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,最远距离的格子(曼哈顿距离),只考虑同一平面的格子。
///
///
///
///
///
public virtual List GetOuterGridsByRange(Grid grid, int range, bool includeCharacter = false)
{
List grids = [];
if (range < 0)
{
return grids;
}
// 遍历以中心格子为中心的方形区域
// dx和dy的范围从 -range 到 +range
for (int dx = -range; dx <= range; ++dx)
{
for (int dy = -range; dy <= range; ++dy)
{
// 只有当曼哈顿距离恰好等于 range 时,才认为是最远距离的格子
if (Math.Abs(dx) + Math.Abs(dy) == range)
{
int x = grid.X + dx;
int y = grid.Y + dy;
int z = grid.Z; // 只考虑同一平面
// 检查格子是否存在于地图中
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;
}
///
/// 获取以某个格子为中心,最远距离的格子(圆形范围,欧几里得距离),只考虑同一平面的格子。
///
///
///
///
///
public virtual List GetOuterGridsByCircleRange(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;
}
///
/// 获取以某个格子为中心,一定范围内的格子(正方形,切比雪夫距离),只考虑同一平面的格子。
///
///
///
///
///
public virtual List GetGridsBySquareRange(Grid grid, int range, bool includeCharacter = false)
{
List grids = [];
if (range < 0) return grids;
for (int dx = -range; dx <= range; dx++)
{
for (int dy = -range; dy <= range; dy++)
{
// 切比雪夫距离:max(|dx|, |dy|) <= range
if (Math.Max(Math.Abs(dx), Math.Abs(dy)) <= range)
{
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,最远距离的格子(正方形,切比雪夫距离),只考虑同一平面的格子。
///
///
///
///
///
public virtual List GetOuterGridsBySquareRange(Grid grid, int range, bool includeCharacter = false)
{
List grids = [];
if (range < 0) return grids;
for (int dx = -range; dx <= range; dx++)
{
for (int dy = -range; dy <= range; dy++)
{
if (Math.Max(Math.Abs(dx), Math.Abs(dy)) == range)
{
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;
}
///
/// 使用布雷森汉姆直线算法获取从起点到终点的所有格子(包含起点和终点)。
/// 若 passThrough 为 true,则继续向同一方向延伸直到地图边缘。只考虑同一平面的格子。
///
/// 施法者格子
/// 目标格子
/// 是否贯穿至地图边缘
/// 是否包含有角色的格子
/// 直线上的格子列表
public virtual List GetGridsOnLine(Grid casterGrid, Grid targetGrid, bool passThrough = false, bool includeCharacter = false)
{
List grids = [];
if (casterGrid == Grid.Empty || targetGrid == Grid.Empty || casterGrid.Z != targetGrid.Z)
{
if (targetGrid != Grid.Empty && (includeCharacter || targetGrid.Characters.Count == 0))
grids.Add(targetGrid);
return grids;
}
int x0 = casterGrid.X;
int y0 = casterGrid.Y;
int x1 = targetGrid.X;
int y1 = targetGrid.Y;
int z = casterGrid.Z;
// 始终包含起点
if (includeCharacter || casterGrid.Characters.Count == 0)
grids.Add(casterGrid);
// 计算直线上的所有整数点
List<(int x, int y)> points = GetLinePoints(x0, y0, x1, y1);
// 添加中间点(不包括起点和终点)
for (int i = 1; i < points.Count - 1; i++)
{
(int x, int y) = points[i];
Grid? current = this[x, y, z];
if (current != null && (includeCharacter || current.Characters.Count == 0) && !grids.Contains(current))
{
grids.Add(current);
}
}
// 添加终点(如果与起点不同)
if (!(x0 == x1 && y0 == y1))
{
Grid? target = this[x1, y1, z];
if (target != null && (includeCharacter || target.Characters.Count == 0) && !grids.Contains(target))
{
grids.Add(target);
}
}
// 贯穿模式:继续向目标方向延伸直到地图边缘
if (passThrough && points.Count >= 2)
{
// 获取方向向量(从最后第二个点到最后第一个点)
int lastIndex = points.Count - 1;
int dirX = points[lastIndex].x - points[lastIndex - 1].x;
int dirY = points[lastIndex].y - points[lastIndex - 1].y;
// 规范化方向(保证每次移动一个单位)
if (Math.Abs(dirX) > 1 || Math.Abs(dirY) > 1)
{
int gcd = GCD(Math.Abs(dirX), Math.Abs(dirY));
dirX /= gcd;
dirY /= gcd;
}
int extendX = x1 + dirX;
int extendY = y1 + dirY;
// 设置最大延伸步数,防止无限循环
int maxSteps = Math.Max(Length, Width) * 2;
int steps = 0;
while (steps < maxSteps)
{
// 检查坐标是否在地图边界内
if (extendX < 0 || extendX >= Length ||
extendY < 0 || extendY >= Width)
break;
Grid? extendGrid = this[extendX, extendY, z];
if (extendGrid == null) break;
if ((includeCharacter || extendGrid.Characters.Count == 0) && !grids.Contains(extendGrid))
{
grids.Add(extendGrid);
}
extendX += dirX;
extendY += dirY;
steps++;
}
}
return grids;
}
///
/// 使用布雷森汉姆直线算法获取从起点到终点的所有格子(包含起点和终点)并考虑宽度。
/// 若 passThrough 为 true,则继续向同一方向延伸直到地图边缘。只考虑同一平面的格子。
///
///
///
///
///
///
///
public virtual List GetGridsOnThickLine(Grid start, Grid directionRef, int range, bool passThrough = false, bool includeChar = false)
{
List line = GetGridsOnLine(start, directionRef, passThrough, includeCharacter: true);
List result = [];
foreach (Grid g in line)
{
List around = GetGridsBySquareRange(g, range / 2, includeCharacter: true);
foreach (Grid a in around)
{
if (!result.Contains(a) && (includeChar || a.Characters.Count == 0))
{
result.Add(a);
}
}
}
return result;
}
///
/// 获取扇形范围内的格子
/// 扇形以 casterGrid 为顶点,向 targetGrid 方向张开
///
/// 目标格子,即扇形顶点
/// 施法者格子,用于确定朝向
/// 最大半径
/// 扇形角度,默认 90
/// 是否包含有角色的格子
///
public virtual List GetGridsInSector(Grid casterGrid, Grid targetGrid, int range, double angleDegrees = 90, bool includeCharacter = false)
{
List grids = [];
if (casterGrid == Grid.Empty || targetGrid == Grid.Empty || casterGrid.Z != targetGrid.Z)
return grids;
if (range <= 0)
{
if (includeCharacter || casterGrid.Characters.Count == 0)
grids.Add(casterGrid);
return grids;
}
int z = casterGrid.Z;
// 计算朝向向量:从施法者指向目标点
double dirX = targetGrid.X - casterGrid.X;
double dirY = targetGrid.Y - casterGrid.Y;
double dirLength = Math.Sqrt(dirX * dirX + dirY * dirY);
// 如果目标和施法者重合,退化为圆形范围
if (dirLength < 0.01)
{
return GetGridsByCircleRange(casterGrid, range - 1 > 0 ? range - 1 : 0, includeCharacter);
}
// 单位朝向向量
double unitDirX = dirX / dirLength;
double unitDirY = dirY / dirLength;
// 半角(弧度)
double halfAngleRad = (angleDegrees / 2) * (Math.PI / 180.0);
// 遍历以施法者为中心的一个足够大的区域(-range 到 +range)
for (int dx = -range; dx <= range; dx++)
{
for (int dy = -range; dy <= range; dy++)
{
int x = casterGrid.X + dx;
int y = casterGrid.Y + dy;
Grid? candidate = this[x, y, z];
if (candidate == null) continue;
// 向量:从施法者到候选格子
double vecX = dx;
double vecY = dy;
double vecLength = Math.Sqrt(vecX * vecX + vecY * vecY);
// 必须在最大范围(半径)内
if (vecLength > range + 0.01) continue;
// 中心格子(施法者自己)始终包含
if (vecLength < 0.01)
{
if (includeCharacter || candidate.Characters.Count == 0)
grids.Add(candidate);
continue;
}
// 单位向量
double unitVecX = vecX / vecLength;
double unitVecY = vecY / vecLength;
// 计算与朝向的夹角
double dot = unitDirX * unitVecX + unitDirY * unitVecY;
dot = Math.Clamp(dot, -1.0, 1.0);
double angleRad = Math.Acos(dot);
// 夹角在半角范围内 → 在扇形内
if (angleRad <= halfAngleRad)
{
if (includeCharacter || candidate.Characters.Count == 0)
{
grids.Add(candidate);
}
}
}
}
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);
Grid startGrid = current;
if (realGrid != null && current.Id != realGrid.Id)
{
startGrid = realGrid;
}
if (startGrid.Id == target.Id)
{
SetCharacterCurrentGrid(character, startGrid);
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((startGrid, 0));
visited.Add(startGrid.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);
SetCharacterCurrentGrid(character, target);
return currentSteps;
}
// 定义平面移动的方向
(int dx, int dy)[] directions = [
(0, 1), // 上
(0, -1), // 下
(1, 0), // 右
(-1, 0), // 左
(1, 1), // 右上
(1, -1), // 右下
(-1, 1), // 左上
(-1, -1) // 左下
];
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);
Grid startGrid = current;
if (realGrid != null && current.Id != realGrid.Id)
{
startGrid = realGrid;
}
if (startGrid.Id == target.Id)
{
SetCharacterCurrentGrid(character, startGrid);
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((startGrid, 0));
visited.Add(startGrid.Id);
Grid? bestReachableGrid = current;
int minDistanceToTarget = CalculateManhattanDistance(startGrid, target);
int stepsToBestReachable = 0;
// 定义平面移动的方向
(int dx, int dy)[] directions = [
(0, 1), (0, -1), (1, 0), (-1, 0),
(1, 1), (1, -1), (-1, 1), (-1, -1)
];
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);
}
///
/// 计算两个整数的最大公约数(欧几里得算法)
///
public static int GCD(int a, int b)
{
if (a == 0 && b == 0) return 1; // 避免除以零
if (a == 0) return b;
if (b == 0) return a;
while (b != 0)
{
int temp = b;
b = a % b;
a = temp;
}
return a;
}
///
/// 获取两点之间直线上的所有整数点(包含起点和终点)
/// 使用改进的Bresenham算法,确保不遗漏任何点
///
public static List<(int x, int y)> GetLinePoints(int x0, int y0, int x1, int y1)
{
List<(int x, int y)> points = [];
int dx = Math.Abs(x1 - x0);
int dy = Math.Abs(y1 - y0);
int sx = x0 < x1 ? 1 : -1;
int sy = y0 < y1 ? 1 : -1;
// 如果直线是水平的
if (dy == 0)
{
int x = x0;
while (x != x1 + sx)
{
points.Add((x, y0));
x += sx;
}
return points;
}
// 如果直线是垂直的
if (dx == 0)
{
int y = y0;
while (y != y1 + sy)
{
points.Add((x0, y));
y += sy;
}
return points;
}
// 对于斜线,使用改进的Bresenham算法
if (dx >= dy)
{
// 斜率小于1
int err = 2 * dy - dx;
int y = y0;
for (int x = x0; x != x1 + sx; x += sx)
{
points.Add((x, y));
if (err > 0)
{
y += sy;
err -= 2 * dx;
}
err += 2 * dy;
}
}
else
{
// 斜率大于1
int err = 2 * dx - dy;
int x = x0;
for (int y = y0; y != y1 + sy; y += sy)
{
points.Add((x, y));
if (err > 0)
{
x += sx;
err -= 2 * dy;
}
err += 2 * dx;
}
}
return points;
}
///
/// 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(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(timeToReduce);
}
}
}