using Milimoe.FunGame.Core.Api.Utility; using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Interface.Addons; using Milimoe.FunGame.Core.Interface.Base; namespace Milimoe.FunGame.Core.Library.Common.Addon { public abstract class GameMap : IGameMap { /// /// 地图名称 /// public abstract string Name { get; } /// /// 地图描述 /// public abstract string Description { get; } /// /// 地图版本 /// public abstract string Version { get; } /// /// 地图作者 /// public abstract string Author { get; } /// /// 长度 /// public abstract int Length { get; } /// /// 宽度 /// public abstract int Width { get; } /// /// 高度 /// public abstract int Height { get; } /// /// 格子大小 /// public abstract float Size { get; } /// /// 格子集 /// public Dictionary Grids { get; } = []; /// /// 格子集(基于坐标) /// public Dictionary<(int x, int y, int z), Grid> GridsByCoordinate { get; } = []; /// /// 角色集 /// public Dictionary Characters { get; } = []; /// /// 使用坐标获取格子,0号格子的坐标是(0, 0),如果你还有高度的话,则是(0, 0, 0) /// /// /// /// /// public Grid? this[int x, int y, int z = 0] { get { if (GridsByCoordinate.TryGetValue((x, y, z), out Grid? grid)) { return grid; } return null; } } /// /// 使用编号获取格子,从0号开始 /// /// /// public Grid? this[long id] { get { if (Grids.TryGetValue(id, out Grid? grid)) { return grid; } return null; } } /// /// 加载标记 /// private bool IsLoaded = false; /// /// 加载地图 /// /// /// public bool Load(params object[] objs) { if (IsLoaded) { return false; } // BeforeLoad可以阻止加载此地图 if (BeforeLoad()) { // 地图加载后,不允许再次加载此地图 IsLoaded = true; // 生成格子 for (int x = 0; x < Length; x++) { for (int y = 0; y < Width; y++) { for (int z = 0; z < Height; z++) { Grid grid = new(Grids.Count, x, y, z); Grids.Add(Grids.Count, grid); GridsByCoordinate.Add((x, y, z), grid); } } } } return IsLoaded; } /// /// 地图完全加载后需要做的事 /// public virtual void AfterLoad(GameModuleLoader loader, params object[] args) { // override } /// /// 允许返回false来阻止加载此地图 /// /// protected virtual bool BeforeLoad() { return true; } /// /// 初始化游戏队列,要求返回一个新的地图实例,而不是 this /// /// public abstract GameMap InitGamingQueue(IGamingQueue queue); /// /// 获取角色当前所在的格子 /// /// /// public Grid? GetCharacterCurrentGrid(Character character) { if (Characters.TryGetValue(character, out Grid? current)) { return current; } return null; } /// /// 强制设置角色当前所在的格子 /// /// /// /// public bool SetCharacterCurrentGrid(Character character, Grid target) { Grid? current = GetCharacterCurrentGrid(character); current?.Characters.Remove(character); if (Grids.ContainsValue(target)) { target.Characters.Add(character); Characters[character] = target; return true; } return false; } /// /// 将角色从地图中移除 /// /// /// public void RemoveCharacter(Character character) { Grid? current = GetCharacterCurrentGrid(character); current?.Characters.Remove(character); Characters[character] = Grid.Empty; } /// /// 获取以某个格子为中心,一定范围内的格子(曼哈顿距离),只考虑同一平面的格子。 /// /// /// /// /// public virtual List GetGridsByRange(Grid grid, int range, bool includeCharacter = false) { List grids = []; for (int dx = -range; dx <= range; ++dx) { for (int dy = -range; dy <= range; ++dy) { //限制在中心点周围范围内 if (Math.Abs(dx) + Math.Abs(dy) <= range) { //检查是否在棋盘范围内 int x = grid.X + dx; int y = grid.Y + dy; int z = grid.Z; if (GridsByCoordinate.TryGetValue((x, y, z), out Grid? select) && select != null) { if (includeCharacter || select.Characters.Count == 0) { grids.Add(select); } } } } } return grids; } /// /// 获取以某个格子为中心,一定半径内的格子(圆形范围,欧几里得距离),只考虑同一平面的格子。 /// /// /// /// /// public virtual List GetGridsByCircleRange(Grid grid, int range, bool includeCharacter = false) { List grids = []; // 预计算半径的平方 int rangeSquared = range * range; // 遍历以中心格子为中心的方形区域 // 范围从 -range 到 +range,覆盖所有可能的圆形区域内的格子 for (int dx = -range; dx <= range; ++dx) { for (int dy = -range; dy <= range; ++dy) { // 计算当前格子与中心格子的欧几里得距离的平方 if ((dx * dx) + (dy * dy) <= rangeSquared) { int x = grid.X + dx; int y = grid.Y + dy; int z = grid.Z; if (GridsByCoordinate.TryGetValue((x, y, z), out Grid? select) && select != null) { if (includeCharacter || select.Characters.Count == 0) { grids.Add(select); } } } } } return grids; } /// /// 设置角色移动 /// /// /// /// /// 移动的步数,只算平面移动步数 public virtual int CharacterMove(Character character, Grid? current, Grid target) { if (current is null || current.Id < 0 || target.Id < 0 || !Grids.ContainsValue(target)) { return -1; } Grid? realGrid = GetCharacterCurrentGrid(character); if (current.Id == target.Id) { return 0; } // 记录走到某个格子时的步数 Queue<(Grid grid, int steps)> queue = new(); // 记录已访问的格子 HashSet visited = []; // 将起始格子加入队列,步数为0,并标记为已访问 queue.Enqueue((current, 0)); visited.Add(current.Id); while (queue.Count > 0) { var (currentGrid, currentSteps) = queue.Dequeue(); // 如果当前格子就是目标格子,则找到了最短路径 if (currentGrid.Id == target.Id) { realGrid?.Characters.Remove(character); current.Characters.Remove(character); target.Characters.Add(character); Characters[character] = target; return currentSteps; } // 定义平面移动的四个方向 (int dx, int dy)[] directions = [ (0, 1), // 上 (0, -1), // 下 (1, 0), // 右 (-1, 0) // 左 ]; foreach (var (dx, dy) in directions) { int nextX = currentGrid.X + dx; int nextY = currentGrid.Y + dy; int nextZ = currentGrid.Z; // 尝试获取相邻格子 Grid? neighborGrid = this[nextX, nextY, nextZ]; // 如果相邻格子存在且未被访问过 if (neighborGrid != null && !visited.Contains(neighborGrid.Id)) { visited.Add(neighborGrid.Id); queue.Enqueue((neighborGrid, currentSteps + 1)); } } } return -1; } /// /// 设置角色移动。如果不能达到目标格子,则移动到离目标格子最近的一个可达格子上。 /// /// /// /// /// 移动的步数,只算平面移动步数 public virtual int CharacterMoveToClosestReachable(Character character, Grid? current, Grid target) { if (current is null || current.Id < 0 || target.Id < 0 || !Grids.ContainsValue(target)) { return -1; } Grid? realGrid = GetCharacterCurrentGrid(character); if (current.Id == target.Id) { SetCharacterCurrentGrid(character, current); return 0; } // 使用 BFS 算法探索所有可达格子,并记录它们到起点的步数 Queue<(Grid grid, int steps)> queue = new(); // 记录已访问的格子ID HashSet visited = []; // 初始化 BFS 队列,将起始格子加入,步数为0 queue.Enqueue((current, 0)); visited.Add(current.Id); Grid? bestReachableGrid = current; int minDistanceToTarget = CalculateManhattanDistance(current, target); int stepsToBestReachable = 0; // 定义平面移动的四个方向 (int dx, int dy)[] directions = [ (0, 1), (0, -1), (1, 0), (-1, 0) ]; while (queue.Count > 0) { var (currentGrid, currentSteps) = queue.Dequeue(); // 计算当前可达格子到目标格子的曼哈顿距离 int distToTarget = CalculateManhattanDistance(currentGrid, target); // 如果当前格子比之前找到的 bestReachableGrid 更接近目标 if (distToTarget < minDistanceToTarget) { minDistanceToTarget = distToTarget; bestReachableGrid = currentGrid; stepsToBestReachable = currentSteps; } // 如果距离相同,优先选择到达步数更少的格子(作为一种 tie-breaking 规则) else if (distToTarget == minDistanceToTarget && currentSteps < stepsToBestReachable) { bestReachableGrid = currentGrid; stepsToBestReachable = currentSteps; } // 探索相邻格子 foreach (var (dx, dy) in directions) { int nextX = currentGrid.X + dx; int nextY = currentGrid.Y + dy; int nextZ = currentGrid.Z; Grid? neighborGrid = this[nextX, nextY, nextZ]; // 如果相邻格子存在且未被访问过 if (neighborGrid != null && !visited.Contains(neighborGrid.Id)) { visited.Add(neighborGrid.Id); queue.Enqueue((neighborGrid, currentSteps + 1)); } } } // 理论上 bestReachableGrid 不会是 null,因为 current 至少是可达的 if (bestReachableGrid == null) { return -1; } // 更新角色的实际位置 realGrid?.Characters.Remove(character); SetCharacterCurrentGrid(character, bestReachableGrid); return stepsToBestReachable; } /// /// 计算两个格子之间的曼哈顿距离 /// /// /// /// 两个格子之间的曼哈顿距离 public static int CalculateManhattanDistance(Grid g1, Grid g2) { return Math.Abs(g1.X - g2.X) + Math.Abs(g1.Y - g2.Y) + Math.Abs(g1.Z - g2.Z); } /// /// 在事件流逝前处理 /// /// protected virtual void BeforeTimeElapsed(ref double timeToReduce) { } /// /// 在事件流逝后处理 /// /// protected virtual void AfterTimeElapsed(ref double timeToReduce) { } /// /// 时间流逝时,处理格子上的特效 /// /// public void OnTimeElapsed(double timeToReduce) { BeforeTimeElapsed(ref timeToReduce); foreach (Grid grid in Grids.Values) { List effects = [.. grid.Effects]; foreach (Effect effect in effects) { if (effect.Durative) { if (effect.RemainDuration < timeToReduce) { // 移除特效前也完成剩余时间内的效果 effect.OnTimeElapsed(grid, effect.RemainDuration); effect.RemainDuration = 0; grid.Effects.Remove(effect); } else { effect.RemainDuration -= timeToReduce; effect.OnTimeElapsed(grid, timeToReduce); } } else { effect.OnTimeElapsed(grid, timeToReduce); } } } AfterTimeElapsed(ref timeToReduce); } } }