||
|
||||
useSkill(skillId: string): boolean {
|
||||
const skill = this.skills.get(skillId);
|
||||
if (!skill) return false;
|
||||
|
||||
if (!this.timerService.isCooldownReady(skillId)) {
|
||||
const remaining = this.timerService.getCooldownRemaining(skillId);
|
||||
console.log(`Skill ${skillId} on cooldown, ${remaining}ms remaining`);
|
||||
return false;
|
||||
}
|
||||
|
||||
this.executeSkill(skill);
|
||||
this.timerService.startCooldown(skillId, skill.cooldown);
|
||||
return true;
|
||||
}
|
||||
|
||||
update(dt: number): void {
|
||||
this.timerService.update(dt);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### DOT Effects
|
||||
|
||||
```typescript
|
||||
class EffectSystem {
|
||||
private timerService: ITimerService;
|
||||
|
||||
applyDOT(target: Entity, damage: number, duration: number): void {
|
||||
const dotId = `dot_${target.id}_${Date.now()}`;
|
||||
let elapsed = 0;
|
||||
|
||||
this.timerService.scheduleRepeating(dotId, 1000, () => {
|
||||
elapsed += 1000;
|
||||
target.takeDamage(damage);
|
||||
|
||||
if (elapsed >= duration) {
|
||||
this.timerService.cancelById(dotId);
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Blueprint Nodes
|
||||
|
||||
### Cooldown Nodes
|
||||
|
||||
- `StartCooldown` - Start cooldown
|
||||
- `IsCooldownReady` - Check if cooldown is ready
|
||||
- `GetCooldownProgress` - Get cooldown progress
|
||||
- `GetCooldownInfo` - Get cooldown info
|
||||
- `ResetCooldown` - Reset cooldown
|
||||
|
||||
### Timer Nodes
|
||||
|
||||
- `HasTimer` - Check if timer exists
|
||||
- `CancelTimer` - Cancel timer
|
||||
- `GetTimerRemaining` - Get timer remaining time
|
||||
|
||||
## Service Token
|
||||
|
||||
For dependency injection:
|
||||
|
||||
```typescript
|
||||
import { TimerServiceToken, createTimerService } from '@esengine/timer';
|
||||
|
||||
services.register(TimerServiceToken, createTimerService());
|
||||
const timerService = services.get(TimerServiceToken);
|
||||
```
|
||||
507
docs/modules/blueprint/index.md
Normal file
507
docs/modules/blueprint/index.md
Normal file
@@ -0,0 +1,507 @@
|
||||
# 蓝图可视化脚本 (Blueprint)
|
||||
|
||||
`@esengine/blueprint` 提供了一个功能完整的可视化脚本系统,支持节点式编程、事件驱动和蓝图组合。
|
||||
|
||||
## 安装
|
||||
|
||||
```bash
|
||||
npm install @esengine/blueprint
|
||||
```
|
||||
|
||||
## 快速开始
|
||||
|
||||
```typescript
|
||||
import {
|
||||
createBlueprintSystem,
|
||||
createBlueprintComponentData,
|
||||
NodeRegistry,
|
||||
RegisterNode
|
||||
} from '@esengine/blueprint';
|
||||
|
||||
// 创建蓝图系统
|
||||
const blueprintSystem = createBlueprintSystem(scene);
|
||||
|
||||
// 加载蓝图资产
|
||||
const blueprint = await loadBlueprintAsset('player.bp');
|
||||
|
||||
// 创建蓝图组件数据
|
||||
const componentData = createBlueprintComponentData();
|
||||
componentData.blueprintAsset = blueprint;
|
||||
|
||||
// 在游戏循环中更新
|
||||
function gameLoop(dt: number) {
|
||||
blueprintSystem.process(entities, dt);
|
||||
}
|
||||
```
|
||||
|
||||
## 核心概念
|
||||
|
||||
### 蓝图资产结构
|
||||
|
||||
蓝图保存为 `.bp` 文件,包含以下结构:
|
||||
|
||||
```typescript
|
||||
interface BlueprintAsset {
|
||||
version: number; // 格式版本
|
||||
type: 'blueprint'; // 资产类型
|
||||
metadata: BlueprintMetadata; // 元数据
|
||||
variables: BlueprintVariable[]; // 变量定义
|
||||
nodes: BlueprintNode[]; // 节点实例
|
||||
connections: BlueprintConnection[]; // 连接
|
||||
}
|
||||
```
|
||||
|
||||
### 节点类型
|
||||
|
||||
节点按功能分为以下类别:
|
||||
|
||||
| 类别 | 说明 | 颜色 |
|
||||
|------|------|------|
|
||||
| `event` | 事件节点(入口点) | 红色 |
|
||||
| `flow` | 流程控制 | 灰色 |
|
||||
| `entity` | 实体操作 | 蓝色 |
|
||||
| `component` | 组件访问 | 青色 |
|
||||
| `math` | 数学运算 | 绿色 |
|
||||
| `logic` | 逻辑运算 | 红色 |
|
||||
| `variable` | 变量访问 | 紫色 |
|
||||
| `time` | 时间工具 | 青色 |
|
||||
| `debug` | 调试工具 | 灰色 |
|
||||
|
||||
### 引脚类型
|
||||
|
||||
节点通过引脚连接:
|
||||
|
||||
```typescript
|
||||
interface BlueprintPinDefinition {
|
||||
name: string; // 引脚名称
|
||||
type: PinDataType; // 数据类型
|
||||
direction: 'input' | 'output';
|
||||
isExec?: boolean; // 是否是执行引脚
|
||||
defaultValue?: unknown;
|
||||
}
|
||||
|
||||
// 支持的数据类型
|
||||
type PinDataType =
|
||||
| 'exec' // 执行流
|
||||
| 'boolean' // 布尔值
|
||||
| 'number' // 数字
|
||||
| 'string' // 字符串
|
||||
| 'vector2' // 2D 向量
|
||||
| 'vector3' // 3D 向量
|
||||
| 'entity' // 实体引用
|
||||
| 'component' // 组件引用
|
||||
| 'any'; // 任意类型
|
||||
```
|
||||
|
||||
### 变量作用域
|
||||
|
||||
```typescript
|
||||
type VariableScope =
|
||||
| 'local' // 每次执行独立
|
||||
| 'instance' // 每个实体独立
|
||||
| 'global'; // 全局共享
|
||||
```
|
||||
|
||||
## 虚拟机 API
|
||||
|
||||
### BlueprintVM
|
||||
|
||||
蓝图虚拟机负责执行蓝图图:
|
||||
|
||||
```typescript
|
||||
import { BlueprintVM } from '@esengine/blueprint';
|
||||
|
||||
// 创建 VM
|
||||
const vm = new BlueprintVM(blueprintAsset, entity, scene);
|
||||
|
||||
// 启动(触发 BeginPlay)
|
||||
vm.start();
|
||||
|
||||
// 每帧更新(触发 Tick)
|
||||
vm.tick(deltaTime);
|
||||
|
||||
// 停止(触发 EndPlay)
|
||||
vm.stop();
|
||||
|
||||
// 暂停/恢复
|
||||
vm.pause();
|
||||
vm.resume();
|
||||
|
||||
// 触发事件
|
||||
vm.triggerEvent('EventCollision', { other: otherEntity });
|
||||
vm.triggerCustomEvent('OnDamage', { amount: 50 });
|
||||
|
||||
// 调试模式
|
||||
vm.debug = true;
|
||||
```
|
||||
|
||||
### 执行上下文
|
||||
|
||||
```typescript
|
||||
interface ExecutionContext {
|
||||
blueprint: BlueprintAsset; // 蓝图资产
|
||||
entity: Entity; // 当前实体
|
||||
scene: IScene; // 当前场景
|
||||
deltaTime: number; // 帧间隔时间
|
||||
time: number; // 总运行时间
|
||||
|
||||
// 获取输入值
|
||||
getInput<T>(nodeId: string, pinName: string): T;
|
||||
|
||||
// 设置输出值
|
||||
setOutput(nodeId: string, pinName: string, value: unknown): void;
|
||||
|
||||
// 变量访问
|
||||
getVariable<T>(name: string): T;
|
||||
setVariable(name: string, value: unknown): void;
|
||||
}
|
||||
```
|
||||
|
||||
### 执行结果
|
||||
|
||||
```typescript
|
||||
interface ExecutionResult {
|
||||
outputs?: Record<string, unknown>; // 输出值
|
||||
nextExec?: string | null; // 下一个执行引脚
|
||||
delay?: number; // 延迟执行(毫秒)
|
||||
yield?: boolean; // 暂停到下一帧
|
||||
error?: string; // 错误信息
|
||||
}
|
||||
```
|
||||
|
||||
## 自定义节点
|
||||
|
||||
### 定义节点模板
|
||||
|
||||
```typescript
|
||||
import { BlueprintNodeTemplate } from '@esengine/blueprint';
|
||||
|
||||
const MyNodeTemplate: BlueprintNodeTemplate = {
|
||||
type: 'MyCustomNode',
|
||||
title: 'My Custom Node',
|
||||
category: 'custom',
|
||||
description: 'A custom node example',
|
||||
keywords: ['custom', 'example'],
|
||||
inputs: [
|
||||
{ name: 'exec', type: 'exec', direction: 'input', isExec: true },
|
||||
{ name: 'value', type: 'number', direction: 'input', defaultValue: 0 }
|
||||
],
|
||||
outputs: [
|
||||
{ name: 'exec', type: 'exec', direction: 'output', isExec: true },
|
||||
{ name: 'result', type: 'number', direction: 'output' }
|
||||
]
|
||||
};
|
||||
```
|
||||
|
||||
### 实现节点执行器
|
||||
|
||||
```typescript
|
||||
import { INodeExecutor, RegisterNode } from '@esengine/blueprint';
|
||||
|
||||
@RegisterNode(MyNodeTemplate)
|
||||
class MyNodeExecutor implements INodeExecutor {
|
||||
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
|
||||
// 获取输入
|
||||
const value = context.getInput<number>(node.id, 'value');
|
||||
|
||||
// 执行逻辑
|
||||
const result = value * 2;
|
||||
|
||||
// 返回结果
|
||||
return {
|
||||
outputs: { result },
|
||||
nextExec: 'exec' // 继续执行
|
||||
};
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 使用装饰器注册
|
||||
|
||||
```typescript
|
||||
// 方式 1: 使用装饰器
|
||||
@RegisterNode(MyNodeTemplate)
|
||||
class MyNodeExecutor implements INodeExecutor { ... }
|
||||
|
||||
// 方式 2: 手动注册
|
||||
NodeRegistry.instance.register(MyNodeTemplate, new MyNodeExecutor());
|
||||
```
|
||||
|
||||
## 节点注册表
|
||||
|
||||
```typescript
|
||||
import { NodeRegistry } from '@esengine/blueprint';
|
||||
|
||||
// 获取单例
|
||||
const registry = NodeRegistry.instance;
|
||||
|
||||
// 获取所有模板
|
||||
const allTemplates = registry.getAllTemplates();
|
||||
|
||||
// 按类别获取
|
||||
const mathNodes = registry.getTemplatesByCategory('math');
|
||||
|
||||
// 搜索节点
|
||||
const results = registry.searchTemplates('add');
|
||||
|
||||
// 检查是否存在
|
||||
if (registry.has('MyCustomNode')) { ... }
|
||||
```
|
||||
|
||||
## 内置节点
|
||||
|
||||
### 事件节点
|
||||
|
||||
| 节点 | 说明 |
|
||||
|------|------|
|
||||
| `EventBeginPlay` | 蓝图启动时触发 |
|
||||
| `EventTick` | 每帧触发 |
|
||||
| `EventEndPlay` | 蓝图停止时触发 |
|
||||
| `EventCollision` | 碰撞时触发 |
|
||||
| `EventInput` | 输入事件触发 |
|
||||
| `EventTimer` | 定时器触发 |
|
||||
| `EventMessage` | 自定义消息触发 |
|
||||
|
||||
### 时间节点
|
||||
|
||||
| 节点 | 说明 |
|
||||
|------|------|
|
||||
| `Delay` | 延迟执行 |
|
||||
| `GetDeltaTime` | 获取帧间隔 |
|
||||
| `GetTime` | 获取运行时间 |
|
||||
|
||||
### 数学节点
|
||||
|
||||
| 节点 | 说明 |
|
||||
|------|------|
|
||||
| `Add` | 加法 |
|
||||
| `Subtract` | 减法 |
|
||||
| `Multiply` | 乘法 |
|
||||
| `Divide` | 除法 |
|
||||
| `Abs` | 绝对值 |
|
||||
| `Clamp` | 限制范围 |
|
||||
| `Lerp` | 线性插值 |
|
||||
| `Min` / `Max` | 最小/最大值 |
|
||||
|
||||
### 调试节点
|
||||
|
||||
| 节点 | 说明 |
|
||||
|------|------|
|
||||
| `Print` | 打印到控制台 |
|
||||
|
||||
## 蓝图组合
|
||||
|
||||
### 蓝图片段
|
||||
|
||||
将可复用的逻辑封装为片段:
|
||||
|
||||
```typescript
|
||||
import { createFragment } from '@esengine/blueprint';
|
||||
|
||||
const healthFragment = createFragment('HealthSystem', {
|
||||
inputs: [
|
||||
{ name: 'damage', type: 'number', internalNodeId: 'input1', internalPinName: 'value' }
|
||||
],
|
||||
outputs: [
|
||||
{ name: 'isDead', type: 'boolean', internalNodeId: 'output1', internalPinName: 'value' }
|
||||
],
|
||||
graph: {
|
||||
nodes: [...],
|
||||
connections: [...],
|
||||
variables: [...]
|
||||
}
|
||||
});
|
||||
```
|
||||
|
||||
### 组合蓝图
|
||||
|
||||
```typescript
|
||||
import { createComposer, FragmentRegistry } from '@esengine/blueprint';
|
||||
|
||||
// 注册片段
|
||||
FragmentRegistry.instance.register('health', healthFragment);
|
||||
FragmentRegistry.instance.register('movement', movementFragment);
|
||||
|
||||
// 创建组合器
|
||||
const composer = createComposer('PlayerBlueprint');
|
||||
|
||||
// 添加片段到槽位
|
||||
composer.addFragment(healthFragment, 'slot1', { position: { x: 0, y: 0 } });
|
||||
composer.addFragment(movementFragment, 'slot2', { position: { x: 400, y: 0 } });
|
||||
|
||||
// 连接槽位
|
||||
composer.connect('slot1', 'onDeath', 'slot2', 'disable');
|
||||
|
||||
// 验证
|
||||
const validation = composer.validate();
|
||||
if (!validation.isValid) {
|
||||
console.error(validation.errors);
|
||||
}
|
||||
|
||||
// 编译成蓝图
|
||||
const blueprint = composer.compile();
|
||||
```
|
||||
|
||||
## 触发器系统
|
||||
|
||||
### 定义触发条件
|
||||
|
||||
```typescript
|
||||
import { TriggerCondition, TriggerDispatcher } from '@esengine/blueprint';
|
||||
|
||||
const lowHealthCondition: TriggerCondition = {
|
||||
type: 'comparison',
|
||||
left: { type: 'variable', name: 'health' },
|
||||
operator: '<',
|
||||
right: { type: 'constant', value: 20 }
|
||||
};
|
||||
```
|
||||
|
||||
### 使用触发器分发器
|
||||
|
||||
```typescript
|
||||
const dispatcher = new TriggerDispatcher();
|
||||
|
||||
// 注册触发器
|
||||
dispatcher.register('lowHealth', lowHealthCondition, (context) => {
|
||||
context.triggerEvent('OnLowHealth');
|
||||
});
|
||||
|
||||
// 每帧评估
|
||||
dispatcher.evaluate(context);
|
||||
```
|
||||
|
||||
## 与 ECS 集成
|
||||
|
||||
### 使用蓝图系统
|
||||
|
||||
```typescript
|
||||
import { createBlueprintSystem } from '@esengine/blueprint';
|
||||
|
||||
class GameScene {
|
||||
private blueprintSystem: BlueprintSystem;
|
||||
|
||||
initialize() {
|
||||
this.blueprintSystem = createBlueprintSystem(this.scene);
|
||||
}
|
||||
|
||||
update(dt: number) {
|
||||
// 处理所有带蓝图组件的实体
|
||||
this.blueprintSystem.process(this.entities, dt);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 触发蓝图事件
|
||||
|
||||
```typescript
|
||||
import { triggerBlueprintEvent, triggerCustomBlueprintEvent } from '@esengine/blueprint';
|
||||
|
||||
// 触发内置事件
|
||||
triggerBlueprintEvent(entity, 'Collision', { other: otherEntity });
|
||||
|
||||
// 触发自定义事件
|
||||
triggerCustomBlueprintEvent(entity, 'OnPickup', { item: itemEntity });
|
||||
```
|
||||
|
||||
## 实际示例
|
||||
|
||||
### 玩家控制蓝图
|
||||
|
||||
```typescript
|
||||
// 定义输入处理节点
|
||||
const InputMoveTemplate: BlueprintNodeTemplate = {
|
||||
type: 'InputMove',
|
||||
title: 'Get Movement Input',
|
||||
category: 'input',
|
||||
inputs: [],
|
||||
outputs: [
|
||||
{ name: 'direction', type: 'vector2', direction: 'output' }
|
||||
],
|
||||
isPure: true
|
||||
};
|
||||
|
||||
@RegisterNode(InputMoveTemplate)
|
||||
class InputMoveExecutor implements INodeExecutor {
|
||||
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
|
||||
const input = context.scene.services.get(InputServiceToken);
|
||||
const direction = {
|
||||
x: input.getAxis('horizontal'),
|
||||
y: input.getAxis('vertical')
|
||||
};
|
||||
return { outputs: { direction } };
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 状态切换逻辑
|
||||
|
||||
```typescript
|
||||
// 在蓝图中实现状态机逻辑
|
||||
const stateBlueprint = createEmptyBlueprint('PlayerState');
|
||||
|
||||
// 添加状态变量
|
||||
stateBlueprint.variables.push({
|
||||
name: 'currentState',
|
||||
type: 'string',
|
||||
defaultValue: 'idle',
|
||||
scope: 'instance'
|
||||
});
|
||||
|
||||
// 在 Tick 事件中检查状态转换
|
||||
// ... 通过节点连接实现
|
||||
```
|
||||
|
||||
## 序列化
|
||||
|
||||
### 保存蓝图
|
||||
|
||||
```typescript
|
||||
import { validateBlueprintAsset } from '@esengine/blueprint';
|
||||
|
||||
function saveBlueprint(blueprint: BlueprintAsset, path: string): void {
|
||||
if (!validateBlueprintAsset(blueprint)) {
|
||||
throw new Error('Invalid blueprint structure');
|
||||
}
|
||||
const json = JSON.stringify(blueprint, null, 2);
|
||||
fs.writeFileSync(path, json);
|
||||
}
|
||||
```
|
||||
|
||||
### 加载蓝图
|
||||
|
||||
```typescript
|
||||
async function loadBlueprint(path: string): Promise<BlueprintAsset> {
|
||||
const json = await fs.readFile(path, 'utf-8');
|
||||
const asset = JSON.parse(json);
|
||||
|
||||
if (!validateBlueprintAsset(asset)) {
|
||||
throw new Error('Invalid blueprint file');
|
||||
}
|
||||
|
||||
return asset;
|
||||
}
|
||||
```
|
||||
|
||||
## 最佳实践
|
||||
|
||||
1. **使用片段复用逻辑**
|
||||
- 将通用逻辑封装为片段
|
||||
- 通过组合器构建复杂蓝图
|
||||
|
||||
2. **合理使用变量作用域**
|
||||
- `local`: 临时计算结果
|
||||
- `instance`: 实体状态(如生命值)
|
||||
- `global`: 游戏全局状态
|
||||
|
||||
3. **避免无限循环**
|
||||
- VM 有每帧最大执行步数限制(默认 1000)
|
||||
- 使用 Delay 节点打断长执行链
|
||||
|
||||
4. **调试技巧**
|
||||
- 启用 `vm.debug = true` 查看执行日志
|
||||
- 使用 Print 节点输出中间值
|
||||
|
||||
5. **性能优化**
|
||||
- 纯节点(`isPure: true`)的输出会被缓存
|
||||
- 避免在 Tick 中执行重计算
|
||||
337
docs/modules/fsm/index.md
Normal file
337
docs/modules/fsm/index.md
Normal file
@@ -0,0 +1,337 @@
|
||||
# 状态机 (FSM)
|
||||
|
||||
`@esengine/fsm` 提供了一个类型安全的有限状态机实现,用于角色、AI 或任何需要状态管理的场景。
|
||||
|
||||
## 安装
|
||||
|
||||
```bash
|
||||
npm install @esengine/fsm
|
||||
```
|
||||
|
||||
## 快速开始
|
||||
|
||||
```typescript
|
||||
import { createStateMachine } from '@esengine/fsm';
|
||||
|
||||
// 定义状态类型
|
||||
type PlayerState = 'idle' | 'walk' | 'run' | 'jump';
|
||||
|
||||
// 创建状态机
|
||||
const fsm = createStateMachine<PlayerState>('idle');
|
||||
|
||||
// 定义状态和回调
|
||||
fsm.defineState('idle', {
|
||||
onEnter: (ctx, from) => console.log(`从 ${from} 进入 idle`),
|
||||
onExit: (ctx, to) => console.log(`从 idle 退出到 ${to}`),
|
||||
onUpdate: (ctx, dt) => { /* 每帧更新 */ }
|
||||
});
|
||||
|
||||
fsm.defineState('walk', {
|
||||
onEnter: () => console.log('开始行走')
|
||||
});
|
||||
|
||||
// 手动切换状态
|
||||
fsm.transition('walk');
|
||||
|
||||
console.log(fsm.current); // 'walk'
|
||||
```
|
||||
|
||||
## 核心概念
|
||||
|
||||
### 状态配置
|
||||
|
||||
每个状态可以配置以下回调:
|
||||
|
||||
```typescript
|
||||
interface StateConfig<TState, TContext> {
|
||||
name: TState; // 状态名称
|
||||
onEnter?: (context: TContext, from: TState | null) => void; // 进入回调
|
||||
onExit?: (context: TContext, to: TState) => void; // 退出回调
|
||||
onUpdate?: (context: TContext, deltaTime: number) => void; // 更新回调
|
||||
tags?: string[]; // 状态标签
|
||||
metadata?: Record<string, unknown>; // 元数据
|
||||
}
|
||||
```
|
||||
|
||||
### 转换条件
|
||||
|
||||
可以定义带条件的状态转换:
|
||||
|
||||
```typescript
|
||||
interface Context {
|
||||
isMoving: boolean;
|
||||
isRunning: boolean;
|
||||
isGrounded: boolean;
|
||||
}
|
||||
|
||||
const fsm = createStateMachine<PlayerState, Context>('idle', {
|
||||
context: { isMoving: false, isRunning: false, isGrounded: true }
|
||||
});
|
||||
|
||||
// 定义转换条件
|
||||
fsm.defineTransition('idle', 'walk', (ctx) => ctx.isMoving);
|
||||
fsm.defineTransition('walk', 'run', (ctx) => ctx.isRunning);
|
||||
fsm.defineTransition('walk', 'idle', (ctx) => !ctx.isMoving);
|
||||
|
||||
// 自动评估并执行满足条件的转换
|
||||
fsm.evaluateTransitions();
|
||||
```
|
||||
|
||||
### 转换优先级
|
||||
|
||||
当多个转换条件同时满足时,优先级高的先执行:
|
||||
|
||||
```typescript
|
||||
// 优先级数字越大越优先
|
||||
fsm.defineTransition('idle', 'attack', (ctx) => ctx.isAttacking, 10);
|
||||
fsm.defineTransition('idle', 'walk', (ctx) => ctx.isMoving, 1);
|
||||
|
||||
// 如果同时满足,会先尝试 attack(优先级 10)
|
||||
```
|
||||
|
||||
## API 参考
|
||||
|
||||
### createStateMachine
|
||||
|
||||
```typescript
|
||||
function createStateMachine<TState extends string, TContext = unknown>(
|
||||
initialState: TState,
|
||||
options?: StateMachineOptions<TContext>
|
||||
): IStateMachine<TState, TContext>
|
||||
```
|
||||
|
||||
**参数:**
|
||||
- `initialState` - 初始状态
|
||||
- `options.context` - 上下文对象,在回调中可访问
|
||||
- `options.maxHistorySize` - 最大历史记录数(默认 100)
|
||||
- `options.enableHistory` - 是否启用历史记录(默认 true)
|
||||
|
||||
### 状态机属性
|
||||
|
||||
| 属性 | 类型 | 描述 |
|
||||
|------|------|------|
|
||||
| `current` | `TState` | 当前状态 |
|
||||
| `previous` | `TState \| null` | 上一个状态 |
|
||||
| `context` | `TContext` | 上下文对象 |
|
||||
| `isTransitioning` | `boolean` | 是否正在转换中 |
|
||||
| `currentStateDuration` | `number` | 当前状态持续时间(毫秒) |
|
||||
|
||||
### 状态机方法
|
||||
|
||||
#### 状态定义
|
||||
|
||||
```typescript
|
||||
// 定义状态
|
||||
fsm.defineState('idle', {
|
||||
onEnter: (ctx, from) => {},
|
||||
onExit: (ctx, to) => {},
|
||||
onUpdate: (ctx, dt) => {}
|
||||
});
|
||||
|
||||
// 检查状态是否存在
|
||||
fsm.hasState('idle'); // true
|
||||
|
||||
// 获取状态配置
|
||||
fsm.getStateConfig('idle');
|
||||
|
||||
// 获取所有状态
|
||||
fsm.getStates(); // ['idle', 'walk', ...]
|
||||
```
|
||||
|
||||
#### 转换操作
|
||||
|
||||
```typescript
|
||||
// 定义转换
|
||||
fsm.defineTransition('idle', 'walk', condition, priority);
|
||||
|
||||
// 移除转换
|
||||
fsm.removeTransition('idle', 'walk');
|
||||
|
||||
// 获取从某状态出发的所有转换
|
||||
fsm.getTransitionsFrom('idle');
|
||||
|
||||
// 检查是否可以转换
|
||||
fsm.canTransition('walk'); // true/false
|
||||
|
||||
// 手动转换
|
||||
fsm.transition('walk');
|
||||
|
||||
// 强制转换(忽略条件)
|
||||
fsm.transition('walk', true);
|
||||
|
||||
// 自动评估转换条件
|
||||
fsm.evaluateTransitions();
|
||||
```
|
||||
|
||||
#### 生命周期
|
||||
|
||||
```typescript
|
||||
// 更新状态机(调用当前状态的 onUpdate)
|
||||
fsm.update(deltaTime);
|
||||
|
||||
// 重置状态机
|
||||
fsm.reset(); // 重置到当前状态
|
||||
fsm.reset('idle'); // 重置到指定状态
|
||||
```
|
||||
|
||||
#### 事件监听
|
||||
|
||||
```typescript
|
||||
// 监听进入特定状态
|
||||
const unsubscribe = fsm.onEnter('walk', (from) => {
|
||||
console.log(`从 ${from} 进入 walk`);
|
||||
});
|
||||
|
||||
// 监听退出特定状态
|
||||
fsm.onExit('walk', (to) => {
|
||||
console.log(`从 walk 退出到 ${to}`);
|
||||
});
|
||||
|
||||
// 监听任意状态变化
|
||||
fsm.onChange((event) => {
|
||||
console.log(`${event.from} -> ${event.to} at ${event.timestamp}`);
|
||||
});
|
||||
|
||||
// 取消订阅
|
||||
unsubscribe();
|
||||
```
|
||||
|
||||
#### 调试
|
||||
|
||||
```typescript
|
||||
// 获取状态历史
|
||||
const history = fsm.getHistory();
|
||||
// [{ from: 'idle', to: 'walk', timestamp: 1234567890 }, ...]
|
||||
|
||||
// 清除历史
|
||||
fsm.clearHistory();
|
||||
|
||||
// 获取调试信息
|
||||
const info = fsm.getDebugInfo();
|
||||
// { current, previous, duration, stateCount, transitionCount, historySize }
|
||||
```
|
||||
|
||||
## 实际示例
|
||||
|
||||
### 角色状态机
|
||||
|
||||
```typescript
|
||||
import { createStateMachine } from '@esengine/fsm';
|
||||
|
||||
type CharacterState = 'idle' | 'walk' | 'run' | 'jump' | 'fall' | 'attack';
|
||||
|
||||
interface CharacterContext {
|
||||
velocity: { x: number; y: number };
|
||||
isGrounded: boolean;
|
||||
isAttacking: boolean;
|
||||
speed: number;
|
||||
}
|
||||
|
||||
const characterFSM = createStateMachine<CharacterState, CharacterContext>('idle', {
|
||||
context: {
|
||||
velocity: { x: 0, y: 0 },
|
||||
isGrounded: true,
|
||||
isAttacking: false,
|
||||
speed: 0
|
||||
}
|
||||
});
|
||||
|
||||
// 定义状态
|
||||
characterFSM.defineState('idle', {
|
||||
onEnter: (ctx) => {
|
||||
ctx.speed = 0;
|
||||
},
|
||||
onUpdate: (ctx, dt) => {
|
||||
// 播放待机动画
|
||||
}
|
||||
});
|
||||
|
||||
characterFSM.defineState('walk', {
|
||||
onEnter: (ctx) => {
|
||||
ctx.speed = 100;
|
||||
}
|
||||
});
|
||||
|
||||
characterFSM.defineState('run', {
|
||||
onEnter: (ctx) => {
|
||||
ctx.speed = 200;
|
||||
}
|
||||
});
|
||||
|
||||
characterFSM.defineState('jump', {
|
||||
onEnter: (ctx) => {
|
||||
ctx.velocity.y = -300;
|
||||
ctx.isGrounded = false;
|
||||
}
|
||||
});
|
||||
|
||||
// 定义转换
|
||||
characterFSM.defineTransition('idle', 'walk', (ctx) => Math.abs(ctx.velocity.x) > 0);
|
||||
characterFSM.defineTransition('walk', 'idle', (ctx) => ctx.velocity.x === 0);
|
||||
characterFSM.defineTransition('walk', 'run', (ctx) => Math.abs(ctx.velocity.x) > 150);
|
||||
characterFSM.defineTransition('run', 'walk', (ctx) => Math.abs(ctx.velocity.x) <= 150);
|
||||
|
||||
// 跳跃有最高优先级
|
||||
characterFSM.defineTransition('idle', 'jump', (ctx) => !ctx.isGrounded, 10);
|
||||
characterFSM.defineTransition('walk', 'jump', (ctx) => !ctx.isGrounded, 10);
|
||||
characterFSM.defineTransition('run', 'jump', (ctx) => !ctx.isGrounded, 10);
|
||||
|
||||
characterFSM.defineTransition('jump', 'fall', (ctx) => ctx.velocity.y > 0);
|
||||
characterFSM.defineTransition('fall', 'idle', (ctx) => ctx.isGrounded);
|
||||
|
||||
// 游戏循环中使用
|
||||
function gameUpdate(dt: number) {
|
||||
// 更新上下文
|
||||
characterFSM.context.velocity.x = getInputVelocity();
|
||||
characterFSM.context.isGrounded = checkGrounded();
|
||||
|
||||
// 评估状态转换
|
||||
characterFSM.evaluateTransitions();
|
||||
|
||||
// 更新当前状态
|
||||
characterFSM.update(dt);
|
||||
}
|
||||
```
|
||||
|
||||
### 与 ECS 集成
|
||||
|
||||
```typescript
|
||||
import { Component, EntitySystem, Matcher } from '@esengine/ecs-framework';
|
||||
import { createStateMachine, type IStateMachine } from '@esengine/fsm';
|
||||
|
||||
// 状态机组件
|
||||
class FSMComponent extends Component {
|
||||
fsm: IStateMachine<string>;
|
||||
|
||||
constructor(initialState: string) {
|
||||
super();
|
||||
this.fsm = createStateMachine(initialState);
|
||||
}
|
||||
}
|
||||
|
||||
// 状态机系统
|
||||
class FSMSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.all(FSMComponent));
|
||||
}
|
||||
|
||||
protected processEntity(entity: Entity, dt: number): void {
|
||||
const fsmComp = entity.getComponent(FSMComponent);
|
||||
fsmComp.fsm.evaluateTransitions();
|
||||
fsmComp.fsm.update(dt);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 蓝图节点
|
||||
|
||||
FSM 模块提供了可视化脚本支持的蓝图节点:
|
||||
|
||||
- `GetCurrentState` - 获取当前状态
|
||||
- `TransitionTo` - 转换到指定状态
|
||||
- `CanTransition` - 检查是否可以转换
|
||||
- `IsInState` - 检查是否在指定状态
|
||||
- `WasInState` - 检查是否曾在指定状态
|
||||
- `GetStateDuration` - 获取状态持续时间
|
||||
- `EvaluateTransitions` - 评估转换条件
|
||||
- `ResetStateMachine` - 重置状态机
|
||||
54
docs/modules/index.md
Normal file
54
docs/modules/index.md
Normal file
@@ -0,0 +1,54 @@
|
||||
# 功能模块
|
||||
|
||||
ESEngine 提供了丰富的功能模块,可以按需引入到你的项目中。
|
||||
|
||||
## 模块列表
|
||||
|
||||
### AI 模块
|
||||
|
||||
| 模块 | 包名 | 描述 |
|
||||
|------|------|------|
|
||||
| [行为树](/modules/behavior-tree/) | `@esengine/behavior-tree` | AI 行为树系统,支持可视化编辑 |
|
||||
| [状态机](/modules/fsm/) | `@esengine/fsm` | 有限状态机,用于角色/AI 状态管理 |
|
||||
|
||||
### 游戏逻辑
|
||||
|
||||
| 模块 | 包名 | 描述 |
|
||||
|------|------|------|
|
||||
| [定时器](/modules/timer/) | `@esengine/timer` | 定时器和冷却系统 |
|
||||
| [空间索引](/modules/spatial/) | `@esengine/spatial` | 空间查询、AOI 兴趣区域管理 |
|
||||
| [寻路系统](/modules/pathfinding/) | `@esengine/pathfinding` | A* 寻路、NavMesh 导航网格 |
|
||||
|
||||
### 工具模块
|
||||
|
||||
| 模块 | 包名 | 描述 |
|
||||
|------|------|------|
|
||||
| [可视化脚本](/modules/blueprint/) | `@esengine/blueprint` | 蓝图可视化脚本系统 |
|
||||
| [程序化生成](/modules/procgen/) | `@esengine/procgen` | 噪声函数、随机工具 |
|
||||
|
||||
### 网络模块
|
||||
|
||||
| 模块 | 包名 | 描述 |
|
||||
|------|------|------|
|
||||
| [网络同步](/modules/network/) | `@esengine/network` | 多人游戏网络同步 |
|
||||
|
||||
## 安装
|
||||
|
||||
所有模块都可以独立安装:
|
||||
|
||||
```bash
|
||||
# 安装单个模块
|
||||
npm install @esengine/behavior-tree
|
||||
|
||||
# 或使用 CLI 添加到现有项目
|
||||
npx @esengine/cli add behavior-tree
|
||||
```
|
||||
|
||||
## 平台兼容性
|
||||
|
||||
所有功能模块都是纯 TypeScript 实现,兼容:
|
||||
|
||||
- Cocos Creator 3.x
|
||||
- Laya 3.x
|
||||
- Node.js
|
||||
- 浏览器
|
||||
727
docs/modules/network/index.md
Normal file
727
docs/modules/network/index.md
Normal file
@@ -0,0 +1,727 @@
|
||||
# 网络同步系统 (Network)
|
||||
|
||||
`@esengine/network` 提供基于 TSRPC 的客户端-服务器网络同步解决方案,用于多人游戏的实体同步、输入处理和状态插值。
|
||||
|
||||
## 概述
|
||||
|
||||
网络模块由三个包组成:
|
||||
|
||||
| 包名 | 描述 |
|
||||
|------|------|
|
||||
| `@esengine/network` | 客户端 ECS 插件 |
|
||||
| `@esengine/network-protocols` | 共享协议定义 |
|
||||
| `@esengine/network-server` | 服务器端实现 |
|
||||
|
||||
## 安装
|
||||
|
||||
```bash
|
||||
# 客户端
|
||||
npm install @esengine/network
|
||||
|
||||
# 服务器端
|
||||
npm install @esengine/network-server
|
||||
```
|
||||
|
||||
## 使用 CLI 快速创建服务端
|
||||
|
||||
推荐使用 ESEngine CLI 快速创建完整的游戏服务端项目:
|
||||
|
||||
```bash
|
||||
# 创建项目目录
|
||||
mkdir my-game-server && cd my-game-server
|
||||
npm init -y
|
||||
|
||||
# 使用 CLI 初始化 Node.js 服务端
|
||||
npx @esengine/cli init -p nodejs
|
||||
```
|
||||
|
||||
CLI 会自动生成以下项目结构:
|
||||
|
||||
```
|
||||
my-game-server/
|
||||
├── src/
|
||||
│ ├── index.ts # 入口文件
|
||||
│ ├── server/
|
||||
│ │ └── GameServer.ts # 网络服务器配置
|
||||
│ └── game/
|
||||
│ ├── Game.ts # ECS 游戏主类
|
||||
│ ├── scenes/
|
||||
│ │ └── MainScene.ts # 主场景
|
||||
│ ├── components/ # ECS 组件
|
||||
│ │ ├── PositionComponent.ts
|
||||
│ │ └── VelocityComponent.ts
|
||||
│ └── systems/ # ECS 系统
|
||||
│ └── MovementSystem.ts
|
||||
├── tsconfig.json
|
||||
├── package.json
|
||||
└── README.md
|
||||
```
|
||||
|
||||
启动服务端:
|
||||
|
||||
```bash
|
||||
# 开发模式(热重载)
|
||||
npm run dev
|
||||
|
||||
# 生产模式
|
||||
npm run start
|
||||
```
|
||||
|
||||
## 快速开始
|
||||
|
||||
### 客户端
|
||||
|
||||
```typescript
|
||||
import { Core, Scene } from '@esengine/ecs-framework';
|
||||
import {
|
||||
NetworkPlugin,
|
||||
NetworkIdentity,
|
||||
NetworkTransform
|
||||
} from '@esengine/network';
|
||||
|
||||
// 定义游戏场景
|
||||
class GameScene extends Scene {
|
||||
initialize(): void {
|
||||
this.name = 'Game';
|
||||
// 网络系统由 NetworkPlugin 自动添加
|
||||
}
|
||||
}
|
||||
|
||||
// 初始化 Core
|
||||
Core.create({ debug: false });
|
||||
const scene = new GameScene();
|
||||
Core.setScene(scene);
|
||||
|
||||
// 安装网络插件
|
||||
const networkPlugin = new NetworkPlugin();
|
||||
await Core.installPlugin(networkPlugin);
|
||||
|
||||
// 注册预制体工厂
|
||||
networkPlugin.registerPrefab('player', (scene, spawn) => {
|
||||
const entity = scene.createEntity(`player_${spawn.netId}`);
|
||||
|
||||
const identity = entity.addComponent(new NetworkIdentity());
|
||||
identity.netId = spawn.netId;
|
||||
identity.ownerId = spawn.ownerId;
|
||||
identity.isLocalPlayer = spawn.ownerId === networkPlugin.networkService.localClientId;
|
||||
|
||||
entity.addComponent(new NetworkTransform());
|
||||
return entity;
|
||||
});
|
||||
|
||||
// 连接服务器
|
||||
const success = await networkPlugin.connect('ws://localhost:3000', 'PlayerName');
|
||||
if (success) {
|
||||
console.log('Connected!');
|
||||
}
|
||||
|
||||
// 游戏循环
|
||||
function gameLoop(dt: number) {
|
||||
Core.update(dt);
|
||||
}
|
||||
|
||||
// 断开连接
|
||||
await networkPlugin.disconnect();
|
||||
```
|
||||
|
||||
### 服务器端
|
||||
|
||||
使用 CLI 创建服务端项目后,默认生成的代码已经配置好了 GameServer:
|
||||
|
||||
```typescript
|
||||
import { GameServer } from '@esengine/network-server';
|
||||
|
||||
const server = new GameServer({
|
||||
port: 3000,
|
||||
roomConfig: {
|
||||
maxPlayers: 16,
|
||||
tickRate: 20
|
||||
}
|
||||
});
|
||||
|
||||
await server.start();
|
||||
console.log('Server started on ws://localhost:3000');
|
||||
```
|
||||
|
||||
## 核心概念
|
||||
|
||||
### 架构
|
||||
|
||||
```
|
||||
客户端 服务器
|
||||
┌────────────────┐ ┌────────────────┐
|
||||
│ NetworkPlugin │◄──── WS ────► │ GameServer │
|
||||
│ ├─ Service │ │ ├─ Room │
|
||||
│ ├─ SyncSystem │ │ └─ Players │
|
||||
│ ├─ SpawnSystem │ └────────────────┘
|
||||
│ └─ InputSystem │
|
||||
└────────────────┘
|
||||
```
|
||||
|
||||
### 组件
|
||||
|
||||
#### NetworkIdentity
|
||||
|
||||
网络标识组件,每个网络同步的实体必须拥有:
|
||||
|
||||
```typescript
|
||||
class NetworkIdentity extends Component {
|
||||
netId: number; // 网络唯一 ID
|
||||
ownerId: number; // 所有者客户端 ID
|
||||
bIsLocalPlayer: boolean; // 是否为本地玩家
|
||||
bHasAuthority: boolean; // 是否有权限控制
|
||||
}
|
||||
```
|
||||
|
||||
#### NetworkTransform
|
||||
|
||||
网络变换组件,用于位置和旋转同步:
|
||||
|
||||
```typescript
|
||||
class NetworkTransform extends Component {
|
||||
position: { x: number; y: number };
|
||||
rotation: number;
|
||||
velocity: { x: number; y: number };
|
||||
}
|
||||
```
|
||||
|
||||
### 系统
|
||||
|
||||
#### NetworkSyncSystem
|
||||
|
||||
处理服务器状态同步和插值:
|
||||
|
||||
- 接收服务器状态快照
|
||||
- 将状态存入快照缓冲区
|
||||
- 对远程实体进行插值平滑
|
||||
|
||||
#### NetworkSpawnSystem
|
||||
|
||||
处理实体的网络生成和销毁:
|
||||
|
||||
- 监听 Spawn/Despawn 消息
|
||||
- 使用注册的预制体工厂创建实体
|
||||
- 管理网络实体的生命周期
|
||||
|
||||
#### NetworkInputSystem
|
||||
|
||||
处理本地玩家输入的网络发送:
|
||||
|
||||
- 收集本地玩家输入
|
||||
- 发送输入到服务器
|
||||
- 支持移动和动作输入
|
||||
|
||||
## API 参考
|
||||
|
||||
### NetworkPlugin
|
||||
|
||||
```typescript
|
||||
class NetworkPlugin {
|
||||
constructor(config: INetworkPluginConfig);
|
||||
|
||||
// 安装插件
|
||||
install(services: ServiceContainer): void;
|
||||
|
||||
// 连接服务器
|
||||
connect(playerName: string, roomId?: string): Promise<void>;
|
||||
|
||||
// 断开连接
|
||||
disconnect(): void;
|
||||
|
||||
// 注册预制体工厂
|
||||
registerPrefab(prefab: string, factory: PrefabFactory): void;
|
||||
|
||||
// 属性
|
||||
readonly localPlayerId: number | null;
|
||||
readonly isConnected: boolean;
|
||||
}
|
||||
```
|
||||
|
||||
**配置选项:**
|
||||
|
||||
| 属性 | 类型 | 必需 | 描述 |
|
||||
|------|------|------|------|
|
||||
| `serverUrl` | `string` | 是 | WebSocket 服务器地址 |
|
||||
|
||||
### NetworkService
|
||||
|
||||
网络服务,管理 WebSocket 连接:
|
||||
|
||||
```typescript
|
||||
class NetworkService {
|
||||
// 连接状态
|
||||
readonly state: ENetworkState;
|
||||
readonly isConnected: boolean;
|
||||
readonly clientId: number | null;
|
||||
readonly roomId: string | null;
|
||||
|
||||
// 连接控制
|
||||
connect(serverUrl: string): Promise<void>;
|
||||
disconnect(): void;
|
||||
|
||||
// 加入房间
|
||||
join(playerName: string, roomId?: string): Promise<ResJoin>;
|
||||
|
||||
// 发送输入
|
||||
sendInput(input: IPlayerInput): void;
|
||||
|
||||
// 事件回调
|
||||
setCallbacks(callbacks: Partial<INetworkCallbacks>): void;
|
||||
}
|
||||
```
|
||||
|
||||
**网络状态枚举:**
|
||||
|
||||
```typescript
|
||||
enum ENetworkState {
|
||||
Disconnected = 'disconnected',
|
||||
Connecting = 'connecting',
|
||||
Connected = 'connected',
|
||||
Joining = 'joining',
|
||||
Joined = 'joined'
|
||||
}
|
||||
```
|
||||
|
||||
**回调接口:**
|
||||
|
||||
```typescript
|
||||
interface INetworkCallbacks {
|
||||
onConnected?: () => void;
|
||||
onDisconnected?: () => void;
|
||||
onJoined?: (clientId: number, roomId: string) => void;
|
||||
onSync?: (msg: MsgSync) => void;
|
||||
onSpawn?: (msg: MsgSpawn) => void;
|
||||
onDespawn?: (msg: MsgDespawn) => void;
|
||||
}
|
||||
```
|
||||
|
||||
### 预制体工厂
|
||||
|
||||
```typescript
|
||||
type PrefabFactory = (scene: Scene, spawn: MsgSpawn) => Entity;
|
||||
```
|
||||
|
||||
注册预制体工厂用于网络实体的创建:
|
||||
|
||||
```typescript
|
||||
networkPlugin.registerPrefab('enemy', (scene, spawn) => {
|
||||
const entity = scene.createEntity(`enemy_${spawn.netId}`);
|
||||
|
||||
const identity = entity.addComponent(new NetworkIdentity());
|
||||
identity.netId = spawn.netId;
|
||||
identity.ownerId = spawn.ownerId;
|
||||
|
||||
entity.addComponent(new NetworkTransform());
|
||||
entity.addComponent(new EnemyComponent());
|
||||
return entity;
|
||||
});
|
||||
```
|
||||
|
||||
### 输入系统
|
||||
|
||||
#### NetworkInputSystem
|
||||
|
||||
```typescript
|
||||
class NetworkInputSystem extends EntitySystem {
|
||||
// 添加移动输入
|
||||
addMoveInput(x: number, y: number): void;
|
||||
|
||||
// 添加动作输入
|
||||
addActionInput(action: string): void;
|
||||
|
||||
// 清除输入
|
||||
clearInput(): void;
|
||||
}
|
||||
```
|
||||
|
||||
使用示例:
|
||||
|
||||
```typescript
|
||||
// 通过 NetworkPlugin 发送输入(推荐)
|
||||
networkPlugin.sendMoveInput(0, 1); // 移动
|
||||
networkPlugin.sendActionInput('jump'); // 动作
|
||||
|
||||
// 或直接使用 inputSystem
|
||||
const inputSystem = networkPlugin.inputSystem;
|
||||
if (keyboard.isPressed('W')) {
|
||||
inputSystem.addMoveInput(0, 1);
|
||||
}
|
||||
if (keyboard.isPressed('Space')) {
|
||||
inputSystem.addActionInput('jump');
|
||||
}
|
||||
```
|
||||
|
||||
## 状态同步
|
||||
|
||||
### 快照缓冲区
|
||||
|
||||
用于存储服务器状态快照并进行插值:
|
||||
|
||||
```typescript
|
||||
import { createSnapshotBuffer, type IStateSnapshot } from '@esengine/network';
|
||||
|
||||
const buffer = createSnapshotBuffer<IStateSnapshot>({
|
||||
maxSnapshots: 30, // 最大快照数
|
||||
interpolationDelay: 100 // 插值延迟 (ms)
|
||||
});
|
||||
|
||||
// 添加快照
|
||||
buffer.addSnapshot({
|
||||
time: serverTime,
|
||||
entities: states
|
||||
});
|
||||
|
||||
// 获取插值状态
|
||||
const interpolated = buffer.getInterpolatedState(clientTime);
|
||||
```
|
||||
|
||||
### 变换插值器
|
||||
|
||||
#### 线性插值器
|
||||
|
||||
```typescript
|
||||
import { createTransformInterpolator } from '@esengine/network';
|
||||
|
||||
const interpolator = createTransformInterpolator();
|
||||
|
||||
// 添加状态
|
||||
interpolator.addState(time, { x: 0, y: 0, rotation: 0 });
|
||||
|
||||
// 获取插值结果
|
||||
const state = interpolator.getInterpolatedState(currentTime);
|
||||
```
|
||||
|
||||
#### Hermite 插值器
|
||||
|
||||
使用 Hermite 样条实现更平滑的插值:
|
||||
|
||||
```typescript
|
||||
import { createHermiteTransformInterpolator } from '@esengine/network';
|
||||
|
||||
const interpolator = createHermiteTransformInterpolator({
|
||||
bufferSize: 10
|
||||
});
|
||||
|
||||
// 添加带速度的状态
|
||||
interpolator.addState(time, {
|
||||
x: 100,
|
||||
y: 200,
|
||||
rotation: 0,
|
||||
vx: 5,
|
||||
vy: 0
|
||||
});
|
||||
|
||||
// 获取平滑的插值结果
|
||||
const state = interpolator.getInterpolatedState(currentTime);
|
||||
```
|
||||
|
||||
### 客户端预测
|
||||
|
||||
实现客户端预测和服务器校正:
|
||||
|
||||
```typescript
|
||||
import { createClientPrediction } from '@esengine/network';
|
||||
|
||||
const prediction = createClientPrediction({
|
||||
maxPredictedInputs: 60,
|
||||
reconciliationThreshold: 0.1
|
||||
});
|
||||
|
||||
// 预测输入
|
||||
const seq = prediction.predict(inputState, currentState, (state, input) => {
|
||||
// 应用输入到状态
|
||||
return applyInput(state, input);
|
||||
});
|
||||
|
||||
// 服务器校正
|
||||
const corrected = prediction.reconcile(
|
||||
serverState,
|
||||
serverSeq,
|
||||
(state, input) => applyInput(state, input)
|
||||
);
|
||||
```
|
||||
|
||||
## 服务器端
|
||||
|
||||
### GameServer
|
||||
|
||||
```typescript
|
||||
import { GameServer } from '@esengine/network-server';
|
||||
|
||||
const server = new GameServer({
|
||||
port: 3000,
|
||||
roomConfig: {
|
||||
maxPlayers: 16, // 房间最大玩家数
|
||||
tickRate: 20 // 同步频率 (Hz)
|
||||
}
|
||||
});
|
||||
|
||||
// 启动服务器
|
||||
await server.start();
|
||||
|
||||
// 获取房间
|
||||
const room = server.getOrCreateRoom('room-id');
|
||||
|
||||
// 停止服务器
|
||||
await server.stop();
|
||||
```
|
||||
|
||||
### Room
|
||||
|
||||
```typescript
|
||||
class Room {
|
||||
readonly id: string;
|
||||
readonly playerCount: number;
|
||||
readonly isFull: boolean;
|
||||
|
||||
// 添加玩家
|
||||
addPlayer(name: string, connection: Connection): IPlayer | null;
|
||||
|
||||
// 移除玩家
|
||||
removePlayer(clientId: number): void;
|
||||
|
||||
// 获取玩家
|
||||
getPlayer(clientId: number): IPlayer | undefined;
|
||||
|
||||
// 处理输入
|
||||
handleInput(clientId: number, input: IPlayerInput): void;
|
||||
|
||||
// 销毁房间
|
||||
destroy(): void;
|
||||
}
|
||||
```
|
||||
|
||||
**玩家接口:**
|
||||
|
||||
```typescript
|
||||
interface IPlayer {
|
||||
clientId: number; // 客户端 ID
|
||||
name: string; // 玩家名称
|
||||
connection: Connection; // 连接对象
|
||||
netId: number; // 网络实体 ID
|
||||
}
|
||||
```
|
||||
|
||||
## 协议类型
|
||||
|
||||
### 消息类型
|
||||
|
||||
```typescript
|
||||
// 状态同步消息
|
||||
interface MsgSync {
|
||||
time: number;
|
||||
entities: IEntityState[];
|
||||
}
|
||||
|
||||
// 实体状态
|
||||
interface IEntityState {
|
||||
netId: number;
|
||||
pos?: Vec2;
|
||||
rot?: number;
|
||||
}
|
||||
|
||||
// 生成消息
|
||||
interface MsgSpawn {
|
||||
netId: number;
|
||||
ownerId: number;
|
||||
prefab: string;
|
||||
pos: Vec2;
|
||||
rot: number;
|
||||
}
|
||||
|
||||
// 销毁消息
|
||||
interface MsgDespawn {
|
||||
netId: number;
|
||||
}
|
||||
|
||||
// 输入消息
|
||||
interface MsgInput {
|
||||
input: IPlayerInput;
|
||||
}
|
||||
|
||||
// 玩家输入
|
||||
interface IPlayerInput {
|
||||
seq?: number;
|
||||
moveDir?: Vec2;
|
||||
actions?: string[];
|
||||
}
|
||||
```
|
||||
|
||||
### API 类型
|
||||
|
||||
```typescript
|
||||
// 加入请求
|
||||
interface ReqJoin {
|
||||
playerName: string;
|
||||
roomId?: string;
|
||||
}
|
||||
|
||||
// 加入响应
|
||||
interface ResJoin {
|
||||
clientId: number;
|
||||
roomId: string;
|
||||
playerCount: number;
|
||||
}
|
||||
```
|
||||
|
||||
## 蓝图节点
|
||||
|
||||
网络模块提供了可视化脚本支持的蓝图节点:
|
||||
|
||||
- `IsLocalPlayer` - 检查实体是否为本地玩家
|
||||
- `IsServer` - 检查是否运行在服务器端
|
||||
- `HasAuthority` - 检查是否有权限控制实体
|
||||
- `GetNetworkId` - 获取实体的网络 ID
|
||||
- `GetLocalPlayerId` - 获取本地玩家 ID
|
||||
|
||||
## 服务令牌
|
||||
|
||||
用于依赖注入:
|
||||
|
||||
```typescript
|
||||
import {
|
||||
NetworkServiceToken,
|
||||
NetworkSyncSystemToken,
|
||||
NetworkSpawnSystemToken,
|
||||
NetworkInputSystemToken
|
||||
} from '@esengine/network';
|
||||
|
||||
// 获取服务
|
||||
const networkService = services.get(NetworkServiceToken);
|
||||
```
|
||||
|
||||
## 实际示例
|
||||
|
||||
### 完整的多人游戏客户端
|
||||
|
||||
```typescript
|
||||
import { Core, Scene, EntitySystem, Matcher, Entity } from '@esengine/ecs-framework';
|
||||
import {
|
||||
NetworkPlugin,
|
||||
NetworkIdentity,
|
||||
NetworkTransform
|
||||
} from '@esengine/network';
|
||||
|
||||
// 定义游戏场景
|
||||
class GameScene extends Scene {
|
||||
initialize(): void {
|
||||
this.name = 'MultiplayerGame';
|
||||
// 网络系统由 NetworkPlugin 自动添加
|
||||
// 添加自定义系统
|
||||
this.addSystem(new LocalInputHandler());
|
||||
}
|
||||
}
|
||||
|
||||
// 初始化
|
||||
async function initGame() {
|
||||
Core.create({ debug: false });
|
||||
|
||||
const scene = new GameScene();
|
||||
Core.setScene(scene);
|
||||
|
||||
// 安装网络插件
|
||||
const networkPlugin = new NetworkPlugin();
|
||||
await Core.installPlugin(networkPlugin);
|
||||
|
||||
// 注册玩家预制体
|
||||
networkPlugin.registerPrefab('player', (scene, spawn) => {
|
||||
const entity = scene.createEntity(`player_${spawn.netId}`);
|
||||
|
||||
const identity = entity.addComponent(new NetworkIdentity());
|
||||
identity.netId = spawn.netId;
|
||||
identity.ownerId = spawn.ownerId;
|
||||
identity.isLocalPlayer = spawn.ownerId === networkPlugin.networkService.localClientId;
|
||||
|
||||
entity.addComponent(new NetworkTransform());
|
||||
|
||||
// 如果是本地玩家,添加输入标记
|
||||
if (identity.isLocalPlayer) {
|
||||
entity.addComponent(new LocalInputComponent());
|
||||
}
|
||||
|
||||
return entity;
|
||||
});
|
||||
|
||||
// 连接服务器
|
||||
const success = await networkPlugin.connect('ws://localhost:3000', 'Player1');
|
||||
if (success) {
|
||||
console.log('已连接!');
|
||||
} else {
|
||||
console.error('连接失败');
|
||||
}
|
||||
|
||||
return networkPlugin;
|
||||
}
|
||||
|
||||
// 游戏循环
|
||||
function gameLoop(deltaTime: number) {
|
||||
Core.update(deltaTime);
|
||||
}
|
||||
|
||||
initGame();
|
||||
```
|
||||
|
||||
### 处理输入
|
||||
|
||||
```typescript
|
||||
class LocalInputHandler extends EntitySystem {
|
||||
private _networkPlugin: NetworkPlugin | null = null;
|
||||
|
||||
constructor() {
|
||||
super(Matcher.empty().all(NetworkIdentity, LocalInputComponent));
|
||||
}
|
||||
|
||||
protected onAddedToScene(): void {
|
||||
// 获取 NetworkPlugin 引用
|
||||
this._networkPlugin = Core.getPlugin(NetworkPlugin);
|
||||
}
|
||||
|
||||
protected processEntity(entity: Entity, dt: number): void {
|
||||
if (!this._networkPlugin) return;
|
||||
|
||||
const identity = entity.getComponent(NetworkIdentity)!;
|
||||
if (!identity.isLocalPlayer) return;
|
||||
|
||||
// 读取键盘输入
|
||||
let moveX = 0;
|
||||
let moveY = 0;
|
||||
|
||||
if (keyboard.isPressed('A')) moveX -= 1;
|
||||
if (keyboard.isPressed('D')) moveX += 1;
|
||||
if (keyboard.isPressed('W')) moveY += 1;
|
||||
if (keyboard.isPressed('S')) moveY -= 1;
|
||||
|
||||
if (moveX !== 0 || moveY !== 0) {
|
||||
this._networkPlugin.sendMoveInput(moveX, moveY);
|
||||
}
|
||||
|
||||
if (keyboard.isJustPressed('Space')) {
|
||||
this._networkPlugin.sendActionInput('jump');
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 最佳实践
|
||||
|
||||
1. **合理设置同步频率**:根据游戏类型选择合适的 `tickRate`,动作游戏通常需要 20-60 Hz
|
||||
|
||||
2. **使用插值延迟**:设置适当的 `interpolationDelay` 来平衡延迟和平滑度
|
||||
|
||||
3. **客户端预测**:对于本地玩家使用客户端预测减少输入延迟
|
||||
|
||||
4. **预制体管理**:为每种网络实体类型注册对应的预制体工厂
|
||||
|
||||
5. **权限检查**:使用 `bHasAuthority` 检查是否有权限修改实体
|
||||
|
||||
6. **连接状态**:监听连接状态变化,处理断线重连
|
||||
|
||||
```typescript
|
||||
networkService.setCallbacks({
|
||||
onConnected: () => console.log('已连接'),
|
||||
onDisconnected: () => {
|
||||
console.log('已断开');
|
||||
// 处理重连逻辑
|
||||
}
|
||||
});
|
||||
```
|
||||
502
docs/modules/pathfinding/index.md
Normal file
502
docs/modules/pathfinding/index.md
Normal file
@@ -0,0 +1,502 @@
|
||||
# 寻路系统 (Pathfinding)
|
||||
|
||||
`@esengine/pathfinding` 提供了完整的 2D 寻路解决方案,包括 A* 算法、网格地图、导航网格和路径平滑。
|
||||
|
||||
## 安装
|
||||
|
||||
```bash
|
||||
npm install @esengine/pathfinding
|
||||
```
|
||||
|
||||
## 快速开始
|
||||
|
||||
### 网格地图寻路
|
||||
|
||||
```typescript
|
||||
import { createGridMap, createAStarPathfinder } from '@esengine/pathfinding';
|
||||
|
||||
// 创建 20x20 的网格地图
|
||||
const grid = createGridMap(20, 20);
|
||||
|
||||
// 设置障碍物
|
||||
grid.setWalkable(5, 5, false);
|
||||
grid.setWalkable(5, 6, false);
|
||||
grid.setWalkable(5, 7, false);
|
||||
|
||||
// 创建寻路器
|
||||
const pathfinder = createAStarPathfinder(grid);
|
||||
|
||||
// 查找路径
|
||||
const result = pathfinder.findPath(0, 0, 15, 15);
|
||||
|
||||
if (result.found) {
|
||||
console.log('找到路径!');
|
||||
console.log('路径点:', result.path);
|
||||
console.log('总代价:', result.cost);
|
||||
console.log('搜索节点数:', result.nodesSearched);
|
||||
}
|
||||
```
|
||||
|
||||
### 导航网格寻路
|
||||
|
||||
```typescript
|
||||
import { createNavMesh } from '@esengine/pathfinding';
|
||||
|
||||
// 创建导航网格
|
||||
const navmesh = createNavMesh();
|
||||
|
||||
// 添加多边形区域
|
||||
navmesh.addPolygon([
|
||||
{ x: 0, y: 0 }, { x: 10, y: 0 },
|
||||
{ x: 10, y: 10 }, { x: 0, y: 10 }
|
||||
]);
|
||||
|
||||
navmesh.addPolygon([
|
||||
{ x: 10, y: 0 }, { x: 20, y: 0 },
|
||||
{ x: 20, y: 10 }, { x: 10, y: 10 }
|
||||
]);
|
||||
|
||||
// 自动建立连接
|
||||
navmesh.build();
|
||||
|
||||
// 寻路
|
||||
const result = navmesh.findPath(1, 1, 18, 8);
|
||||
```
|
||||
|
||||
## 核心概念
|
||||
|
||||
### IPoint - 坐标点
|
||||
|
||||
```typescript
|
||||
interface IPoint {
|
||||
readonly x: number;
|
||||
readonly y: number;
|
||||
}
|
||||
```
|
||||
|
||||
### IPathResult - 寻路结果
|
||||
|
||||
```typescript
|
||||
interface IPathResult {
|
||||
readonly found: boolean; // 是否找到路径
|
||||
readonly path: readonly IPoint[]; // 路径点列表
|
||||
readonly cost: number; // 路径总代价
|
||||
readonly nodesSearched: number; // 搜索的节点数
|
||||
}
|
||||
```
|
||||
|
||||
### IPathfindingOptions - 寻路配置
|
||||
|
||||
```typescript
|
||||
interface IPathfindingOptions {
|
||||
maxNodes?: number; // 最大搜索节点数(默认 10000)
|
||||
heuristicWeight?: number; // 启发式权重(>1 更快但可能非最优)
|
||||
allowDiagonal?: boolean; // 是否允许对角移动(默认 true)
|
||||
avoidCorners?: boolean; // 是否避免穿角(默认 true)
|
||||
}
|
||||
```
|
||||
|
||||
## 启发式函数
|
||||
|
||||
模块提供了四种启发式函数:
|
||||
|
||||
| 函数 | 适用场景 | 说明 |
|
||||
|------|----------|------|
|
||||
| `manhattanDistance` | 4方向移动 | 曼哈顿距离,只考虑水平/垂直 |
|
||||
| `euclideanDistance` | 任意方向 | 欧几里得距离,直线距离 |
|
||||
| `chebyshevDistance` | 8方向移动 | 切比雪夫距离,对角线代价为 1 |
|
||||
| `octileDistance` | 8方向移动 | 八角距离,对角线代价为 √2(默认) |
|
||||
|
||||
```typescript
|
||||
import { manhattanDistance, octileDistance } from '@esengine/pathfinding';
|
||||
|
||||
// 自定义启发式
|
||||
const grid = createGridMap(20, 20, {
|
||||
heuristic: manhattanDistance // 使用曼哈顿距离
|
||||
});
|
||||
```
|
||||
|
||||
## 网格地图 API
|
||||
|
||||
### createGridMap
|
||||
|
||||
```typescript
|
||||
function createGridMap(
|
||||
width: number,
|
||||
height: number,
|
||||
options?: IGridMapOptions
|
||||
): GridMap
|
||||
```
|
||||
|
||||
**配置选项:**
|
||||
|
||||
| 属性 | 类型 | 默认值 | 描述 |
|
||||
|------|------|--------|------|
|
||||
| `allowDiagonal` | `boolean` | `true` | 允许对角移动 |
|
||||
| `diagonalCost` | `number` | `√2` | 对角移动代价 |
|
||||
| `avoidCorners` | `boolean` | `true` | 避免穿角 |
|
||||
| `heuristic` | `HeuristicFunction` | `octileDistance` | 启发式函数 |
|
||||
|
||||
### 地图操作
|
||||
|
||||
```typescript
|
||||
// 检查/设置可通行性
|
||||
grid.isWalkable(x, y);
|
||||
grid.setWalkable(x, y, false);
|
||||
|
||||
// 设置移动代价(如沼泽、沙地)
|
||||
grid.setCost(x, y, 2); // 代价为 2(默认 1)
|
||||
|
||||
// 设置矩形区域
|
||||
grid.setRectWalkable(0, 0, 5, 5, false);
|
||||
|
||||
// 从数组加载(0=可通行,非0=障碍)
|
||||
grid.loadFromArray([
|
||||
[0, 0, 0, 1, 0],
|
||||
[0, 1, 0, 1, 0],
|
||||
[0, 1, 0, 0, 0]
|
||||
]);
|
||||
|
||||
// 从字符串加载(.=可通行,#=障碍)
|
||||
grid.loadFromString(`
|
||||
.....
|
||||
.#.#.
|
||||
.#...
|
||||
`);
|
||||
|
||||
// 导出为字符串
|
||||
console.log(grid.toString());
|
||||
|
||||
// 重置所有节点为可通行
|
||||
grid.reset();
|
||||
```
|
||||
|
||||
### 方向常量
|
||||
|
||||
```typescript
|
||||
import { DIRECTIONS_4, DIRECTIONS_8 } from '@esengine/pathfinding';
|
||||
|
||||
// 4方向(上下左右)
|
||||
DIRECTIONS_4 // [{ dx: 0, dy: -1 }, { dx: 1, dy: 0 }, ...]
|
||||
|
||||
// 8方向(含对角线)
|
||||
DIRECTIONS_8 // [{ dx: 0, dy: -1 }, { dx: 1, dy: -1 }, ...]
|
||||
```
|
||||
|
||||
## A* 寻路器 API
|
||||
|
||||
### createAStarPathfinder
|
||||
|
||||
```typescript
|
||||
function createAStarPathfinder(map: IPathfindingMap): AStarPathfinder
|
||||
```
|
||||
|
||||
### findPath
|
||||
|
||||
```typescript
|
||||
const result = pathfinder.findPath(
|
||||
startX, startY,
|
||||
endX, endY,
|
||||
{
|
||||
maxNodes: 5000, // 限制搜索节点数
|
||||
heuristicWeight: 1.5 // 加速但可能非最优
|
||||
}
|
||||
);
|
||||
```
|
||||
|
||||
### 重用寻路器
|
||||
|
||||
```typescript
|
||||
// 寻路器可重用,内部会自动清理状态
|
||||
pathfinder.findPath(0, 0, 10, 10);
|
||||
pathfinder.findPath(5, 5, 15, 15);
|
||||
|
||||
// 手动清理(可选)
|
||||
pathfinder.clear();
|
||||
```
|
||||
|
||||
## 导航网格 API
|
||||
|
||||
### createNavMesh
|
||||
|
||||
```typescript
|
||||
function createNavMesh(): NavMesh
|
||||
```
|
||||
|
||||
### 构建导航网格
|
||||
|
||||
```typescript
|
||||
const navmesh = createNavMesh();
|
||||
|
||||
// 添加凸多边形
|
||||
const id1 = navmesh.addPolygon([
|
||||
{ x: 0, y: 0 }, { x: 10, y: 0 },
|
||||
{ x: 10, y: 10 }, { x: 0, y: 10 }
|
||||
]);
|
||||
|
||||
const id2 = navmesh.addPolygon([
|
||||
{ x: 10, y: 0 }, { x: 20, y: 0 },
|
||||
{ x: 20, y: 10 }, { x: 10, y: 10 }
|
||||
]);
|
||||
|
||||
// 方式1:自动检测共享边并建立连接
|
||||
navmesh.build();
|
||||
|
||||
// 方式2:手动设置连接
|
||||
navmesh.setConnection(id1, id2, {
|
||||
left: { x: 10, y: 0 },
|
||||
right: { x: 10, y: 10 }
|
||||
});
|
||||
```
|
||||
|
||||
### 查询和寻路
|
||||
|
||||
```typescript
|
||||
// 查找包含点的多边形
|
||||
const polygon = navmesh.findPolygonAt(5, 5);
|
||||
|
||||
// 检查位置是否可通行
|
||||
navmesh.isWalkable(5, 5);
|
||||
|
||||
// 寻路(内部使用漏斗算法优化路径)
|
||||
const result = navmesh.findPath(1, 1, 18, 8);
|
||||
```
|
||||
|
||||
## 路径平滑 API
|
||||
|
||||
### 视线简化
|
||||
|
||||
移除不必要的中间点:
|
||||
|
||||
```typescript
|
||||
import { createLineOfSightSmoother } from '@esengine/pathfinding';
|
||||
|
||||
const smoother = createLineOfSightSmoother();
|
||||
const smoothedPath = smoother.smooth(result.path, grid);
|
||||
|
||||
// 原路径: [(0,0), (1,1), (2,2), (3,3), (4,4)]
|
||||
// 简化后: [(0,0), (4,4)]
|
||||
```
|
||||
|
||||
### 曲线平滑
|
||||
|
||||
使用 Catmull-Rom 样条曲线:
|
||||
|
||||
```typescript
|
||||
import { createCatmullRomSmoother } from '@esengine/pathfinding';
|
||||
|
||||
const smoother = createCatmullRomSmoother(
|
||||
5, // segments - 每段插值点数
|
||||
0.5 // tension - 张力 (0-1)
|
||||
);
|
||||
|
||||
const curvedPath = smoother.smooth(result.path, grid);
|
||||
```
|
||||
|
||||
### 组合平滑
|
||||
|
||||
先简化再曲线平滑:
|
||||
|
||||
```typescript
|
||||
import { createCombinedSmoother } from '@esengine/pathfinding';
|
||||
|
||||
const smoother = createCombinedSmoother(5, 0.5);
|
||||
const finalPath = smoother.smooth(result.path, grid);
|
||||
```
|
||||
|
||||
### 视线检测函数
|
||||
|
||||
```typescript
|
||||
import { bresenhamLineOfSight, raycastLineOfSight } from '@esengine/pathfinding';
|
||||
|
||||
// Bresenham 算法(快速,网格对齐)
|
||||
const hasLOS = bresenhamLineOfSight(x1, y1, x2, y2, grid);
|
||||
|
||||
// 射线投射(精确,支持浮点坐标)
|
||||
const hasLOS = raycastLineOfSight(x1, y1, x2, y2, grid, 0.5);
|
||||
```
|
||||
|
||||
## 实际示例
|
||||
|
||||
### 游戏角色移动
|
||||
|
||||
```typescript
|
||||
class MovementSystem {
|
||||
private grid: GridMap;
|
||||
private pathfinder: AStarPathfinder;
|
||||
private smoother: CombinedSmoother;
|
||||
|
||||
constructor(width: number, height: number) {
|
||||
this.grid = createGridMap(width, height);
|
||||
this.pathfinder = createAStarPathfinder(this.grid);
|
||||
this.smoother = createCombinedSmoother();
|
||||
}
|
||||
|
||||
findPath(from: IPoint, to: IPoint): IPoint[] | null {
|
||||
const result = this.pathfinder.findPath(
|
||||
from.x, from.y,
|
||||
to.x, to.y
|
||||
);
|
||||
|
||||
if (!result.found) {
|
||||
return null;
|
||||
}
|
||||
|
||||
// 平滑路径
|
||||
return this.smoother.smooth(result.path, this.grid);
|
||||
}
|
||||
|
||||
setObstacle(x: number, y: number): void {
|
||||
this.grid.setWalkable(x, y, false);
|
||||
}
|
||||
|
||||
setTerrain(x: number, y: number, cost: number): void {
|
||||
this.grid.setCost(x, y, cost);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 动态障碍物
|
||||
|
||||
```typescript
|
||||
class DynamicPathfinding {
|
||||
private grid: GridMap;
|
||||
private pathfinder: AStarPathfinder;
|
||||
private dynamicObstacles: Set<string> = new Set();
|
||||
|
||||
addDynamicObstacle(x: number, y: number): void {
|
||||
const key = `${x},${y}`;
|
||||
if (!this.dynamicObstacles.has(key)) {
|
||||
this.dynamicObstacles.add(key);
|
||||
this.grid.setWalkable(x, y, false);
|
||||
}
|
||||
}
|
||||
|
||||
removeDynamicObstacle(x: number, y: number): void {
|
||||
const key = `${x},${y}`;
|
||||
if (this.dynamicObstacles.has(key)) {
|
||||
this.dynamicObstacles.delete(key);
|
||||
this.grid.setWalkable(x, y, true);
|
||||
}
|
||||
}
|
||||
|
||||
findPath(from: IPoint, to: IPoint): IPathResult {
|
||||
return this.pathfinder.findPath(from.x, from.y, to.x, to.y);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 不同地形代价
|
||||
|
||||
```typescript
|
||||
// 设置不同地形的移动代价
|
||||
const grid = createGridMap(50, 50);
|
||||
|
||||
// 普通地面 - 代价 1(默认)
|
||||
// 沙地 - 代价 2
|
||||
for (let y = 10; y < 20; y++) {
|
||||
for (let x = 0; x < 50; x++) {
|
||||
grid.setCost(x, y, 2);
|
||||
}
|
||||
}
|
||||
|
||||
// 沼泽 - 代价 4
|
||||
for (let y = 30; y < 35; y++) {
|
||||
for (let x = 20; x < 30; x++) {
|
||||
grid.setCost(x, y, 4);
|
||||
}
|
||||
}
|
||||
|
||||
// 寻路时会自动考虑地形代价
|
||||
const result = pathfinder.findPath(0, 0, 49, 49);
|
||||
```
|
||||
|
||||
### 分层寻路
|
||||
|
||||
对于大型地图,使用层级化寻路:
|
||||
|
||||
```typescript
|
||||
class HierarchicalPathfinding {
|
||||
private coarseGrid: GridMap; // 粗粒度网格
|
||||
private fineGrid: GridMap; // 细粒度网格
|
||||
private coarsePathfinder: AStarPathfinder;
|
||||
private finePathfinder: AStarPathfinder;
|
||||
private cellSize = 10;
|
||||
|
||||
findPath(from: IPoint, to: IPoint): IPoint[] {
|
||||
// 1. 在粗粒度网格上寻路
|
||||
const coarseFrom = this.toCoarse(from);
|
||||
const coarseTo = this.toCoarse(to);
|
||||
const coarseResult = this.coarsePathfinder.findPath(
|
||||
coarseFrom.x, coarseFrom.y,
|
||||
coarseTo.x, coarseTo.y
|
||||
);
|
||||
|
||||
if (!coarseResult.found) {
|
||||
return [];
|
||||
}
|
||||
|
||||
// 2. 在每个粗粒度单元内进行细粒度寻路
|
||||
const finePath: IPoint[] = [];
|
||||
// ... 详细实现略
|
||||
return finePath;
|
||||
}
|
||||
|
||||
private toCoarse(p: IPoint): IPoint {
|
||||
return {
|
||||
x: Math.floor(p.x / this.cellSize),
|
||||
y: Math.floor(p.y / this.cellSize)
|
||||
};
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 蓝图节点
|
||||
|
||||
Pathfinding 模块提供了可视化脚本支持的蓝图节点:
|
||||
|
||||
- `FindPath` - 查找路径
|
||||
- `FindPathSmooth` - 查找并平滑路径
|
||||
- `IsWalkable` - 检查位置是否可通行
|
||||
- `GetPathLength` - 获取路径点数
|
||||
- `GetPathDistance` - 获取路径总距离
|
||||
- `GetPathPoint` - 获取路径上的指定点
|
||||
- `MoveAlongPath` - 沿路径移动
|
||||
- `HasLineOfSight` - 检查视线
|
||||
|
||||
## 性能优化
|
||||
|
||||
1. **限制搜索范围**
|
||||
```typescript
|
||||
pathfinder.findPath(x1, y1, x2, y2, { maxNodes: 1000 });
|
||||
```
|
||||
|
||||
2. **使用启发式权重**
|
||||
```typescript
|
||||
// 权重 > 1 会更快但可能不是最优路径
|
||||
pathfinder.findPath(x1, y1, x2, y2, { heuristicWeight: 1.5 });
|
||||
```
|
||||
|
||||
3. **复用寻路器实例**
|
||||
```typescript
|
||||
// 创建一次,多次使用
|
||||
const pathfinder = createAStarPathfinder(grid);
|
||||
```
|
||||
|
||||
4. **使用导航网格**
|
||||
- 对于复杂地形,NavMesh 比网格寻路更高效
|
||||
- 多边形数量远少于网格单元格数量
|
||||
|
||||
5. **选择合适的启发式**
|
||||
- 4方向移动用 `manhattanDistance`
|
||||
- 8方向移动用 `octileDistance`(默认)
|
||||
|
||||
## 网格 vs 导航网格
|
||||
|
||||
| 特性 | GridMap | NavMesh |
|
||||
|------|---------|---------|
|
||||
| 适用场景 | 规则瓦片地图 | 复杂多边形地形 |
|
||||
| 内存占用 | 较高 (width × height) | 较低 (多边形数) |
|
||||
| 精度 | 网格对齐 | 连续坐标 |
|
||||
| 动态修改 | 容易 | 需要重建 |
|
||||
| 设置复杂度 | 简单 | 较复杂 |
|
||||
557
docs/modules/procgen/index.md
Normal file
557
docs/modules/procgen/index.md
Normal file
@@ -0,0 +1,557 @@
|
||||
# 程序化生成 (Procgen)
|
||||
|
||||
`@esengine/procgen` 提供了程序化内容生成的核心工具,包括噪声函数、种子随机数和各种随机工具。
|
||||
|
||||
## 安装
|
||||
|
||||
```bash
|
||||
npm install @esengine/procgen
|
||||
```
|
||||
|
||||
## 快速开始
|
||||
|
||||
### 噪声生成
|
||||
|
||||
```typescript
|
||||
import { createPerlinNoise, createFBM } from '@esengine/procgen';
|
||||
|
||||
// 创建 Perlin 噪声
|
||||
const perlin = createPerlinNoise(12345); // 种子
|
||||
|
||||
// 采样 2D 噪声
|
||||
const value = perlin.noise2D(x * 0.1, y * 0.1);
|
||||
console.log(value); // [-1, 1]
|
||||
|
||||
// 使用 FBM 获得更自然的效果
|
||||
const fbm = createFBM(perlin, {
|
||||
octaves: 6,
|
||||
persistence: 0.5
|
||||
});
|
||||
|
||||
const height = fbm.noise2D(x * 0.01, y * 0.01);
|
||||
```
|
||||
|
||||
### 种子随机数
|
||||
|
||||
```typescript
|
||||
import { createSeededRandom } from '@esengine/procgen';
|
||||
|
||||
// 创建确定性随机数生成器
|
||||
const rng = createSeededRandom(42);
|
||||
|
||||
// 相同种子总是产生相同序列
|
||||
console.log(rng.next()); // 0.xxx
|
||||
console.log(rng.nextInt(1, 100)); // 1-100
|
||||
console.log(rng.nextBool(0.3)); // 30% true
|
||||
```
|
||||
|
||||
### 加权随机
|
||||
|
||||
```typescript
|
||||
import { createWeightedRandom, createSeededRandom } from '@esengine/procgen';
|
||||
|
||||
const rng = createSeededRandom(42);
|
||||
|
||||
// 创建加权选择器
|
||||
const loot = createWeightedRandom([
|
||||
{ value: 'common', weight: 60 },
|
||||
{ value: 'uncommon', weight: 25 },
|
||||
{ value: 'rare', weight: 10 },
|
||||
{ value: 'legendary', weight: 5 }
|
||||
]);
|
||||
|
||||
// 随机选择
|
||||
const drop = loot.pick(rng);
|
||||
console.log(drop); // 大概率是 'common'
|
||||
```
|
||||
|
||||
## 噪声函数
|
||||
|
||||
### Perlin 噪声
|
||||
|
||||
经典的梯度噪声,输出范围 [-1, 1]:
|
||||
|
||||
```typescript
|
||||
import { createPerlinNoise } from '@esengine/procgen';
|
||||
|
||||
const perlin = createPerlinNoise(seed);
|
||||
|
||||
// 2D 噪声
|
||||
const value2D = perlin.noise2D(x, y);
|
||||
|
||||
// 3D 噪声
|
||||
const value3D = perlin.noise3D(x, y, z);
|
||||
```
|
||||
|
||||
### Simplex 噪声
|
||||
|
||||
比 Perlin 更快、更少方向性偏差:
|
||||
|
||||
```typescript
|
||||
import { createSimplexNoise } from '@esengine/procgen';
|
||||
|
||||
const simplex = createSimplexNoise(seed);
|
||||
|
||||
const value = simplex.noise2D(x, y);
|
||||
```
|
||||
|
||||
### Worley 噪声
|
||||
|
||||
基于细胞的噪声,适合生成石头、细胞等纹理:
|
||||
|
||||
```typescript
|
||||
import { createWorleyNoise } from '@esengine/procgen';
|
||||
|
||||
const worley = createWorleyNoise(seed);
|
||||
|
||||
// 返回到最近点的距离
|
||||
const distance = worley.noise2D(x, y);
|
||||
```
|
||||
|
||||
### FBM (分形布朗运动)
|
||||
|
||||
叠加多层噪声创建更丰富的细节:
|
||||
|
||||
```typescript
|
||||
import { createPerlinNoise, createFBM } from '@esengine/procgen';
|
||||
|
||||
const baseNoise = createPerlinNoise(seed);
|
||||
|
||||
const fbm = createFBM(baseNoise, {
|
||||
octaves: 6, // 层数(越多细节越丰富)
|
||||
lacunarity: 2.0, // 频率倍增因子
|
||||
persistence: 0.5, // 振幅衰减因子
|
||||
frequency: 1.0, // 初始频率
|
||||
amplitude: 1.0 // 初始振幅
|
||||
});
|
||||
|
||||
// 标准 FBM
|
||||
const value = fbm.noise2D(x, y);
|
||||
|
||||
// Ridged FBM(脊状,适合山脉)
|
||||
const ridged = fbm.ridged2D(x, y);
|
||||
|
||||
// Turbulence(湍流)
|
||||
const turb = fbm.turbulence2D(x, y);
|
||||
|
||||
// Billowed(膨胀,适合云朵)
|
||||
const cloud = fbm.billowed2D(x, y);
|
||||
```
|
||||
|
||||
## 种子随机数 API
|
||||
|
||||
### SeededRandom
|
||||
|
||||
基于 xorshift128+ 算法的确定性伪随机数生成器:
|
||||
|
||||
```typescript
|
||||
import { createSeededRandom } from '@esengine/procgen';
|
||||
|
||||
const rng = createSeededRandom(42);
|
||||
```
|
||||
|
||||
### 基础方法
|
||||
|
||||
```typescript
|
||||
// [0, 1) 浮点数
|
||||
rng.next();
|
||||
|
||||
// [min, max] 整数
|
||||
rng.nextInt(1, 10);
|
||||
|
||||
// [min, max) 浮点数
|
||||
rng.nextFloat(0, 100);
|
||||
|
||||
// 布尔值(可指定概率)
|
||||
rng.nextBool(); // 50%
|
||||
rng.nextBool(0.3); // 30%
|
||||
|
||||
// 重置到初始状态
|
||||
rng.reset();
|
||||
```
|
||||
|
||||
### 分布方法
|
||||
|
||||
```typescript
|
||||
// 正态分布(高斯分布)
|
||||
rng.nextGaussian(); // 均值 0, 标准差 1
|
||||
rng.nextGaussian(100, 15); // 均值 100, 标准差 15
|
||||
|
||||
// 指数分布
|
||||
rng.nextExponential(); // λ = 1
|
||||
rng.nextExponential(0.5); // λ = 0.5
|
||||
```
|
||||
|
||||
### 几何方法
|
||||
|
||||
```typescript
|
||||
// 圆内均匀分布的点
|
||||
const point = rng.nextPointInCircle(50); // { x, y }
|
||||
|
||||
// 圆周上的点
|
||||
const edge = rng.nextPointOnCircle(50); // { x, y }
|
||||
|
||||
// 球内均匀分布的点
|
||||
const point3D = rng.nextPointInSphere(50); // { x, y, z }
|
||||
|
||||
// 随机方向向量
|
||||
const dir = rng.nextDirection2D(); // { x, y },长度为 1
|
||||
```
|
||||
|
||||
## 加权随机 API
|
||||
|
||||
### WeightedRandom
|
||||
|
||||
预计算累积权重,高效随机选择:
|
||||
|
||||
```typescript
|
||||
import { createWeightedRandom } from '@esengine/procgen';
|
||||
|
||||
const selector = createWeightedRandom([
|
||||
{ value: 'apple', weight: 5 },
|
||||
{ value: 'banana', weight: 3 },
|
||||
{ value: 'cherry', weight: 2 }
|
||||
]);
|
||||
|
||||
// 使用种子随机数
|
||||
const result = selector.pick(rng);
|
||||
|
||||
// 使用 Math.random
|
||||
const result2 = selector.pickRandom();
|
||||
|
||||
// 获取概率
|
||||
console.log(selector.getProbability(0)); // 0.5 (5/10)
|
||||
console.log(selector.size); // 3
|
||||
console.log(selector.totalWeight); // 10
|
||||
```
|
||||
|
||||
### 便捷函数
|
||||
|
||||
```typescript
|
||||
import { weightedPick, weightedPickFromMap } from '@esengine/procgen';
|
||||
|
||||
// 从数组选择
|
||||
const item = weightedPick([
|
||||
{ value: 'a', weight: 1 },
|
||||
{ value: 'b', weight: 2 }
|
||||
], rng);
|
||||
|
||||
// 从对象选择
|
||||
const item2 = weightedPickFromMap({
|
||||
'common': 60,
|
||||
'rare': 30,
|
||||
'epic': 10
|
||||
}, rng);
|
||||
```
|
||||
|
||||
## 洗牌和采样 API
|
||||
|
||||
### shuffle / shuffleCopy
|
||||
|
||||
Fisher-Yates 洗牌算法:
|
||||
|
||||
```typescript
|
||||
import { shuffle, shuffleCopy } from '@esengine/procgen';
|
||||
|
||||
const arr = [1, 2, 3, 4, 5];
|
||||
|
||||
// 原地洗牌
|
||||
shuffle(arr, rng);
|
||||
|
||||
// 创建洗牌副本(不修改原数组)
|
||||
const shuffled = shuffleCopy(arr, rng);
|
||||
```
|
||||
|
||||
### pickOne
|
||||
|
||||
随机选择一个元素:
|
||||
|
||||
```typescript
|
||||
import { pickOne } from '@esengine/procgen';
|
||||
|
||||
const items = ['a', 'b', 'c', 'd'];
|
||||
const item = pickOne(items, rng);
|
||||
```
|
||||
|
||||
### sample / sampleWithReplacement
|
||||
|
||||
采样:
|
||||
|
||||
```typescript
|
||||
import { sample, sampleWithReplacement } from '@esengine/procgen';
|
||||
|
||||
const arr = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10];
|
||||
|
||||
// 采样 3 个不重复元素
|
||||
const unique = sample(arr, 3, rng);
|
||||
|
||||
// 采样 5 个(可重复)
|
||||
const withRep = sampleWithReplacement(arr, 5, rng);
|
||||
```
|
||||
|
||||
### randomIntegers
|
||||
|
||||
生成范围内的随机整数数组:
|
||||
|
||||
```typescript
|
||||
import { randomIntegers } from '@esengine/procgen';
|
||||
|
||||
// 从 1-100 中随机选 5 个不重复的数
|
||||
const nums = randomIntegers(1, 100, 5, rng);
|
||||
```
|
||||
|
||||
### weightedSample
|
||||
|
||||
按权重采样(不重复):
|
||||
|
||||
```typescript
|
||||
import { weightedSample } from '@esengine/procgen';
|
||||
|
||||
const items = ['A', 'B', 'C', 'D', 'E'];
|
||||
const weights = [10, 8, 6, 4, 2];
|
||||
|
||||
// 按权重选 3 个
|
||||
const selected = weightedSample(items, weights, 3, rng);
|
||||
```
|
||||
|
||||
## 实际示例
|
||||
|
||||
### 程序化地形生成
|
||||
|
||||
```typescript
|
||||
import { createPerlinNoise, createFBM } from '@esengine/procgen';
|
||||
|
||||
class TerrainGenerator {
|
||||
private fbm: FBM;
|
||||
private moistureFbm: FBM;
|
||||
|
||||
constructor(seed: number) {
|
||||
const heightNoise = createPerlinNoise(seed);
|
||||
const moistureNoise = createPerlinNoise(seed + 1000);
|
||||
|
||||
this.fbm = createFBM(heightNoise, {
|
||||
octaves: 8,
|
||||
persistence: 0.5,
|
||||
frequency: 0.01
|
||||
});
|
||||
|
||||
this.moistureFbm = createFBM(moistureNoise, {
|
||||
octaves: 4,
|
||||
persistence: 0.6,
|
||||
frequency: 0.02
|
||||
});
|
||||
}
|
||||
|
||||
getHeight(x: number, y: number): number {
|
||||
// 基础高度
|
||||
let height = this.fbm.noise2D(x, y);
|
||||
|
||||
// 添加山脉
|
||||
height += this.fbm.ridged2D(x * 0.5, y * 0.5) * 0.3;
|
||||
|
||||
return (height + 1) * 0.5; // 归一化到 [0, 1]
|
||||
}
|
||||
|
||||
getBiome(x: number, y: number): string {
|
||||
const height = this.getHeight(x, y);
|
||||
const moisture = (this.moistureFbm.noise2D(x, y) + 1) * 0.5;
|
||||
|
||||
if (height < 0.3) return 'water';
|
||||
if (height < 0.4) return 'beach';
|
||||
if (height > 0.8) return 'mountain';
|
||||
|
||||
if (moisture < 0.3) return 'desert';
|
||||
if (moisture > 0.7) return 'forest';
|
||||
return 'grassland';
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 战利品系统
|
||||
|
||||
```typescript
|
||||
import { createSeededRandom, createWeightedRandom, sample } from '@esengine/procgen';
|
||||
|
||||
interface LootItem {
|
||||
id: string;
|
||||
rarity: string;
|
||||
}
|
||||
|
||||
class LootSystem {
|
||||
private rng: SeededRandom;
|
||||
private raritySelector: WeightedRandom<string>;
|
||||
private lootTables: Map<string, LootItem[]> = new Map();
|
||||
|
||||
constructor(seed: number) {
|
||||
this.rng = createSeededRandom(seed);
|
||||
|
||||
this.raritySelector = createWeightedRandom([
|
||||
{ value: 'common', weight: 60 },
|
||||
{ value: 'uncommon', weight: 25 },
|
||||
{ value: 'rare', weight: 10 },
|
||||
{ value: 'legendary', weight: 5 }
|
||||
]);
|
||||
|
||||
// 初始化战利品表
|
||||
this.lootTables.set('common', [/* ... */]);
|
||||
this.lootTables.set('rare', [/* ... */]);
|
||||
// ...
|
||||
}
|
||||
|
||||
generateLoot(count: number): LootItem[] {
|
||||
const loot: LootItem[] = [];
|
||||
|
||||
for (let i = 0; i < count; i++) {
|
||||
const rarity = this.raritySelector.pick(this.rng);
|
||||
const table = this.lootTables.get(rarity)!;
|
||||
const item = pickOne(table, this.rng);
|
||||
loot.push(item);
|
||||
}
|
||||
|
||||
return loot;
|
||||
}
|
||||
|
||||
// 保证可重现
|
||||
setSeed(seed: number): void {
|
||||
this.rng = createSeededRandom(seed);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 程序化敌人放置
|
||||
|
||||
```typescript
|
||||
import { createSeededRandom } from '@esengine/procgen';
|
||||
|
||||
class EnemySpawner {
|
||||
private rng: SeededRandom;
|
||||
|
||||
constructor(seed: number) {
|
||||
this.rng = createSeededRandom(seed);
|
||||
}
|
||||
|
||||
spawnEnemiesInArea(
|
||||
centerX: number,
|
||||
centerY: number,
|
||||
radius: number,
|
||||
count: number
|
||||
): Array<{ x: number; y: number; type: string }> {
|
||||
const enemies: Array<{ x: number; y: number; type: string }> = [];
|
||||
|
||||
for (let i = 0; i < count; i++) {
|
||||
// 在圆内生成位置
|
||||
const pos = this.rng.nextPointInCircle(radius);
|
||||
|
||||
// 随机选择敌人类型
|
||||
const type = this.rng.nextBool(0.2) ? 'elite' : 'normal';
|
||||
|
||||
enemies.push({
|
||||
x: centerX + pos.x,
|
||||
y: centerY + pos.y,
|
||||
type
|
||||
});
|
||||
}
|
||||
|
||||
return enemies;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 程序化关卡布局
|
||||
|
||||
```typescript
|
||||
import { createSeededRandom, shuffle } from '@esengine/procgen';
|
||||
|
||||
interface Room {
|
||||
x: number;
|
||||
y: number;
|
||||
width: number;
|
||||
height: number;
|
||||
type: 'start' | 'combat' | 'treasure' | 'boss';
|
||||
}
|
||||
|
||||
class DungeonGenerator {
|
||||
private rng: SeededRandom;
|
||||
|
||||
constructor(seed: number) {
|
||||
this.rng = createSeededRandom(seed);
|
||||
}
|
||||
|
||||
generate(roomCount: number): Room[] {
|
||||
const rooms: Room[] = [];
|
||||
|
||||
// 生成房间
|
||||
for (let i = 0; i < roomCount; i++) {
|
||||
rooms.push({
|
||||
x: this.rng.nextInt(0, 100),
|
||||
y: this.rng.nextInt(0, 100),
|
||||
width: this.rng.nextInt(5, 15),
|
||||
height: this.rng.nextInt(5, 15),
|
||||
type: 'combat'
|
||||
});
|
||||
}
|
||||
|
||||
// 随机分配特殊房间
|
||||
shuffle(rooms, this.rng);
|
||||
rooms[0].type = 'start';
|
||||
rooms[1].type = 'treasure';
|
||||
rooms[rooms.length - 1].type = 'boss';
|
||||
|
||||
return rooms;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 蓝图节点
|
||||
|
||||
Procgen 模块提供了可视化脚本支持的蓝图节点:
|
||||
|
||||
### 噪声节点
|
||||
|
||||
- `SampleNoise2D` - 采样 2D 噪声
|
||||
- `SampleFBM` - 采样 FBM 噪声
|
||||
|
||||
### 随机节点
|
||||
|
||||
- `SeededRandom` - 生成随机浮点数
|
||||
- `SeededRandomInt` - 生成随机整数
|
||||
- `WeightedPick` - 加权随机选择
|
||||
- `ShuffleArray` - 洗牌数组
|
||||
- `PickRandom` - 随机选择元素
|
||||
- `SampleArray` - 采样数组
|
||||
- `RandomPointInCircle` - 圆内随机点
|
||||
|
||||
## 最佳实践
|
||||
|
||||
1. **使用种子保证可重现性**
|
||||
```typescript
|
||||
// 保存种子以便重现相同结果
|
||||
const seed = Date.now();
|
||||
const rng = createSeededRandom(seed);
|
||||
saveSeed(seed);
|
||||
```
|
||||
|
||||
2. **预计算加权选择器**
|
||||
```typescript
|
||||
// 好:创建一次,多次使用
|
||||
const selector = createWeightedRandom(items);
|
||||
for (let i = 0; i < 1000; i++) {
|
||||
selector.pick(rng);
|
||||
}
|
||||
|
||||
// 不好:每次都创建
|
||||
for (let i = 0; i < 1000; i++) {
|
||||
weightedPick(items, rng);
|
||||
}
|
||||
```
|
||||
|
||||
3. **选择合适的噪声函数**
|
||||
- Perlin:平滑过渡的地形、云彩
|
||||
- Simplex:性能要求高的场景
|
||||
- Worley:细胞、石头纹理
|
||||
- FBM:需要多层细节的自然效果
|
||||
|
||||
4. **调整 FBM 参数**
|
||||
- `octaves`:越多细节越丰富,但性能开销越大
|
||||
- `persistence`:0.5 是常用值,越大高频细节越明显
|
||||
- `lacunarity`:通常为 2,控制频率增长速度
|
||||
600
docs/modules/spatial/index.md
Normal file
600
docs/modules/spatial/index.md
Normal file
@@ -0,0 +1,600 @@
|
||||
# 空间索引系统 (Spatial)
|
||||
|
||||
`@esengine/spatial` 提供了高效的空间查询和索引功能,包括范围查询、最近邻查询、射线检测和 AOI(兴趣区域)管理。
|
||||
|
||||
## 安装
|
||||
|
||||
```bash
|
||||
npm install @esengine/spatial
|
||||
```
|
||||
|
||||
## 快速开始
|
||||
|
||||
### 空间索引
|
||||
|
||||
```typescript
|
||||
import { createGridSpatialIndex } from '@esengine/spatial';
|
||||
|
||||
// 创建空间索引(网格单元格大小为 100)
|
||||
const spatialIndex = createGridSpatialIndex<Entity>(100);
|
||||
|
||||
// 插入对象
|
||||
spatialIndex.insert(player, { x: 100, y: 200 });
|
||||
spatialIndex.insert(enemy1, { x: 150, y: 250 });
|
||||
spatialIndex.insert(enemy2, { x: 500, y: 600 });
|
||||
|
||||
// 查找半径内的对象
|
||||
const nearby = spatialIndex.findInRadius({ x: 100, y: 200 }, 100);
|
||||
console.log(nearby); // [player, enemy1]
|
||||
|
||||
// 查找最近的对象
|
||||
const nearest = spatialIndex.findNearest({ x: 100, y: 200 });
|
||||
console.log(nearest); // enemy1
|
||||
|
||||
// 更新位置
|
||||
spatialIndex.update(player, { x: 120, y: 220 });
|
||||
```
|
||||
|
||||
### AOI 兴趣区域
|
||||
|
||||
```typescript
|
||||
import { createGridAOI } from '@esengine/spatial';
|
||||
|
||||
// 创建 AOI 管理器
|
||||
const aoi = createGridAOI<Entity>(100);
|
||||
|
||||
// 添加观察者(玩家)
|
||||
aoi.addObserver(player, { x: 100, y: 100 }, { viewRange: 200 });
|
||||
aoi.addObserver(npc, { x: 150, y: 150 }, { viewRange: 150 });
|
||||
|
||||
// 监听进入/离开事件
|
||||
aoi.addListener((event) => {
|
||||
if (event.type === 'enter') {
|
||||
console.log(`${event.observer} 看到了 ${event.target}`);
|
||||
} else if (event.type === 'exit') {
|
||||
console.log(`${event.target} 离开了 ${event.observer} 的视野`);
|
||||
}
|
||||
});
|
||||
|
||||
// 更新位置(会自动触发进入/离开事件)
|
||||
aoi.updatePosition(player, { x: 200, y: 200 });
|
||||
|
||||
// 获取视野内的实体
|
||||
const visible = aoi.getEntitiesInView(player);
|
||||
```
|
||||
|
||||
## 核心概念
|
||||
|
||||
### 空间索引 vs AOI
|
||||
|
||||
| 特性 | 空间索引 (SpatialIndex) | AOI (Area of Interest) |
|
||||
|------|------------------------|------------------------|
|
||||
| 用途 | 通用空间查询 | 实体可见性追踪 |
|
||||
| 事件 | 无事件通知 | 进入/离开事件 |
|
||||
| 方向 | 单向查询 | 双向追踪(谁看到谁) |
|
||||
| 场景 | 碰撞检测、范围攻击 | MMO 同步、NPC AI 感知 |
|
||||
|
||||
### IBounds 边界框
|
||||
|
||||
```typescript
|
||||
interface IBounds {
|
||||
readonly minX: number;
|
||||
readonly minY: number;
|
||||
readonly maxX: number;
|
||||
readonly maxY: number;
|
||||
}
|
||||
```
|
||||
|
||||
### IRaycastHit 射线检测结果
|
||||
|
||||
```typescript
|
||||
interface IRaycastHit<T> {
|
||||
readonly target: T; // 命中的对象
|
||||
readonly point: IVector2; // 命中点坐标
|
||||
readonly normal: IVector2; // 命中点法线
|
||||
readonly distance: number; // 距离射线起点的距离
|
||||
}
|
||||
```
|
||||
|
||||
## 空间索引 API
|
||||
|
||||
### createGridSpatialIndex
|
||||
|
||||
```typescript
|
||||
function createGridSpatialIndex<T>(cellSize?: number): GridSpatialIndex<T>
|
||||
```
|
||||
|
||||
创建基于均匀网格的空间索引。
|
||||
|
||||
**参数:**
|
||||
- `cellSize` - 网格单元格大小(默认 100)
|
||||
|
||||
**选择合适的 cellSize:**
|
||||
- 太小:内存占用高,查询效率降低
|
||||
- 太大:单元格内对象过多,遍历耗时
|
||||
- 建议:设置为对象平均分布间距的 1-2 倍
|
||||
|
||||
### 管理方法
|
||||
|
||||
#### insert
|
||||
|
||||
插入对象到索引:
|
||||
|
||||
```typescript
|
||||
spatialIndex.insert(enemy, { x: 100, y: 200 });
|
||||
```
|
||||
|
||||
#### remove
|
||||
|
||||
移除对象:
|
||||
|
||||
```typescript
|
||||
spatialIndex.remove(enemy);
|
||||
```
|
||||
|
||||
#### update
|
||||
|
||||
更新对象位置:
|
||||
|
||||
```typescript
|
||||
spatialIndex.update(enemy, { x: 150, y: 250 });
|
||||
```
|
||||
|
||||
#### clear
|
||||
|
||||
清空索引:
|
||||
|
||||
```typescript
|
||||
spatialIndex.clear();
|
||||
```
|
||||
|
||||
### 查询方法
|
||||
|
||||
#### findInRadius
|
||||
|
||||
查找圆形范围内的所有对象:
|
||||
|
||||
```typescript
|
||||
// 查找中心点 (100, 200) 半径 50 内的所有敌人
|
||||
const enemies = spatialIndex.findInRadius(
|
||||
{ x: 100, y: 200 },
|
||||
50,
|
||||
(entity) => entity.type === 'enemy' // 可选过滤器
|
||||
);
|
||||
```
|
||||
|
||||
#### findInRect
|
||||
|
||||
查找矩形区域内的所有对象:
|
||||
|
||||
```typescript
|
||||
import { createBounds } from '@esengine/spatial';
|
||||
|
||||
const bounds = createBounds(0, 0, 200, 200);
|
||||
const entities = spatialIndex.findInRect(bounds);
|
||||
```
|
||||
|
||||
#### findNearest
|
||||
|
||||
查找最近的对象:
|
||||
|
||||
```typescript
|
||||
// 查找最近的敌人(最大搜索距离 500)
|
||||
const nearest = spatialIndex.findNearest(
|
||||
playerPosition,
|
||||
500, // maxDistance
|
||||
(entity) => entity.type === 'enemy'
|
||||
);
|
||||
|
||||
if (nearest) {
|
||||
attackTarget(nearest);
|
||||
}
|
||||
```
|
||||
|
||||
#### findKNearest
|
||||
|
||||
查找最近的 K 个对象:
|
||||
|
||||
```typescript
|
||||
// 查找最近的 5 个敌人
|
||||
const nearestEnemies = spatialIndex.findKNearest(
|
||||
playerPosition,
|
||||
5, // k
|
||||
500, // maxDistance
|
||||
(entity) => entity.type === 'enemy'
|
||||
);
|
||||
```
|
||||
|
||||
#### raycast
|
||||
|
||||
射线检测(返回所有命中):
|
||||
|
||||
```typescript
|
||||
const hits = spatialIndex.raycast(
|
||||
origin, // 射线起点
|
||||
direction, // 射线方向(应归一化)
|
||||
maxDistance, // 最大检测距离
|
||||
filter // 可选过滤器
|
||||
);
|
||||
|
||||
// hits 按距离排序
|
||||
for (const hit of hits) {
|
||||
console.log(`命中 ${hit.target} at ${hit.point}, 距离 ${hit.distance}`);
|
||||
}
|
||||
```
|
||||
|
||||
#### raycastFirst
|
||||
|
||||
射线检测(仅返回第一个命中):
|
||||
|
||||
```typescript
|
||||
const hit = spatialIndex.raycastFirst(origin, direction, 1000);
|
||||
if (hit) {
|
||||
dealDamage(hit.target, calculateDamage(hit.distance));
|
||||
}
|
||||
```
|
||||
|
||||
### 属性
|
||||
|
||||
```typescript
|
||||
// 获取索引中的对象数量
|
||||
console.log(spatialIndex.count);
|
||||
|
||||
// 获取所有对象
|
||||
const all = spatialIndex.getAll();
|
||||
```
|
||||
|
||||
## AOI 兴趣区域 API
|
||||
|
||||
### createGridAOI
|
||||
|
||||
```typescript
|
||||
function createGridAOI<T>(cellSize?: number): GridAOI<T>
|
||||
```
|
||||
|
||||
创建基于网格的 AOI 管理器。
|
||||
|
||||
**参数:**
|
||||
- `cellSize` - 网格单元格大小(建议为平均视野范围的 1-2 倍)
|
||||
|
||||
### 观察者管理
|
||||
|
||||
#### addObserver
|
||||
|
||||
添加观察者:
|
||||
|
||||
```typescript
|
||||
aoi.addObserver(player, position, {
|
||||
viewRange: 200, // 视野范围
|
||||
observable: true // 是否可被其他观察者看到(默认 true)
|
||||
});
|
||||
|
||||
// NPC 只观察不被观察
|
||||
aoi.addObserver(camera, position, {
|
||||
viewRange: 500,
|
||||
observable: false
|
||||
});
|
||||
```
|
||||
|
||||
#### removeObserver
|
||||
|
||||
移除观察者:
|
||||
|
||||
```typescript
|
||||
aoi.removeObserver(player);
|
||||
```
|
||||
|
||||
#### updatePosition
|
||||
|
||||
更新位置(自动触发进入/离开事件):
|
||||
|
||||
```typescript
|
||||
aoi.updatePosition(player, newPosition);
|
||||
```
|
||||
|
||||
#### updateViewRange
|
||||
|
||||
更新视野范围:
|
||||
|
||||
```typescript
|
||||
// 获得增益后视野扩大
|
||||
aoi.updateViewRange(player, 300);
|
||||
```
|
||||
|
||||
### 查询方法
|
||||
|
||||
#### getEntitiesInView
|
||||
|
||||
获取观察者视野内的所有实体:
|
||||
|
||||
```typescript
|
||||
const visible = aoi.getEntitiesInView(player);
|
||||
for (const entity of visible) {
|
||||
updateEntityForPlayer(player, entity);
|
||||
}
|
||||
```
|
||||
|
||||
#### getObserversOf
|
||||
|
||||
获取能看到指定实体的所有观察者:
|
||||
|
||||
```typescript
|
||||
const observers = aoi.getObserversOf(monster);
|
||||
for (const observer of observers) {
|
||||
notifyMonsterMoved(observer, monster);
|
||||
}
|
||||
```
|
||||
|
||||
#### canSee
|
||||
|
||||
检查是否可见:
|
||||
|
||||
```typescript
|
||||
if (aoi.canSee(player, enemy)) {
|
||||
enemy.showHealthBar();
|
||||
}
|
||||
```
|
||||
|
||||
### 事件系统
|
||||
|
||||
#### 全局事件监听
|
||||
|
||||
```typescript
|
||||
aoi.addListener((event) => {
|
||||
switch (event.type) {
|
||||
case 'enter':
|
||||
console.log(`${event.observer} 看到了 ${event.target}`);
|
||||
break;
|
||||
case 'exit':
|
||||
console.log(`${event.target} 离开了 ${event.observer} 的视野`);
|
||||
break;
|
||||
}
|
||||
});
|
||||
```
|
||||
|
||||
#### 实体特定事件监听
|
||||
|
||||
```typescript
|
||||
// 只监听特定玩家的视野事件
|
||||
aoi.addEntityListener(player, (event) => {
|
||||
if (event.type === 'enter') {
|
||||
sendToClient(player, 'entity_enter', event.target);
|
||||
} else if (event.type === 'exit') {
|
||||
sendToClient(player, 'entity_exit', event.target);
|
||||
}
|
||||
});
|
||||
```
|
||||
|
||||
#### 事件类型
|
||||
|
||||
```typescript
|
||||
interface IAOIEvent<T> {
|
||||
type: 'enter' | 'exit' | 'update';
|
||||
observer: T; // 观察者(谁看到了变化)
|
||||
target: T; // 目标(发生变化的对象)
|
||||
position: IVector2; // 目标位置
|
||||
}
|
||||
```
|
||||
|
||||
## 工具函数
|
||||
|
||||
### 边界框创建
|
||||
|
||||
```typescript
|
||||
import {
|
||||
createBounds,
|
||||
createBoundsFromCenter,
|
||||
createBoundsFromCircle
|
||||
} from '@esengine/spatial';
|
||||
|
||||
// 从角点创建
|
||||
const bounds1 = createBounds(0, 0, 100, 100);
|
||||
|
||||
// 从中心点和尺寸创建
|
||||
const bounds2 = createBoundsFromCenter({ x: 50, y: 50 }, 100, 100);
|
||||
|
||||
// 从圆形创建(包围盒)
|
||||
const bounds3 = createBoundsFromCircle({ x: 50, y: 50 }, 50);
|
||||
```
|
||||
|
||||
### 几何检测
|
||||
|
||||
```typescript
|
||||
import {
|
||||
isPointInBounds,
|
||||
boundsIntersect,
|
||||
boundsIntersectsCircle,
|
||||
distance,
|
||||
distanceSquared
|
||||
} from '@esengine/spatial';
|
||||
|
||||
// 点在边界内?
|
||||
if (isPointInBounds(point, bounds)) { ... }
|
||||
|
||||
// 两个边界框相交?
|
||||
if (boundsIntersect(boundsA, boundsB)) { ... }
|
||||
|
||||
// 边界框与圆形相交?
|
||||
if (boundsIntersectsCircle(bounds, center, radius)) { ... }
|
||||
|
||||
// 距离计算
|
||||
const dist = distance(pointA, pointB);
|
||||
const distSq = distanceSquared(pointA, pointB); // 更快,避免 sqrt
|
||||
```
|
||||
|
||||
## 实际示例
|
||||
|
||||
### 范围攻击检测
|
||||
|
||||
```typescript
|
||||
class CombatSystem {
|
||||
private spatialIndex: ISpatialIndex<Entity>;
|
||||
|
||||
dealAreaDamage(center: IVector2, radius: number, damage: number): void {
|
||||
const targets = this.spatialIndex.findInRadius(
|
||||
center,
|
||||
radius,
|
||||
(entity) => entity.hasComponent(HealthComponent)
|
||||
);
|
||||
|
||||
for (const target of targets) {
|
||||
const health = target.getComponent(HealthComponent);
|
||||
health.takeDamage(damage);
|
||||
}
|
||||
}
|
||||
|
||||
findNearestEnemy(position: IVector2, team: string): Entity | null {
|
||||
return this.spatialIndex.findNearest(
|
||||
position,
|
||||
undefined, // 无距离限制
|
||||
(entity) => {
|
||||
const teamComp = entity.getComponent(TeamComponent);
|
||||
return teamComp && teamComp.team !== team;
|
||||
}
|
||||
);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### MMO 同步系统
|
||||
|
||||
```typescript
|
||||
class SyncSystem {
|
||||
private aoi: IAOIManager<Player>;
|
||||
|
||||
constructor() {
|
||||
this.aoi = createGridAOI<Player>(100);
|
||||
|
||||
// 监听进入/离开事件
|
||||
this.aoi.addListener((event) => {
|
||||
const packet = this.createSyncPacket(event);
|
||||
this.sendToPlayer(event.observer, packet);
|
||||
});
|
||||
}
|
||||
|
||||
onPlayerJoin(player: Player): void {
|
||||
this.aoi.addObserver(player, player.position, {
|
||||
viewRange: player.viewRange
|
||||
});
|
||||
}
|
||||
|
||||
onPlayerMove(player: Player, newPosition: IVector2): void {
|
||||
this.aoi.updatePosition(player, newPosition);
|
||||
}
|
||||
|
||||
onPlayerLeave(player: Player): void {
|
||||
this.aoi.removeObserver(player);
|
||||
}
|
||||
|
||||
// 广播给所有能看到某玩家的其他玩家
|
||||
broadcastToObservers(player: Player, packet: Packet): void {
|
||||
const observers = this.aoi.getObserversOf(player);
|
||||
for (const observer of observers) {
|
||||
this.sendToPlayer(observer, packet);
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### NPC AI 感知
|
||||
|
||||
```typescript
|
||||
class AIPerceptionSystem {
|
||||
private aoi: IAOIManager<Entity>;
|
||||
|
||||
constructor() {
|
||||
this.aoi = createGridAOI<Entity>(50);
|
||||
}
|
||||
|
||||
setupNPC(npc: Entity): void {
|
||||
const perception = npc.getComponent(PerceptionComponent);
|
||||
|
||||
this.aoi.addObserver(npc, npc.position, {
|
||||
viewRange: perception.range
|
||||
});
|
||||
|
||||
// 监听该 NPC 的感知事件
|
||||
this.aoi.addEntityListener(npc, (event) => {
|
||||
const ai = npc.getComponent(AIComponent);
|
||||
|
||||
if (event.type === 'enter') {
|
||||
ai.onTargetDetected(event.target);
|
||||
} else if (event.type === 'exit') {
|
||||
ai.onTargetLost(event.target);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
update(): void {
|
||||
// 更新所有 NPC 位置
|
||||
for (const npc of this.npcs) {
|
||||
this.aoi.updatePosition(npc, npc.position);
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 蓝图节点
|
||||
|
||||
### 空间查询节点
|
||||
|
||||
- `FindInRadius` - 查找半径内的对象
|
||||
- `FindInRect` - 查找矩形内的对象
|
||||
- `FindNearest` - 查找最近的对象
|
||||
- `FindKNearest` - 查找最近的 K 个对象
|
||||
- `Raycast` - 射线检测
|
||||
- `RaycastFirst` - 射线检测(仅第一个)
|
||||
|
||||
### AOI 节点
|
||||
|
||||
- `GetEntitiesInView` - 获取视野内实体
|
||||
- `GetObserversOf` - 获取观察者
|
||||
- `CanSee` - 检查可见性
|
||||
- `OnEntityEnterView` - 进入视野事件
|
||||
- `OnEntityExitView` - 离开视野事件
|
||||
|
||||
## 服务令牌
|
||||
|
||||
在依赖注入场景中使用:
|
||||
|
||||
```typescript
|
||||
import {
|
||||
SpatialIndexToken,
|
||||
SpatialQueryToken,
|
||||
AOIManagerToken,
|
||||
createGridSpatialIndex,
|
||||
createGridAOI
|
||||
} from '@esengine/spatial';
|
||||
|
||||
// 注册服务
|
||||
services.register(SpatialIndexToken, createGridSpatialIndex(100));
|
||||
services.register(AOIManagerToken, createGridAOI(100));
|
||||
|
||||
// 获取服务
|
||||
const spatialIndex = services.get(SpatialIndexToken);
|
||||
const aoiManager = services.get(AOIManagerToken);
|
||||
```
|
||||
|
||||
## 性能优化
|
||||
|
||||
1. **选择合适的 cellSize**
|
||||
- 太小:内存占用高,单元格数量多
|
||||
- 太大:单元格内对象多,遍历慢
|
||||
- 经验法则:对象平均间距的 1-2 倍
|
||||
|
||||
2. **使用过滤器减少结果**
|
||||
```typescript
|
||||
// 在空间查询阶段就过滤,而不是事后过滤
|
||||
spatialIndex.findInRadius(center, radius, (e) => e.type === 'enemy');
|
||||
```
|
||||
|
||||
3. **使用 distanceSquared 代替 distance**
|
||||
```typescript
|
||||
// 避免 sqrt 计算
|
||||
if (distanceSquared(a, b) < threshold * threshold) { ... }
|
||||
```
|
||||
|
||||
4. **批量更新优化**
|
||||
```typescript
|
||||
// 如果有大量对象同时移动,考虑禁用事件后批量更新
|
||||
```
|
||||
479
docs/modules/timer/index.md
Normal file
479
docs/modules/timer/index.md
Normal file
@@ -0,0 +1,479 @@
|
||||
# 定时器系统 (Timer)
|
||||
|
||||
`@esengine/timer` 提供了一个灵活的定时器和冷却系统,用于游戏中的延迟执行、重复任务、技能冷却等场景。
|
||||
|
||||
## 安装
|
||||
|
||||
```bash
|
||||
npm install @esengine/timer
|
||||
```
|
||||
|
||||
## 快速开始
|
||||
|
||||
```typescript
|
||||
import { createTimerService } from '@esengine/timer';
|
||||
|
||||
// 创建定时器服务
|
||||
const timerService = createTimerService();
|
||||
|
||||
// 一次性定时器(1秒后执行)
|
||||
const handle = timerService.schedule('myTimer', 1000, () => {
|
||||
console.log('Timer fired!');
|
||||
});
|
||||
|
||||
// 重复定时器(每100毫秒执行)
|
||||
timerService.scheduleRepeating('heartbeat', 100, () => {
|
||||
console.log('Tick');
|
||||
});
|
||||
|
||||
// 冷却系统(5秒冷却)
|
||||
timerService.startCooldown('skill_fireball', 5000);
|
||||
|
||||
if (timerService.isCooldownReady('skill_fireball')) {
|
||||
// 可以使用技能
|
||||
useFireball();
|
||||
timerService.startCooldown('skill_fireball', 5000);
|
||||
}
|
||||
|
||||
// 游戏循环中更新
|
||||
function gameLoop(deltaTime: number) {
|
||||
timerService.update(deltaTime);
|
||||
}
|
||||
```
|
||||
|
||||
## 核心概念
|
||||
|
||||
### 定时器 vs 冷却
|
||||
|
||||
| 特性 | 定时器 (Timer) | 冷却 (Cooldown) |
|
||||
|------|---------------|-----------------|
|
||||
| 用途 | 延迟执行代码 | 限制操作频率 |
|
||||
| 回调 | 有回调函数 | 无回调函数 |
|
||||
| 重复 | 支持重复执行 | 一次性 |
|
||||
| 查询 | 查询剩余时间 | 查询进度/是否就绪 |
|
||||
|
||||
### TimerHandle
|
||||
|
||||
调度定时器后返回的句柄对象,用于控制定时器:
|
||||
|
||||
```typescript
|
||||
interface TimerHandle {
|
||||
readonly id: string; // 定时器 ID
|
||||
readonly isValid: boolean; // 是否有效(未被取消)
|
||||
cancel(): void; // 取消定时器
|
||||
}
|
||||
```
|
||||
|
||||
### TimerInfo
|
||||
|
||||
定时器信息对象:
|
||||
|
||||
```typescript
|
||||
interface TimerInfo {
|
||||
readonly id: string; // 定时器 ID
|
||||
readonly remaining: number; // 剩余时间(毫秒)
|
||||
readonly repeating: boolean; // 是否重复执行
|
||||
readonly interval?: number; // 间隔时间(仅重复定时器)
|
||||
}
|
||||
```
|
||||
|
||||
### CooldownInfo
|
||||
|
||||
冷却信息对象:
|
||||
|
||||
```typescript
|
||||
interface CooldownInfo {
|
||||
readonly id: string; // 冷却 ID
|
||||
readonly duration: number; // 总持续时间(毫秒)
|
||||
readonly remaining: number; // 剩余时间(毫秒)
|
||||
readonly progress: number; // 进度(0-1,0=刚开始,1=结束)
|
||||
readonly isReady: boolean; // 是否已就绪
|
||||
}
|
||||
```
|
||||
|
||||
## API 参考
|
||||
|
||||
### createTimerService
|
||||
|
||||
```typescript
|
||||
function createTimerService(config?: TimerServiceConfig): ITimerService
|
||||
```
|
||||
|
||||
**配置选项:**
|
||||
|
||||
| 属性 | 类型 | 默认值 | 描述 |
|
||||
|------|------|--------|------|
|
||||
| `maxTimers` | `number` | `0` | 最大定时器数量(0 表示无限制) |
|
||||
| `maxCooldowns` | `number` | `0` | 最大冷却数量(0 表示无限制) |
|
||||
|
||||
### 定时器 API
|
||||
|
||||
#### schedule
|
||||
|
||||
调度一次性定时器:
|
||||
|
||||
```typescript
|
||||
const handle = timerService.schedule('explosion', 2000, () => {
|
||||
createExplosion();
|
||||
});
|
||||
|
||||
// 提前取消
|
||||
handle.cancel();
|
||||
```
|
||||
|
||||
#### scheduleRepeating
|
||||
|
||||
调度重复定时器:
|
||||
|
||||
```typescript
|
||||
// 每秒执行
|
||||
timerService.scheduleRepeating('regen', 1000, () => {
|
||||
player.hp += 5;
|
||||
});
|
||||
|
||||
// 立即执行一次,然后每秒重复
|
||||
timerService.scheduleRepeating('tick', 1000, () => {
|
||||
console.log('Tick');
|
||||
}, true); // immediate = true
|
||||
```
|
||||
|
||||
#### cancel / cancelById
|
||||
|
||||
取消定时器:
|
||||
|
||||
```typescript
|
||||
// 通过句柄取消
|
||||
handle.cancel();
|
||||
// 或
|
||||
timerService.cancel(handle);
|
||||
|
||||
// 通过 ID 取消
|
||||
timerService.cancelById('regen');
|
||||
```
|
||||
|
||||
#### hasTimer
|
||||
|
||||
检查定时器是否存在:
|
||||
|
||||
```typescript
|
||||
if (timerService.hasTimer('explosion')) {
|
||||
console.log('Explosion is pending');
|
||||
}
|
||||
```
|
||||
|
||||
#### getTimerInfo
|
||||
|
||||
获取定时器信息:
|
||||
|
||||
```typescript
|
||||
const info = timerService.getTimerInfo('explosion');
|
||||
if (info) {
|
||||
console.log(`剩余时间: ${info.remaining}ms`);
|
||||
console.log(`是否重复: ${info.repeating}`);
|
||||
}
|
||||
```
|
||||
|
||||
### 冷却 API
|
||||
|
||||
#### startCooldown
|
||||
|
||||
开始冷却:
|
||||
|
||||
```typescript
|
||||
// 5秒冷却
|
||||
timerService.startCooldown('skill_fireball', 5000);
|
||||
```
|
||||
|
||||
#### isCooldownReady / isOnCooldown
|
||||
|
||||
检查冷却状态:
|
||||
|
||||
```typescript
|
||||
if (timerService.isCooldownReady('skill_fireball')) {
|
||||
// 可以使用技能
|
||||
castFireball();
|
||||
timerService.startCooldown('skill_fireball', 5000);
|
||||
} else {
|
||||
console.log('技能还在冷却中');
|
||||
}
|
||||
|
||||
// 或使用 isOnCooldown
|
||||
if (timerService.isOnCooldown('skill_fireball')) {
|
||||
console.log('冷却中...');
|
||||
}
|
||||
```
|
||||
|
||||
#### getCooldownProgress / getCooldownRemaining
|
||||
|
||||
获取冷却进度:
|
||||
|
||||
```typescript
|
||||
// 进度 0-1(0=刚开始,1=完成)
|
||||
const progress = timerService.getCooldownProgress('skill_fireball');
|
||||
console.log(`冷却进度: ${(progress * 100).toFixed(0)}%`);
|
||||
|
||||
// 剩余时间(毫秒)
|
||||
const remaining = timerService.getCooldownRemaining('skill_fireball');
|
||||
console.log(`剩余时间: ${(remaining / 1000).toFixed(1)}s`);
|
||||
```
|
||||
|
||||
#### getCooldownInfo
|
||||
|
||||
获取完整冷却信息:
|
||||
|
||||
```typescript
|
||||
const info = timerService.getCooldownInfo('skill_fireball');
|
||||
if (info) {
|
||||
console.log(`总时长: ${info.duration}ms`);
|
||||
console.log(`剩余: ${info.remaining}ms`);
|
||||
console.log(`进度: ${info.progress}`);
|
||||
console.log(`就绪: ${info.isReady}`);
|
||||
}
|
||||
```
|
||||
|
||||
#### resetCooldown / clearAllCooldowns
|
||||
|
||||
重置冷却:
|
||||
|
||||
```typescript
|
||||
// 重置单个冷却
|
||||
timerService.resetCooldown('skill_fireball');
|
||||
|
||||
// 清除所有冷却(例如角色复活时)
|
||||
timerService.clearAllCooldowns();
|
||||
```
|
||||
|
||||
### 生命周期
|
||||
|
||||
#### update
|
||||
|
||||
更新定时器服务(需要每帧调用):
|
||||
|
||||
```typescript
|
||||
function gameLoop(deltaTime: number) {
|
||||
// deltaTime 单位是毫秒
|
||||
timerService.update(deltaTime);
|
||||
}
|
||||
```
|
||||
|
||||
#### clear
|
||||
|
||||
清除所有定时器和冷却:
|
||||
|
||||
```typescript
|
||||
timerService.clear();
|
||||
```
|
||||
|
||||
### 调试属性
|
||||
|
||||
```typescript
|
||||
// 获取活跃定时器数量
|
||||
console.log(timerService.activeTimerCount);
|
||||
|
||||
// 获取活跃冷却数量
|
||||
console.log(timerService.activeCooldownCount);
|
||||
|
||||
// 获取所有活跃定时器 ID
|
||||
const timerIds = timerService.getActiveTimerIds();
|
||||
|
||||
// 获取所有活跃冷却 ID
|
||||
const cooldownIds = timerService.getActiveCooldownIds();
|
||||
```
|
||||
|
||||
## 实际示例
|
||||
|
||||
### 技能冷却系统
|
||||
|
||||
```typescript
|
||||
import { createTimerService, type ITimerService } from '@esengine/timer';
|
||||
|
||||
class SkillSystem {
|
||||
private timerService: ITimerService;
|
||||
private skills: Map<string, SkillData> = new Map();
|
||||
|
||||
constructor() {
|
||||
this.timerService = createTimerService();
|
||||
}
|
||||
|
||||
registerSkill(id: string, data: SkillData): void {
|
||||
this.skills.set(id, data);
|
||||
}
|
||||
|
||||
useSkill(skillId: string): boolean {
|
||||
const skill = this.skills.get(skillId);
|
||||
if (!skill) return false;
|
||||
|
||||
// 检查冷却
|
||||
if (!this.timerService.isCooldownReady(skillId)) {
|
||||
const remaining = this.timerService.getCooldownRemaining(skillId);
|
||||
console.log(`技能 ${skillId} 冷却中,剩余 ${remaining}ms`);
|
||||
return false;
|
||||
}
|
||||
|
||||
// 使用技能
|
||||
this.executeSkill(skill);
|
||||
|
||||
// 开始冷却
|
||||
this.timerService.startCooldown(skillId, skill.cooldown);
|
||||
return true;
|
||||
}
|
||||
|
||||
getSkillCooldownProgress(skillId: string): number {
|
||||
return this.timerService.getCooldownProgress(skillId);
|
||||
}
|
||||
|
||||
update(dt: number): void {
|
||||
this.timerService.update(dt);
|
||||
}
|
||||
}
|
||||
|
||||
interface SkillData {
|
||||
cooldown: number;
|
||||
// ... other properties
|
||||
}
|
||||
```
|
||||
|
||||
### 延迟和定时效果
|
||||
|
||||
```typescript
|
||||
class EffectSystem {
|
||||
private timerService: ITimerService;
|
||||
|
||||
constructor(timerService: ITimerService) {
|
||||
this.timerService = timerService;
|
||||
}
|
||||
|
||||
// 延迟爆炸
|
||||
scheduleExplosion(position: { x: number; y: number }, delay: number): void {
|
||||
this.timerService.schedule(`explosion_${Date.now()}`, delay, () => {
|
||||
this.createExplosion(position);
|
||||
});
|
||||
}
|
||||
|
||||
// DOT 伤害(每秒造成伤害)
|
||||
applyDOT(target: Entity, damage: number, duration: number): void {
|
||||
const dotId = `dot_${target.id}_${Date.now()}`;
|
||||
let elapsed = 0;
|
||||
|
||||
this.timerService.scheduleRepeating(dotId, 1000, () => {
|
||||
elapsed += 1000;
|
||||
target.takeDamage(damage);
|
||||
|
||||
if (elapsed >= duration) {
|
||||
this.timerService.cancelById(dotId);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// BUFF 效果(持续一段时间)
|
||||
applyBuff(target: Entity, buffId: string, duration: number): void {
|
||||
target.addBuff(buffId);
|
||||
|
||||
this.timerService.schedule(`buff_expire_${buffId}`, duration, () => {
|
||||
target.removeBuff(buffId);
|
||||
});
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 与 ECS 集成
|
||||
|
||||
```typescript
|
||||
import { Component, EntitySystem, Matcher } from '@esengine/ecs-framework';
|
||||
import { createTimerService, type ITimerService } from '@esengine/timer';
|
||||
|
||||
// 定时器组件
|
||||
class TimerComponent extends Component {
|
||||
timerService: ITimerService;
|
||||
|
||||
constructor() {
|
||||
super();
|
||||
this.timerService = createTimerService();
|
||||
}
|
||||
}
|
||||
|
||||
// 定时器系统
|
||||
class TimerSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.all(TimerComponent));
|
||||
}
|
||||
|
||||
protected processEntity(entity: Entity, dt: number): void {
|
||||
const timer = entity.getComponent(TimerComponent);
|
||||
timer.timerService.update(dt);
|
||||
}
|
||||
}
|
||||
|
||||
// 冷却组件(用于共享冷却)
|
||||
class CooldownComponent extends Component {
|
||||
constructor(public timerService: ITimerService) {
|
||||
super();
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 蓝图节点
|
||||
|
||||
Timer 模块提供了可视化脚本支持的蓝图节点:
|
||||
|
||||
### 冷却节点
|
||||
|
||||
- `StartCooldown` - 开始冷却
|
||||
- `IsCooldownReady` - 检查冷却是否就绪
|
||||
- `GetCooldownProgress` - 获取冷却进度
|
||||
- `GetCooldownInfo` - 获取详细冷却信息
|
||||
- `ResetCooldown` - 重置冷却
|
||||
|
||||
### 定时器节点
|
||||
|
||||
- `HasTimer` - 检查定时器是否存在
|
||||
- `CancelTimer` - 取消定时器
|
||||
- `GetTimerRemaining` - 获取定时器剩余时间
|
||||
|
||||
## 服务令牌
|
||||
|
||||
在依赖注入场景中使用:
|
||||
|
||||
```typescript
|
||||
import { TimerServiceToken, createTimerService } from '@esengine/timer';
|
||||
|
||||
// 注册服务
|
||||
services.register(TimerServiceToken, createTimerService());
|
||||
|
||||
// 获取服务
|
||||
const timerService = services.get(TimerServiceToken);
|
||||
```
|
||||
|
||||
## 最佳实践
|
||||
|
||||
1. **使用有意义的 ID**:使用描述性的 ID 便于调试和管理
|
||||
```typescript
|
||||
// 好
|
||||
timerService.startCooldown('skill_fireball', 5000);
|
||||
|
||||
// 不好
|
||||
timerService.startCooldown('cd1', 5000);
|
||||
```
|
||||
|
||||
2. **避免重复 ID**:相同 ID 的定时器会覆盖之前的
|
||||
```typescript
|
||||
// 使用唯一 ID
|
||||
const uniqueId = `explosion_${entity.id}_${Date.now()}`;
|
||||
timerService.schedule(uniqueId, 1000, callback);
|
||||
```
|
||||
|
||||
3. **及时清理**:在适当时机清理不需要的定时器和冷却
|
||||
```typescript
|
||||
// 实体销毁时
|
||||
onDestroy() {
|
||||
this.timerService.cancelById(this.timerId);
|
||||
}
|
||||
```
|
||||
|
||||
4. **配置限制**:在生产环境考虑设置最大数量限制
|
||||
```typescript
|
||||
const timerService = createTimerService({
|
||||
maxTimers: 1000,
|
||||
maxCooldowns: 500
|
||||
});
|
||||
```
|
||||
15
packages/framework/behavior-tree/CHANGELOG.md
Normal file
15
packages/framework/behavior-tree/CHANGELOG.md
Normal file
@@ -0,0 +1,15 @@
|
||||
# @esengine/behavior-tree
|
||||
|
||||
## 1.0.3
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`7d74623`](https://github.com/esengine/esengine/commit/7d746237100084ac3456f1af92ff664db4e50cc8)]:
|
||||
- @esengine/ecs-framework@2.4.4
|
||||
|
||||
## 1.0.2
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`ce2db4e`](https://github.com/esengine/esengine/commit/ce2db4e48a7cdac44265420ef16e83f6424f4dea)]:
|
||||
- @esengine/ecs-framework@2.4.3
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/behavior-tree",
|
||||
"version": "1.0.1",
|
||||
"version": "1.0.3",
|
||||
"description": "ECS-based AI behavior tree system - works with any ECS framework (ESEngine, Cocos, Laya, etc.)",
|
||||
"main": "dist/index.js",
|
||||
"module": "dist/index.js",
|
||||
|
||||
15
packages/framework/blueprint/CHANGELOG.md
Normal file
15
packages/framework/blueprint/CHANGELOG.md
Normal file
@@ -0,0 +1,15 @@
|
||||
# @esengine/blueprint
|
||||
|
||||
## 1.0.2
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`7d74623`](https://github.com/esengine/esengine/commit/7d746237100084ac3456f1af92ff664db4e50cc8)]:
|
||||
- @esengine/ecs-framework@2.4.4
|
||||
|
||||
## 1.0.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`ce2db4e`](https://github.com/esengine/esengine/commit/ce2db4e48a7cdac44265420ef16e83f6424f4dea)]:
|
||||
- @esengine/ecs-framework@2.4.3
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/blueprint",
|
||||
"version": "1.0.0",
|
||||
"version": "1.0.2",
|
||||
"description": "Visual scripting system - works with any ECS framework (ESEngine, Cocos, Laya, etc.)",
|
||||
"main": "dist/index.js",
|
||||
"module": "dist/index.js",
|
||||
|
||||
16
packages/framework/core/CHANGELOG.md
Normal file
16
packages/framework/core/CHANGELOG.md
Normal file
@@ -0,0 +1,16 @@
|
||||
# @esengine/ecs-framework
|
||||
|
||||
## 2.4.4
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- [`7d74623`](https://github.com/esengine/esengine/commit/7d746237100084ac3456f1af92ff664db4e50cc8) Thanks [@esengine](https://github.com/esengine)! - fix(core): 修复 npm 发布目录配置,确保从 dist 目录发布以保持与 Cocos Creator 的兼容性
|
||||
|
||||
## 2.4.3
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- [#356](https://github.com/esengine/esengine/pull/356) [`ce2db4e`](https://github.com/esengine/esengine/commit/ce2db4e48a7cdac44265420ef16e83f6424f4dea) Thanks [@esengine](https://github.com/esengine)! - fix(core): 修复 World cleanup 在打包环境下的兼容性问题
|
||||
- 使用 forEach 替代 spread + for...of 解构模式,避免某些打包工具(如 Cocos Creator)转换后的兼容性问题
|
||||
- 重构 World 和 WorldManager 类,提升代码质量
|
||||
- 提取默认配置为常量,统一双语注释格式
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/ecs-framework",
|
||||
"version": "2.4.2",
|
||||
"version": "2.4.4",
|
||||
"description": "用于Laya、Cocos Creator等JavaScript游戏引擎的高性能ECS框架",
|
||||
"main": "dist/index.cjs",
|
||||
"module": "dist/index.mjs",
|
||||
@@ -70,7 +70,8 @@
|
||||
},
|
||||
"publishConfig": {
|
||||
"access": "public",
|
||||
"registry": "https://registry.npmjs.org/"
|
||||
"registry": "https://registry.npmjs.org/",
|
||||
"directory": "dist"
|
||||
},
|
||||
"repository": {
|
||||
"type": "git",
|
||||
|
||||
@@ -13,7 +13,7 @@ const logger = createLogger('World');
|
||||
* @zh 全局系统是在World级别运行的系统,不依赖特定Scene
|
||||
* @en Global systems run at World level and don't depend on specific Scene
|
||||
*/
|
||||
export type IGlobalSystem = {
|
||||
export interface IGlobalSystem {
|
||||
/**
|
||||
* @zh 系统名称
|
||||
* @en System name
|
||||
@@ -49,7 +49,7 @@ export type IGlobalSystem = {
|
||||
* @zh World配置接口
|
||||
* @en World configuration interface
|
||||
*/
|
||||
export type IWorldConfig = {
|
||||
export interface IWorldConfig {
|
||||
/**
|
||||
* @zh World名称
|
||||
* @en World name
|
||||
@@ -77,12 +77,23 @@ export type IWorldConfig = {
|
||||
/**
|
||||
* @zh 自动清理阈值(毫秒),空Scene超过此时间后将被自动清理
|
||||
* @en Auto cleanup threshold (ms), empty scenes exceeding this time will be auto-cleaned
|
||||
*
|
||||
* @default 300000 (5 minutes)
|
||||
*/
|
||||
cleanupThresholdMs?: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh World默认配置
|
||||
* @en World default configuration
|
||||
*/
|
||||
const DEFAULT_CONFIG: Required<IWorldConfig> = {
|
||||
name: 'World',
|
||||
debug: false,
|
||||
maxScenes: 10,
|
||||
autoCleanup: true,
|
||||
cleanupThresholdMs: 5 * 60 * 1000
|
||||
};
|
||||
|
||||
/**
|
||||
* @zh World类 - ECS世界管理器
|
||||
* @en World class - ECS world manager
|
||||
@@ -101,67 +112,66 @@ export type IWorldConfig = {
|
||||
* - World.services: World-level services (independent per World)
|
||||
* - Scene.services: Scene-level services (independent per Scene)
|
||||
*
|
||||
* @zh 这种设计允许创建独立的游戏世界,如:
|
||||
* - 游戏房间(每个房间一个World)
|
||||
* - 不同的游戏模式
|
||||
* - 独立的模拟环境
|
||||
* @en This design allows creating independent game worlds like:
|
||||
* - Game rooms (one World per room)
|
||||
* - Different game modes
|
||||
* - Independent simulation environments
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // @zh 创建游戏房间的World | @en Create World for game room
|
||||
* const roomWorld = new World({ name: 'Room_001' });
|
||||
*
|
||||
* // @zh 注册World级别的服务 | @en Register World-level service
|
||||
* roomWorld.services.registerSingleton(RoomManager);
|
||||
*
|
||||
* // @zh 在World中创建Scene | @en Create Scene in World
|
||||
* const gameScene = roomWorld.createScene('game', new Scene());
|
||||
* const uiScene = roomWorld.createScene('ui', new Scene());
|
||||
*
|
||||
* // @zh 在Scene中使用World级别的服务 | @en Use World-level service in Scene
|
||||
* const roomManager = roomWorld.services.resolve(RoomManager);
|
||||
*
|
||||
* // @zh 更新整个World | @en Update entire World
|
||||
* roomWorld.update(deltaTime);
|
||||
* const gameScene = roomWorld.createScene('game');
|
||||
* roomWorld.setSceneActive('game', true);
|
||||
* roomWorld.start();
|
||||
* ```
|
||||
*/
|
||||
export class World {
|
||||
public readonly name: string;
|
||||
private readonly _config: IWorldConfig;
|
||||
private readonly _scenes: Map<string, IScene> = new Map();
|
||||
private readonly _activeScenes: Set<string> = new Set();
|
||||
|
||||
private readonly _config: Required<IWorldConfig>;
|
||||
private readonly _scenes = new Map<string, IScene>();
|
||||
private readonly _activeScenes = new Set<string>();
|
||||
private readonly _globalSystems: IGlobalSystem[] = [];
|
||||
private readonly _services: ServiceContainer;
|
||||
private _isActive: boolean = false;
|
||||
private _createdAt: number;
|
||||
private readonly _createdAt: number;
|
||||
private _isActive = false;
|
||||
|
||||
constructor(config: IWorldConfig = {}) {
|
||||
this._config = {
|
||||
name: 'World',
|
||||
debug: false,
|
||||
maxScenes: 10,
|
||||
autoCleanup: true,
|
||||
cleanupThresholdMs: 5 * 60 * 1000,
|
||||
...config
|
||||
};
|
||||
|
||||
this.name = this._config.name!;
|
||||
this._config = { ...DEFAULT_CONFIG, ...config };
|
||||
this.name = this._config.name;
|
||||
this._createdAt = Date.now();
|
||||
this._services = new ServiceContainer();
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh World级别的服务容器,用于管理World范围内的全局服务
|
||||
* @en World-level service container for managing World-scoped global services
|
||||
* @zh World级别的服务容器
|
||||
* @en World-level service container
|
||||
*/
|
||||
public get services(): ServiceContainer {
|
||||
return this._services;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 检查World是否激活
|
||||
* @en Check if World is active
|
||||
*/
|
||||
public get isActive(): boolean {
|
||||
return this._isActive;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取Scene数量
|
||||
* @en Get scene count
|
||||
*/
|
||||
public get sceneCount(): number {
|
||||
return this._scenes.size;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取创建时间
|
||||
* @en Get creation time
|
||||
*/
|
||||
public get createdAt(): number {
|
||||
return this._createdAt;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 创建并添加Scene到World
|
||||
* @en Create and add Scene to World
|
||||
@@ -169,32 +179,21 @@ export class World {
|
||||
* @param sceneName - @zh Scene名称 @en Scene name
|
||||
* @param sceneInstance - @zh Scene实例(可选)@en Scene instance (optional)
|
||||
* @returns @zh 创建的Scene实例 @en Created Scene instance
|
||||
* @throws @zh 名称为空、重复或超出限制时抛出错误 @en Throws if name is empty, duplicate, or limit exceeded
|
||||
*/
|
||||
public createScene<T extends IScene>(sceneName: string, sceneInstance?: T): T {
|
||||
if (!sceneName || typeof sceneName !== 'string' || sceneName.trim() === '') {
|
||||
throw new Error('Scene name不能为空');
|
||||
}
|
||||
this.validateSceneName(sceneName);
|
||||
|
||||
if (this._scenes.has(sceneName)) {
|
||||
throw new Error(`Scene name '${sceneName}' 已存在于World '${this.name}' 中`);
|
||||
}
|
||||
|
||||
if (this._scenes.size >= this._config.maxScenes!) {
|
||||
throw new Error(`World '${this.name}' 已达到最大Scene数量限制: ${this._config.maxScenes}`);
|
||||
}
|
||||
|
||||
const scene = sceneInstance || (new Scene() as unknown as T);
|
||||
const scene = sceneInstance ?? new Scene() as unknown as T;
|
||||
|
||||
if (this._config.debug) {
|
||||
const performanceMonitor = new PerformanceMonitor();
|
||||
performanceMonitor.enable();
|
||||
scene.services.registerInstance(PerformanceMonitor, performanceMonitor);
|
||||
const monitor = new PerformanceMonitor();
|
||||
monitor.enable();
|
||||
scene.services.registerInstance(PerformanceMonitor, monitor);
|
||||
}
|
||||
|
||||
(scene as { id?: string }).id = sceneName;
|
||||
if (!scene.name) {
|
||||
scene.name = sceneName;
|
||||
}
|
||||
scene.name ||= sceneName;
|
||||
|
||||
this._scenes.set(sceneName, scene);
|
||||
scene.initialize();
|
||||
@@ -211,9 +210,7 @@ export class World {
|
||||
*/
|
||||
public removeScene(sceneName: string): boolean {
|
||||
const scene = this._scenes.get(sceneName);
|
||||
if (!scene) {
|
||||
return false;
|
||||
}
|
||||
if (!scene) return false;
|
||||
|
||||
if (this._activeScenes.has(sceneName)) {
|
||||
this.setSceneActive(sceneName, false);
|
||||
@@ -221,11 +218,20 @@ export class World {
|
||||
|
||||
scene.end();
|
||||
this._scenes.delete(sceneName);
|
||||
|
||||
logger.info(`从World '${this.name}' 中移除Scene: ${sceneName}`);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 移除所有Scene
|
||||
* @en Remove all Scenes
|
||||
*/
|
||||
public removeAllScenes(): void {
|
||||
this._scenes.forEach((_, name) => this.removeScene(name));
|
||||
logger.info(`从World '${this.name}' 中移除所有Scene`);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取Scene
|
||||
* @en Get Scene
|
||||
@@ -234,36 +240,31 @@ export class World {
|
||||
* @returns @zh Scene实例或null @en Scene instance or null
|
||||
*/
|
||||
public getScene<T extends IScene>(sceneName: string): T | null {
|
||||
return this._scenes.get(sceneName) as T || null;
|
||||
return (this._scenes.get(sceneName) as T) ?? null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取所有Scene ID
|
||||
* @zh 获取所有Scene ID
|
||||
* @en Get all Scene IDs
|
||||
*/
|
||||
public getSceneIds(): string[] {
|
||||
return Array.from(this._scenes.keys());
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取所有Scene
|
||||
* @zh 获取所有Scene
|
||||
* @en Get all Scenes
|
||||
*/
|
||||
public getAllScenes(): IScene[] {
|
||||
return Array.from(this._scenes.values());
|
||||
}
|
||||
|
||||
/**
|
||||
* 移除所有Scene
|
||||
*/
|
||||
public removeAllScenes(): void {
|
||||
const sceneNames = Array.from(this._scenes.keys());
|
||||
for (const sceneName of sceneNames) {
|
||||
this.removeScene(sceneName);
|
||||
}
|
||||
logger.info(`从World '${this.name}' 中移除所有Scene`);
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置Scene激活状态
|
||||
* @zh 设置Scene激活状态
|
||||
* @en Set Scene active state
|
||||
*
|
||||
* @param sceneName - @zh Scene名称 @en Scene name
|
||||
* @param active - @zh 是否激活 @en Whether to activate
|
||||
*/
|
||||
public setSceneActive(sceneName: string, active: boolean): void {
|
||||
const scene = this._scenes.get(sceneName);
|
||||
@@ -283,22 +284,27 @@ export class World {
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查Scene是否激活
|
||||
* @zh 检查Scene是否激活
|
||||
* @en Check if Scene is active
|
||||
*/
|
||||
public isSceneActive(sceneName: string): boolean {
|
||||
return this._activeScenes.has(sceneName);
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取活跃Scene数量
|
||||
* @zh 获取活跃Scene数量
|
||||
* @en Get active Scene count
|
||||
*/
|
||||
public getActiveSceneCount(): number {
|
||||
return this._activeScenes.size;
|
||||
}
|
||||
|
||||
/**
|
||||
* 添加全局System
|
||||
* 全局System会在所有激活Scene之前更新
|
||||
* @zh 添加全局System
|
||||
* @en Add global System
|
||||
*
|
||||
* @param system - @zh 全局System实例 @en Global System instance
|
||||
* @returns @zh 添加的System实例 @en Added System instance
|
||||
*/
|
||||
public addGlobalSystem<T extends IGlobalSystem>(system: T): T {
|
||||
if (this._globalSystems.includes(system)) {
|
||||
@@ -307,132 +313,77 @@ export class World {
|
||||
|
||||
this._globalSystems.push(system);
|
||||
system.initialize?.();
|
||||
|
||||
logger.debug(`在World '${this.name}' 中添加全局System: ${system.name}`);
|
||||
|
||||
return system;
|
||||
}
|
||||
|
||||
/**
|
||||
* 移除全局System
|
||||
* @zh 移除全局System
|
||||
* @en Remove global System
|
||||
*
|
||||
* @param system - @zh 要移除的System @en System to remove
|
||||
* @returns @zh 是否成功移除 @en Whether removal was successful
|
||||
*/
|
||||
public removeGlobalSystem(system: IGlobalSystem): boolean {
|
||||
const index = this._globalSystems.indexOf(system);
|
||||
if (index === -1) {
|
||||
return false;
|
||||
}
|
||||
if (index === -1) return false;
|
||||
|
||||
this._globalSystems.splice(index, 1);
|
||||
system.reset?.();
|
||||
|
||||
logger.debug(`从World '${this.name}' 中移除全局System: ${system.name}`);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取全局System
|
||||
* @zh 获取全局System
|
||||
* @en Get global System
|
||||
*
|
||||
* @param type - @zh System类型 @en System type
|
||||
* @returns @zh System实例或null @en System instance or null
|
||||
*/
|
||||
public getGlobalSystem<T extends IGlobalSystem>(type: new (...args: any[]) => T): T | null {
|
||||
for (const system of this._globalSystems) {
|
||||
if (system instanceof type) {
|
||||
return system as T;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
public getGlobalSystem<T extends IGlobalSystem>(type: new (...args: unknown[]) => T): T | null {
|
||||
return (this._globalSystems.find(s => s instanceof type) as T) ?? null;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 启动World
|
||||
* @zh 启动World
|
||||
* @en Start World
|
||||
*/
|
||||
public start(): void {
|
||||
if (this._isActive) {
|
||||
return;
|
||||
}
|
||||
if (this._isActive) return;
|
||||
|
||||
this._isActive = true;
|
||||
|
||||
for (const system of this._globalSystems) {
|
||||
system.initialize?.();
|
||||
}
|
||||
|
||||
this._globalSystems.forEach(s => s.initialize?.());
|
||||
logger.info(`启动World: ${this.name}`);
|
||||
}
|
||||
|
||||
/**
|
||||
* 停止World
|
||||
* @zh 停止World
|
||||
* @en Stop World
|
||||
*/
|
||||
public stop(): void {
|
||||
if (!this._isActive) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (const sceneName of this._activeScenes) {
|
||||
this.setSceneActive(sceneName, false);
|
||||
}
|
||||
|
||||
for (const system of this._globalSystems) {
|
||||
system.reset?.();
|
||||
}
|
||||
if (!this._isActive) return;
|
||||
|
||||
this._activeScenes.forEach(name => this.setSceneActive(name, false));
|
||||
this._globalSystems.forEach(s => s.reset?.());
|
||||
this._isActive = false;
|
||||
logger.info(`停止World: ${this.name}`);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 更新World中的全局System
|
||||
* @en Update global systems in World
|
||||
*
|
||||
* @internal Called by Core.update()
|
||||
*/
|
||||
public updateGlobalSystems(): void {
|
||||
if (!this._isActive) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (const system of this._globalSystems) {
|
||||
system.update?.();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 更新World中的所有激活Scene
|
||||
* @en Update all active scenes in World
|
||||
*
|
||||
* @internal Called by Core.update()
|
||||
*/
|
||||
public updateScenes(): void {
|
||||
if (!this._isActive) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (const sceneName of this._activeScenes) {
|
||||
const scene = this._scenes.get(sceneName);
|
||||
scene?.update?.();
|
||||
}
|
||||
|
||||
if (this._config.autoCleanup) {
|
||||
this.cleanup();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 销毁World
|
||||
* @zh 销毁World
|
||||
* @en Destroy World
|
||||
*/
|
||||
public destroy(): void {
|
||||
logger.info(`销毁World: ${this.name}`);
|
||||
|
||||
this.stop();
|
||||
this.removeAllScenes();
|
||||
|
||||
for (const sceneName of Array.from(this._scenes.keys())) {
|
||||
this.removeScene(sceneName);
|
||||
}
|
||||
|
||||
for (const system of this._globalSystems) {
|
||||
if (system.destroy) {
|
||||
system.destroy();
|
||||
} else {
|
||||
system.reset?.();
|
||||
}
|
||||
}
|
||||
this._globalSystems.forEach(s => s.destroy?.() ?? s.reset?.());
|
||||
this._globalSystems.length = 0;
|
||||
|
||||
this._services.clear();
|
||||
@@ -440,10 +391,49 @@ export class World {
|
||||
this._activeScenes.clear();
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 获取World状态
|
||||
* @zh 更新World中的全局System
|
||||
* @en Update global systems in World
|
||||
* @internal
|
||||
*/
|
||||
public updateGlobalSystems(): void {
|
||||
if (!this._isActive) return;
|
||||
this._globalSystems.forEach(s => s.update?.());
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 更新World中的所有激活Scene
|
||||
* @en Update all active scenes in World
|
||||
* @internal
|
||||
*/
|
||||
public updateScenes(): void {
|
||||
if (!this._isActive) return;
|
||||
|
||||
this._activeScenes.forEach(name => {
|
||||
this._scenes.get(name)?.update?.();
|
||||
});
|
||||
|
||||
if (this._config.autoCleanup) {
|
||||
this.cleanup();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* @zh 获取World状态
|
||||
* @en Get World status
|
||||
*/
|
||||
public getStatus() {
|
||||
const scenes: Array<{ id: string; name: string; isActive: boolean }> = [];
|
||||
this._scenes.forEach((scene, id) => {
|
||||
scenes.push({
|
||||
id,
|
||||
name: scene.name || id,
|
||||
isActive: this._activeScenes.has(id)
|
||||
});
|
||||
});
|
||||
|
||||
return {
|
||||
name: this.name,
|
||||
isActive: this._isActive,
|
||||
@@ -452,46 +442,61 @@ export class World {
|
||||
globalSystemCount: this._globalSystems.length,
|
||||
createdAt: this._createdAt,
|
||||
config: { ...this._config },
|
||||
scenes: Array.from(this._scenes.keys()).map((sceneName) => ({
|
||||
id: sceneName,
|
||||
isActive: this._activeScenes.has(sceneName),
|
||||
name: this._scenes.get(sceneName)?.name || sceneName
|
||||
}))
|
||||
scenes
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取World统计信息
|
||||
* @zh 获取World统计信息
|
||||
* @en Get World statistics
|
||||
*/
|
||||
public getStats() {
|
||||
const stats = {
|
||||
totalEntities: 0,
|
||||
totalSystems: this._globalSystems.length,
|
||||
let totalEntities = 0;
|
||||
let totalSystems = this._globalSystems.length;
|
||||
|
||||
this._scenes.forEach(scene => {
|
||||
totalEntities += scene.entities?.count ?? 0;
|
||||
totalSystems += scene.systems?.length ?? 0;
|
||||
});
|
||||
|
||||
return {
|
||||
totalEntities,
|
||||
totalSystems,
|
||||
memoryUsage: 0,
|
||||
performance: {
|
||||
averageUpdateTime: 0,
|
||||
maxUpdateTime: 0
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
for (const scene of this._scenes.values()) {
|
||||
stats.totalEntities += scene.entities?.count ?? 0;
|
||||
stats.totalSystems += scene.systems?.length ?? 0;
|
||||
|
||||
/**
|
||||
* @zh 验证Scene名称
|
||||
* @en Validate Scene name
|
||||
*/
|
||||
private validateSceneName(sceneName: string): void {
|
||||
if (!sceneName?.trim()) {
|
||||
throw new Error('Scene name不能为空');
|
||||
}
|
||||
if (this._scenes.has(sceneName)) {
|
||||
throw new Error(`Scene name '${sceneName}' 已存在于World '${this.name}' 中`);
|
||||
}
|
||||
if (this._scenes.size >= this._config.maxScenes) {
|
||||
throw new Error(`World '${this.name}' 已达到最大Scene数量限制: ${this._config.maxScenes}`);
|
||||
}
|
||||
|
||||
return stats;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 检查Scene是否可以被自动清理
|
||||
* @en Check if a scene is eligible for auto cleanup
|
||||
*/
|
||||
private _isSceneCleanupCandidate(sceneName: string, scene: IScene): boolean {
|
||||
private isCleanupCandidate(sceneName: string, scene: IScene): boolean {
|
||||
const elapsed = Date.now() - this._createdAt;
|
||||
return !this._activeScenes.has(sceneName) &&
|
||||
scene.entities != null &&
|
||||
scene.entities.count === 0 &&
|
||||
elapsed > this._config.cleanupThresholdMs!;
|
||||
elapsed > this._config.cleanupThresholdMs;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -499,33 +504,18 @@ export class World {
|
||||
* @en Execute auto cleanup operation
|
||||
*/
|
||||
private cleanup(): void {
|
||||
const candidates = [...this._scenes.entries()]
|
||||
.filter(([name, scene]) => this._isSceneCleanupCandidate(name, scene));
|
||||
const toRemove: string[] = [];
|
||||
|
||||
for (const [sceneName] of candidates) {
|
||||
this.removeScene(sceneName);
|
||||
logger.debug(`自动清理空Scene: ${sceneName} from World ${this.name}`);
|
||||
}
|
||||
this._scenes.forEach((scene, name) => {
|
||||
if (this.isCleanupCandidate(name, scene)) {
|
||||
toRemove.push(name);
|
||||
}
|
||||
});
|
||||
|
||||
toRemove.forEach(name => {
|
||||
this.removeScene(name);
|
||||
logger.debug(`自动清理空Scene: ${name} from World ${this.name}`);
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查World是否激活
|
||||
*/
|
||||
public get isActive(): boolean {
|
||||
return this._isActive;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取Scene数量
|
||||
*/
|
||||
public get sceneCount(): number {
|
||||
return this._scenes.size;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取创建时间
|
||||
*/
|
||||
public get createdAt(): number {
|
||||
return this._createdAt;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5,80 +5,85 @@ import type { IService } from '../Core/ServiceContainer';
|
||||
const logger = createLogger('WorldManager');
|
||||
|
||||
/**
|
||||
* WorldManager配置接口
|
||||
* @zh WorldManager配置接口
|
||||
* @en WorldManager configuration interface
|
||||
*/
|
||||
export type IWorldManagerConfig = {
|
||||
export interface IWorldManagerConfig {
|
||||
/**
|
||||
* 最大World数量
|
||||
* @zh 最大World数量
|
||||
* @en Maximum number of worlds
|
||||
*/
|
||||
maxWorlds?: number;
|
||||
|
||||
/**
|
||||
* 是否自动清理空World
|
||||
* @zh 是否自动清理空World
|
||||
* @en Auto cleanup empty worlds
|
||||
*/
|
||||
autoCleanup?: boolean;
|
||||
|
||||
/**
|
||||
* 清理间隔(帧数)
|
||||
* @zh 清理间隔(帧数)
|
||||
* @en Cleanup interval in frames
|
||||
*/
|
||||
cleanupFrameInterval?: number;
|
||||
|
||||
/**
|
||||
* 是否启用调试模式
|
||||
* @zh 是否启用调试模式
|
||||
* @en Enable debug mode
|
||||
*/
|
||||
debug?: boolean;
|
||||
}
|
||||
|
||||
/**
|
||||
* World管理器 - 管理所有World实例
|
||||
* @zh WorldManager默认配置
|
||||
* @en WorldManager default configuration
|
||||
*/
|
||||
const DEFAULT_CONFIG: Required<IWorldManagerConfig> = {
|
||||
maxWorlds: 50,
|
||||
autoCleanup: true,
|
||||
cleanupFrameInterval: 1800,
|
||||
debug: false
|
||||
};
|
||||
|
||||
/**
|
||||
* @zh 清理阈值(毫秒)
|
||||
* @en Cleanup threshold in milliseconds
|
||||
*/
|
||||
const CLEANUP_THRESHOLD_MS = 10 * 60 * 1000; // 10 minutes
|
||||
|
||||
/**
|
||||
* @zh World管理器 - 管理所有World实例
|
||||
* @en World Manager - Manages all World instances
|
||||
*
|
||||
* WorldManager负责管理多个独立的World实例。
|
||||
* @zh WorldManager负责管理多个独立的World实例。
|
||||
* 每个World都是独立的ECS环境,可以包含多个Scene。
|
||||
* @en WorldManager is responsible for managing multiple independent World instances.
|
||||
* Each World is an isolated ECS environment that can contain multiple Scenes.
|
||||
*
|
||||
* 适用场景:
|
||||
* @zh 适用场景:
|
||||
* - MMO游戏的多房间管理
|
||||
* - 服务器端的多游戏实例
|
||||
* - 需要完全隔离的多个游戏环境
|
||||
* @en Use cases:
|
||||
* - Multi-room management for MMO games
|
||||
* - Multiple game instances on server-side
|
||||
* - Completely isolated game environments
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // 创建WorldManager实例
|
||||
* const worldManager = new WorldManager({
|
||||
* maxWorlds: 100,
|
||||
* autoCleanup: true
|
||||
* });
|
||||
*
|
||||
* // 创建游戏房间World
|
||||
* const room1 = worldManager.createWorld('room_001', {
|
||||
* name: 'GameRoom_001',
|
||||
* maxScenes: 5
|
||||
* });
|
||||
* room1.setActive(true);
|
||||
*
|
||||
* // 游戏循环
|
||||
* function gameLoop(deltaTime: number) {
|
||||
* Core.update(deltaTime);
|
||||
* worldManager.updateAll(); // 更新所有活跃World
|
||||
* }
|
||||
* const worldManager = new WorldManager({ maxWorlds: 100 });
|
||||
* const room = worldManager.createWorld('room_001');
|
||||
* worldManager.setWorldActive('room_001', true);
|
||||
* ```
|
||||
*/
|
||||
export class WorldManager implements IService {
|
||||
private readonly _config: Required<IWorldManagerConfig>;
|
||||
private readonly _worlds: Map<string, World> = new Map();
|
||||
private _isRunning: boolean = false;
|
||||
private _framesSinceCleanup: number = 0;
|
||||
private readonly _worlds = new Map<string, World>();
|
||||
private _isRunning = true;
|
||||
private _framesSinceCleanup = 0;
|
||||
|
||||
public constructor(config: IWorldManagerConfig = {}) {
|
||||
this._config = {
|
||||
maxWorlds: 50,
|
||||
autoCleanup: true,
|
||||
cleanupFrameInterval: 1800, // 1800帧
|
||||
debug: false,
|
||||
...config
|
||||
};
|
||||
|
||||
// 默认启动运行状态
|
||||
this._isRunning = true;
|
||||
constructor(config: IWorldManagerConfig = {}) {
|
||||
this._config = { ...DEFAULT_CONFIG, ...config };
|
||||
|
||||
logger.info('WorldManager已初始化', {
|
||||
maxWorlds: this._config.maxWorlds,
|
||||
@@ -88,27 +93,57 @@ export class WorldManager implements IService {
|
||||
}
|
||||
|
||||
/**
|
||||
* 创建新World
|
||||
* @zh 获取World总数
|
||||
* @en Get total world count
|
||||
*/
|
||||
public get worldCount(): number {
|
||||
return this._worlds.size;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取激活World数量
|
||||
* @en Get active world count
|
||||
*/
|
||||
public get activeWorldCount(): number {
|
||||
let count = 0;
|
||||
this._worlds.forEach(world => {
|
||||
if (world.isActive) count++;
|
||||
});
|
||||
return count;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 检查是否正在运行
|
||||
* @en Check if running
|
||||
*/
|
||||
public get isRunning(): boolean {
|
||||
return this._isRunning;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取配置
|
||||
* @en Get configuration
|
||||
*/
|
||||
public get config(): IWorldManagerConfig {
|
||||
return { ...this._config };
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 创建新World
|
||||
* @en Create new World
|
||||
*
|
||||
* @param worldName - @zh World名称 @en World name
|
||||
* @param config - @zh World配置 @en World configuration
|
||||
* @returns @zh 创建的World实例 @en Created World instance
|
||||
* @throws @zh 名称为空、重复或超出限制时抛出错误 @en Throws if name is empty, duplicate, or limit exceeded
|
||||
*/
|
||||
public createWorld(worldName: string, config?: IWorldConfig): World {
|
||||
if (!worldName || typeof worldName !== 'string' || worldName.trim() === '') {
|
||||
throw new Error('World name不能为空');
|
||||
}
|
||||
this.validateWorldName(worldName);
|
||||
|
||||
if (this._worlds.has(worldName)) {
|
||||
throw new Error(`World name '${worldName}' 已存在`);
|
||||
}
|
||||
|
||||
if (this._worlds.size >= this._config.maxWorlds!) {
|
||||
throw new Error(`已达到最大World数量限制: ${this._config.maxWorlds}`);
|
||||
}
|
||||
|
||||
// 优先级:config.debug > WorldManager.debug > 默认
|
||||
const worldConfig: IWorldConfig = {
|
||||
...config,
|
||||
name: worldName,
|
||||
debug: config?.debug ?? this._config.debug ?? false,
|
||||
...(config?.maxScenes !== undefined && { maxScenes: config.maxScenes }),
|
||||
...(config?.autoCleanup !== undefined && { autoCleanup: config.autoCleanup })
|
||||
debug: config?.debug ?? this._config.debug
|
||||
};
|
||||
|
||||
const world = new World(worldConfig);
|
||||
@@ -118,45 +153,56 @@ export class WorldManager implements IService {
|
||||
}
|
||||
|
||||
/**
|
||||
* 移除World
|
||||
* @zh 移除World
|
||||
* @en Remove World
|
||||
*
|
||||
* @param worldName - @zh World名称 @en World name
|
||||
* @returns @zh 是否成功移除 @en Whether removal was successful
|
||||
*/
|
||||
public removeWorld(worldName: string): boolean {
|
||||
const world = this._worlds.get(worldName);
|
||||
if (!world) {
|
||||
return false;
|
||||
}
|
||||
if (!world) return false;
|
||||
|
||||
// 销毁World
|
||||
world.destroy();
|
||||
this._worlds.delete(worldName);
|
||||
|
||||
logger.info(`移除World: ${worldName}`);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取World
|
||||
* @zh 获取World
|
||||
* @en Get World
|
||||
*
|
||||
* @param worldName - @zh World名称 @en World name
|
||||
* @returns @zh World实例或null @en World instance or null
|
||||
*/
|
||||
public getWorld(worldName: string): World | null {
|
||||
return this._worlds.get(worldName) || null;
|
||||
return this._worlds.get(worldName) ?? null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取所有World ID
|
||||
* @zh 获取所有World ID
|
||||
* @en Get all World IDs
|
||||
*/
|
||||
public getWorldIds(): string[] {
|
||||
return Array.from(this._worlds.keys());
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取所有World
|
||||
* @zh 获取所有World
|
||||
* @en Get all Worlds
|
||||
*/
|
||||
public getAllWorlds(): World[] {
|
||||
return Array.from(this._worlds.values());
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置World激活状态
|
||||
* @zh 设置World激活状态
|
||||
* @en Set World active state
|
||||
*
|
||||
* @param worldName - @zh World名称 @en World name
|
||||
* @param active - @zh 是否激活 @en Whether to activate
|
||||
*/
|
||||
public setWorldActive(worldName: string, active: boolean): void {
|
||||
const world = this._worlds.get(worldName);
|
||||
@@ -175,204 +221,84 @@ export class WorldManager implements IService {
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查World是否激活
|
||||
* @zh 检查World是否激活
|
||||
* @en Check if World is active
|
||||
*/
|
||||
public isWorldActive(worldName: string): boolean {
|
||||
const world = this._worlds.get(worldName);
|
||||
return world?.isActive ?? false;
|
||||
return this._worlds.get(worldName)?.isActive ?? false;
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新所有活跃的World
|
||||
*
|
||||
* 应该在每帧的游戏循环中调用。
|
||||
* 会自动更新所有活跃World的全局系统和场景。
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* function gameLoop(deltaTime: number) {
|
||||
* Core.update(deltaTime); // 更新全局服务
|
||||
* worldManager.updateAll(); // 更新所有World
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
public updateAll(): void {
|
||||
if (!this._isRunning) return;
|
||||
|
||||
for (const world of this._worlds.values()) {
|
||||
if (world.isActive) {
|
||||
// 更新World的全局System
|
||||
world.updateGlobalSystems();
|
||||
|
||||
// 更新World中的所有Scene
|
||||
world.updateScenes();
|
||||
}
|
||||
}
|
||||
|
||||
// 基于帧的自动清理
|
||||
if (this._config.autoCleanup) {
|
||||
this._framesSinceCleanup++;
|
||||
|
||||
if (this._framesSinceCleanup >= this._config.cleanupFrameInterval) {
|
||||
this.cleanup();
|
||||
this._framesSinceCleanup = 0; // 重置计数器
|
||||
|
||||
if (this._config.debug) {
|
||||
logger.debug(`执行定期清理World (间隔: ${this._config.cleanupFrameInterval} 帧)`);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取所有激活的World
|
||||
* @zh 获取所有激活的World
|
||||
* @en Get all active Worlds
|
||||
*/
|
||||
public getActiveWorlds(): World[] {
|
||||
const activeWorlds: World[] = [];
|
||||
for (const world of this._worlds.values()) {
|
||||
if (world.isActive) {
|
||||
activeWorlds.push(world);
|
||||
}
|
||||
}
|
||||
return activeWorlds;
|
||||
const result: World[] = [];
|
||||
this._worlds.forEach(world => {
|
||||
if (world.isActive) result.push(world);
|
||||
});
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* 启动所有World
|
||||
* @zh 查找满足条件的World
|
||||
* @en Find Worlds matching predicate
|
||||
*
|
||||
* @param predicate - @zh 过滤条件 @en Filter predicate
|
||||
*/
|
||||
public findWorlds(predicate: (world: World) => boolean): World[] {
|
||||
const result: World[] = [];
|
||||
this._worlds.forEach(world => {
|
||||
if (predicate(world)) result.push(world);
|
||||
});
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 根据名称查找World
|
||||
* @en Find World by name
|
||||
*
|
||||
* @param name - @zh World名称 @en World name
|
||||
*/
|
||||
public findWorldByName(name: string): World | null {
|
||||
let found: World | null = null;
|
||||
this._worlds.forEach(world => {
|
||||
if (world.name === name) found = world;
|
||||
});
|
||||
return found;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 启动所有World
|
||||
* @en Start all Worlds
|
||||
*/
|
||||
public startAll(): void {
|
||||
this._isRunning = true;
|
||||
|
||||
for (const world of this._worlds.values()) {
|
||||
world.start();
|
||||
}
|
||||
|
||||
this._worlds.forEach(world => world.start());
|
||||
logger.info('启动所有World');
|
||||
}
|
||||
|
||||
/**
|
||||
* 停止所有World
|
||||
* @zh 停止所有World
|
||||
* @en Stop all Worlds
|
||||
*/
|
||||
public stopAll(): void {
|
||||
this._isRunning = false;
|
||||
|
||||
for (const world of this._worlds.values()) {
|
||||
world.stop();
|
||||
}
|
||||
|
||||
this._worlds.forEach(world => world.stop());
|
||||
logger.info('停止所有World');
|
||||
}
|
||||
|
||||
/**
|
||||
* 查找满足条件的World
|
||||
*/
|
||||
public findWorlds(predicate: (world: World) => boolean): World[] {
|
||||
const results: World[] = [];
|
||||
for (const world of this._worlds.values()) {
|
||||
if (predicate(world)) {
|
||||
results.push(world);
|
||||
}
|
||||
}
|
||||
return results;
|
||||
}
|
||||
|
||||
/**
|
||||
* 根据名称查找World
|
||||
*/
|
||||
public findWorldByName(name: string): World | null {
|
||||
for (const world of this._worlds.values()) {
|
||||
if (world.name === name) {
|
||||
return world;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取WorldManager统计信息
|
||||
*/
|
||||
public getStats() {
|
||||
const stats = {
|
||||
totalWorlds: this._worlds.size,
|
||||
activeWorlds: this.activeWorldCount,
|
||||
totalScenes: 0,
|
||||
totalEntities: 0,
|
||||
totalSystems: 0,
|
||||
memoryUsage: 0,
|
||||
isRunning: this._isRunning,
|
||||
config: { ...this._config },
|
||||
worlds: [] as any[]
|
||||
};
|
||||
|
||||
for (const [worldName, world] of this._worlds) {
|
||||
const worldStats = world.getStats();
|
||||
stats.totalScenes += worldStats.totalSystems; // World的getStats可能需要调整
|
||||
stats.totalEntities += worldStats.totalEntities;
|
||||
stats.totalSystems += worldStats.totalSystems;
|
||||
|
||||
stats.worlds.push({
|
||||
id: worldName,
|
||||
name: world.name,
|
||||
isActive: world.isActive,
|
||||
sceneCount: world.sceneCount,
|
||||
...worldStats
|
||||
});
|
||||
}
|
||||
|
||||
return stats;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取详细状态信息
|
||||
*/
|
||||
public getDetailedStatus() {
|
||||
return {
|
||||
...this.getStats(),
|
||||
worlds: Array.from(this._worlds.entries()).map(([worldName, world]) => ({
|
||||
id: worldName,
|
||||
isActive: world.isActive,
|
||||
status: world.getStatus()
|
||||
}))
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 清理空World
|
||||
*/
|
||||
public cleanup(): number {
|
||||
const worldsToRemove: string[] = [];
|
||||
|
||||
for (const [worldName, world] of this._worlds) {
|
||||
if (this.shouldCleanupWorld(world)) {
|
||||
worldsToRemove.push(worldName);
|
||||
}
|
||||
}
|
||||
|
||||
for (const worldName of worldsToRemove) {
|
||||
this.removeWorld(worldName);
|
||||
}
|
||||
|
||||
if (worldsToRemove.length > 0) {
|
||||
logger.debug(`清理了 ${worldsToRemove.length} 个World`);
|
||||
}
|
||||
|
||||
return worldsToRemove.length;
|
||||
}
|
||||
|
||||
/**
|
||||
* 销毁WorldManager
|
||||
* @zh 销毁WorldManager
|
||||
* @en Destroy WorldManager
|
||||
*/
|
||||
public destroy(): void {
|
||||
logger.info('正在销毁WorldManager...');
|
||||
|
||||
// 停止所有World
|
||||
this.stopAll();
|
||||
|
||||
// 销毁所有World
|
||||
const worldNames = Array.from(this._worlds.keys());
|
||||
for (const worldName of worldNames) {
|
||||
this.removeWorld(worldName);
|
||||
}
|
||||
worldNames.forEach(name => this.removeWorld(name));
|
||||
|
||||
this._worlds.clear();
|
||||
this._isRunning = false;
|
||||
@@ -381,67 +307,178 @@ export class WorldManager implements IService {
|
||||
}
|
||||
|
||||
/**
|
||||
* 实现 IService 接口的 dispose 方法
|
||||
* 调用 destroy 方法进行清理
|
||||
* @zh 实现 IService 接口的 dispose 方法
|
||||
* @en Implement IService dispose method
|
||||
*/
|
||||
public dispose(): void {
|
||||
this.destroy();
|
||||
}
|
||||
|
||||
/**
|
||||
* 判断World是否应该被清理
|
||||
* 清理策略:
|
||||
* 1. World未激活
|
||||
* 2. 没有Scene或所有Scene都是空的
|
||||
* 3. 创建时间超过10分钟
|
||||
* @zh 更新所有活跃的World
|
||||
* @en Update all active Worlds
|
||||
*
|
||||
* @zh 应该在每帧的游戏循环中调用
|
||||
* @en Should be called in each frame of game loop
|
||||
*/
|
||||
private shouldCleanupWorld(world: World): boolean {
|
||||
if (world.isActive) {
|
||||
return false;
|
||||
public updateAll(): void {
|
||||
if (!this._isRunning) return;
|
||||
|
||||
this._worlds.forEach(world => {
|
||||
if (world.isActive) {
|
||||
world.updateGlobalSystems();
|
||||
world.updateScenes();
|
||||
}
|
||||
});
|
||||
|
||||
this.processAutoCleanup();
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取WorldManager统计信息
|
||||
* @en Get WorldManager statistics
|
||||
*/
|
||||
public getStats() {
|
||||
let totalScenes = 0;
|
||||
let totalEntities = 0;
|
||||
let totalSystems = 0;
|
||||
const worldsList: Array<{
|
||||
id: string;
|
||||
name: string;
|
||||
isActive: boolean;
|
||||
sceneCount: number;
|
||||
totalEntities: number;
|
||||
totalSystems: number;
|
||||
}> = [];
|
||||
|
||||
this._worlds.forEach((world, worldName) => {
|
||||
const worldStats = world.getStats();
|
||||
totalScenes += world.sceneCount;
|
||||
totalEntities += worldStats.totalEntities;
|
||||
totalSystems += worldStats.totalSystems;
|
||||
|
||||
worldsList.push({
|
||||
id: worldName,
|
||||
name: world.name,
|
||||
isActive: world.isActive,
|
||||
sceneCount: world.sceneCount,
|
||||
...worldStats
|
||||
});
|
||||
});
|
||||
|
||||
return {
|
||||
totalWorlds: this._worlds.size,
|
||||
activeWorlds: this.activeWorldCount,
|
||||
totalScenes,
|
||||
totalEntities,
|
||||
totalSystems,
|
||||
memoryUsage: 0,
|
||||
isRunning: this._isRunning,
|
||||
config: { ...this._config },
|
||||
worlds: worldsList
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取详细状态信息
|
||||
* @en Get detailed status information
|
||||
*/
|
||||
public getDetailedStatus() {
|
||||
const worlds: Array<{
|
||||
id: string;
|
||||
isActive: boolean;
|
||||
status: ReturnType<World['getStatus']>;
|
||||
}> = [];
|
||||
|
||||
this._worlds.forEach((world, worldName) => {
|
||||
worlds.push({
|
||||
id: worldName,
|
||||
isActive: world.isActive,
|
||||
status: world.getStatus()
|
||||
});
|
||||
});
|
||||
|
||||
return { ...this.getStats(), worlds };
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 清理空World
|
||||
* @en Cleanup empty Worlds
|
||||
*
|
||||
* @returns @zh 清理的World数量 @en Number of cleaned up Worlds
|
||||
*/
|
||||
public cleanup(): number {
|
||||
const toRemove: string[] = [];
|
||||
|
||||
this._worlds.forEach((world, worldName) => {
|
||||
if (this.isCleanupCandidate(world)) {
|
||||
toRemove.push(worldName);
|
||||
}
|
||||
});
|
||||
|
||||
toRemove.forEach(name => this.removeWorld(name));
|
||||
|
||||
if (toRemove.length > 0) {
|
||||
logger.debug(`清理了 ${toRemove.length} 个World`);
|
||||
}
|
||||
|
||||
return toRemove.length;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 验证World名称
|
||||
* @en Validate World name
|
||||
*/
|
||||
private validateWorldName(worldName: string): void {
|
||||
if (!worldName?.trim()) {
|
||||
throw new Error('World name不能为空');
|
||||
}
|
||||
if (this._worlds.has(worldName)) {
|
||||
throw new Error(`World name '${worldName}' 已存在`);
|
||||
}
|
||||
if (this._worlds.size >= this._config.maxWorlds) {
|
||||
throw new Error(`已达到最大World数量限制: ${this._config.maxWorlds}`);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 处理自动清理
|
||||
* @en Process auto cleanup
|
||||
*/
|
||||
private processAutoCleanup(): void {
|
||||
if (!this._config.autoCleanup) return;
|
||||
|
||||
this._framesSinceCleanup++;
|
||||
|
||||
if (this._framesSinceCleanup >= this._config.cleanupFrameInterval) {
|
||||
this.cleanup();
|
||||
this._framesSinceCleanup = 0;
|
||||
|
||||
if (this._config.debug) {
|
||||
logger.debug(`执行定期清理World (间隔: ${this._config.cleanupFrameInterval} 帧)`);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 判断World是否应该被清理
|
||||
* @en Check if World should be cleaned up
|
||||
*
|
||||
* @zh 清理策略:未激活 + (无Scene或全空Scene) + 创建超过10分钟
|
||||
* @en Cleanup policy: inactive + (no scenes or all empty) + created over 10 minutes ago
|
||||
*/
|
||||
private isCleanupCandidate(world: World): boolean {
|
||||
if (world.isActive) return false;
|
||||
|
||||
const age = Date.now() - world.createdAt;
|
||||
const isOldEnough = age > 10 * 60 * 1000; // 10分钟
|
||||
if (age <= CLEANUP_THRESHOLD_MS) return false;
|
||||
|
||||
if (world.sceneCount === 0) {
|
||||
return isOldEnough;
|
||||
}
|
||||
if (world.sceneCount === 0) return true;
|
||||
|
||||
// 检查是否所有Scene都是空的
|
||||
const allScenes = world.getAllScenes();
|
||||
const hasEntities = allScenes.some((scene) => scene.entities && scene.entities.count > 0);
|
||||
return !hasEntities && isOldEnough;
|
||||
}
|
||||
const hasEntities = world.getAllScenes().some(
|
||||
scene => scene.entities && scene.entities.count > 0
|
||||
);
|
||||
|
||||
/**
|
||||
* 获取World总数
|
||||
*/
|
||||
public get worldCount(): number {
|
||||
return this._worlds.size;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取激活World数量
|
||||
*/
|
||||
public get activeWorldCount(): number {
|
||||
let count = 0;
|
||||
for (const world of this._worlds.values()) {
|
||||
if (world.isActive) count++;
|
||||
}
|
||||
return count;
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查是否正在运行
|
||||
*/
|
||||
public get isRunning(): boolean {
|
||||
return this._isRunning;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取配置
|
||||
*/
|
||||
public get config(): IWorldManagerConfig {
|
||||
return { ...this._config };
|
||||
return !hasEntities;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,21 @@
|
||||
# @esengine/fsm
|
||||
|
||||
## 1.0.3
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`7d74623`](https://github.com/esengine/esengine/commit/7d746237100084ac3456f1af92ff664db4e50cc8)]:
|
||||
- @esengine/ecs-framework@2.4.4
|
||||
- @esengine/blueprint@1.0.2
|
||||
|
||||
## 1.0.2
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`ce2db4e`](https://github.com/esengine/esengine/commit/ce2db4e48a7cdac44265420ef16e83f6424f4dea)]:
|
||||
- @esengine/ecs-framework@2.4.3
|
||||
- @esengine/blueprint@1.0.1
|
||||
|
||||
## 1.0.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/fsm",
|
||||
"version": "1.0.1",
|
||||
"version": "1.0.3",
|
||||
"description": "Finite State Machine for ECS Framework / ECS 框架的有限状态机",
|
||||
"type": "module",
|
||||
"main": "./dist/index.js",
|
||||
|
||||
@@ -1,5 +1,21 @@
|
||||
# @esengine/pathfinding
|
||||
|
||||
## 1.0.3
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`7d74623`](https://github.com/esengine/esengine/commit/7d746237100084ac3456f1af92ff664db4e50cc8)]:
|
||||
- @esengine/ecs-framework@2.4.4
|
||||
- @esengine/blueprint@1.0.2
|
||||
|
||||
## 1.0.2
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`ce2db4e`](https://github.com/esengine/esengine/commit/ce2db4e48a7cdac44265420ef16e83f6424f4dea)]:
|
||||
- @esengine/ecs-framework@2.4.3
|
||||
- @esengine/blueprint@1.0.1
|
||||
|
||||
## 1.0.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/pathfinding",
|
||||
"version": "1.0.1",
|
||||
"version": "1.0.3",
|
||||
"description": "寻路系统 | Pathfinding System - A*, Grid, NavMesh",
|
||||
"type": "module",
|
||||
"main": "./dist/index.js",
|
||||
|
||||
@@ -1,5 +1,21 @@
|
||||
# @esengine/procgen
|
||||
|
||||
## 1.0.3
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`7d74623`](https://github.com/esengine/esengine/commit/7d746237100084ac3456f1af92ff664db4e50cc8)]:
|
||||
- @esengine/ecs-framework@2.4.4
|
||||
- @esengine/blueprint@1.0.2
|
||||
|
||||
## 1.0.2
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`ce2db4e`](https://github.com/esengine/esengine/commit/ce2db4e48a7cdac44265420ef16e83f6424f4dea)]:
|
||||
- @esengine/ecs-framework@2.4.3
|
||||
- @esengine/blueprint@1.0.1
|
||||
|
||||
## 1.0.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/procgen",
|
||||
"version": "1.0.1",
|
||||
"version": "1.0.3",
|
||||
"description": "Procedural generation tools for ECS Framework / ECS 框架的程序化生成工具",
|
||||
"type": "module",
|
||||
"main": "./dist/index.js",
|
||||
|
||||
@@ -1,5 +1,29 @@
|
||||
# @esengine/spatial
|
||||
|
||||
## 1.0.4
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`7d74623`](https://github.com/esengine/esengine/commit/7d746237100084ac3456f1af92ff664db4e50cc8)]:
|
||||
- @esengine/ecs-framework@2.4.4
|
||||
- @esengine/blueprint@1.0.2
|
||||
|
||||
## 1.0.3
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`ce2db4e`](https://github.com/esengine/esengine/commit/ce2db4e48a7cdac44265420ef16e83f6424f4dea)]:
|
||||
- @esengine/ecs-framework@2.4.3
|
||||
- @esengine/blueprint@1.0.1
|
||||
|
||||
## 1.0.2
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- [`d66c180`](https://github.com/esengine/esengine/commit/d66c18041ebffa67b4dd12a026075e22dc1f5d36) Thanks [@esengine](https://github.com/esengine)! - fix(spatial): 修复 GridAOI 可见性更新问题
|
||||
- 修复 `addObserver` 时现有观察者无法检测到新实体的问题
|
||||
- 修复实体远距离移动时观察者可见性未正确更新的问题
|
||||
|
||||
## 1.0.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/spatial",
|
||||
"version": "1.0.1",
|
||||
"version": "1.0.4",
|
||||
"description": "Spatial query and indexing system for ECS Framework / ECS 框架的空间查询和索引系统",
|
||||
"type": "module",
|
||||
"main": "./dist/index.js",
|
||||
|
||||
@@ -107,8 +107,13 @@ export class GridAOI<T> implements IAOIManager<T> {
|
||||
this._observers.set(entity, data);
|
||||
this._addToCell(cellKey, data);
|
||||
|
||||
// Initial visibility check
|
||||
// Initial visibility check for this observer
|
||||
this._updateVisibility(data);
|
||||
|
||||
// Notify other observers about this new entity
|
||||
if (data.observable) {
|
||||
this._updateObserversOfEntity(data);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -398,40 +403,32 @@ export class GridAOI<T> implements IAOIManager<T> {
|
||||
* @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);
|
||||
// Check all observers for visibility changes
|
||||
// This handles both: observers who can now see the entity (enter)
|
||||
// and observers who could see it before but can't anymore (exit)
|
||||
for (const [, otherData] of this._observers) {
|
||||
if (otherData === movedData) continue;
|
||||
|
||||
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;
|
||||
const distSq = distanceSquared(otherData.position, movedData.position);
|
||||
const wasVisible = otherData.visibleEntities.has(movedData.entity);
|
||||
const isVisible = distSq <= otherData.viewRangeSq;
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,21 @@
|
||||
# @esengine/timer
|
||||
|
||||
## 1.0.3
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`7d74623`](https://github.com/esengine/esengine/commit/7d746237100084ac3456f1af92ff664db4e50cc8)]:
|
||||
- @esengine/ecs-framework@2.4.4
|
||||
- @esengine/blueprint@1.0.2
|
||||
|
||||
## 1.0.2
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`ce2db4e`](https://github.com/esengine/esengine/commit/ce2db4e48a7cdac44265420ef16e83f6424f4dea)]:
|
||||
- @esengine/ecs-framework@2.4.3
|
||||
- @esengine/blueprint@1.0.1
|
||||
|
||||
## 1.0.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/timer",
|
||||
"version": "1.0.1",
|
||||
"version": "1.0.3",
|
||||
"description": "Timer and cooldown system for ECS Framework / ECS 框架的定时器和冷却系统",
|
||||
"type": "module",
|
||||
"main": "./dist/index.js",
|
||||
|
||||
17
packages/network-ext/network-server/CHANGELOG.md
Normal file
17
packages/network-ext/network-server/CHANGELOG.md
Normal file
@@ -0,0 +1,17 @@
|
||||
# @esengine/network-server
|
||||
|
||||
## 1.0.2
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- [#354](https://github.com/esengine/esengine/pull/354) [`1e240e8`](https://github.com/esengine/esengine/commit/1e240e86f2f75672c3609c9d86238a9ec08ebb4e) Thanks [@esengine](https://github.com/esengine)! - feat(cli): 增强 Node.js 服务端适配器
|
||||
|
||||
**@esengine/cli:**
|
||||
- 添加 @esengine/network-server 依赖支持
|
||||
- 生成完整的 ECS 游戏服务器项目结构
|
||||
- 组件使用 @ECSComponent 装饰器注册
|
||||
- tsconfig 启用 experimentalDecorators
|
||||
|
||||
**@esengine/network-server:**
|
||||
- 支持 ESM/CJS 双格式导出
|
||||
- 添加 ws@8.18.0 解决 Node.js 24 兼容性问题
|
||||
@@ -1,15 +1,21 @@
|
||||
{
|
||||
"name": "@esengine/network-server",
|
||||
"version": "1.0.0",
|
||||
"version": "1.0.2",
|
||||
"description": "TSRPC-based network server for ESEngine",
|
||||
"type": "module",
|
||||
"main": "dist/index.js",
|
||||
"main": "dist/index.cjs",
|
||||
"module": "dist/index.js",
|
||||
"types": "dist/index.d.ts",
|
||||
"exports": {
|
||||
".": {
|
||||
"import": "./dist/index.js",
|
||||
"types": "./dist/index.d.ts"
|
||||
"import": {
|
||||
"types": "./dist/index.d.ts",
|
||||
"default": "./dist/index.js"
|
||||
},
|
||||
"require": {
|
||||
"types": "./dist/index.d.cts",
|
||||
"default": "./dist/index.cjs"
|
||||
}
|
||||
}
|
||||
},
|
||||
"files": [
|
||||
@@ -22,7 +28,8 @@
|
||||
},
|
||||
"dependencies": {
|
||||
"@esengine/network-protocols": "workspace:*",
|
||||
"tsrpc": "^3.4.15"
|
||||
"tsrpc": "^3.4.15",
|
||||
"ws": "^8.18.0"
|
||||
},
|
||||
"devDependencies": {
|
||||
"tsup": "^8.5.1",
|
||||
|
||||
@@ -2,7 +2,7 @@ import { defineConfig } from 'tsup';
|
||||
|
||||
export default defineConfig({
|
||||
entry: ['src/index.ts', 'src/main.ts'],
|
||||
format: ['esm'],
|
||||
format: ['esm', 'cjs'],
|
||||
dts: true,
|
||||
sourcemap: true,
|
||||
clean: true,
|
||||
|
||||
@@ -1,5 +1,50 @@
|
||||
# @esengine/cli
|
||||
|
||||
## 1.5.0
|
||||
|
||||
### Minor Changes
|
||||
|
||||
- [#359](https://github.com/esengine/esengine/pull/359) [`aed91db`](https://github.com/esengine/esengine/commit/aed91dbe4507459f8ac0563ee933e44fd4c9fea6) Thanks [@esengine](https://github.com/esengine)! - feat(cli): 添加 update 命令用于更新 ESEngine 包
|
||||
- 新增 `esengine update` 命令检查并更新 @esengine/\* 包到最新版本
|
||||
- 支持 `--check` 参数仅检查可用更新而不安装
|
||||
- 支持 `--yes` 参数跳过确认提示
|
||||
- 显示包更新状态,对比当前版本与最新版本
|
||||
- 更新时保留版本前缀(^ 或 ~)
|
||||
|
||||
## 1.3.0
|
||||
|
||||
### Minor Changes
|
||||
|
||||
- [#354](https://github.com/esengine/esengine/pull/354) [`1e240e8`](https://github.com/esengine/esengine/commit/1e240e86f2f75672c3609c9d86238a9ec08ebb4e) Thanks [@esengine](https://github.com/esengine)! - feat(cli): 增强 Node.js 服务端适配器
|
||||
|
||||
**@esengine/cli:**
|
||||
- 添加 @esengine/network-server 依赖支持
|
||||
- 生成完整的 ECS 游戏服务器项目结构
|
||||
- 组件使用 @ECSComponent 装饰器注册
|
||||
- tsconfig 启用 experimentalDecorators
|
||||
|
||||
**@esengine/network-server:**
|
||||
- 支持 ESM/CJS 双格式导出
|
||||
- 添加 ws@8.18.0 解决 Node.js 24 兼容性问题
|
||||
|
||||
## 1.2.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- [#352](https://github.com/esengine/esengine/pull/352) [`33e98b9`](https://github.com/esengine/esengine/commit/33e98b9a750f9fe684c36f1937c1afa38da36315) Thanks [@esengine](https://github.com/esengine)! - fix(cli): 修复 Cocos Creator 3.x 项目检测逻辑
|
||||
- 优先检查 package.json 中的 creator.version 字段
|
||||
- 添加 .creator 和 settings 目录检测
|
||||
- 重构检测代码,提取通用辅助函数
|
||||
|
||||
## 1.2.0
|
||||
|
||||
### Minor Changes
|
||||
|
||||
- [`d66c180`](https://github.com/esengine/esengine/commit/d66c18041ebffa67b4dd12a026075e22dc1f5d36) Thanks [@esengine](https://github.com/esengine)! - feat(cli): 添加模块管理命令
|
||||
- 新增 `list` 命令:按分类显示可用模块
|
||||
- 新增 `add [modules...]` 命令:添加模块到项目,支持交互式选择
|
||||
- 新增 `remove [modules...]` 命令:从项目移除模块,支持确认提示
|
||||
|
||||
## 1.1.0
|
||||
|
||||
### Minor Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/cli",
|
||||
"version": "1.1.0",
|
||||
"version": "1.5.0",
|
||||
"description": "CLI tool for adding ESEngine ECS framework to existing projects",
|
||||
"type": "module",
|
||||
"main": "dist/index.js",
|
||||
|
||||
@@ -7,11 +7,12 @@ import type { FileEntry, PlatformAdapter, ProjectConfig } from './types.js';
|
||||
export const nodejsAdapter: PlatformAdapter = {
|
||||
id: 'nodejs',
|
||||
name: 'Node.js',
|
||||
description: 'Generate standalone Node.js project with ECS (for servers, CLI tools, simulations)',
|
||||
description: 'Generate Node.js game server with ECS and networking',
|
||||
|
||||
getDependencies() {
|
||||
return {
|
||||
'@esengine/ecs-framework': 'latest'
|
||||
'@esengine/ecs-framework': 'latest',
|
||||
'@esengine/network-server': 'latest'
|
||||
};
|
||||
},
|
||||
|
||||
@@ -33,147 +34,96 @@ export const nodejsAdapter: PlatformAdapter = {
|
||||
},
|
||||
|
||||
generateFiles(config: ProjectConfig): FileEntry[] {
|
||||
const files: FileEntry[] = [];
|
||||
|
||||
files.push({
|
||||
path: 'src/index.ts',
|
||||
content: generateIndex(config)
|
||||
});
|
||||
|
||||
files.push({
|
||||
path: 'src/Game.ts',
|
||||
content: generateGame(config)
|
||||
});
|
||||
|
||||
files.push({
|
||||
path: 'src/components/PositionComponent.ts',
|
||||
content: generatePositionComponent()
|
||||
});
|
||||
|
||||
files.push({
|
||||
path: 'src/systems/MovementSystem.ts',
|
||||
content: generateMovementSystem()
|
||||
});
|
||||
|
||||
files.push({
|
||||
path: 'tsconfig.json',
|
||||
content: generateTsConfig()
|
||||
});
|
||||
|
||||
files.push({
|
||||
path: 'README.md',
|
||||
content: generateReadme(config)
|
||||
});
|
||||
|
||||
return files;
|
||||
return [
|
||||
{ path: 'src/index.ts', content: generateIndex(config) },
|
||||
{ path: 'src/server/GameServer.ts', content: generateGameServer(config) },
|
||||
{ path: 'src/game/Game.ts', content: generateGame(config) },
|
||||
{ path: 'src/game/scenes/MainScene.ts', content: generateMainScene(config) },
|
||||
{ path: 'src/game/components/PositionComponent.ts', content: generatePositionComponent() },
|
||||
{ path: 'src/game/components/VelocityComponent.ts', content: generateVelocityComponent() },
|
||||
{ path: 'src/game/systems/MovementSystem.ts', content: generateMovementSystem() },
|
||||
{ path: 'tsconfig.json', content: generateTsConfig() },
|
||||
{ path: 'README.md', content: generateReadme(config) }
|
||||
];
|
||||
}
|
||||
};
|
||||
|
||||
function generateIndex(config: ProjectConfig): string {
|
||||
return `import { Game } from './Game.js';
|
||||
return `import { createGameServer } from './server/GameServer';
|
||||
|
||||
const game = new Game();
|
||||
const PORT = Number(process.env.PORT) || 3000;
|
||||
|
||||
async function main() {
|
||||
const server = createGameServer({ port: PORT });
|
||||
await server.start();
|
||||
|
||||
console.log('========================================');
|
||||
console.log(' ${config.name} Server');
|
||||
console.log('========================================');
|
||||
console.log(\` WebSocket: ws://localhost:\${PORT}\`);
|
||||
console.log(' Press Ctrl+C to stop');
|
||||
console.log('========================================');
|
||||
}
|
||||
|
||||
// Handle graceful shutdown
|
||||
process.on('SIGINT', () => {
|
||||
console.log('\\nShutting down...');
|
||||
game.stop();
|
||||
process.exit(0);
|
||||
});
|
||||
|
||||
process.on('SIGTERM', () => {
|
||||
game.stop();
|
||||
process.exit(0);
|
||||
});
|
||||
main().catch(console.error);
|
||||
`;
|
||||
}
|
||||
|
||||
// Start the game
|
||||
game.start();
|
||||
function generateGameServer(config: ProjectConfig): string {
|
||||
return `import { GameServer, type IServerConfig } from '@esengine/network-server';
|
||||
import { Game } from '../game/Game';
|
||||
|
||||
console.log('[${config.name}] Game started. Press Ctrl+C to stop.');
|
||||
/**
|
||||
* @zh 创建游戏服务器
|
||||
* @en Create game server
|
||||
*/
|
||||
export function createGameServer(config: Partial<IServerConfig> = {}): GameServer {
|
||||
const server = new GameServer({
|
||||
port: config.port ?? 3000,
|
||||
roomConfig: {
|
||||
maxPlayers: 16,
|
||||
tickRate: 20,
|
||||
...config.roomConfig
|
||||
}
|
||||
});
|
||||
|
||||
// 初始化 ECS 游戏逻辑
|
||||
const game = new Game();
|
||||
game.start();
|
||||
|
||||
return server;
|
||||
}
|
||||
`;
|
||||
}
|
||||
|
||||
function generateGame(config: ProjectConfig): string {
|
||||
return `import { Core, Scene, type ICoreConfig } from '@esengine/ecs-framework';
|
||||
import { MovementSystem } from './systems/MovementSystem.js';
|
||||
return `import { Core, type ICoreConfig } from '@esengine/ecs-framework';
|
||||
import { MainScene } from './scenes/MainScene';
|
||||
|
||||
/**
|
||||
* Game configuration options
|
||||
*/
|
||||
export interface GameOptions {
|
||||
/** @zh 调试模式 @en Debug mode */
|
||||
debug?: boolean;
|
||||
/** @zh 目标帧率 @en Target FPS */
|
||||
targetFPS?: number;
|
||||
/** @zh 远程调试配置 @en Remote debug configuration */
|
||||
remoteDebug?: {
|
||||
/** @zh 启用远程调试 @en Enable remote debugging */
|
||||
enabled: boolean;
|
||||
/** @zh WebSocket地址 @en WebSocket URL */
|
||||
url: string;
|
||||
/** @zh 自动重连 @en Auto reconnect */
|
||||
autoReconnect?: boolean;
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Game Scene - Define your game systems here
|
||||
*/
|
||||
class GameScene extends Scene {
|
||||
initialize(): void {
|
||||
this.name = '${config.name}';
|
||||
this.addSystem(new MovementSystem());
|
||||
// Add more systems here...
|
||||
}
|
||||
|
||||
onStart(): void {
|
||||
// Create your initial entities here
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Main game class with ECS game loop
|
||||
*
|
||||
* Features:
|
||||
* - Configurable debug mode and FPS
|
||||
* - Remote debugging via WebSocket
|
||||
* - Fixed timestep game loop
|
||||
* - Graceful start/stop
|
||||
* @zh 游戏主类
|
||||
* @en Main game class
|
||||
*/
|
||||
export class Game {
|
||||
private readonly _scene: GameScene;
|
||||
private readonly _targetFPS: number;
|
||||
private _scene: MainScene;
|
||||
private _running = false;
|
||||
private _tickInterval: ReturnType<typeof setInterval> | null = null;
|
||||
private _lastTime = 0;
|
||||
private _targetFPS = 60;
|
||||
|
||||
get scene() { return this._scene; }
|
||||
get running() { return this._running; }
|
||||
|
||||
constructor(options: GameOptions = {}) {
|
||||
const { debug = false, targetFPS = 60, remoteDebug } = options;
|
||||
constructor(options: { debug?: boolean; targetFPS?: number } = {}) {
|
||||
const { debug = false, targetFPS = 60 } = options;
|
||||
this._targetFPS = targetFPS;
|
||||
|
||||
const config: ICoreConfig = { debug };
|
||||
|
||||
// 配置远程调试
|
||||
if (remoteDebug?.enabled && remoteDebug.url) {
|
||||
config.debugConfig = {
|
||||
enabled: true,
|
||||
websocketUrl: remoteDebug.url,
|
||||
autoReconnect: remoteDebug.autoReconnect ?? true,
|
||||
channels: {
|
||||
entities: true,
|
||||
systems: true,
|
||||
performance: true,
|
||||
components: true,
|
||||
scenes: true
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
Core.create(config);
|
||||
this._scene = new GameScene();
|
||||
|
||||
this._scene = new MainScene();
|
||||
Core.setScene(this._scene);
|
||||
}
|
||||
|
||||
@@ -203,11 +153,38 @@ export class Game {
|
||||
`;
|
||||
}
|
||||
|
||||
function generateMainScene(config: ProjectConfig): string {
|
||||
return `import { Scene } from '@esengine/ecs-framework';
|
||||
import { MovementSystem } from '../systems/MovementSystem';
|
||||
|
||||
/**
|
||||
* @zh 主场景
|
||||
* @en Main scene
|
||||
*/
|
||||
export class MainScene extends Scene {
|
||||
initialize(): void {
|
||||
this.name = '${config.name}';
|
||||
|
||||
// 注册系统
|
||||
this.addSystem(new MovementSystem());
|
||||
|
||||
// 添加更多系统...
|
||||
}
|
||||
|
||||
onStart(): void {
|
||||
// 创建初始实体
|
||||
console.log('[MainScene] Scene started');
|
||||
}
|
||||
}
|
||||
`;
|
||||
}
|
||||
|
||||
function generatePositionComponent(): string {
|
||||
return `import { Component, ECSComponent } from '@esengine/ecs-framework';
|
||||
|
||||
/**
|
||||
* Position component - stores entity position
|
||||
* @zh 位置组件
|
||||
* @en Position component
|
||||
*/
|
||||
@ECSComponent('Position')
|
||||
export class PositionComponent extends Component {
|
||||
@@ -219,31 +196,61 @@ export class PositionComponent extends Component {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
|
||||
reset(): void {
|
||||
this.x = 0;
|
||||
this.y = 0;
|
||||
}
|
||||
}
|
||||
`;
|
||||
}
|
||||
|
||||
function generateVelocityComponent(): string {
|
||||
return `import { Component, ECSComponent } from '@esengine/ecs-framework';
|
||||
|
||||
/**
|
||||
* @zh 速度组件
|
||||
* @en Velocity component
|
||||
*/
|
||||
@ECSComponent('Velocity')
|
||||
export class VelocityComponent extends Component {
|
||||
vx = 0;
|
||||
vy = 0;
|
||||
|
||||
constructor(vx = 0, vy = 0) {
|
||||
super();
|
||||
this.vx = vx;
|
||||
this.vy = vy;
|
||||
}
|
||||
|
||||
reset(): void {
|
||||
this.vx = 0;
|
||||
this.vy = 0;
|
||||
}
|
||||
}
|
||||
`;
|
||||
}
|
||||
|
||||
function generateMovementSystem(): string {
|
||||
return `import { EntitySystem, Matcher, Entity, Time, ECSSystem } from '@esengine/ecs-framework';
|
||||
import { PositionComponent } from '../components/PositionComponent.js';
|
||||
return `import { EntitySystem, Matcher, Entity, Time } from '@esengine/ecs-framework';
|
||||
import { PositionComponent } from '../components/PositionComponent';
|
||||
import { VelocityComponent } from '../components/VelocityComponent';
|
||||
|
||||
/**
|
||||
* Movement system - processes entities with PositionComponent
|
||||
*
|
||||
* Customize this system for your game logic.
|
||||
* @zh 移动系统
|
||||
* @en Movement system
|
||||
*/
|
||||
@ECSSystem('MovementSystem')
|
||||
export class MovementSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.empty().all(PositionComponent));
|
||||
super(Matcher.empty().all(PositionComponent, VelocityComponent));
|
||||
}
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
for (const entity of entities) {
|
||||
const position = entity.getComponent(PositionComponent)!;
|
||||
// Update position using Time.deltaTime
|
||||
// position.x += velocity.dx * Time.deltaTime;
|
||||
}
|
||||
protected processEntity(entity: Entity, dt: number): void {
|
||||
const pos = entity.getComponent(PositionComponent)!;
|
||||
const vel = entity.getComponent(VelocityComponent)!;
|
||||
|
||||
pos.x += vel.vx * dt;
|
||||
pos.y += vel.vy * dt;
|
||||
}
|
||||
}
|
||||
`;
|
||||
@@ -253,8 +260,8 @@ function generateTsConfig(): string {
|
||||
return `{
|
||||
"compilerOptions": {
|
||||
"target": "ES2022",
|
||||
"module": "NodeNext",
|
||||
"moduleResolution": "NodeNext",
|
||||
"module": "CommonJS",
|
||||
"moduleResolution": "Node",
|
||||
"lib": ["ES2022"],
|
||||
"outDir": "./dist",
|
||||
"rootDir": "./src",
|
||||
@@ -263,7 +270,9 @@ function generateTsConfig(): string {
|
||||
"skipLibCheck": true,
|
||||
"forceConsistentCasingInFileNames": true,
|
||||
"declaration": true,
|
||||
"sourceMap": true
|
||||
"sourceMap": true,
|
||||
"experimentalDecorators": true,
|
||||
"emitDecoratorMetadata": true
|
||||
},
|
||||
"include": ["src/**/*"],
|
||||
"exclude": ["node_modules", "dist"]
|
||||
@@ -274,75 +283,54 @@ function generateTsConfig(): string {
|
||||
function generateReadme(config: ProjectConfig): string {
|
||||
return `# ${config.name}
|
||||
|
||||
A Node.js project using ESEngine ECS framework.
|
||||
Node.js 游戏服务器,基于 ESEngine ECS 框架。
|
||||
|
||||
## Quick Start
|
||||
## 快速开始
|
||||
|
||||
\`\`\`bash
|
||||
# Install dependencies
|
||||
# 安装依赖
|
||||
npm install
|
||||
|
||||
# Run in development mode (with hot reload)
|
||||
# 开发模式(热重载)
|
||||
npm run dev
|
||||
|
||||
# Build and run
|
||||
# 构建并运行
|
||||
npm run build:start
|
||||
\`\`\`
|
||||
|
||||
## Project Structure
|
||||
## 项目结构
|
||||
|
||||
\`\`\`
|
||||
src/
|
||||
├── index.ts # Entry point
|
||||
├── Game.ts # Game loop and ECS setup
|
||||
├── components/ # ECS components (data)
|
||||
│ └── PositionComponent.ts
|
||||
└── systems/ # ECS systems (logic)
|
||||
└── MovementSystem.ts
|
||||
├── index.ts # 入口文件
|
||||
├── server/
|
||||
│ └── GameServer.ts # 网络服务器配置
|
||||
└── game/
|
||||
├── Game.ts # ECS 游戏主类
|
||||
├── scenes/
|
||||
│ └── MainScene.ts # 主场景
|
||||
├── components/ # ECS 组件
|
||||
│ ├── PositionComponent.ts
|
||||
│ └── VelocityComponent.ts
|
||||
└── systems/ # ECS 系统
|
||||
└── MovementSystem.ts
|
||||
\`\`\`
|
||||
|
||||
## Creating Components
|
||||
## 客户端连接
|
||||
|
||||
\`\`\`typescript
|
||||
import { Component } from '@esengine/ecs-framework';
|
||||
import { NetworkPlugin } from '@esengine/network';
|
||||
|
||||
export class HealthComponent extends Component {
|
||||
current = 100;
|
||||
max = 100;
|
||||
const networkPlugin = new NetworkPlugin({
|
||||
serverUrl: 'ws://localhost:3000'
|
||||
});
|
||||
|
||||
reset(): void {
|
||||
this.current = this.max;
|
||||
}
|
||||
}
|
||||
await networkPlugin.connect('PlayerName');
|
||||
\`\`\`
|
||||
|
||||
## Creating Systems
|
||||
## 文档
|
||||
|
||||
\`\`\`typescript
|
||||
import { EntitySystem, Matcher, Entity } from '@esengine/ecs-framework';
|
||||
import { HealthComponent } from '../components/HealthComponent.js';
|
||||
|
||||
export class HealthSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.all(HealthComponent));
|
||||
}
|
||||
|
||||
protected processEntity(entity: Entity, dt: number): void {
|
||||
const health = entity.getComponent(HealthComponent)!;
|
||||
// Your logic here
|
||||
}
|
||||
}
|
||||
\`\`\`
|
||||
|
||||
## Use Cases
|
||||
|
||||
- Game servers
|
||||
- CLI tools with complex logic
|
||||
- Simulations
|
||||
- Automated testing
|
||||
|
||||
## Documentation
|
||||
|
||||
- [ESEngine ECS Framework](https://github.com/esengine/esengine)
|
||||
- [ESEngine 文档](https://esengine.github.io/esengine/)
|
||||
- [Network 模块](https://esengine.github.io/esengine/modules/network/)
|
||||
`;
|
||||
}
|
||||
|
||||
@@ -8,8 +8,9 @@ import * as path from 'node:path';
|
||||
import { execSync } from 'node:child_process';
|
||||
import { getPlatformChoices, getPlatforms, getAdapter } from './adapters/index.js';
|
||||
import type { PlatformType, ProjectConfig } from './adapters/types.js';
|
||||
import { AVAILABLE_MODULES, getModuleById, getAllModuleIds, type ModuleInfo } from './modules.js';
|
||||
|
||||
const VERSION = '1.0.0';
|
||||
const VERSION = '1.4.0';
|
||||
|
||||
/**
|
||||
* @zh 打印 Logo
|
||||
@@ -25,52 +26,68 @@ function printLogo(): void {
|
||||
console.log();
|
||||
}
|
||||
|
||||
// =============================================================================
|
||||
// 项目检测 | Project Detection
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh 检测是否存在 *.laya 文件
|
||||
* @en Check if *.laya file exists
|
||||
* @zh 检查文件或目录是否存在
|
||||
* @en Check if file or directory exists
|
||||
*/
|
||||
function hasLayaProjectFile(cwd: string): boolean {
|
||||
const exists = (cwd: string, ...paths: string[]): boolean =>
|
||||
paths.some(p => fs.existsSync(path.join(cwd, p)));
|
||||
|
||||
/**
|
||||
* @zh 安全读取 JSON 文件
|
||||
* @en Safely read JSON file
|
||||
*/
|
||||
function readJson<T = Record<string, unknown>>(filePath: string): T | null {
|
||||
try {
|
||||
const files = fs.readdirSync(cwd);
|
||||
return files.some(f => f.endsWith('.laya'));
|
||||
return JSON.parse(fs.readFileSync(filePath, 'utf-8'));
|
||||
} catch {
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 检查目录中是否有匹配后缀的文件
|
||||
* @en Check if directory contains files with matching extension
|
||||
*/
|
||||
function hasFileWithExt(cwd: string, ext: string): boolean {
|
||||
try {
|
||||
return fs.readdirSync(cwd).some(f => f.endsWith(ext));
|
||||
} catch {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 检测 Cocos Creator 版本
|
||||
* @en Detect Cocos Creator version
|
||||
* @zh 从 package.json 获取 Cocos Creator 版本
|
||||
* @en Get Cocos Creator version from package.json
|
||||
*/
|
||||
function detectCocosVersion(cwd: string): 'cocos' | 'cocos2' | null {
|
||||
// Cocos 3.x: 检查 cc.config.json 或 extensions 目录
|
||||
if (fs.existsSync(path.join(cwd, 'cc.config.json')) ||
|
||||
fs.existsSync(path.join(cwd, 'extensions'))) {
|
||||
return 'cocos';
|
||||
}
|
||||
function getCocosVersionFromPackage(cwd: string): string | null {
|
||||
const pkg = readJson<{ creator?: { version?: string } }>(path.join(cwd, 'package.json'));
|
||||
return pkg?.creator?.version ?? null;
|
||||
}
|
||||
|
||||
// 检查 project.json 中的版本号
|
||||
const projectJsonPath = path.join(cwd, 'project.json');
|
||||
if (fs.existsSync(projectJsonPath)) {
|
||||
try {
|
||||
const project = JSON.parse(fs.readFileSync(projectJsonPath, 'utf-8'));
|
||||
// Cocos 2.x project.json 有 engine-version 字段
|
||||
if (project['engine-version'] || project.engine) {
|
||||
const version = project['engine-version'] || project.engine || '';
|
||||
// 2.x 版本格式: "cocos-creator-js-2.4.x" 或 "2.4.x"
|
||||
if (version.includes('2.') || version.startsWith('2')) {
|
||||
return 'cocos2';
|
||||
}
|
||||
}
|
||||
// 有 project.json 但没有版本信息,假设是 3.x
|
||||
return 'cocos';
|
||||
} catch {
|
||||
// 解析失败,假设是 3.x
|
||||
return 'cocos';
|
||||
}
|
||||
}
|
||||
/**
|
||||
* @zh 从 project.json 获取 Cocos 2.x 版本
|
||||
* @en Get Cocos 2.x version from project.json
|
||||
*/
|
||||
function getCocos2VersionFromProject(cwd: string): string | null {
|
||||
const project = readJson<{ 'engine-version'?: string; engine?: string }>(
|
||||
path.join(cwd, 'project.json')
|
||||
);
|
||||
return project?.['engine-version'] ?? project?.engine ?? null;
|
||||
}
|
||||
|
||||
return null;
|
||||
/**
|
||||
* @zh 判断版本号属于哪个大版本
|
||||
* @en Determine major version from version string
|
||||
*/
|
||||
function getMajorVersion(version: string): number | null {
|
||||
const match = version.match(/^(\d+)\./);
|
||||
return match ? parseInt(match[1], 10) : null;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -78,23 +95,35 @@ function detectCocosVersion(cwd: string): 'cocos' | 'cocos2' | null {
|
||||
* @en Detect project type
|
||||
*/
|
||||
function detectProjectType(cwd: string): PlatformType | null {
|
||||
// Laya: 检查 *.laya 文件 或 .laya 目录 或 laya.json
|
||||
if (hasLayaProjectFile(cwd) ||
|
||||
fs.existsSync(path.join(cwd, '.laya')) ||
|
||||
fs.existsSync(path.join(cwd, 'laya.json'))) {
|
||||
// Laya: *.laya 文件、.laya 目录、laya.json
|
||||
if (hasFileWithExt(cwd, '.laya') || exists(cwd, '.laya', 'laya.json')) {
|
||||
return 'laya';
|
||||
}
|
||||
|
||||
// Cocos Creator: 检查 assets 目录
|
||||
if (fs.existsSync(path.join(cwd, 'assets'))) {
|
||||
const cocosVersion = detectCocosVersion(cwd);
|
||||
if (cocosVersion) {
|
||||
return cocosVersion;
|
||||
}
|
||||
// Cocos Creator: 检查 package.json 中的 creator.version
|
||||
const cocosVersion = getCocosVersionFromPackage(cwd);
|
||||
if (cocosVersion) {
|
||||
const major = getMajorVersion(cocosVersion);
|
||||
if (major === 2) return 'cocos2';
|
||||
if (major && major >= 3) return 'cocos';
|
||||
}
|
||||
|
||||
// Node.js: 检查 package.json
|
||||
if (fs.existsSync(path.join(cwd, 'package.json'))) {
|
||||
// Cocos 3.x: .creator 目录、settings 目录、cc.config.json、extensions 目录
|
||||
if (exists(cwd, '.creator', 'settings', 'cc.config.json', 'extensions')) {
|
||||
return 'cocos';
|
||||
}
|
||||
|
||||
// Cocos 2.x: project.json 中的 engine-version
|
||||
const cocos2Version = getCocos2VersionFromProject(cwd);
|
||||
if (cocos2Version) {
|
||||
if (cocos2Version.includes('2.') || cocos2Version.startsWith('2')) {
|
||||
return 'cocos2';
|
||||
}
|
||||
return 'cocos';
|
||||
}
|
||||
|
||||
// Node.js: 有 package.json 但不是 Cocos
|
||||
if (exists(cwd, 'package.json')) {
|
||||
return 'nodejs';
|
||||
}
|
||||
|
||||
@@ -297,12 +326,451 @@ async function initCommand(options: { platform?: string }): Promise<void> {
|
||||
console.log();
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// Module Management Commands
|
||||
// =========================================================================
|
||||
|
||||
/**
|
||||
* @zh 列出可用模块
|
||||
* @en List available modules
|
||||
*/
|
||||
function listCommand(options: { category?: string }): void {
|
||||
printLogo();
|
||||
|
||||
console.log(chalk.bold(' Available Modules:\n'));
|
||||
|
||||
const categories = ['core', 'ai', 'utility', 'physics', 'rendering', 'network'] as const;
|
||||
const categoryNames: Record<string, string> = {
|
||||
core: '核心 | Core',
|
||||
ai: 'AI',
|
||||
utility: '工具 | Utility',
|
||||
physics: '物理 | Physics',
|
||||
rendering: '渲染 | Rendering',
|
||||
network: '网络 | Network'
|
||||
};
|
||||
|
||||
for (const category of categories) {
|
||||
const modules = AVAILABLE_MODULES.filter(m => m.category === category);
|
||||
if (modules.length === 0) continue;
|
||||
if (options.category && options.category !== category) continue;
|
||||
|
||||
console.log(chalk.cyan(` ─── ${categoryNames[category]} ───`));
|
||||
for (const mod of modules) {
|
||||
console.log(` ${chalk.green(mod.id.padEnd(15))} ${chalk.gray(mod.package)}`);
|
||||
console.log(` ${' '.repeat(15)} ${chalk.dim(mod.description)}`);
|
||||
}
|
||||
console.log();
|
||||
}
|
||||
|
||||
console.log(chalk.gray(' Use `esengine add <module>` to add a module to your project.'));
|
||||
console.log();
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 添加模块到项目
|
||||
* @en Add module to project
|
||||
*/
|
||||
async function addCommand(moduleIds: string[], options: { yes?: boolean }): Promise<void> {
|
||||
printLogo();
|
||||
|
||||
const cwd = process.cwd();
|
||||
const packageJsonPath = path.join(cwd, 'package.json');
|
||||
|
||||
if (!fs.existsSync(packageJsonPath)) {
|
||||
console.log(chalk.red(' ✗ No package.json found. Run `npm init` first.'));
|
||||
process.exit(1);
|
||||
}
|
||||
|
||||
// Validate modules
|
||||
const validModules: ModuleInfo[] = [];
|
||||
const invalidIds: string[] = [];
|
||||
|
||||
for (const id of moduleIds) {
|
||||
const mod = getModuleById(id);
|
||||
if (mod) {
|
||||
validModules.push(mod);
|
||||
} else {
|
||||
invalidIds.push(id);
|
||||
}
|
||||
}
|
||||
|
||||
if (invalidIds.length > 0) {
|
||||
console.log(chalk.red(` ✗ Unknown module(s): ${invalidIds.join(', ')}`));
|
||||
console.log(chalk.gray(` Available: ${getAllModuleIds().join(', ')}`));
|
||||
process.exit(1);
|
||||
}
|
||||
|
||||
if (validModules.length === 0) {
|
||||
// Interactive selection
|
||||
const response = await prompts({
|
||||
type: 'multiselect',
|
||||
name: 'modules',
|
||||
message: 'Select modules to add:',
|
||||
choices: AVAILABLE_MODULES.map(m => ({
|
||||
title: `${m.id} - ${m.description}`,
|
||||
value: m.id,
|
||||
selected: false
|
||||
})),
|
||||
min: 1
|
||||
}, {
|
||||
onCancel: () => {
|
||||
console.log(chalk.yellow('\n Cancelled.'));
|
||||
process.exit(0);
|
||||
}
|
||||
});
|
||||
|
||||
for (const id of response.modules) {
|
||||
const mod = getModuleById(id);
|
||||
if (mod) validModules.push(mod);
|
||||
}
|
||||
}
|
||||
|
||||
if (validModules.length === 0) {
|
||||
console.log(chalk.yellow(' No modules selected.'));
|
||||
return;
|
||||
}
|
||||
|
||||
console.log(chalk.bold('\n Adding modules:\n'));
|
||||
for (const mod of validModules) {
|
||||
console.log(` ${chalk.green('+')} ${mod.package}`);
|
||||
}
|
||||
|
||||
// Confirm
|
||||
if (!options.yes) {
|
||||
const confirm = await prompts({
|
||||
type: 'confirm',
|
||||
name: 'proceed',
|
||||
message: 'Proceed with installation?',
|
||||
initial: true
|
||||
});
|
||||
|
||||
if (!confirm.proceed) {
|
||||
console.log(chalk.yellow('\n Cancelled.'));
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Install
|
||||
console.log();
|
||||
const deps: Record<string, string> = {};
|
||||
for (const mod of validModules) {
|
||||
deps[mod.package] = mod.version;
|
||||
}
|
||||
|
||||
const success = installDependencies(cwd, deps);
|
||||
|
||||
if (success) {
|
||||
console.log(chalk.bold('\n Done!'));
|
||||
console.log(chalk.gray('\n Import modules in your code:'));
|
||||
for (const mod of validModules) {
|
||||
console.log(chalk.cyan(` import { ... } from '${mod.package}';`));
|
||||
}
|
||||
}
|
||||
console.log();
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 从项目移除模块
|
||||
* @en Remove module from project
|
||||
*/
|
||||
async function removeCommand(moduleIds: string[], options: { yes?: boolean }): Promise<void> {
|
||||
printLogo();
|
||||
|
||||
const cwd = process.cwd();
|
||||
const packageJsonPath = path.join(cwd, 'package.json');
|
||||
|
||||
if (!fs.existsSync(packageJsonPath)) {
|
||||
console.log(chalk.red(' ✗ No package.json found.'));
|
||||
process.exit(1);
|
||||
}
|
||||
|
||||
const pkg = JSON.parse(fs.readFileSync(packageJsonPath, 'utf-8'));
|
||||
const deps = pkg.dependencies || {};
|
||||
|
||||
// Find installed modules
|
||||
const installed = AVAILABLE_MODULES.filter(m => deps[m.package]);
|
||||
|
||||
if (installed.length === 0) {
|
||||
console.log(chalk.yellow(' No ESEngine modules installed.'));
|
||||
return;
|
||||
}
|
||||
|
||||
// Validate modules to remove
|
||||
let toRemove: ModuleInfo[] = [];
|
||||
|
||||
if (moduleIds.length === 0) {
|
||||
// Interactive selection
|
||||
const response = await prompts({
|
||||
type: 'multiselect',
|
||||
name: 'modules',
|
||||
message: 'Select modules to remove:',
|
||||
choices: installed.map(m => ({
|
||||
title: `${m.id} - ${m.package}`,
|
||||
value: m.id
|
||||
})),
|
||||
min: 1
|
||||
}, {
|
||||
onCancel: () => {
|
||||
console.log(chalk.yellow('\n Cancelled.'));
|
||||
process.exit(0);
|
||||
}
|
||||
});
|
||||
|
||||
for (const id of response.modules) {
|
||||
const mod = getModuleById(id);
|
||||
if (mod) toRemove.push(mod);
|
||||
}
|
||||
} else {
|
||||
for (const id of moduleIds) {
|
||||
const mod = getModuleById(id);
|
||||
if (mod && deps[mod.package]) {
|
||||
toRemove.push(mod);
|
||||
} else if (!mod) {
|
||||
console.log(chalk.yellow(` ⚠ Unknown module: ${id}`));
|
||||
} else {
|
||||
console.log(chalk.yellow(` ⚠ Module not installed: ${id}`));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (toRemove.length === 0) {
|
||||
console.log(chalk.yellow(' No modules to remove.'));
|
||||
return;
|
||||
}
|
||||
|
||||
console.log(chalk.bold('\n Removing modules:\n'));
|
||||
for (const mod of toRemove) {
|
||||
console.log(` ${chalk.red('-')} ${mod.package}`);
|
||||
}
|
||||
|
||||
// Confirm
|
||||
if (!options.yes) {
|
||||
const confirm = await prompts({
|
||||
type: 'confirm',
|
||||
name: 'proceed',
|
||||
message: 'Proceed with removal?',
|
||||
initial: true
|
||||
});
|
||||
|
||||
if (!confirm.proceed) {
|
||||
console.log(chalk.yellow('\n Cancelled.'));
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Remove from package.json
|
||||
for (const mod of toRemove) {
|
||||
delete deps[mod.package];
|
||||
}
|
||||
pkg.dependencies = deps;
|
||||
fs.writeFileSync(packageJsonPath, JSON.stringify(pkg, null, 2), 'utf-8');
|
||||
|
||||
// Run uninstall
|
||||
const pm = detectPackageManager(cwd);
|
||||
const packages = toRemove.map(m => m.package).join(' ');
|
||||
const uninstallCmd = pm === 'pnpm'
|
||||
? `pnpm remove ${packages}`
|
||||
: pm === 'yarn'
|
||||
? `yarn remove ${packages}`
|
||||
: `npm uninstall ${packages}`;
|
||||
|
||||
console.log(chalk.gray(`\n Running ${uninstallCmd}...`));
|
||||
|
||||
try {
|
||||
execSync(uninstallCmd, { cwd, stdio: 'inherit' });
|
||||
console.log(chalk.bold('\n Done!'));
|
||||
} catch {
|
||||
console.log(chalk.yellow(`\n ⚠ Failed to run uninstall. Modules removed from package.json.`));
|
||||
}
|
||||
console.log();
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取 npm 包的最新版本
|
||||
* @en Get latest version of npm package
|
||||
*/
|
||||
function getLatestVersion(packageName: string): string | null {
|
||||
try {
|
||||
const result = execSync(`npm view ${packageName} version`, {
|
||||
encoding: 'utf-8',
|
||||
stdio: ['pipe', 'pipe', 'pipe']
|
||||
}).trim();
|
||||
return result || null;
|
||||
} catch {
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 比较版本号,返回是否有更新
|
||||
* @en Compare versions, return true if newer version available
|
||||
*/
|
||||
function isNewerVersion(current: string, latest: string): boolean {
|
||||
const cleanCurrent = current.replace(/^\^|~/, '');
|
||||
|
||||
// "latest" 标签视为需要更新(固定到具体版本)
|
||||
if (cleanCurrent === 'latest' || cleanCurrent === '*') {
|
||||
return true;
|
||||
}
|
||||
|
||||
const currentParts = cleanCurrent.split('.').map(Number);
|
||||
const latestParts = latest.split('.').map(Number);
|
||||
|
||||
for (let i = 0; i < 3; i++) {
|
||||
const c = currentParts[i] || 0;
|
||||
const l = latestParts[i] || 0;
|
||||
if (l > c) return true;
|
||||
if (l < c) return false;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 更新项目中的 ESEngine 模块
|
||||
* @en Update ESEngine modules in project
|
||||
*/
|
||||
async function updateCommand(moduleIds: string[], options: { yes?: boolean; check?: boolean }): Promise<void> {
|
||||
printLogo();
|
||||
|
||||
const cwd = process.cwd();
|
||||
const packageJsonPath = path.join(cwd, 'package.json');
|
||||
|
||||
if (!fs.existsSync(packageJsonPath)) {
|
||||
console.log(chalk.red(' ✗ No package.json found.'));
|
||||
process.exit(1);
|
||||
}
|
||||
|
||||
const pkg = JSON.parse(fs.readFileSync(packageJsonPath, 'utf-8'));
|
||||
const deps = pkg.dependencies || {};
|
||||
|
||||
// Find installed @esengine packages
|
||||
const esenginePackages: { name: string; current: string; latest: string | null }[] = [];
|
||||
|
||||
console.log(chalk.gray(' Checking for updates...\n'));
|
||||
|
||||
for (const [name, version] of Object.entries(deps)) {
|
||||
if (name.startsWith('@esengine/')) {
|
||||
// If specific modules provided, filter
|
||||
if (moduleIds.length > 0) {
|
||||
const mod = getModuleById(moduleIds.find(id => {
|
||||
const m = getModuleById(id);
|
||||
return m?.package === name;
|
||||
}) || '');
|
||||
if (!mod || mod.package !== name) continue;
|
||||
}
|
||||
|
||||
const latest = getLatestVersion(name);
|
||||
esenginePackages.push({
|
||||
name,
|
||||
current: version as string,
|
||||
latest
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
if (esenginePackages.length === 0) {
|
||||
console.log(chalk.yellow(' No ESEngine packages found in dependencies.'));
|
||||
return;
|
||||
}
|
||||
|
||||
// Display update status
|
||||
const updatable: { name: string; current: string; latest: string }[] = [];
|
||||
|
||||
console.log(chalk.bold(' Package Status:\n'));
|
||||
for (const pkg of esenginePackages) {
|
||||
const currentClean = pkg.current.replace(/^\^|~/, '');
|
||||
const isLatestTag = currentClean === 'latest' || currentClean === '*';
|
||||
|
||||
if (pkg.latest === null) {
|
||||
console.log(` ${chalk.gray(pkg.name)}`);
|
||||
console.log(` ${chalk.red('✗')} Unable to fetch latest version`);
|
||||
} else if (isNewerVersion(pkg.current, pkg.latest)) {
|
||||
console.log(` ${chalk.cyan(pkg.name)}`);
|
||||
if (isLatestTag) {
|
||||
console.log(` ${chalk.yellow(currentClean)} → ${chalk.green(`^${pkg.latest}`)} ${chalk.gray('(pin version)')}`);
|
||||
} else {
|
||||
console.log(` ${chalk.yellow(currentClean)} → ${chalk.green(pkg.latest)}`);
|
||||
}
|
||||
updatable.push({ name: pkg.name, current: pkg.current, latest: pkg.latest });
|
||||
} else {
|
||||
console.log(` ${chalk.gray(pkg.name)}`);
|
||||
console.log(` ${chalk.green('✓')} ${currentClean} (up to date)`);
|
||||
}
|
||||
}
|
||||
|
||||
if (updatable.length === 0) {
|
||||
console.log(chalk.bold('\n All packages are up to date!'));
|
||||
return;
|
||||
}
|
||||
|
||||
// Check-only mode
|
||||
if (options.check) {
|
||||
console.log(chalk.bold(`\n ${updatable.length} package(s) can be updated.`));
|
||||
console.log(chalk.gray(' Run `esengine update` to update.'));
|
||||
return;
|
||||
}
|
||||
|
||||
// Confirm update
|
||||
if (!options.yes) {
|
||||
console.log();
|
||||
const confirm = await prompts({
|
||||
type: 'confirm',
|
||||
name: 'proceed',
|
||||
message: `Update ${updatable.length} package(s)?`,
|
||||
initial: true
|
||||
});
|
||||
|
||||
if (!confirm.proceed) {
|
||||
console.log(chalk.yellow('\n Cancelled.'));
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Update package.json (re-read to minimize race condition)
|
||||
console.log(chalk.bold('\n Updating packages...\n'));
|
||||
|
||||
const updates: Record<string, string> = {};
|
||||
for (const upd of updatable) {
|
||||
const cleanCurrent = upd.current.replace(/^\^|~/, '');
|
||||
const isLatestTag = cleanCurrent === 'latest' || cleanCurrent === '*';
|
||||
const prefix = isLatestTag ? '^' : (upd.current.startsWith('^') ? '^' : upd.current.startsWith('~') ? '~' : '');
|
||||
updates[upd.name] = `${prefix}${upd.latest}`;
|
||||
console.log(` ${chalk.green('↑')} ${upd.name} → ${prefix}${upd.latest}`);
|
||||
}
|
||||
|
||||
// Atomic update: write to temp file then rename
|
||||
const tempPath = `${packageJsonPath}.tmp`;
|
||||
const freshPkg = JSON.parse(fs.readFileSync(packageJsonPath, 'utf-8'));
|
||||
freshPkg.dependencies = { ...freshPkg.dependencies, ...updates };
|
||||
fs.writeFileSync(tempPath, JSON.stringify(freshPkg, null, 2), 'utf-8');
|
||||
fs.renameSync(tempPath, packageJsonPath);
|
||||
|
||||
// Run install
|
||||
const pm = detectPackageManager(cwd);
|
||||
const installCmd = pm === 'pnpm' ? 'pnpm install' : pm === 'yarn' ? 'yarn' : 'npm install';
|
||||
|
||||
console.log(chalk.gray(`\n Running ${installCmd}...`));
|
||||
|
||||
try {
|
||||
execSync(installCmd, { cwd, stdio: 'inherit' });
|
||||
console.log(chalk.bold('\n Done! All packages updated.'));
|
||||
} catch {
|
||||
console.log(chalk.yellow(`\n ⚠ Failed to run install. package.json has been updated.`));
|
||||
console.log(chalk.gray(` Run \`${installCmd}\` manually.`));
|
||||
}
|
||||
console.log();
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// CLI Setup
|
||||
// =========================================================================
|
||||
|
||||
// Setup CLI
|
||||
const program = new Command();
|
||||
|
||||
program
|
||||
.name('esengine')
|
||||
.description('CLI tool for adding ESEngine ECS to your project')
|
||||
.description('CLI tool for ESEngine ECS framework')
|
||||
.version(VERSION);
|
||||
|
||||
program
|
||||
@@ -311,10 +779,38 @@ program
|
||||
.option('-p, --platform <platform>', 'Target platform (cocos, cocos2, laya, nodejs)')
|
||||
.action(initCommand);
|
||||
|
||||
// Default command: run init
|
||||
program
|
||||
.command('list')
|
||||
.alias('ls')
|
||||
.description('List available modules')
|
||||
.option('-c, --category <category>', 'Filter by category (core, ai, utility, physics, rendering, network)')
|
||||
.action(listCommand);
|
||||
|
||||
program
|
||||
.command('add [modules...]')
|
||||
.description('Add modules to your project')
|
||||
.option('-y, --yes', 'Skip confirmation')
|
||||
.action(addCommand);
|
||||
|
||||
program
|
||||
.command('remove [modules...]')
|
||||
.alias('rm')
|
||||
.description('Remove modules from your project')
|
||||
.option('-y, --yes', 'Skip confirmation')
|
||||
.action(removeCommand);
|
||||
|
||||
program
|
||||
.command('update [modules...]')
|
||||
.alias('up')
|
||||
.description('Update ESEngine packages to latest versions')
|
||||
.option('-y, --yes', 'Skip confirmation')
|
||||
.option('-c, --check', 'Only check for updates, do not install')
|
||||
.action(updateCommand);
|
||||
|
||||
// Default command: show help
|
||||
program
|
||||
.action(() => {
|
||||
initCommand({});
|
||||
program.help();
|
||||
});
|
||||
|
||||
program.parse();
|
||||
|
||||
150
packages/tools/cli/src/modules.ts
Normal file
150
packages/tools/cli/src/modules.ts
Normal file
@@ -0,0 +1,150 @@
|
||||
/**
|
||||
* @zh ESEngine 可用模块定义
|
||||
* @en ESEngine Available Modules Definition
|
||||
*/
|
||||
|
||||
export interface ModuleInfo {
|
||||
id: string;
|
||||
name: string;
|
||||
package: string;
|
||||
version: string;
|
||||
description: string;
|
||||
category: 'core' | 'ai' | 'physics' | 'rendering' | 'network' | 'utility';
|
||||
dependencies?: string[];
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 可用模块列表
|
||||
* @en Available modules list
|
||||
*/
|
||||
export const AVAILABLE_MODULES: ModuleInfo[] = [
|
||||
// Core
|
||||
{
|
||||
id: 'core',
|
||||
name: 'ECS Core',
|
||||
package: '@esengine/ecs-framework',
|
||||
version: 'latest',
|
||||
description: 'ECS 核心框架 | Core ECS framework',
|
||||
category: 'core'
|
||||
},
|
||||
{
|
||||
id: 'math',
|
||||
name: 'Math',
|
||||
package: '@esengine/ecs-framework-math',
|
||||
version: 'latest',
|
||||
description: '数学库 (向量、矩阵) | Math library (vectors, matrices)',
|
||||
category: 'core'
|
||||
},
|
||||
|
||||
// AI
|
||||
{
|
||||
id: 'fsm',
|
||||
name: 'FSM',
|
||||
package: '@esengine/fsm',
|
||||
version: 'latest',
|
||||
description: '有限状态机 | Finite State Machine',
|
||||
category: 'ai'
|
||||
},
|
||||
{
|
||||
id: 'behavior-tree',
|
||||
name: 'Behavior Tree',
|
||||
package: '@esengine/behavior-tree',
|
||||
version: 'latest',
|
||||
description: '行为树 AI 系统 | Behavior Tree AI system',
|
||||
category: 'ai'
|
||||
},
|
||||
{
|
||||
id: 'pathfinding',
|
||||
name: 'Pathfinding',
|
||||
package: '@esengine/pathfinding',
|
||||
version: 'latest',
|
||||
description: '寻路系统 (A*, NavMesh) | Pathfinding (A*, NavMesh)',
|
||||
category: 'ai'
|
||||
},
|
||||
|
||||
// Utility
|
||||
{
|
||||
id: 'timer',
|
||||
name: 'Timer',
|
||||
package: '@esengine/timer',
|
||||
version: 'latest',
|
||||
description: '定时器和冷却系统 | Timer and cooldown system',
|
||||
category: 'utility'
|
||||
},
|
||||
{
|
||||
id: 'spatial',
|
||||
name: 'Spatial',
|
||||
package: '@esengine/spatial',
|
||||
version: 'latest',
|
||||
description: '空间索引和 AOI 系统 | Spatial index and AOI system',
|
||||
category: 'utility'
|
||||
},
|
||||
{
|
||||
id: 'procgen',
|
||||
name: 'Procgen',
|
||||
package: '@esengine/procgen',
|
||||
version: 'latest',
|
||||
description: '程序化生成 (噪声、随机) | Procedural generation',
|
||||
category: 'utility'
|
||||
},
|
||||
{
|
||||
id: 'blueprint',
|
||||
name: 'Blueprint',
|
||||
package: '@esengine/blueprint',
|
||||
version: 'latest',
|
||||
description: '可视化脚本系统 | Visual scripting system',
|
||||
category: 'utility'
|
||||
},
|
||||
|
||||
// Network
|
||||
{
|
||||
id: 'network',
|
||||
name: 'Network',
|
||||
package: '@esengine/network',
|
||||
version: 'latest',
|
||||
description: '网络同步客户端 | Network sync client',
|
||||
category: 'network',
|
||||
dependencies: ['network-protocols']
|
||||
},
|
||||
{
|
||||
id: 'network-protocols',
|
||||
name: 'Network Protocols',
|
||||
package: '@esengine/network-protocols',
|
||||
version: 'latest',
|
||||
description: '网络共享协议 | Shared network protocols',
|
||||
category: 'network'
|
||||
},
|
||||
{
|
||||
id: 'network-server',
|
||||
name: 'Network Server',
|
||||
package: '@esengine/network-server',
|
||||
version: 'latest',
|
||||
description: '网络游戏服务器 | Network game server',
|
||||
category: 'network',
|
||||
dependencies: ['network-protocols']
|
||||
}
|
||||
];
|
||||
|
||||
/**
|
||||
* @zh 获取模块信息
|
||||
* @en Get module info by id
|
||||
*/
|
||||
export function getModuleById(id: string): ModuleInfo | undefined {
|
||||
return AVAILABLE_MODULES.find(m => m.id === id);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 按分类获取模块
|
||||
* @en Get modules by category
|
||||
*/
|
||||
export function getModulesByCategory(category: ModuleInfo['category']): ModuleInfo[] {
|
||||
return AVAILABLE_MODULES.filter(m => m.category === category);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取所有模块 ID
|
||||
* @en Get all module IDs
|
||||
*/
|
||||
export function getAllModuleIds(): string[] {
|
||||
return AVAILABLE_MODULES.map(m => m.id);
|
||||
}
|
||||
30
packages/tools/demos/CHANGELOG.md
Normal file
30
packages/tools/demos/CHANGELOG.md
Normal file
@@ -0,0 +1,30 @@
|
||||
# @esengine/demos
|
||||
|
||||
## 1.0.3
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies []:
|
||||
- @esengine/fsm@1.0.3
|
||||
- @esengine/pathfinding@1.0.3
|
||||
- @esengine/procgen@1.0.3
|
||||
- @esengine/spatial@1.0.4
|
||||
- @esengine/timer@1.0.3
|
||||
|
||||
## 1.0.2
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies []:
|
||||
- @esengine/fsm@1.0.2
|
||||
- @esengine/pathfinding@1.0.2
|
||||
- @esengine/procgen@1.0.2
|
||||
- @esengine/spatial@1.0.3
|
||||
- @esengine/timer@1.0.2
|
||||
|
||||
## 1.0.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`d66c180`](https://github.com/esengine/esengine/commit/d66c18041ebffa67b4dd12a026075e22dc1f5d36)]:
|
||||
- @esengine/spatial@1.0.2
|
||||
26
packages/tools/demos/package.json
Normal file
26
packages/tools/demos/package.json
Normal file
@@ -0,0 +1,26 @@
|
||||
{
|
||||
"name": "@esengine/demos",
|
||||
"version": "1.0.3",
|
||||
"private": true,
|
||||
"description": "Demo tests for ESEngine modules documentation",
|
||||
"type": "module",
|
||||
"scripts": {
|
||||
"test": "tsx src/index.ts",
|
||||
"test:timer": "tsx src/timer.demo.ts",
|
||||
"test:fsm": "tsx src/fsm.demo.ts",
|
||||
"test:pathfinding": "tsx src/pathfinding.demo.ts",
|
||||
"test:procgen": "tsx src/procgen.demo.ts",
|
||||
"test:spatial": "tsx src/spatial.demo.ts"
|
||||
},
|
||||
"dependencies": {
|
||||
"@esengine/timer": "workspace:*",
|
||||
"@esengine/fsm": "workspace:*",
|
||||
"@esengine/pathfinding": "workspace:*",
|
||||
"@esengine/procgen": "workspace:*",
|
||||
"@esengine/spatial": "workspace:*"
|
||||
},
|
||||
"devDependencies": {
|
||||
"tsx": "^4.7.0",
|
||||
"typescript": "^5.8.3"
|
||||
}
|
||||
}
|
||||
163
packages/tools/demos/src/fsm.demo.ts
Normal file
163
packages/tools/demos/src/fsm.demo.ts
Normal file
@@ -0,0 +1,163 @@
|
||||
/**
|
||||
* FSM Module Demo - Tests APIs from docs/modules/fsm/index.md
|
||||
*/
|
||||
|
||||
import { createStateMachine } from '@esengine/fsm';
|
||||
import { assert, section, demoHeader, demoFooter } from './utils.js';
|
||||
|
||||
type PlayerState = 'idle' | 'walk' | 'run' | 'jump';
|
||||
|
||||
export async function runFSMDemo(): Promise<void> {
|
||||
demoHeader('FSM Module Demo');
|
||||
|
||||
// 1. Basic Creation
|
||||
section('1. createStateMachine()');
|
||||
const fsm = createStateMachine<PlayerState>('idle');
|
||||
assert(fsm !== null, 'State machine created');
|
||||
assert(fsm.current === 'idle', 'Initial state is idle');
|
||||
|
||||
// 2. Define States
|
||||
section('2. defineState()');
|
||||
let enterCalled = false;
|
||||
let exitCalled = false;
|
||||
let updateCalled = false;
|
||||
|
||||
fsm.defineState('idle', {
|
||||
onEnter: () => { enterCalled = true; },
|
||||
onExit: () => { exitCalled = true; },
|
||||
onUpdate: () => { updateCalled = true; }
|
||||
});
|
||||
fsm.defineState('walk', {});
|
||||
fsm.defineState('run', {});
|
||||
fsm.defineState('jump', {});
|
||||
|
||||
assert(fsm.hasState('idle'), 'hasState() returns true');
|
||||
assert(fsm.hasState('walk'), 'walk state exists');
|
||||
|
||||
// 3. Manual Transition
|
||||
section('3. transition()');
|
||||
fsm.transition('walk');
|
||||
assert(fsm.current === 'walk', 'Transitioned to walk');
|
||||
assert(exitCalled, 'onExit called on idle');
|
||||
assert(fsm.previous === 'idle', 'previous is idle');
|
||||
|
||||
// 4. State with Context
|
||||
section('4. Context Support');
|
||||
interface Context {
|
||||
speed: number;
|
||||
isMoving: boolean;
|
||||
}
|
||||
const fsmCtx = createStateMachine<PlayerState, Context>('idle', {
|
||||
context: { speed: 0, isMoving: false }
|
||||
});
|
||||
fsmCtx.defineState('idle', {
|
||||
onEnter: (ctx) => { ctx.speed = 0; }
|
||||
});
|
||||
fsmCtx.defineState('walk', {
|
||||
onEnter: (ctx) => { ctx.speed = 100; }
|
||||
});
|
||||
|
||||
fsmCtx.transition('walk');
|
||||
assert(fsmCtx.context.speed === 100, 'Context updated on enter');
|
||||
|
||||
// 5. Transition Conditions
|
||||
section('5. defineTransition() with conditions');
|
||||
const fsmTrans = createStateMachine<PlayerState, Context>('idle', {
|
||||
context: { speed: 0, isMoving: false }
|
||||
});
|
||||
fsmTrans.defineState('idle', {});
|
||||
fsmTrans.defineState('walk', {});
|
||||
|
||||
fsmTrans.defineTransition('idle', 'walk', (ctx) => ctx.isMoving);
|
||||
|
||||
fsmTrans.evaluateTransitions();
|
||||
assert(fsmTrans.current === 'idle', 'No transition when condition false');
|
||||
|
||||
fsmTrans.context.isMoving = true;
|
||||
fsmTrans.evaluateTransitions();
|
||||
assert(fsmTrans.current === 'walk', 'Transitions when condition true');
|
||||
|
||||
// 6. Transition Priority
|
||||
section('6. Transition Priority');
|
||||
const fsmPri = createStateMachine<'a' | 'b' | 'c'>('a');
|
||||
fsmPri.defineState('a', {});
|
||||
fsmPri.defineState('b', {});
|
||||
fsmPri.defineState('c', {});
|
||||
|
||||
fsmPri.defineTransition('a', 'b', () => true, 1);
|
||||
fsmPri.defineTransition('a', 'c', () => true, 10);
|
||||
|
||||
fsmPri.evaluateTransitions();
|
||||
assert(fsmPri.current === 'c', 'Higher priority (10) wins');
|
||||
|
||||
// 7. Update
|
||||
section('7. update()');
|
||||
const fsmUpdate = createStateMachine<PlayerState>('idle');
|
||||
let updateCount = 0;
|
||||
fsmUpdate.defineState('idle', {
|
||||
onUpdate: () => { updateCount++; }
|
||||
});
|
||||
fsmUpdate.update(16);
|
||||
fsmUpdate.update(16);
|
||||
assert(updateCount === 2, 'onUpdate called on each update');
|
||||
|
||||
// 8. Event Listeners
|
||||
section('8. Event Listeners');
|
||||
const fsmEvents = createStateMachine<PlayerState>('idle');
|
||||
fsmEvents.defineState('idle', {});
|
||||
fsmEvents.defineState('walk', {});
|
||||
|
||||
let enterEvent = false;
|
||||
let exitEvent = false;
|
||||
let changeEvent = false;
|
||||
|
||||
fsmEvents.onEnter('walk', () => { enterEvent = true; });
|
||||
fsmEvents.onExit('idle', () => { exitEvent = true; });
|
||||
fsmEvents.onChange(() => { changeEvent = true; });
|
||||
|
||||
fsmEvents.transition('walk');
|
||||
assert(enterEvent, 'onEnter listener called');
|
||||
assert(exitEvent, 'onExit listener called');
|
||||
assert(changeEvent, 'onChange listener called');
|
||||
|
||||
// 9. getStates / getTransitionsFrom
|
||||
section('9. Query Methods');
|
||||
const states = fsmEvents.getStates();
|
||||
assert(states.length >= 2, 'getStates() returns states');
|
||||
|
||||
// 10. canTransition
|
||||
section('10. canTransition()');
|
||||
const fsmCan = createStateMachine<PlayerState, Context>('idle', {
|
||||
context: { speed: 0, isMoving: false }
|
||||
});
|
||||
fsmCan.defineState('idle', {});
|
||||
fsmCan.defineState('walk', {});
|
||||
fsmCan.defineTransition('idle', 'walk', (ctx) => ctx.isMoving);
|
||||
|
||||
assert(!fsmCan.canTransition('walk'), 'Cannot transition when condition false');
|
||||
fsmCan.context.isMoving = true;
|
||||
assert(fsmCan.canTransition('walk'), 'Can transition when condition true');
|
||||
|
||||
// 11. Reset
|
||||
section('11. reset()');
|
||||
fsmCan.transition('walk');
|
||||
fsmCan.reset('idle');
|
||||
assert(fsmCan.current === 'idle', 'Reset to idle');
|
||||
|
||||
// 12. History
|
||||
section('12. getHistory()');
|
||||
const fsmHist = createStateMachine<PlayerState>('idle', { enableHistory: true });
|
||||
fsmHist.defineState('idle', {});
|
||||
fsmHist.defineState('walk', {});
|
||||
fsmHist.defineState('run', {});
|
||||
|
||||
fsmHist.transition('walk');
|
||||
fsmHist.transition('run');
|
||||
|
||||
const history = fsmHist.getHistory();
|
||||
assert(history.length >= 2, 'History recorded');
|
||||
|
||||
demoFooter('FSM Demo');
|
||||
}
|
||||
|
||||
runFSMDemo().catch(console.error);
|
||||
75
packages/tools/demos/src/index.ts
Normal file
75
packages/tools/demos/src/index.ts
Normal file
@@ -0,0 +1,75 @@
|
||||
/**
|
||||
* ESEngine Module Demos - Run all demos to verify documentation
|
||||
*/
|
||||
|
||||
import { runTimerDemo } from './timer.demo.js';
|
||||
import { runFSMDemo } from './fsm.demo.js';
|
||||
import { runPathfindingDemo } from './pathfinding.demo.js';
|
||||
import { runProcgenDemo } from './procgen.demo.js';
|
||||
import { runSpatialDemo } from './spatial.demo.js';
|
||||
|
||||
async function runAllDemos(): Promise<void> {
|
||||
console.log('\n');
|
||||
console.log('╔═══════════════════════════════════════════════════════════╗');
|
||||
console.log('║ ESEngine Module Documentation Tests ║');
|
||||
console.log('╚═══════════════════════════════════════════════════════════╝');
|
||||
console.log('\n');
|
||||
|
||||
const demos = [
|
||||
{ name: 'Timer', fn: runTimerDemo },
|
||||
{ name: 'FSM', fn: runFSMDemo },
|
||||
{ name: 'Pathfinding', fn: runPathfindingDemo },
|
||||
{ name: 'Procgen', fn: runProcgenDemo },
|
||||
{ name: 'Spatial', fn: runSpatialDemo },
|
||||
];
|
||||
|
||||
const results: { name: string; passed: boolean; error?: string }[] = [];
|
||||
|
||||
for (const demo of demos) {
|
||||
try {
|
||||
await demo.fn();
|
||||
results.push({ name: demo.name, passed: true });
|
||||
} catch (error) {
|
||||
results.push({
|
||||
name: demo.name,
|
||||
passed: false,
|
||||
error: error instanceof Error ? error.message : String(error)
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// Summary
|
||||
console.log('\n');
|
||||
console.log('╔═══════════════════════════════════════════════════════════╗');
|
||||
console.log('║ Summary ║');
|
||||
console.log('╚═══════════════════════════════════════════════════════════╝');
|
||||
console.log('\n');
|
||||
|
||||
let allPassed = true;
|
||||
for (const result of results) {
|
||||
if (result.passed) {
|
||||
console.log(` ✓ ${result.name}: PASSED`);
|
||||
} else {
|
||||
console.log(` ✗ ${result.name}: FAILED - ${result.error}`);
|
||||
allPassed = false;
|
||||
}
|
||||
}
|
||||
|
||||
console.log('\n');
|
||||
if (allPassed) {
|
||||
console.log(' ══════════════════════════════════════');
|
||||
console.log(' ALL DOCUMENTATION TESTS PASSED ✓');
|
||||
console.log(' ══════════════════════════════════════');
|
||||
} else {
|
||||
console.log(' ══════════════════════════════════════');
|
||||
console.log(' SOME TESTS FAILED ✗');
|
||||
console.log(' ══════════════════════════════════════');
|
||||
process.exit(1);
|
||||
}
|
||||
console.log('\n');
|
||||
}
|
||||
|
||||
runAllDemos().catch((error) => {
|
||||
console.error('Fatal error:', error);
|
||||
process.exit(1);
|
||||
});
|
||||
152
packages/tools/demos/src/pathfinding.demo.ts
Normal file
152
packages/tools/demos/src/pathfinding.demo.ts
Normal file
@@ -0,0 +1,152 @@
|
||||
/**
|
||||
* Pathfinding Module Demo - Tests APIs from docs/modules/pathfinding/index.md
|
||||
*/
|
||||
|
||||
import {
|
||||
createGridMap,
|
||||
createAStarPathfinder,
|
||||
createLineOfSightSmoother,
|
||||
createCatmullRomSmoother,
|
||||
manhattanDistance,
|
||||
octileDistance
|
||||
} from '@esengine/pathfinding';
|
||||
import { assert, section, demoHeader, demoFooter } from './utils.js';
|
||||
|
||||
export async function runPathfindingDemo(): Promise<void> {
|
||||
demoHeader('Pathfinding Module Demo');
|
||||
|
||||
// 1. Create Grid Map
|
||||
section('1. createGridMap()');
|
||||
const grid = createGridMap(20, 20);
|
||||
assert(grid !== null, 'Grid created');
|
||||
assert(grid.width === 20, 'Width is 20');
|
||||
assert(grid.height === 20, 'Height is 20');
|
||||
|
||||
// 2. Walkability
|
||||
section('2. setWalkable() / isWalkable()');
|
||||
assert(grid.isWalkable(5, 5), 'Initially walkable');
|
||||
grid.setWalkable(5, 5, false);
|
||||
assert(!grid.isWalkable(5, 5), 'Set to not walkable');
|
||||
grid.setWalkable(5, 5, true);
|
||||
assert(grid.isWalkable(5, 5), 'Restored to walkable');
|
||||
|
||||
// 3. Set Obstacles
|
||||
section('3. Setting Obstacles');
|
||||
grid.setWalkable(5, 5, false);
|
||||
grid.setWalkable(5, 6, false);
|
||||
grid.setWalkable(5, 7, false);
|
||||
assert(!grid.isWalkable(5, 6), 'Obstacle set');
|
||||
|
||||
// 4. Create Pathfinder
|
||||
section('4. createAStarPathfinder()');
|
||||
const pathfinder = createAStarPathfinder(grid);
|
||||
assert(pathfinder !== null, 'Pathfinder created');
|
||||
|
||||
// 5. Find Path
|
||||
section('5. findPath()');
|
||||
const result = pathfinder.findPath(0, 0, 15, 15);
|
||||
assert(result.found, 'Path found');
|
||||
assert(result.path.length > 0, `Path has ${result.path.length} points`);
|
||||
assert(result.cost > 0, `Path cost: ${result.cost.toFixed(2)}`);
|
||||
assert(result.nodesSearched > 0, `Searched ${result.nodesSearched} nodes`);
|
||||
|
||||
// 6. Path Blocked
|
||||
section('6. Path Blocked');
|
||||
// Create a wall
|
||||
for (let y = 0; y < 20; y++) {
|
||||
grid.setWalkable(10, y, false);
|
||||
}
|
||||
const blocked = pathfinder.findPath(0, 0, 15, 15);
|
||||
assert(!blocked.found, 'No path when fully blocked');
|
||||
|
||||
// Clear wall
|
||||
for (let y = 0; y < 20; y++) {
|
||||
grid.setWalkable(10, y, true);
|
||||
}
|
||||
|
||||
// 7. Movement Cost
|
||||
section('7. setCost()');
|
||||
const gridCost = createGridMap(10, 10);
|
||||
gridCost.setCost(5, 5, 10); // High cost tile
|
||||
const costResult = createAStarPathfinder(gridCost).findPath(0, 0, 9, 9);
|
||||
assert(costResult.found, 'Path found with cost');
|
||||
|
||||
// 8. Heuristics
|
||||
section('8. Heuristic Functions');
|
||||
const d1 = manhattanDistance({ x: 0, y: 0 }, { x: 3, y: 4 });
|
||||
assert(d1 === 7, `Manhattan distance: ${d1}`);
|
||||
|
||||
const d2 = octileDistance({ x: 0, y: 0 }, { x: 3, y: 4 });
|
||||
assert(d2 > 0, `Octile distance: ${d2.toFixed(2)}`);
|
||||
|
||||
// 9. Grid Options
|
||||
section('9. Grid Options');
|
||||
const gridOpts = createGridMap(10, 10, {
|
||||
allowDiagonal: false,
|
||||
heuristic: manhattanDistance
|
||||
});
|
||||
assert(gridOpts !== null, 'Grid with options created');
|
||||
|
||||
// 10. Path Smoothing - Line of Sight
|
||||
section('10. Line of Sight Smoother');
|
||||
const gridSmooth = createGridMap(20, 20);
|
||||
const pf = createAStarPathfinder(gridSmooth);
|
||||
const rawPath = pf.findPath(0, 0, 10, 10);
|
||||
|
||||
const losSmoother = createLineOfSightSmoother();
|
||||
const smoothed = losSmoother.smooth(rawPath.path, gridSmooth);
|
||||
assert(smoothed.length <= rawPath.path.length, `Smoothed: ${rawPath.path.length} -> ${smoothed.length} points`);
|
||||
|
||||
// 11. Catmull-Rom Smoother
|
||||
section('11. Catmull-Rom Smoother');
|
||||
const crSmoother = createCatmullRomSmoother(5, 0.5);
|
||||
const curved = crSmoother.smooth(rawPath.path, gridSmooth);
|
||||
assert(curved.length >= rawPath.path.length, `Curved path has ${curved.length} points`);
|
||||
|
||||
// 12. loadFromArray
|
||||
section('12. loadFromArray()');
|
||||
const gridArr = createGridMap(5, 3);
|
||||
gridArr.loadFromArray([
|
||||
[0, 0, 0, 1, 0],
|
||||
[0, 1, 0, 1, 0],
|
||||
[0, 1, 0, 0, 0]
|
||||
]);
|
||||
assert(!gridArr.isWalkable(3, 0), 'Loaded obstacle at (3,0)');
|
||||
assert(!gridArr.isWalkable(1, 1), 'Loaded obstacle at (1,1)');
|
||||
assert(gridArr.isWalkable(0, 0), 'Loaded walkable at (0,0)');
|
||||
|
||||
// 13. loadFromString
|
||||
section('13. loadFromString()');
|
||||
const gridStr = createGridMap(5, 3);
|
||||
gridStr.loadFromString(`
|
||||
.....
|
||||
.#.#.
|
||||
.#...
|
||||
`);
|
||||
assert(!gridStr.isWalkable(1, 1), 'Loaded # as obstacle');
|
||||
assert(gridStr.isWalkable(0, 0), 'Loaded . as walkable');
|
||||
|
||||
// 14. setRectWalkable
|
||||
section('14. setRectWalkable()');
|
||||
const gridRect = createGridMap(10, 10);
|
||||
gridRect.setRectWalkable(2, 2, 4, 4, false);
|
||||
assert(!gridRect.isWalkable(3, 3), 'Rect set as obstacle');
|
||||
assert(gridRect.isWalkable(0, 0), 'Outside rect is walkable');
|
||||
|
||||
// 15. Pathfinder Options
|
||||
section('15. Pathfinder Options');
|
||||
const limitedResult = pathfinder.findPath(0, 0, 15, 15, {
|
||||
maxNodes: 100,
|
||||
heuristicWeight: 1.5
|
||||
});
|
||||
assert(limitedResult !== null, 'findPath with options works');
|
||||
|
||||
// 16. Reset Grid
|
||||
section('16. reset()');
|
||||
grid.reset();
|
||||
assert(grid.isWalkable(5, 5), 'Grid reset - all walkable');
|
||||
|
||||
demoFooter('Pathfinding Demo');
|
||||
}
|
||||
|
||||
runPathfindingDemo().catch(console.error);
|
||||
196
packages/tools/demos/src/procgen.demo.ts
Normal file
196
packages/tools/demos/src/procgen.demo.ts
Normal file
@@ -0,0 +1,196 @@
|
||||
/**
|
||||
* Procgen Module Demo - Tests APIs from docs/modules/procgen/index.md
|
||||
*/
|
||||
|
||||
import {
|
||||
createPerlinNoise,
|
||||
createSimplexNoise,
|
||||
createWorleyNoise,
|
||||
createFBM,
|
||||
createSeededRandom,
|
||||
createWeightedRandom,
|
||||
shuffle,
|
||||
shuffleCopy,
|
||||
pickOne,
|
||||
sample,
|
||||
sampleWithReplacement,
|
||||
weightedPick,
|
||||
weightedPickFromMap
|
||||
} from '@esengine/procgen';
|
||||
import { assert, section, demoHeader, demoFooter } from './utils.js';
|
||||
|
||||
export async function runProcgenDemo(): Promise<void> {
|
||||
demoHeader('Procgen Module Demo');
|
||||
|
||||
// 1. Perlin Noise
|
||||
section('1. createPerlinNoise()');
|
||||
const perlin = createPerlinNoise(12345);
|
||||
assert(perlin !== null, 'Perlin noise created');
|
||||
|
||||
const val2d = perlin.noise2D(0.5, 0.5);
|
||||
assert(val2d >= -1 && val2d <= 1, `2D noise value in [-1,1]: ${val2d.toFixed(3)}`);
|
||||
|
||||
const val3d = perlin.noise3D(0.5, 0.5, 0.5);
|
||||
assert(val3d >= -1 && val3d <= 1, `3D noise value in [-1,1]: ${val3d.toFixed(3)}`);
|
||||
|
||||
// 2. Simplex Noise
|
||||
section('2. createSimplexNoise()');
|
||||
const simplex = createSimplexNoise(12345);
|
||||
const sval = simplex.noise2D(0.5, 0.5);
|
||||
assert(sval >= -1 && sval <= 1, `Simplex value: ${sval.toFixed(3)}`);
|
||||
|
||||
// 3. Worley Noise
|
||||
section('3. createWorleyNoise()');
|
||||
const worley = createWorleyNoise(12345);
|
||||
const wval = worley.noise2D(0.5, 0.5);
|
||||
assert(wval >= 0, `Worley distance: ${wval.toFixed(3)}`);
|
||||
|
||||
// 4. FBM
|
||||
section('4. createFBM()');
|
||||
const fbm = createFBM(perlin, {
|
||||
octaves: 6,
|
||||
lacunarity: 2.0,
|
||||
persistence: 0.5
|
||||
});
|
||||
const fbmVal = fbm.noise2D(0.1, 0.1);
|
||||
assert(typeof fbmVal === 'number', `FBM value: ${fbmVal.toFixed(3)}`);
|
||||
|
||||
const ridged = fbm.ridged2D(0.1, 0.1);
|
||||
assert(typeof ridged === 'number', `Ridged FBM: ${ridged.toFixed(3)}`);
|
||||
|
||||
const turb = fbm.turbulence2D(0.1, 0.1);
|
||||
assert(turb >= 0, `Turbulence: ${turb.toFixed(3)}`);
|
||||
|
||||
// 5. Seeded Random
|
||||
section('5. createSeededRandom()');
|
||||
const rng = createSeededRandom(42);
|
||||
assert(rng !== null, 'RNG created');
|
||||
|
||||
const r1 = rng.next();
|
||||
assert(r1 >= 0 && r1 < 1, `next() in [0,1): ${r1.toFixed(3)}`);
|
||||
|
||||
const r2 = rng.nextInt(1, 10);
|
||||
assert(r2 >= 1 && r2 <= 10, `nextInt(1,10): ${r2}`);
|
||||
|
||||
const r3 = rng.nextFloat(0, 100);
|
||||
assert(r3 >= 0 && r3 < 100, `nextFloat(0,100): ${r3.toFixed(2)}`);
|
||||
|
||||
const r4 = rng.nextBool();
|
||||
assert(typeof r4 === 'boolean', `nextBool(): ${r4}`);
|
||||
|
||||
const r5 = rng.nextBool(0.9);
|
||||
assert(typeof r5 === 'boolean', `nextBool(0.9): ${r5}`);
|
||||
|
||||
// 6. Deterministic
|
||||
section('6. Deterministic Sequences');
|
||||
const rng1 = createSeededRandom(42);
|
||||
const rng2 = createSeededRandom(42);
|
||||
const seq1 = [rng1.next(), rng1.next(), rng1.next()];
|
||||
const seq2 = [rng2.next(), rng2.next(), rng2.next()];
|
||||
assert(seq1[0] === seq2[0] && seq1[1] === seq2[1] && seq1[2] === seq2[2],
|
||||
'Same seed produces same sequence');
|
||||
|
||||
// 7. Distributions
|
||||
section('7. Distribution Methods');
|
||||
const rngDist = createSeededRandom(42);
|
||||
|
||||
const gauss = rngDist.nextGaussian();
|
||||
assert(typeof gauss === 'number', `nextGaussian(): ${gauss.toFixed(3)}`);
|
||||
|
||||
const gauss2 = rngDist.nextGaussian(100, 15);
|
||||
assert(typeof gauss2 === 'number', `nextGaussian(100,15): ${gauss2.toFixed(1)}`);
|
||||
|
||||
const exp = rngDist.nextExponential();
|
||||
assert(exp >= 0, `nextExponential(): ${exp.toFixed(3)}`);
|
||||
|
||||
// 8. Geometry Methods
|
||||
section('8. Geometry Methods');
|
||||
const rngGeo = createSeededRandom(42);
|
||||
|
||||
const pointCircle = rngGeo.nextPointInCircle(50);
|
||||
assert(pointCircle.x !== undefined && pointCircle.y !== undefined,
|
||||
`nextPointInCircle: (${pointCircle.x.toFixed(1)}, ${pointCircle.y.toFixed(1)})`);
|
||||
|
||||
const pointOnCircle = rngGeo.nextPointOnCircle(50);
|
||||
const dist = Math.sqrt(pointOnCircle.x ** 2 + pointOnCircle.y ** 2);
|
||||
assert(Math.abs(dist - 50) < 0.01, `nextPointOnCircle radius ~50: ${dist.toFixed(2)}`);
|
||||
|
||||
const dir = rngGeo.nextDirection2D();
|
||||
const len = Math.sqrt(dir.x ** 2 + dir.y ** 2);
|
||||
assert(Math.abs(len - 1) < 0.01, `nextDirection2D length ~1: ${len.toFixed(3)}`);
|
||||
|
||||
// 9. Weighted Random
|
||||
section('9. createWeightedRandom()');
|
||||
const rngW = createSeededRandom(42);
|
||||
const loot = createWeightedRandom([
|
||||
{ value: 'common', weight: 60 },
|
||||
{ value: 'rare', weight: 30 },
|
||||
{ value: 'epic', weight: 10 }
|
||||
]);
|
||||
|
||||
assert(loot.size === 3, 'Has 3 items');
|
||||
assert(loot.totalWeight === 100, 'Total weight is 100');
|
||||
assert(loot.getProbability(0) === 0.6, 'Common probability is 0.6');
|
||||
|
||||
const picked = loot.pick(rngW);
|
||||
assert(['common', 'rare', 'epic'].includes(picked), `Picked: ${picked}`);
|
||||
|
||||
// 10. Shuffle
|
||||
section('10. shuffle() / shuffleCopy()');
|
||||
const rngS = createSeededRandom(42);
|
||||
const arr = [1, 2, 3, 4, 5];
|
||||
const copy = shuffleCopy(arr, rngS);
|
||||
assert(copy.length === 5, 'Shuffled copy has same length');
|
||||
assert(arr[0] === 1, 'Original unchanged');
|
||||
|
||||
shuffle(arr, rngS);
|
||||
assert(arr.length === 5, 'In-place shuffle preserves length');
|
||||
|
||||
// 11. pickOne
|
||||
section('11. pickOne()');
|
||||
const rngP = createSeededRandom(42);
|
||||
const items = ['a', 'b', 'c', 'd'];
|
||||
const picked2 = pickOne(items, rngP);
|
||||
assert(items.includes(picked2), `Picked: ${picked2}`);
|
||||
|
||||
// 12. sample
|
||||
section('12. sample() / sampleWithReplacement()');
|
||||
const rngSamp = createSeededRandom(42);
|
||||
const nums = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10];
|
||||
|
||||
const sampled = sample(nums, 3, rngSamp);
|
||||
assert(sampled.length === 3, 'Sampled 3 items');
|
||||
assert(new Set(sampled).size === 3, 'All unique');
|
||||
|
||||
const withRep = sampleWithReplacement(nums, 5, rngSamp);
|
||||
assert(withRep.length === 5, 'Sampled 5 with replacement');
|
||||
|
||||
// 13. weightedPick
|
||||
section('13. weightedPick() / weightedPickFromMap()');
|
||||
const rngWP = createSeededRandom(42);
|
||||
const item = weightedPick([
|
||||
{ value: 'a', weight: 1 },
|
||||
{ value: 'b', weight: 2 }
|
||||
], rngWP);
|
||||
assert(['a', 'b'].includes(item), `weightedPick: ${item}`);
|
||||
|
||||
const item2 = weightedPickFromMap({
|
||||
'common': 60,
|
||||
'rare': 30
|
||||
}, rngWP);
|
||||
assert(['common', 'rare'].includes(item2), `weightedPickFromMap: ${item2}`);
|
||||
|
||||
// 14. Reset
|
||||
section('14. reset()');
|
||||
const rngReset = createSeededRandom(42);
|
||||
const first = rngReset.next();
|
||||
rngReset.next();
|
||||
rngReset.next();
|
||||
rngReset.reset();
|
||||
const afterReset = rngReset.next();
|
||||
assert(first === afterReset, 'Reset restores initial state');
|
||||
|
||||
demoFooter('Procgen Demo');
|
||||
}
|
||||
|
||||
runProcgenDemo().catch(console.error);
|
||||
224
packages/tools/demos/src/spatial.demo.ts
Normal file
224
packages/tools/demos/src/spatial.demo.ts
Normal file
@@ -0,0 +1,224 @@
|
||||
/**
|
||||
* Spatial Module Demo - Tests APIs from docs/modules/spatial/index.md
|
||||
*/
|
||||
|
||||
import {
|
||||
createGridSpatialIndex,
|
||||
createGridAOI,
|
||||
createBounds,
|
||||
createBoundsFromCenter,
|
||||
createBoundsFromCircle,
|
||||
isPointInBounds,
|
||||
boundsIntersect,
|
||||
distance,
|
||||
distanceSquared
|
||||
} from '@esengine/spatial';
|
||||
import { assert, section, demoHeader, demoFooter } from './utils.js';
|
||||
|
||||
interface Entity {
|
||||
id: number;
|
||||
type: string;
|
||||
}
|
||||
|
||||
export async function runSpatialDemo(): Promise<void> {
|
||||
demoHeader('Spatial Module Demo');
|
||||
|
||||
// 1. Create Spatial Index
|
||||
section('1. createGridSpatialIndex()');
|
||||
const spatial = createGridSpatialIndex<Entity>(100);
|
||||
assert(spatial !== null, 'Spatial index created');
|
||||
assert(spatial.count === 0, 'Initially empty');
|
||||
|
||||
// 2. Insert
|
||||
section('2. insert()');
|
||||
const player: Entity = { id: 1, type: 'player' };
|
||||
const enemy1: Entity = { id: 2, type: 'enemy' };
|
||||
const enemy2: Entity = { id: 3, type: 'enemy' };
|
||||
|
||||
spatial.insert(player, { x: 100, y: 200 });
|
||||
spatial.insert(enemy1, { x: 150, y: 250 });
|
||||
spatial.insert(enemy2, { x: 500, y: 600 });
|
||||
|
||||
assert(spatial.count === 3, 'Count is 3');
|
||||
|
||||
// 3. findInRadius
|
||||
section('3. findInRadius()');
|
||||
const nearby = spatial.findInRadius({ x: 100, y: 200 }, 100);
|
||||
assert(nearby.length === 2, `Found ${nearby.length} entities in radius`);
|
||||
assert(nearby.includes(player), 'Found player');
|
||||
assert(nearby.includes(enemy1), 'Found enemy1');
|
||||
assert(!nearby.includes(enemy2), 'enemy2 is too far');
|
||||
|
||||
// 4. findInRadius with filter
|
||||
section('4. findInRadius() with filter');
|
||||
const enemies = spatial.findInRadius(
|
||||
{ x: 100, y: 200 },
|
||||
100,
|
||||
(e) => e.type === 'enemy'
|
||||
);
|
||||
assert(enemies.length === 1, 'Found 1 enemy');
|
||||
assert(enemies[0] === enemy1, 'Found enemy1');
|
||||
|
||||
// 5. findNearest
|
||||
section('5. findNearest()');
|
||||
const nearest = spatial.findNearest({ x: 100, y: 200 });
|
||||
assert(nearest === player || nearest === enemy1, 'Found nearest entity');
|
||||
|
||||
const nearestEnemy = spatial.findNearest(
|
||||
{ x: 100, y: 200 },
|
||||
undefined,
|
||||
(e) => e.type === 'enemy'
|
||||
);
|
||||
assert(nearestEnemy === enemy1, 'Found nearest enemy');
|
||||
|
||||
// 6. findKNearest
|
||||
section('6. findKNearest()');
|
||||
const k2 = spatial.findKNearest({ x: 100, y: 200 }, 2, 1000);
|
||||
assert(k2.length === 2, 'Found 2 nearest');
|
||||
|
||||
// 7. Update position
|
||||
section('7. update()');
|
||||
spatial.update(player, { x: 400, y: 400 });
|
||||
const afterMove = spatial.findInRadius({ x: 100, y: 200 }, 100);
|
||||
assert(!afterMove.includes(player), 'Player moved away');
|
||||
|
||||
// 8. Remove
|
||||
section('8. remove()');
|
||||
spatial.remove(enemy2);
|
||||
assert(spatial.count === 2, 'Count is 2 after remove');
|
||||
|
||||
// 9. findInRect
|
||||
section('9. findInRect()');
|
||||
const bounds = createBounds(0, 0, 200, 300);
|
||||
spatial.update(player, { x: 100, y: 200 });
|
||||
const inRect = spatial.findInRect(bounds);
|
||||
assert(inRect.length >= 1, `Found ${inRect.length} in rect`);
|
||||
|
||||
// 10. Raycast
|
||||
section('10. raycast()');
|
||||
spatial.update(player, { x: 100, y: 0 });
|
||||
spatial.update(enemy1, { x: 100, y: 200 });
|
||||
|
||||
const hits = spatial.raycast(
|
||||
{ x: 100, y: -100 },
|
||||
{ x: 0, y: 1 },
|
||||
500
|
||||
);
|
||||
assert(hits.length >= 1, `Raycast hit ${hits.length} entities`);
|
||||
|
||||
// 11. raycastFirst
|
||||
section('11. raycastFirst()');
|
||||
const firstHit = spatial.raycastFirst(
|
||||
{ x: 100, y: -100 },
|
||||
{ x: 0, y: 1 },
|
||||
500
|
||||
);
|
||||
if (firstHit) {
|
||||
assert(firstHit.target !== null, 'Hit has target');
|
||||
assert(firstHit.distance >= 0, `Hit distance: ${firstHit.distance.toFixed(1)}`);
|
||||
}
|
||||
|
||||
// 12. Clear
|
||||
section('12. clear()');
|
||||
spatial.clear();
|
||||
assert(spatial.count === 0, 'Cleared');
|
||||
|
||||
// =========================================================================
|
||||
// AOI Tests
|
||||
// =========================================================================
|
||||
|
||||
// 13. Create AOI
|
||||
section('13. createGridAOI()');
|
||||
const aoi = createGridAOI<Entity>(100);
|
||||
assert(aoi !== null, 'AOI created');
|
||||
|
||||
// 14. Add Observers
|
||||
section('14. addObserver()');
|
||||
const p1: Entity = { id: 1, type: 'player' };
|
||||
const p2: Entity = { id: 2, type: 'player' };
|
||||
|
||||
aoi.addObserver(p1, { x: 100, y: 100 }, { viewRange: 200 });
|
||||
aoi.addObserver(p2, { x: 150, y: 150 }, { viewRange: 200 });
|
||||
|
||||
// 15. getEntitiesInView
|
||||
section('15. getEntitiesInView()');
|
||||
const visible = aoi.getEntitiesInView(p1);
|
||||
assert(visible.includes(p2), 'p1 can see p2');
|
||||
|
||||
// 16. canSee
|
||||
section('16. canSee()');
|
||||
assert(aoi.canSee(p1, p2), 'p1 can see p2');
|
||||
|
||||
// 17. updatePosition
|
||||
section('17. updatePosition()');
|
||||
aoi.updatePosition(p2, { x: 1000, y: 1000 });
|
||||
assert(!aoi.canSee(p1, p2), 'p1 cannot see p2 after move');
|
||||
|
||||
// 18. getObserversOf
|
||||
section('18. getObserversOf()');
|
||||
aoi.updatePosition(p2, { x: 120, y: 120 });
|
||||
const observers = aoi.getObserversOf(p2);
|
||||
assert(observers.includes(p1), 'p1 observes p2');
|
||||
|
||||
// 19. Event Listener
|
||||
section('19. addListener()');
|
||||
let eventCount = 0;
|
||||
aoi.addListener((event) => {
|
||||
eventCount++;
|
||||
});
|
||||
aoi.updatePosition(p2, { x: 2000, y: 2000 }); // Should trigger exit
|
||||
aoi.updatePosition(p2, { x: 130, y: 130 }); // Should trigger enter
|
||||
assert(eventCount >= 1, `Events triggered: ${eventCount}`);
|
||||
|
||||
// 20. updateViewRange
|
||||
section('20. updateViewRange()');
|
||||
aoi.updateViewRange(p1, 50);
|
||||
aoi.updatePosition(p2, { x: 200, y: 200 });
|
||||
assert(!aoi.canSee(p1, p2), 'Cannot see after view range reduced');
|
||||
|
||||
// 21. removeObserver
|
||||
section('21. removeObserver()');
|
||||
aoi.removeObserver(p2);
|
||||
const afterRemove = aoi.getEntitiesInView(p1);
|
||||
assert(!afterRemove.includes(p2), 'p2 removed from AOI');
|
||||
|
||||
// =========================================================================
|
||||
// Utility Functions
|
||||
// =========================================================================
|
||||
|
||||
// 22. Bounds Creation
|
||||
section('22. Bounds Creation');
|
||||
const b1 = createBounds(0, 0, 100, 100);
|
||||
assert(b1.minX === 0 && b1.maxX === 100, 'createBounds works');
|
||||
|
||||
const b2 = createBoundsFromCenter({ x: 50, y: 50 }, 100, 100);
|
||||
assert(b2.minX === 0 && b2.maxX === 100, 'createBoundsFromCenter works');
|
||||
|
||||
const b3 = createBoundsFromCircle({ x: 50, y: 50 }, 50);
|
||||
assert(b3.minX === 0 && b3.maxX === 100, 'createBoundsFromCircle works');
|
||||
|
||||
// 23. Point in Bounds
|
||||
section('23. isPointInBounds()');
|
||||
assert(isPointInBounds({ x: 50, y: 50 }, b1), 'Point inside');
|
||||
assert(!isPointInBounds({ x: 150, y: 150 }, b1), 'Point outside');
|
||||
|
||||
// 24. Bounds Intersect
|
||||
section('24. boundsIntersect()');
|
||||
const ba = createBounds(0, 0, 100, 100);
|
||||
const bb = createBounds(50, 50, 150, 150);
|
||||
const bc = createBounds(200, 200, 300, 300);
|
||||
assert(boundsIntersect(ba, bb), 'Overlapping bounds intersect');
|
||||
assert(!boundsIntersect(ba, bc), 'Separate bounds do not intersect');
|
||||
|
||||
// 25. Distance
|
||||
section('25. distance() / distanceSquared()');
|
||||
const d = distance({ x: 0, y: 0 }, { x: 3, y: 4 });
|
||||
assert(Math.abs(d - 5) < 0.001, `Distance: ${d}`);
|
||||
|
||||
const dsq = distanceSquared({ x: 0, y: 0 }, { x: 3, y: 4 });
|
||||
assert(dsq === 25, `Distance squared: ${dsq}`);
|
||||
|
||||
demoFooter('Spatial Demo');
|
||||
}
|
||||
|
||||
runSpatialDemo().catch(console.error);
|
||||
107
packages/tools/demos/src/timer.demo.ts
Normal file
107
packages/tools/demos/src/timer.demo.ts
Normal file
@@ -0,0 +1,107 @@
|
||||
/**
|
||||
* Timer Module Demo - Tests APIs from docs/modules/timer/index.md
|
||||
*/
|
||||
|
||||
import { createTimerService } from '@esengine/timer';
|
||||
import { assert, section, demoHeader, demoFooter } from './utils.js';
|
||||
|
||||
export async function runTimerDemo(): Promise<void> {
|
||||
demoHeader('Timer Module Demo');
|
||||
|
||||
// 1. Basic Creation
|
||||
section('1. createTimerService()');
|
||||
const timerService = createTimerService();
|
||||
assert(timerService !== null, 'Service created');
|
||||
assert(timerService.activeTimerCount === 0, 'Initial timer count is 0');
|
||||
assert(timerService.activeCooldownCount === 0, 'Initial cooldown count is 0');
|
||||
|
||||
// 2. One-shot Timer
|
||||
section('2. schedule() - One-shot Timer');
|
||||
let fired = false;
|
||||
const handle = timerService.schedule('test', 100, () => { fired = true; });
|
||||
assert(handle.id === 'test', 'Handle.id correct');
|
||||
assert(handle.isValid === true, 'Handle.isValid is true');
|
||||
assert(timerService.hasTimer('test'), 'hasTimer() returns true');
|
||||
|
||||
timerService.update(50);
|
||||
assert(!fired, 'Timer not fired at 50ms');
|
||||
timerService.update(60);
|
||||
assert(fired, 'Timer fired after 110ms');
|
||||
assert(!timerService.hasTimer('test'), 'Timer removed after firing');
|
||||
|
||||
// 3. Repeating Timer
|
||||
section('3. scheduleRepeating()');
|
||||
let count = 0;
|
||||
timerService.scheduleRepeating('repeat', 50, () => { count++; });
|
||||
timerService.update(50);
|
||||
assert(count === 1, 'Fires once at 50ms');
|
||||
timerService.update(50);
|
||||
assert(count === 2, 'Fires twice at 100ms');
|
||||
timerService.cancelById('repeat');
|
||||
timerService.update(100);
|
||||
assert(count === 2, 'Stopped after cancel');
|
||||
|
||||
// 4. Timer Cancellation
|
||||
section('4. cancel()');
|
||||
let cancelled = false;
|
||||
const h = timerService.schedule('cancel', 1000, () => { cancelled = true; });
|
||||
h.cancel();
|
||||
assert(!h.isValid, 'Handle invalid after cancel');
|
||||
timerService.update(2000);
|
||||
assert(!cancelled, 'Cancelled timer does not fire');
|
||||
|
||||
// 5. Timer Info
|
||||
section('5. getTimerInfo()');
|
||||
timerService.schedule('info', 500, () => {});
|
||||
const info = timerService.getTimerInfo('info');
|
||||
assert(info !== null, 'Returns info object');
|
||||
assert(info!.id === 'info', 'Info.id correct');
|
||||
assert(info!.repeating === false, 'Info.repeating is false');
|
||||
timerService.cancelById('info');
|
||||
|
||||
// 6. Cooldown System
|
||||
section('6. Cooldown API');
|
||||
timerService.startCooldown('skill', 200);
|
||||
assert(!timerService.isCooldownReady('skill'), 'Not ready initially');
|
||||
assert(timerService.isOnCooldown('skill'), 'isOnCooldown true');
|
||||
|
||||
timerService.update(100);
|
||||
const progress = timerService.getCooldownProgress('skill');
|
||||
assert(progress >= 0.4 && progress <= 0.6, `Progress ~0.5 (got ${progress.toFixed(2)})`);
|
||||
|
||||
timerService.update(150);
|
||||
assert(timerService.isCooldownReady('skill'), 'Ready after duration');
|
||||
|
||||
// 7. Cooldown Info
|
||||
section('7. getCooldownInfo()');
|
||||
timerService.startCooldown('cd', 300);
|
||||
timerService.update(150);
|
||||
const cdInfo = timerService.getCooldownInfo('cd');
|
||||
assert(cdInfo !== null, 'Returns cooldown info');
|
||||
assert(cdInfo!.duration === 300, 'Duration is 300');
|
||||
assert(!cdInfo!.isReady, 'isReady is false');
|
||||
|
||||
// 8. Reset Cooldown
|
||||
section('8. resetCooldown()');
|
||||
timerService.startCooldown('reset', 500);
|
||||
timerService.update(100);
|
||||
timerService.resetCooldown('reset');
|
||||
assert(timerService.isCooldownReady('reset'), 'Ready after reset');
|
||||
|
||||
// 9. Clear All
|
||||
section('9. clear()');
|
||||
timerService.schedule('t1', 1000, () => {});
|
||||
timerService.startCooldown('c1', 1000);
|
||||
timerService.clear();
|
||||
assert(timerService.activeTimerCount === 0, 'Timers cleared');
|
||||
assert(timerService.activeCooldownCount === 0, 'Cooldowns cleared');
|
||||
|
||||
// 10. Config Options
|
||||
section('10. Config Options');
|
||||
const limited = createTimerService({ maxTimers: 2, maxCooldowns: 1 });
|
||||
assert(limited !== null, 'Created with config');
|
||||
|
||||
demoFooter('Timer Demo');
|
||||
}
|
||||
|
||||
runTimerDemo().catch(console.error);
|
||||
41
packages/tools/demos/src/utils.ts
Normal file
41
packages/tools/demos/src/utils.ts
Normal file
@@ -0,0 +1,41 @@
|
||||
/**
|
||||
* @zh Demo 测试工具函数
|
||||
* @en Demo test utility functions
|
||||
*/
|
||||
|
||||
/**
|
||||
* @zh 断言条件为真,否则抛出错误
|
||||
* @en Assert condition is true, otherwise throw error
|
||||
*/
|
||||
export function assert(condition: boolean, message: string): void {
|
||||
if (!condition) throw new Error(`FAILED: ${message}`);
|
||||
console.log(` ✓ ${message}`);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 打印测试章节标题
|
||||
* @en Print test section header
|
||||
*/
|
||||
export function section(name: string): void {
|
||||
console.log(`\n▶ ${name}`);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 打印 Demo 开始标题
|
||||
* @en Print demo start header
|
||||
*/
|
||||
export function demoHeader(name: string): void {
|
||||
console.log('═══════════════════════════════════════');
|
||||
console.log(` ${name}`);
|
||||
console.log('═══════════════════════════════════════');
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 打印 Demo 结束标题
|
||||
* @en Print demo end header
|
||||
*/
|
||||
export function demoFooter(name: string): void {
|
||||
console.log('\n═══════════════════════════════════════');
|
||||
console.log(` ${name}: ALL TESTS PASSED ✓`);
|
||||
console.log('═══════════════════════════════════════\n');
|
||||
}
|
||||
12
packages/tools/demos/tsconfig.json
Normal file
12
packages/tools/demos/tsconfig.json
Normal file
@@ -0,0 +1,12 @@
|
||||
{
|
||||
"extends": "../../../tsconfig.base.json",
|
||||
"compilerOptions": {
|
||||
"outDir": "./dist",
|
||||
"rootDir": "./src",
|
||||
"declaration": false,
|
||||
"module": "ESNext",
|
||||
"moduleResolution": "bundler",
|
||||
"target": "ES2022"
|
||||
},
|
||||
"include": ["src/**/*"]
|
||||
}
|
||||
113
pnpm-lock.yaml
generated
113
pnpm-lock.yaml
generated
@@ -185,7 +185,7 @@ importers:
|
||||
version: link:../../engine/ecs-engine-bindgen
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../../framework/core
|
||||
version: link:../../framework/core/dist
|
||||
'@esengine/editor-core':
|
||||
specifier: workspace:*
|
||||
version: link:../editor-core
|
||||
@@ -385,7 +385,7 @@ importers:
|
||||
version: link:../plugins/asset-system-editor
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../../framework/core
|
||||
version: link:../../framework/core/dist
|
||||
'@esengine/engine-core':
|
||||
specifier: workspace:*
|
||||
version: link:../../engine/engine-core
|
||||
@@ -476,7 +476,7 @@ importers:
|
||||
devDependencies:
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../../framework/core
|
||||
version: link:../../framework/core/dist
|
||||
'@esengine/ecs-framework-math':
|
||||
specifier: workspace:*
|
||||
version: link:../../framework/math
|
||||
@@ -550,7 +550,7 @@ importers:
|
||||
version: link:../../../tools/build-config
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../../../framework/core
|
||||
version: link:../../../framework/core/dist
|
||||
'@esengine/editor-core':
|
||||
specifier: workspace:*
|
||||
version: link:../../editor-core
|
||||
@@ -596,7 +596,7 @@ importers:
|
||||
version: link:../../../tools/build-config
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../../../framework/core
|
||||
version: link:../../../framework/core/dist
|
||||
'@esengine/editor-core':
|
||||
specifier: workspace:*
|
||||
version: link:../../editor-core
|
||||
@@ -639,7 +639,7 @@ importers:
|
||||
version: link:../../../tools/build-config
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../../../framework/core
|
||||
version: link:../../../framework/core/dist
|
||||
'@esengine/editor-core':
|
||||
specifier: workspace:*
|
||||
version: link:../../editor-core
|
||||
@@ -676,7 +676,7 @@ importers:
|
||||
version: link:../../../tools/build-config
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../../../framework/core
|
||||
version: link:../../../framework/core/dist
|
||||
'@esengine/editor-core':
|
||||
specifier: workspace:*
|
||||
version: link:../../editor-core
|
||||
@@ -713,7 +713,7 @@ importers:
|
||||
version: link:../../../tools/build-config
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../../../framework/core
|
||||
version: link:../../../framework/core/dist
|
||||
'@esengine/editor-core':
|
||||
specifier: workspace:*
|
||||
version: link:../../editor-core
|
||||
@@ -756,7 +756,7 @@ importers:
|
||||
version: link:../../../tools/build-config
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../../../framework/core
|
||||
version: link:../../../framework/core/dist
|
||||
'@esengine/editor-core':
|
||||
specifier: workspace:*
|
||||
version: link:../../editor-core
|
||||
@@ -833,7 +833,7 @@ importers:
|
||||
version: link:../../../tools/build-config
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../../../framework/core
|
||||
version: link:../../../framework/core/dist
|
||||
'@esengine/editor-core':
|
||||
specifier: workspace:*
|
||||
version: link:../../editor-core
|
||||
@@ -876,7 +876,7 @@ importers:
|
||||
version: link:../../../tools/build-config
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../../../framework/core
|
||||
version: link:../../../framework/core/dist
|
||||
'@esengine/editor-core':
|
||||
specifier: workspace:*
|
||||
version: link:../../editor-core
|
||||
@@ -913,7 +913,7 @@ importers:
|
||||
version: link:../../../tools/build-config
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../../../framework/core
|
||||
version: link:../../../framework/core/dist
|
||||
'@esengine/editor-core':
|
||||
specifier: workspace:*
|
||||
version: link:../../editor-core
|
||||
@@ -953,7 +953,7 @@ importers:
|
||||
version: link:../../../tools/build-config
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../../../framework/core
|
||||
version: link:../../../framework/core/dist
|
||||
'@esengine/editor-core':
|
||||
specifier: workspace:*
|
||||
version: link:../../editor-core
|
||||
@@ -993,7 +993,7 @@ importers:
|
||||
version: link:../../../tools/build-config
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../../../framework/core
|
||||
version: link:../../../framework/core/dist
|
||||
'@esengine/editor-core':
|
||||
specifier: workspace:*
|
||||
version: link:../../editor-core
|
||||
@@ -1036,7 +1036,7 @@ importers:
|
||||
version: link:../../../tools/build-config
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../../../framework/core
|
||||
version: link:../../../framework/core/dist
|
||||
'@esengine/editor-core':
|
||||
specifier: workspace:*
|
||||
version: link:../../editor-core
|
||||
@@ -1079,7 +1079,7 @@ importers:
|
||||
version: link:../../tools/build-config
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../../framework/core
|
||||
version: link:../../framework/core/dist
|
||||
'@esengine/engine-core':
|
||||
specifier: workspace:*
|
||||
version: link:../engine-core
|
||||
@@ -1100,7 +1100,7 @@ importers:
|
||||
version: link:../asset-system
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../../framework/core
|
||||
version: link:../../framework/core/dist
|
||||
'@esengine/ecs-framework-math':
|
||||
specifier: workspace:*
|
||||
version: link:../../framework/math
|
||||
@@ -1135,7 +1135,7 @@ importers:
|
||||
dependencies:
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../../framework/core
|
||||
version: link:../../framework/core/dist
|
||||
'@esengine/ecs-framework-math':
|
||||
specifier: workspace:*
|
||||
version: link:../../framework/math
|
||||
@@ -1166,7 +1166,7 @@ importers:
|
||||
version: link:../../tools/build-config
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../../framework/core
|
||||
version: link:../../framework/core/dist
|
||||
'@esengine/engine-core':
|
||||
specifier: workspace:*
|
||||
version: link:../engine-core
|
||||
@@ -1215,7 +1215,7 @@ importers:
|
||||
version: link:../asset-system
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../../framework/core
|
||||
version: link:../../framework/core/dist
|
||||
'@esengine/engine-core':
|
||||
specifier: workspace:*
|
||||
version: link:../engine-core
|
||||
@@ -1251,7 +1251,7 @@ importers:
|
||||
dependencies:
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../../framework/core
|
||||
version: link:../../framework/core/dist
|
||||
'@esengine/platform-common':
|
||||
specifier: workspace:*
|
||||
version: link:../platform-common
|
||||
@@ -1291,7 +1291,7 @@ importers:
|
||||
version: link:../ecs-engine-bindgen
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../../framework/core
|
||||
version: link:../../framework/core/dist
|
||||
'@esengine/ecs-framework-math':
|
||||
specifier: workspace:*
|
||||
version: link:../../framework/math
|
||||
@@ -1329,7 +1329,7 @@ importers:
|
||||
version: link:../../tools/build-config
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../../framework/core
|
||||
version: link:../../framework/core/dist
|
||||
'@esengine/engine-core':
|
||||
specifier: workspace:*
|
||||
version: link:../engine-core
|
||||
@@ -1357,7 +1357,7 @@ importers:
|
||||
version: link:../../tools/build-config
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../core
|
||||
version: link:../core/dist
|
||||
'@types/jest':
|
||||
specifier: ^29.5.14
|
||||
version: 29.5.14
|
||||
@@ -1391,7 +1391,7 @@ importers:
|
||||
version: link:../../tools/build-config
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../core
|
||||
version: link:../core/dist
|
||||
'@types/node':
|
||||
specifier: ^20.19.17
|
||||
version: 20.19.27
|
||||
@@ -1474,6 +1474,7 @@ importers:
|
||||
typescript-eslint:
|
||||
specifier: ^8.46.1
|
||||
version: 8.50.1(eslint@9.39.2(jiti@2.6.1))(typescript@5.9.3)
|
||||
publishDirectory: dist
|
||||
|
||||
packages/framework/fsm:
|
||||
dependencies:
|
||||
@@ -1489,7 +1490,7 @@ importers:
|
||||
version: link:../../tools/build-config
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../core
|
||||
version: link:../core/dist
|
||||
'@types/node':
|
||||
specifier: ^20.19.17
|
||||
version: 20.19.27
|
||||
@@ -1559,7 +1560,7 @@ importers:
|
||||
version: link:../../tools/build-config
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../core
|
||||
version: link:../core/dist
|
||||
rimraf:
|
||||
specifier: ^5.0.5
|
||||
version: 5.0.10
|
||||
@@ -1599,7 +1600,7 @@ importers:
|
||||
version: link:../blueprint
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../core
|
||||
version: link:../core/dist
|
||||
'@esengine/ecs-framework-math':
|
||||
specifier: workspace:*
|
||||
version: link:../math
|
||||
@@ -1624,7 +1625,7 @@ importers:
|
||||
version: link:../../tools/build-config
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../core
|
||||
version: link:../core/dist
|
||||
'@types/node':
|
||||
specifier: ^20.19.17
|
||||
version: 20.19.27
|
||||
@@ -1652,7 +1653,7 @@ importers:
|
||||
version: link:../../tools/build-config
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../core
|
||||
version: link:../core/dist
|
||||
'@esengine/ecs-framework-math':
|
||||
specifier: workspace:*
|
||||
version: link:../math
|
||||
@@ -1683,7 +1684,7 @@ importers:
|
||||
version: link:../../tools/build-config
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../core
|
||||
version: link:../core/dist
|
||||
'@types/node':
|
||||
specifier: ^20.19.17
|
||||
version: 20.19.27
|
||||
@@ -1705,6 +1706,9 @@ importers:
|
||||
tsrpc:
|
||||
specifier: ^3.4.15
|
||||
version: 3.4.21
|
||||
ws:
|
||||
specifier: ^8.18.0
|
||||
version: 8.18.3
|
||||
devDependencies:
|
||||
tsup:
|
||||
specifier: ^8.5.1
|
||||
@@ -1727,7 +1731,7 @@ importers:
|
||||
version: link:../../tools/build-config
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../../framework/core
|
||||
version: link:../../framework/core/dist
|
||||
'@esengine/ecs-framework-math':
|
||||
specifier: workspace:*
|
||||
version: link:../../framework/math
|
||||
@@ -1763,7 +1767,7 @@ importers:
|
||||
version: link:../../tools/build-config
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../../framework/core
|
||||
version: link:../../framework/core/dist
|
||||
'@esengine/engine-core':
|
||||
specifier: workspace:*
|
||||
version: link:../../engine/engine-core
|
||||
@@ -1784,7 +1788,7 @@ importers:
|
||||
version: link:../../tools/build-config
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../../framework/core
|
||||
version: link:../../framework/core/dist
|
||||
'@esengine/ecs-framework-math':
|
||||
specifier: workspace:*
|
||||
version: link:../../framework/math
|
||||
@@ -1815,7 +1819,7 @@ importers:
|
||||
version: link:../../tools/build-config
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../../framework/core
|
||||
version: link:../../framework/core/dist
|
||||
'@types/node':
|
||||
specifier: ^20.19.17
|
||||
version: 20.19.27
|
||||
@@ -1846,7 +1850,7 @@ importers:
|
||||
version: link:../../engine/ecs-engine-bindgen
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../../framework/core
|
||||
version: link:../../framework/core/dist
|
||||
'@esengine/engine-core':
|
||||
specifier: workspace:*
|
||||
version: link:../../engine/engine-core
|
||||
@@ -1876,7 +1880,7 @@ importers:
|
||||
version: link:../../engine/ecs-engine-bindgen
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../../framework/core
|
||||
version: link:../../framework/core/dist
|
||||
'@esengine/engine-core':
|
||||
specifier: workspace:*
|
||||
version: link:../../engine/engine-core
|
||||
@@ -1907,7 +1911,7 @@ importers:
|
||||
version: link:../../engine/ecs-engine-bindgen
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../../framework/core
|
||||
version: link:../../framework/core/dist
|
||||
'@esengine/ecs-framework-math':
|
||||
specifier: workspace:*
|
||||
version: link:../../framework/math
|
||||
@@ -1937,7 +1941,7 @@ importers:
|
||||
version: link:../../tools/build-config
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../../framework/core
|
||||
version: link:../../framework/core/dist
|
||||
'@esengine/engine-core':
|
||||
specifier: workspace:*
|
||||
version: link:../../engine/engine-core
|
||||
@@ -1971,7 +1975,7 @@ importers:
|
||||
version: link:../../engine/ecs-engine-bindgen
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../../framework/core
|
||||
version: link:../../framework/core/dist
|
||||
'@esengine/ecs-framework-math':
|
||||
specifier: workspace:*
|
||||
version: link:../../framework/math
|
||||
@@ -2001,7 +2005,7 @@ importers:
|
||||
dependencies:
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../../framework/core
|
||||
version: link:../../framework/core/dist
|
||||
'@esengine/engine-core':
|
||||
specifier: workspace:*
|
||||
version: link:../../engine/engine-core
|
||||
@@ -2056,6 +2060,31 @@ importers:
|
||||
specifier: ^5.8.3
|
||||
version: 5.9.3
|
||||
|
||||
packages/tools/demos:
|
||||
dependencies:
|
||||
'@esengine/fsm':
|
||||
specifier: workspace:*
|
||||
version: link:../../framework/fsm
|
||||
'@esengine/pathfinding':
|
||||
specifier: workspace:*
|
||||
version: link:../../framework/pathfinding
|
||||
'@esengine/procgen':
|
||||
specifier: workspace:*
|
||||
version: link:../../framework/procgen
|
||||
'@esengine/spatial':
|
||||
specifier: workspace:*
|
||||
version: link:../../framework/spatial
|
||||
'@esengine/timer':
|
||||
specifier: workspace:*
|
||||
version: link:../../framework/timer
|
||||
devDependencies:
|
||||
tsx:
|
||||
specifier: ^4.7.0
|
||||
version: 4.21.0
|
||||
typescript:
|
||||
specifier: ^5.8.3
|
||||
version: 5.9.3
|
||||
|
||||
packages/tools/sdk:
|
||||
dependencies:
|
||||
'@esengine/asset-system':
|
||||
@@ -2072,7 +2101,7 @@ importers:
|
||||
version: link:../../rendering/camera
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../../framework/core
|
||||
version: link:../../framework/core/dist
|
||||
'@esengine/ecs-framework-math':
|
||||
specifier: workspace:*
|
||||
version: link:../../framework/math
|
||||
|
||||
Reference in New Issue
Block a user