* refactor: reorganize package structure and decouple framework packages ## Package Structure Reorganization - Reorganized 55 packages into categorized subdirectories: - packages/framework/ - Generic framework (Laya/Cocos compatible) - packages/engine/ - ESEngine core modules - packages/rendering/ - Rendering modules (WASM dependent) - packages/physics/ - Physics modules - packages/streaming/ - World streaming - packages/network-ext/ - Network extensions - packages/editor/ - Editor framework and plugins - packages/rust/ - Rust WASM engine - packages/tools/ - Build tools and SDK ## Framework Package Decoupling - Decoupled behavior-tree and blueprint packages from ESEngine dependencies - Created abstracted interfaces (IBTAssetManager, IBehaviorTreeAssetContent) - ESEngine-specific code moved to esengine/ subpath exports - Framework packages now usable with Cocos/Laya without ESEngine ## CI Configuration - Updated CI to only type-check and lint framework packages - Added type-check:framework and lint:framework scripts ## Breaking Changes - Package import paths changed due to directory reorganization - ESEngine integrations now use subpath imports (e.g., '@esengine/behavior-tree/esengine') * fix: update es-engine file path after directory reorganization * docs: update README to focus on framework over engine * ci: only build framework packages, remove Rust/WASM dependencies * fix: remove esengine subpath from behavior-tree and blueprint builds ESEngine integration code will only be available in full engine builds. Framework packages are now purely engine-agnostic. * fix: move network-protocols to framework, build both in CI * fix: update workflow paths from packages/core to packages/framework/core * fix: exclude esengine folder from type-check in behavior-tree and blueprint * fix: update network tsconfig references to new paths * fix: add test:ci:framework to only test framework packages in CI * fix: only build core and math npm packages in CI * fix: exclude test files from CodeQL and fix string escaping security issue
182 lines
4.7 KiB
TypeScript
182 lines
4.7 KiB
TypeScript
import { Entity } from '@esengine/ecs-framework';
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import { TaskStatus } from '../Types/TaskStatus';
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import { BehaviorNodeData, BehaviorTreeData, NodeRuntimeState } from './BehaviorTreeData';
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import { BehaviorTreeRuntimeComponent } from './BehaviorTreeRuntimeComponent';
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/**
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* 节点执行上下文
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*
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* 包含执行节点所需的所有信息
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*/
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export interface NodeExecutionContext {
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/** 游戏Entity(行为树宿主) */
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readonly entity: Entity;
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/** 节点数据 */
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readonly nodeData: BehaviorNodeData;
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/** 节点运行时状态 */
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readonly state: NodeRuntimeState;
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/** 运行时组件(访问黑板等) */
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readonly runtime: BehaviorTreeRuntimeComponent;
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/** 行为树数据(访问子节点等) */
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readonly treeData: BehaviorTreeData;
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/** 当前帧增量时间 */
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readonly deltaTime: number;
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/** 总时间 */
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readonly totalTime: number;
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/** 执行子节点 */
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executeChild(childId: string): TaskStatus;
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}
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/**
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* 节点执行器接口
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*
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* 所有节点类型都需要实现对应的执行器
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* 执行器是无状态的,状态存储在NodeRuntimeState中
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*/
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export interface INodeExecutor {
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/**
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* 执行节点逻辑
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*
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* @param context 执行上下文
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* @returns 执行结果状态
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*/
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execute(context: NodeExecutionContext): TaskStatus;
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/**
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* 重置节点状态(可选)
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*
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* 当节点完成或被中断时调用
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*/
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reset?(context: NodeExecutionContext): void;
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}
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/**
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* 复合节点执行结果
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*/
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export interface CompositeExecutionResult {
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/** 节点状态 */
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status: TaskStatus;
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/** 要激活的子节点索引列表(undefined表示激活所有) */
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activateChildren?: number[];
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/** 是否停止所有子节点 */
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stopAllChildren?: boolean;
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}
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/**
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* 复合节点执行器接口
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*/
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export interface ICompositeExecutor extends INodeExecutor {
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/**
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* 执行复合节点逻辑
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*
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* @param context 执行上下文
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* @returns 复合节点执行结果
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*/
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executeComposite(context: NodeExecutionContext): CompositeExecutionResult;
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}
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/**
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* 绑定辅助工具
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*
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* 处理配置属性的黑板绑定
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*/
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export class BindingHelper {
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/**
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* 获取配置值(考虑黑板绑定)
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*
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* @param context 执行上下文
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* @param configKey 配置键名
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* @param defaultValue 默认值
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* @returns 解析后的值
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*/
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static getValue<T = any>(
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context: NodeExecutionContext,
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configKey: string,
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defaultValue?: T
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): T {
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const { nodeData, runtime } = context;
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if (nodeData.bindings && nodeData.bindings[configKey]) {
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const blackboardKey = nodeData.bindings[configKey];
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const boundValue = runtime.getBlackboardValue<T>(blackboardKey);
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return boundValue !== undefined ? boundValue : (defaultValue as T);
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}
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const configValue = nodeData.config[configKey];
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return configValue !== undefined ? configValue : (defaultValue as T);
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}
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/**
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* 检查配置是否绑定到黑板变量
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*/
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static hasBinding(context: NodeExecutionContext, configKey: string): boolean {
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return !!(context.nodeData.bindings && context.nodeData.bindings[configKey]);
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}
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/**
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* 获取绑定的黑板变量名
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*/
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static getBindingKey(context: NodeExecutionContext, configKey: string): string | undefined {
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return context.nodeData.bindings?.[configKey];
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}
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}
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/**
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* 节点执行器注册表
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*
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* 管理所有节点类型的执行器
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*/
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export class NodeExecutorRegistry {
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private executors: Map<string, INodeExecutor> = new Map();
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/**
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* 注册执行器
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*
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* @param implementationType 节点实现类型(对应BehaviorNodeData.implementationType)
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* @param executor 执行器实例
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*/
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register(implementationType: string, executor: INodeExecutor): void {
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if (this.executors.has(implementationType)) {
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console.warn(`执行器已存在,将被覆盖: ${implementationType}`);
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}
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this.executors.set(implementationType, executor);
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}
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/**
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* 获取执行器
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*/
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get(implementationType: string): INodeExecutor | undefined {
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return this.executors.get(implementationType);
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}
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/**
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* 检查是否有执行器
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*/
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has(implementationType: string): boolean {
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return this.executors.has(implementationType);
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}
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/**
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* 注销执行器
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*/
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unregister(implementationType: string): boolean {
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return this.executors.delete(implementationType);
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}
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/**
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* 清空所有执行器
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*/
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clear(): void {
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this.executors.clear();
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}
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}
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