99 lines
3.4 KiB
C#
99 lines
3.4 KiB
C#
// SpatialGridCs — 2D 空间哈希网格 C# 实现
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// 职责:固定 Cell 网格 dirty-list 方案重建 + query_circle
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// 权威:architecture_design.md §4.3, ADR-L1
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//
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// ADR-L1 规厙1:内层循环体内禁止 GodotObject.Call() / .Set()
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using Godot;
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using System;
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using System.Collections.Generic;
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public partial class SpatialGridCs : Node
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{
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private const int CellSize = 64;
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private const int GridWidth = 64; // 64 格×64 格 = 4096×4096 像素覆盖范围
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private const int GridHeight = 64;
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private const int GridTotal = GridWidth * GridHeight;
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// 网格主体:一维数组模拟二维,直接索引 grid[x + y * GridWidth]
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private readonly List<int>[] _grid = new List<int>[GridTotal];
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// dirty-list:本帧有变化的格子索引
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private readonly HashSet<int> _dirty = new();
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// 实体位置缓存:entity_id → cell_index
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private readonly Dictionary<int, int> _entityCell = new();
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private GodotObject _gdSpatialGrid;
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public override void _Ready()
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{
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for (int i = 0; i < GridTotal; i++)
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_grid[i] = new List<int>(4);
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_gdSpatialGrid = Engine.GetSingleton("SpatialGrid");
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_gdSpatialGrid.Set("_cs_node", this);
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GD.Print($"[SpatialGridCs] 初始化完成,{GridWidth}×{GridHeight} 格,格子 {CellSize} px");
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}
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// 插入或更新实体位置(由 EnemyManager 每帧调用)
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public void Insert(int entityId, Vector2 pos)
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{
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int cx = Mathf.Clamp((int)(pos.X / CellSize), 0, GridWidth - 1);
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int cy = Mathf.Clamp((int)(pos.Y / CellSize), 0, GridHeight - 1);
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int cellIdx = cx + cy * GridWidth;
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if (_entityCell.TryGetValue(entityId, out int oldCell))
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{
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if (oldCell == cellIdx) return; // 未跨格
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_grid[oldCell].Remove(entityId);
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_dirty.Add(oldCell);
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}
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_grid[cellIdx].Add(entityId);
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_entityCell[entityId] = cellIdx;
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_dirty.Add(cellIdx);
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}
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// 重建(仅清空 dirty 集合)
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public void Rebuild() => _dirty.Clear();
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// 圆形查询:返回 center 半径 radius 内的所有 entity_id
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// ADR-L1 规厙1:内层 foreach 内禁止 Call()
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public int[] QueryCircle(Vector2 center, float radius)
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{
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int minCx = Mathf.Clamp((int)((center.X - radius) / CellSize), 0, GridWidth - 1);
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int maxCx = Mathf.Clamp((int)((center.X + radius) / CellSize), 0, GridWidth - 1);
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int minCy = Mathf.Clamp((int)((center.Y - radius) / CellSize), 0, GridHeight - 1);
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int maxCy = Mathf.Clamp((int)((center.Y + radius) / CellSize), 0, GridHeight - 1);
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var result = new List<int>(32);
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float radSq = radius * radius;
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for (int cy = minCy; cy <= maxCy; cy++)
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for (int cx = minCx; cx <= maxCx; cx++)
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{
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// ADR-L1 规厙1:内层循环约束—不得调用 GodotObject
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foreach (int id in _grid[cx + cy * GridWidth])
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result.Add(id);
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}
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return result.ToArray();
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}
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// 移除实体
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public void Remove(int entityId)
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{
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if (!_entityCell.TryGetValue(entityId, out int cell)) return;
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_grid[cell].Remove(entityId);
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_entityCell.Remove(entityId);
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_dirty.Add(cell);
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}
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// 清空(关卡重置)
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public void Clear()
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{
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foreach (var cell in _grid) cell.Clear();
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_entityCell.Clear();
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_dirty.Clear();
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}
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}
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