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https://github.com/knight0zh/aoi.git
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优化
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90
grid.go
90
grid.go
@@ -2,6 +2,12 @@ package aoi
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import "sync"
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var (
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// 分别将这8个方向的方向向量按顺序写入x, y的分量数组
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dx = []int{-1, -1, -1, 0, 0, 1, 1, 1}
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dy = []int{-1, 0, 1, -1, 1, -1, 0, 1}
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)
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// Grid 格子
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type Grid struct {
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GID int //格子ID
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@@ -15,6 +21,7 @@ type GridManger struct {
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AreaWidth int // 格子宽度(长=宽)
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GridCount int // 格子数量
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grids map[int]*Grid
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pool sync.Pool
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}
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func NewGrid(gid int) *Grid {
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@@ -31,6 +38,9 @@ func NewGridManger(startX, startY, areaWidth, gridCount int) AOI {
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GridCount: gridCount,
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grids: make(map[int]*Grid),
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}
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manager.pool.New = func() interface{} {
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return make([]*Grid, 0, 9)
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}
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for y := 0; y < gridCount; y++ {
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for x := 0; x < gridCount; x++ {
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@@ -47,66 +57,76 @@ func (g *GridManger) gridWidth() int {
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return g.AreaWidth / g.GridCount
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}
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// GetGIDByPos 通过横纵坐标获取对应的格子ID
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func (g *GridManger) GetGIDByPos(entity *Entity) int {
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gx := (int(entity.X) - g.StartX) / g.gridWidth()
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gy := (int(entity.Y) - g.StartY) / g.gridWidth()
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// getGIDByPos 通过横纵坐标获取对应的格子ID
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func (g *GridManger) getGIDByPos(x, y float64) int {
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gx := (int(x) - g.StartX) / g.gridWidth()
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gy := (int(y) - g.StartY) / g.gridWidth()
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return gy*g.GridCount + gx
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}
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// GetSurroundGrids 根据格子的gID得到当前周边的九宫格信息
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func (g *GridManger) GetSurroundGrids(gID int) (grids []*Grid) {
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// getSurroundGrids 根据格子的gID得到当前周边的九宫格信息
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func (g *GridManger) getSurroundGrids(gID int) []*Grid {
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grids := g.pool.Get().([]*Grid)
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defer func() {
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grids = grids[:0]
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g.pool.Put(grids)
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}()
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if _, ok := g.grids[gID]; !ok {
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return
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return grids
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}
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grids = append(grids, g.grids[gID])
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// 根据gID, 得到格子所在的坐标
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x, y := gID%g.GridCount, gID/g.GridCount
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// 分别将这8个方向的方向向量按顺序写入x, y的分量数组
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dx := []int{-1, -1, -1, 0, 0, 1, 1, 1}
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dy := []int{-1, 0, 1, -1, 1, -1, 0, 1}
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surroundGID := make([]int, 0)
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for i := 0; i < 8; i++ {
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newX := x + dx[i]
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newY := y + dy[i]
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if newX >= 0 && newX < g.GridCount && newY >= 0 && newY < g.GridCount {
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surroundGID = append(surroundGID, newY*g.GridCount+newX)
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grids = append(grids, g.grids[newY*g.GridCount+newX])
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}
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}
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for _, gID := range surroundGID {
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grids = append(grids, g.grids[gID])
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return grids
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}
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func (g *GridManger) Add(x, y float64, key string) {
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entity := entityPool.Get().(*Entity)
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entity.X = x
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entity.Y = y
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entity.Key = key
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ID := g.getGIDByPos(x, y)
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grid := g.grids[ID]
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grid.Entities.Store(key, entity)
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}
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func (g *GridManger) Delete(x, y float64, key string) {
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ID := g.getGIDByPos(x, y)
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grid := g.grids[ID]
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if entity, ok := grid.Entities.Load(key); ok {
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grid.Entities.Delete(key)
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entityPool.Put(entity)
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}
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return
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}
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func (g *GridManger) Add(entity *Entity) {
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ID := g.GetGIDByPos(entity)
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grid := g.grids[ID]
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grid.Entities.Store(entity.Name, entity)
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}
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func (g *GridManger) Delete(entity *Entity) {
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ID := g.GetGIDByPos(entity)
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grid := g.grids[ID]
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grid.Entities.Delete(entity.Name)
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}
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func (g *GridManger) Search(entity *Entity) (result []*Entity) {
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ID := g.GetGIDByPos(entity)
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grids := g.GetSurroundGrids(ID)
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func (g *GridManger) Search(x, y float64) []string {
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result := resultPool.Get().([]string)
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defer func() {
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result = result[:0]
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resultPool.Put(result)
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}()
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ID := g.getGIDByPos(x, y)
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grids := g.getSurroundGrids(ID)
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for _, grid := range grids {
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grid.Entities.Range(func(_, value interface{}) bool {
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result = append(result, value.(*Entity))
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result = append(result, value.(*Entity).Key)
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return true
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})
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}
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return
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return result
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}
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