revert: 移除 terrain 和 world,设计不合理
This commit is contained in:
parent
41ea022261
commit
361e269f12
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@ -1,273 +0,0 @@
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package builtin
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import (
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"github.com/kercylan98/minotaur/game"
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"github.com/kercylan98/minotaur/utils/concurrent"
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"github.com/kercylan98/minotaur/utils/log"
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"sync/atomic"
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)
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// NewWorld 创建一个内置的游戏世界
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func NewWorld[PlayerID comparable, Player game.Player[PlayerID]](guid int64, options ...WorldOption[PlayerID, Player]) *World[PlayerID, Player] {
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world := &World[PlayerID, Player]{
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guid: guid,
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players: concurrent.NewBalanceMap[PlayerID, Player](),
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playerActors: concurrent.NewBalanceMap[PlayerID, *concurrent.BalanceMap[int64, game.Actor]](),
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owners: concurrent.NewBalanceMap[int64, PlayerID](),
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actors: concurrent.NewBalanceMap[int64, game.Actor](),
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}
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for _, option := range options {
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option(world)
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}
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return world
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}
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// World 游戏世界的内置实现,实现了基本的游戏世界接口
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type World[PlayerID comparable, Player game.Player[PlayerID]] struct {
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guid int64
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actorGuid atomic.Int64
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playerLimit int
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players *concurrent.BalanceMap[PlayerID, Player]
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playerActors *concurrent.BalanceMap[PlayerID, *concurrent.BalanceMap[int64, game.Actor]]
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owners *concurrent.BalanceMap[int64, PlayerID]
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actors *concurrent.BalanceMap[int64, game.Actor]
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playerJoinWorldEventHandles []game.PlayerJoinWorldEventHandle[PlayerID, Player]
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playerLeaveWorldEventHandles []game.PlayerLeaveWorldEventHandle[PlayerID, Player]
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actorGeneratedEventHandles []game.ActorGeneratedEventHandle[PlayerID, Player]
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actorAnnihilationEventHandles []game.ActorAnnihilationEventHandle[PlayerID, Player]
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actorOwnerChangeEventHandles []game.ActorOwnerChangeEventHandle[PlayerID, Player]
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worldResetEventHandles []game.WorldResetEventHandle[PlayerID, Player]
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worldReleasedEventHandles []game.WorldReleaseEventHandle[PlayerID, Player]
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released atomic.Bool
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}
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func (slf *World[PlayerID, Player]) GetGuid() int64 {
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return slf.guid
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}
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func (slf *World[PlayerID, Player]) GetPlayerLimit() int {
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return slf.playerLimit
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}
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func (slf *World[PlayerID, Player]) GetPlayer(id PlayerID) Player {
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return slf.players.Get(id)
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}
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func (slf *World[PlayerID, Player]) GetPlayers() map[PlayerID]Player {
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return slf.players.Map()
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}
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func (slf *World[PlayerID, Player]) GetActor(guid int64) game.Actor {
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return slf.actors.Get(guid)
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}
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func (slf *World[PlayerID, Player]) GetActors() map[int64]game.Actor {
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return slf.actors.Map()
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}
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func (slf *World[PlayerID, Player]) GetPlayerActor(id PlayerID, guid int64) game.Actor {
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if actors := slf.playerActors.Get(id); actors != nil {
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return actors.Get(guid)
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}
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return nil
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}
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func (slf *World[PlayerID, Player]) GetPlayerActors(id PlayerID) map[int64]game.Actor {
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return slf.playerActors.Get(id).Map()
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}
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func (slf *World[PlayerID, Player]) IsExistPlayer(id PlayerID) bool {
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return slf.players.Exist(id)
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}
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func (slf *World[PlayerID, Player]) IsExistActor(guid int64) bool {
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return slf.actors.Exist(guid)
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}
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func (slf *World[PlayerID, Player]) IsOwner(id PlayerID, guid int64) bool {
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actors := slf.playerActors.Get(id)
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if actors != nil {
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return actors.Exist(guid)
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}
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return false
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}
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func (slf *World[PlayerID, Player]) Join(player Player) error {
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if slf.released.Load() {
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return ErrWorldReleased
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}
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if slf.players.Size() >= slf.playerLimit && slf.playerLimit > 0 {
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return ErrWorldPlayerLimit
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}
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log.Debug("World.Join", log.Int64("guid", slf.GetGuid()), log.Any("player", player.GetID()))
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slf.players.Set(player.GetID(), player)
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if actors := slf.playerActors.Get(player.GetID()); actors == nil {
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actors = concurrent.NewBalanceMap[int64, game.Actor]()
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slf.playerActors.Set(player.GetID(), actors)
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}
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slf.OnPlayerJoinWorldEvent(player)
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return nil
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}
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func (slf *World[PlayerID, Player]) Leave(id PlayerID) {
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player, exist := slf.players.GetExist(id)
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if !exist {
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return
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}
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log.Debug("World.Leave", log.Int64("guid", slf.GetGuid()), log.Any("player", player.GetID()))
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slf.OnPlayerLeaveWorldEvent(player)
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slf.playerActors.Get(player.GetID()).Range(func(guid int64, actor game.Actor) bool {
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slf.OnActorAnnihilationEvent(actor)
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slf.owners.Delete(guid)
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return false
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})
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slf.playerActors.Delete(player.GetID())
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slf.players.Delete(player.GetID())
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}
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func (slf *World[PlayerID, Player]) AddActor(actor game.Actor) {
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guid := slf.actorGuid.Add(1)
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actor.SetGuid(guid)
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slf.actors.Set(actor.GetGuid(), actor)
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slf.OnActorGeneratedEvent(actor)
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}
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func (slf *World[PlayerID, Player]) RemoveActor(guid int64) {
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if actor, exist := slf.actors.GetExist(guid); exist {
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slf.OnActorAnnihilationEvent(actor)
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if id, exist := slf.owners.DeleteGetExist(guid); exist {
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slf.playerActors.Get(id).Delete(guid)
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}
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slf.actors.Delete(guid)
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}
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}
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func (slf *World[PlayerID, Player]) SetActorOwner(guid int64, id PlayerID) {
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oldId, exist := slf.owners.GetExist(guid)
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if exist && oldId == id {
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return
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}
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actor := slf.GetActor(guid)
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if actor == nil {
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return
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}
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slf.owners.Set(guid, id)
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slf.playerActors.Get(id).Set(guid, actor)
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slf.OnActorOwnerChangeEvent(actor, oldId, id, false)
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}
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func (slf *World[PlayerID, Player]) RemoveActorOwner(guid int64) {
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id, exist := slf.owners.GetExist(guid)
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if !exist {
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return
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}
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slf.owners.Delete(guid)
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slf.playerActors.Get(id).Delete(guid)
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slf.OnActorOwnerChangeEvent(slf.GetActor(guid), id, id, true)
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}
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func (slf *World[PlayerID, Player]) Reset() {
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log.Debug("World", log.Int64("Reset", slf.guid))
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slf.players.Clear()
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slf.playerActors.Range(func(id PlayerID, actors *concurrent.BalanceMap[int64, game.Actor]) bool {
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actors.Clear()
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return false
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})
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slf.playerActors.Clear()
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slf.owners.Clear()
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slf.actors.Clear()
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slf.actorGuid.Store(0)
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slf.OnWorldResetEvent()
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}
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func (slf *World[PlayerID, Player]) Release() {
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if !slf.released.Swap(true) {
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log.Debug("World", log.Int64("Release", slf.guid))
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slf.OnWorldReleaseEvent()
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slf.Reset()
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slf.players = nil
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slf.playerActors = nil
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slf.owners = nil
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slf.actors = nil
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slf.playerJoinWorldEventHandles = nil
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slf.playerLeaveWorldEventHandles = nil
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slf.actorGeneratedEventHandles = nil
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slf.actorAnnihilationEventHandles = nil
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slf.actorOwnerChangeEventHandles = nil
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slf.worldResetEventHandles = nil
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slf.worldReleasedEventHandles = nil
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}
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}
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func (slf *World[PlayerID, Player]) RegWorldResetEvent(handle game.WorldResetEventHandle[PlayerID, Player]) {
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slf.worldResetEventHandles = append(slf.worldResetEventHandles, handle)
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}
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func (slf *World[PlayerID, Player]) OnWorldResetEvent() {
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for _, handle := range slf.worldResetEventHandles {
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handle(slf)
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}
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}
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func (slf *World[PlayerID, Player]) RegWorldReleaseEvent(handle game.WorldReleaseEventHandle[PlayerID, Player]) {
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slf.worldReleasedEventHandles = append(slf.worldReleasedEventHandles, handle)
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}
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func (slf *World[PlayerID, Player]) OnWorldReleaseEvent() {
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for _, handle := range slf.worldReleasedEventHandles {
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handle(slf)
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}
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}
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func (slf *World[PlayerID, Player]) RegPlayerJoinWorldEvent(handle game.PlayerJoinWorldEventHandle[PlayerID, Player]) {
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slf.playerJoinWorldEventHandles = append(slf.playerJoinWorldEventHandles, handle)
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}
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func (slf *World[PlayerID, Player]) OnPlayerJoinWorldEvent(player Player) {
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for _, handle := range slf.playerJoinWorldEventHandles {
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handle(slf, player)
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}
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}
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func (slf *World[PlayerID, Player]) RegPlayerLeaveWorldEvent(handle game.PlayerLeaveWorldEventHandle[PlayerID, Player]) {
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slf.playerLeaveWorldEventHandles = append(slf.playerLeaveWorldEventHandles, handle)
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}
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func (slf *World[PlayerID, Player]) OnPlayerLeaveWorldEvent(player Player) {
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for _, handle := range slf.playerLeaveWorldEventHandles {
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handle(slf, player)
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}
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}
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func (slf *World[PlayerID, Player]) RegActorGeneratedEvent(handle game.ActorGeneratedEventHandle[PlayerID, Player]) {
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slf.actorGeneratedEventHandles = append(slf.actorGeneratedEventHandles, handle)
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}
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func (slf *World[PlayerID, Player]) OnActorGeneratedEvent(actor game.Actor) {
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for _, handle := range slf.actorGeneratedEventHandles {
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handle(slf, actor)
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}
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}
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func (slf *World[PlayerID, Player]) RegActorAnnihilationEvent(handle game.ActorAnnihilationEventHandle[PlayerID, Player]) {
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slf.actorAnnihilationEventHandles = append(slf.actorAnnihilationEventHandles, handle)
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}
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func (slf *World[PlayerID, Player]) OnActorAnnihilationEvent(actor game.Actor) {
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for _, handle := range slf.actorAnnihilationEventHandles {
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handle(slf, actor)
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}
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}
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func (slf *World[PlayerID, Player]) RegActorOwnerChangeEvent(handle game.ActorOwnerChangeEventHandle[PlayerID, Player]) {
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slf.actorOwnerChangeEventHandles = append(slf.actorOwnerChangeEventHandles, handle)
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}
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func (slf *World[PlayerID, Player]) OnActorOwnerChangeEvent(actor game.Actor, old, new PlayerID, isolated bool) {
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for _, handle := range slf.actorOwnerChangeEventHandles {
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handle(slf, actor, old, new, isolated)
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}
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}
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@ -1,8 +0,0 @@
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package builtin
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import "errors"
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var (
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ErrWorldPlayerLimit = errors.New("the number of players in the world has reached the upper limit") // 玩家数量达到上限
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ErrWorldReleased = errors.New("the world has been released") // 世界已被释放
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)
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@ -1,13 +0,0 @@
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package builtin
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import "github.com/kercylan98/minotaur/game"
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// WorldOption 世界构建可选项
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type WorldOption[PlayerID comparable, Player game.Player[PlayerID]] func(world *World[PlayerID, Player])
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// WithWorldPlayerLimit 限制世界的玩家数量上限
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func WithWorldPlayerLimit[PlayerID comparable, Player game.Player[PlayerID]](playerLimit int) WorldOption[PlayerID, Player] {
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return func(world *World[PlayerID, Player]) {
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world.playerLimit = playerLimit
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}
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}
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@ -1,9 +0,0 @@
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package game
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// Terrain2D 地形
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type Terrain2D interface {
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GetBlock(x, y int) Terrain2DBlock
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GetBlocks() [][]Terrain2DBlock
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GetWidth() int
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GetHeight() int
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}
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@ -1,9 +0,0 @@
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package game
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// Terrain2DBlock 地形块
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type Terrain2DBlock interface {
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// GetTerrain 获取归属的地形
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GetTerrain() Terrain2D
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// GetCost 获取移动消耗
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GetCost() float64
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}
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@ -1,78 +0,0 @@
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package game
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// World 游戏世界接口定义
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type World[PlayerID comparable, P Player[PlayerID]] interface {
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// GetGuid 获取世界的唯一标识符
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GetGuid() int64
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// GetPlayerLimit 获取玩家人数上限
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GetPlayerLimit() int
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// GetPlayer 根据玩家id获取玩家
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GetPlayer(id PlayerID) P
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// GetPlayers 获取世界中的所有玩家
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GetPlayers() map[PlayerID]P
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// GetActor 根据唯一标识符获取世界中的游戏对象
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GetActor(guid int64) Actor
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// GetActors 获取世界中的所有游戏对象
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GetActors() map[int64]Actor
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// GetPlayerActor 获取游戏世界中归属特定玩家的特定游戏对象
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GetPlayerActor(id PlayerID, guid int64) Actor
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// GetPlayerActors 获取游戏世界中归属特定玩家的所有游戏对象
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GetPlayerActors(id PlayerID) map[int64]Actor
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// IsExistPlayer 检查游戏世界中是否存在特定玩家
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IsExistPlayer(id PlayerID) bool
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// IsExistActor 检查游戏世界中是否存在特定游戏对象
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IsExistActor(guid int64) bool
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// IsOwner 检查游戏世界中的特定游戏对象是否归属特定玩家
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IsOwner(id PlayerID, guid int64) bool
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// Join 使特定玩家加入游戏世界
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Join(player P) error
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// Leave 使特定玩家离开游戏世界
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Leave(id PlayerID)
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// AddActor 添加游戏对象
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AddActor(actor Actor)
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// RemoveActor 移除游戏对象
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RemoveActor(guid int64)
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// SetActorOwner 设置游戏对象归属玩家
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SetActorOwner(guid int64, id PlayerID)
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// RemoveActorOwner 移除游戏对象归属,置为无主的
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RemoveActorOwner(guid int64)
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// Reset 重置世界资源
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Reset()
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// Release 释放世界资源,释放后世界将不可用
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Release()
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// RegWorldResetEvent 世界被重置后将立即执行被注册的事件处理函数
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RegWorldResetEvent(handle WorldResetEventHandle[PlayerID, P])
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OnWorldResetEvent()
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// RegWorldReleaseEvent 世界被释放前将立即执行被注册的事件处理函数,此刻世界仍然可用
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RegWorldReleaseEvent(handle WorldReleaseEventHandle[PlayerID, P])
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OnWorldReleaseEvent()
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// RegPlayerJoinWorldEvent 玩家进入世界时将立即执行被注册的事件处理函数
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RegPlayerJoinWorldEvent(handle PlayerJoinWorldEventHandle[PlayerID, P])
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OnPlayerJoinWorldEvent(player P)
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// RegPlayerLeaveWorldEvent 玩家离开世界时将立即执行被注册的事件处理函数
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RegPlayerLeaveWorldEvent(handle PlayerLeaveWorldEventHandle[PlayerID, P])
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OnPlayerLeaveWorldEvent(player P)
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// RegActorGeneratedEvent 游戏世界中的游戏对象生成完成时将立即执行被注册的事件处理函数
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RegActorGeneratedEvent(handle ActorGeneratedEventHandle[PlayerID, P])
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OnActorGeneratedEvent(actor Actor)
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// RegActorAnnihilationEvent 游戏世界中的游戏对象被移除前执行被注册的事件处理函数
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RegActorAnnihilationEvent(handle ActorAnnihilationEventHandle[PlayerID, P])
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OnActorAnnihilationEvent(actor Actor)
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// RegActorOwnerChangeEvent 游戏对象的归属被改变时立刻执行被注册的事件处理函数
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RegActorOwnerChangeEvent(handle ActorOwnerChangeEventHandle[PlayerID, P])
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OnActorOwnerChangeEvent(actor Actor, old, new PlayerID, isolated bool)
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}
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type (
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WorldResetEventHandle[ID comparable, P Player[ID]] func(world World[ID, P])
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WorldReleaseEventHandle[ID comparable, P Player[ID]] func(world World[ID, P])
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PlayerJoinWorldEventHandle[ID comparable, P Player[ID]] func(world World[ID, P], player P)
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PlayerLeaveWorldEventHandle[ID comparable, P Player[ID]] func(world World[ID, P], player P)
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ActorGeneratedEventHandle[ID comparable, P Player[ID]] func(world World[ID, P], actor Actor)
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ActorAnnihilationEventHandle[ID comparable, P Player[ID]] func(world World[ID, P], actor Actor)
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ActorOwnerChangeEventHandle[ID comparable, P Player[ID]] func(world World[ID, P], actor Actor, old, new ID, isolated bool)
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)
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