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