using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using Cysharp.Threading.Tasks;
using JNGame.Math;
using JNGame.Sync.Entity;
using JNGame.Sync.Frame.Service;
using JNGame.Sync.State.Tile.Entity;
using UnityEngine;
namespace JNGame.Sync.State.Tile
{
///
/// 瓦片状态同步 : 用于开放世界类型的游戏 将 世界分多个Tile 不同的Service管理
///
public abstract partial class JNSSTileServerService : JNSStateServerService
{
///
/// 区块索引组
///
protected abstract int[][] Tiles { get; }
///
/// 区块大小
///
protected abstract int TileSize { get; }
///
/// 区块ID
/// 用于管理当前 Service 负责的区块ID
///
public int TID { get; private set; }
///
/// 随机数大小(100000000000UL * RandomSize)
///
public int RandomSize { get; protected set; } = 1;
///
/// 区块最大最小位置
///
public LVector2 MinContains{ get; private set; }
public LVector2 MaxContains{ get; private set; }
public override void Initialize()
{
OnInit();
}
protected virtual async Task OnInit()
{
try
{
//获取权限
this.TID = await FetchTileId();
//更新范围
UpdateContains();
base.Initialize();
}
catch (Exception e)
{
Debug.LogError(e.Message);
throw;
}
}
public sealed override JNContexts CreateContexts()
{
return CreateTileContexts();
}
public sealed override JNRandomSystem CreateRandom()
{
//根据区块设置Id 起始值
var random = base.CreateRandom();
random.SetIdValue(100000000000UL * (ulong)RandomSize,(100000000000UL * ((ulong)RandomSize + 1) - 1));
return random;
}
protected virtual JNTileContexts CreateTileContexts()
{
return new JNTileContexts();
}
///
/// 更新区块范围
///
public void UpdateContains()
{
MinContains = new LVector2();
MaxContains = new LVector2();
try
{
//更新区块最大最小位置
(LVector2 max, LVector2 min) = GetTileContains(TID);
MinContains = min;
MaxContains = max;
}
catch (Exception e)
{
// ignored
return;
}
}
public int GetTileIndex(LVector3 pos)
{
return JNSSTileTool.GetTileIndex(Tiles, TileSize, pos);
}
///
/// 判断位置是否在区块内
///
///
///
public bool IsContains(LVector3 position)
{
return IsContains(position,MaxContains,MinContains);
}
public bool IsContains(LVector3 position,LVector3 Max,LVector3 Min)
{
// 假设LVector2是一个包含X和Y属性的结构体或类
// 检查X坐标是否在范围内
if (position.x < Min.x || position.x >= Max.x)
{
return false; // X坐标不在范围内
}
// 检查Y坐标是否在范围内
if (position.z < Min.y || position.z >= Max.y)
{
return false; // Y坐标不在范围内
}
// 如果X和Y坐标都在范围内,则返回true
return true;
}
///
/// 根据TileId 获取最大最小范围
///
///
public (LVector2 Max,LVector2 Min) GetTileContains(int index)
{
return JNSSTileTool.GetTileContains(Tiles,TileSize,index);
}
///
/// 获取九宫格Index
///
///
public List GetTileGridIndex(int index)
{
return JNSSTileTool.GetTileGridIndex(Tiles,TileSize,index);
}
///
/// 获取 TileId 权限 (返回多少 Service 则管理所属Tile)
///
///
protected abstract UniTask FetchTileId();
///
/// 获取当前连接的区块
///
///
public virtual int[] GetLinkTiles()
{
return Array.Empty();
}
}
}