This commit is contained in:
wfz
2026-04-25 22:09:27 +08:00
parent 9be6b17593
commit 7bffe41d41
33 changed files with 3461 additions and 581 deletions

View File

@@ -0,0 +1,288 @@
# 僵尸流向场寻路系统技术文档
## 1. 概述
本系统将僵尸的寻路算法从 A* 个体寻路改为基于距离场/流向场的群体寻路算法,显著提升了多僵尸同时寻路的效率和自然性。
### 1.1 核心优势
| 特性 | A* 算法 | 流向场算法 |
|------|---------|------------|
| 计算方式 | 每个僵尸独立计算 | 共享流向场,统一计算 |
| 多目标支持 | 需要为每个目标重新计算 | 自动支持多个玩家目标 |
| 性能 | O(n) 每僵尸 | O(m) 每帧 (m=地图格子数) |
| 动态适应 | 需要重新寻路 | 自动适应玩家移动 |
## 2. 系统架构
### 2.1 核心组件
```
GameWorld
├── GameMap
│ ├── distanceField[][] (距离场)
│ ├── flowFieldX[][] (流向场X分量)
│ ├── flowFieldY[][] (流向场Y分量)
│ └── flowFieldValid (流向场有效标志)
└── Zombie[]
├── x, y (当前位置)
├── targetX, targetY (目标网格中心)
├── hasTarget (是否有目标)
├── reservedGridX/Y (预留格子)
└── hasReservation (是否有预留)
```
### 2.2 数据流
```
每帧更新流程:
1. GameWorld.updateFlowField()
└── 收集所有存活玩家位置
└── 调用 GameMap.updateFlowField()
2. GameMap.updateFlowField()
└── BFS 扩散计算距离场
└── 基于距离场计算流向场
3. Zombie.move()
└── 查询流向场获取移动方向
└── 检查格子占用/预留
└── 移动到网格中心
└── 碰撞分离处理
```
## 3. 距离场与流向场
### 3.1 距离场 (Distance Field)
使用 BFS (广度优先搜索) 算法计算每个格子到最近玩家的距离。
```java
// 初始化所有玩家位置距离为0加入队列
for (float[] pos : playerPositions) {
int px = (int) Math.floor(pos[0]);
int py = (int) Math.floor(pos[1]);
distanceField[py][px] = 0;
queue.add(new int[]{px, py});
}
// BFS 扩散
while (!queue.isEmpty()) {
int[] current = queue.poll();
for (int[] dir : dirs) {
int nx = current[0] + dir[0];
int ny = current[1] + dir[1];
// 检查墙壁和角落阻挡
if (dir[0] != 0 && dir[1] != 0) {
if (isWall(cx + dir[0], cy) || isWall(cx, cy + dir[1])) {
continue;
}
}
float moveCost = (dir[0] != 0 && dir[1] != 0) ? 1.414f : 1.0f;
float newDist = currentDist + moveCost;
if (newDist < distanceField[ny][nx]) {
distanceField[ny][nx] = newDist;
queue.add(new int[]{nx, ny});
}
}
}
```
**特性**
- 支持 8 方向移动(对角线代价为 √2
- 正确处理角落碰撞(斜向移动时检查相邻两格是否都为墙)
### 3.2 流向场 (Flow Field)
基于距离场计算每个格子的最优流向方向。
```java
// 对于每个非墙格子,找到距离场梯度下降方向
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
if (isWall(x, y)) continue;
float bestDist = distanceField[y][x];
float bestDirX = 0, bestDirY = 0;
// 检查8个方向邻居
for (int[] dir : dirs) {
int nx = x + dir[0];
int ny = y + dir[1];
if (distanceField[ny][nx] < bestDist) {
bestDist = distanceField[ny][nx];
// 单位化方向向量
float len = (float) Math.sqrt(dir[0]*dir[0] + dir[1]*dir[1]);
bestDirX = dir[0] / len;
bestDirY = dir[1] / len;
}
}
flowFieldX[y][x] = bestDirX;
flowFieldY[y][x] = bestDirY;
}
}
```
## 4. 僵尸移动逻辑
### 4.1 网格中心对齐
与 A* 寻路类似,僵尸朝向网格中心点 (`gridX + 0.5f, gridY + 0.5f`) 移动,避免飘忽不定。
```java
// 选择下一个目标网格
if (!hasTarget || centerDist < 0.15f) {
float[] flowDir = map.getFlowDirection(x, y);
int nextGridX = currentGridX + (int) Math.round(dirX);
int nextGridY = currentGridY + (int) Math.round(dirY);
// 目标 = 网格中心
targetX = nextGridX + 0.5f;
targetY = nextGridY + 0.5f;
hasTarget = true;
}
```
### 4.2 格子预留机制
防止多个僵尸同时选择同一格子导致死锁。
```java
// 预留目标格子
reservedGridX = nextGridX;
reservedGridY = nextGridY;
hasReservation = true;
// 检查格子是否被占用或预留
private boolean isGridOccupiedOrReserved(int gridX, int gridY, Collection<Zombie> others) {
for (Zombie other : others) {
// 检查当前占用
if (otherGridX == gridX && otherGridY == gridY) return true;
// 检查预留
if (other.hasReservation() &&
other.getReservedGridX() == gridX &&
other.getReservedGridY() == gridY) {
return true;
}
}
return false;
}
```
### 4.3 替代路径选择
当首选格子被占用时,寻找最接近目标方向的替代路径。
```java
private int[] findAlternativeDirection(...) {
// 收集所有可行方向
for (int[] dir : allDirs) {
if (isGridOccupiedOrReserved(nx, ny, others)) continue;
float dotProduct = dir[0] * dirX + dir[1] * dirY;
candidates.add(new int[]{nx, ny, (int) (dotProduct * 1000)});
}
// 按点积排序(最接近原始方向优先)
candidates.sort((a, b) -> b[2] - a[2]);
return candidates.isEmpty() ? null : candidates.get(0);
}
```
### 4.4 碰撞分离
移动后处理僵尸之间的物理分离,避免重叠。
```java
float minSeparationDist = Constants.ZOMBIE_SIZE; // 0.8f
for (Zombie other : others) {
float sepDist = distanceTo(other);
if (sepDist < minSeparationDist && sepDist > 0.01f) {
float overlap = minSeparationDist - sepDist;
float pushX = (sepDx / sepDist) * overlap * 0.5f;
float pushY = (sepDy / sepDist) * overlap * 0.5f;
// 尝试推开
if (map.isWalkable(x + pushX, y + pushY, ZOMBIE_SIZE)) {
x += pushX;
y += pushY;
}
}
}
```
### 4.5 斜向移动防卡墙
处理僵尸斜向移动时碰到墙角卡住的问题。
```java
// 检测是否斜向穿过墙角
if (checkX != checkCurrentX && checkY != checkCurrentY) {
boolean wallInX = map.isWall(checkX, checkCurrentY);
boolean wallInY = map.isWall(checkCurrentX, checkY);
if (wallInX || wallInY) {
// 尝试沿单轴滑动
if (!wallInX && canMoveX) {
x = newX;
} else if (!wallInY && canMoveY) {
y = newY;
}
}
}
```
## 5. 移动顺序
僵尸按 ID 顺序移动,确保低 ID 僵尸优先选择路径。
```java
// GameWorld.updateZombies()
List<Zombie> sortedZombies = new ArrayList<>(zombies.values());
sortedZombies.sort((a, b) -> Integer.compare(a.getId(), b.getId()));
for (Zombie z : sortedZombies) {
z.move(map, dt, zombies.values());
}
```
## 6. 关键常量
| 常量 | 值 | 说明 |
|------|-----|------|
| `GRID_SIZE` | 32 | 地图尺寸 32×32 格 |
| `ZOMBIE_SIZE` | 0.8f | 僵尸碰撞半径 |
| 网格中心阈值 | 0.15f | 到达网格中心后重新选择方向 |
| 分离距离 | ZOMBIE_SIZE | 僵尸开始分离的距离 |
| 分离推力 | 0.5f | 每次分离移动的比例 |
## 7. 潜在问题与解决方案
### 7.1 僵尸聚集在门口
**原因**: 流向场在门口处汇聚。
**解决方案**: 可在距离场中加入惩罚项,让僵尸分散。
### 7.2 低帧率下移动不稳定
**原因**: 流向场每帧更新,帧率低时变化剧烈。
**解决方案**: 考虑增加流向场更新间隔或使用插值平滑。
## 8. 性能考虑
- 流向场计算: O(width × height × 8) ≈ O(8000) 每帧
- 单僵尸移动: O(1) 查询流向场
- 总复杂度: O(m) + O(n),其中 m=格子数n=僵尸数
相比 A* 每帧 O(n × 路径长度),大幅提升性能。

View File

@@ -0,0 +1,399 @@
# Zombie Crisis 3 - 项目技术文档
## 1. 项目概述
Zombie Crisis 3 是一款多人在线僵尸射击游戏,采用客户端-服务器架构,支持最多 4 名玩家同时游戏。
### 1.1 技术栈
| 层级 | 技术 | 说明 |
|------|------|------|
| 后端 | Java + Maven | 游戏逻辑服务器 |
| 前端 | JavaScript + Vite | Web 客户端 |
| 渲染 | Three.js | 3D 图形渲染 |
| 通信 | WebSocket | 实时双向通信 |
| 协议 | JSON | 消息序列化 |
### 1.2 项目结构
```
zp1/
├── backend/ # Java 游戏服务器
│ ├── pom.xml # Maven 配置
│ └── src/main/java/com/zombie/game/
│ ├── GameServerMain.java # 程序入口
│ ├── model/ # 数据模型
│ │ ├── GameWorld.java # 游戏世界主类
│ │ ├── GameMap.java # 地图与流向场
│ │ ├── Zombie.java # 僵尸实体
│ │ ├── Player.java # 玩家实体
│ │ ├── Bullet.java # 子弹实体
│ │ ├── Loot.java # 掉落物
│ │ ├── Room.java # 游戏房间
│ │ └── Constants.java # 常量定义
│ └── server/
│ ├── GameWebSocketServer.java # WebSocket 服务器
│ └── GameLoop.java # 游戏循环
├── frontend/ # JavaScript 客户端
│ ├── package.json
│ ├── vite.config.js
│ ├── index.html
│ └── src/
│ ├── main.js # 应用入口
│ ├── game/
│ │ ├── engine.js # 游戏引擎
│ │ └── scene.js # Three.js 场景
│ ├── network/
│ │ └── client.js # WebSocket 客户端
│ ├── ui/
│ │ ├── lobby.js # 大厅界面
│ │ ├── hud.js # 游戏 HUD
│ │ └── settings.js # 设置界面
│ └── utils/
│ ├── constants.js # 前端常量
│ ├── input.js # 输入管理
│ └── grid.js # 网格工具
└── FLOW_FIELD_NAVIGATION.md # 流向场寻路文档
```
---
## 2. 系统架构
### 2.1 整体架构图
```
┌─────────────────────────────────────────────────────────────┐
│ 客户端 │
│ ┌─────────┐ ┌─────────┐ ┌─────────┐ ┌─────────┐ │
│ │ LobbyUI │ │ HUD │ │ Scene │ │ Network │ │
│ └────┬────┘ └────┬────┘ └────┬────┘ └────┬────┘ │
│ └────────────┴────────────┴────────────┘ │
│ │ │
│ ┌─────┴─────┐ │
│ │GameEngine │ │
│ └─────┬─────┘ │
└──────────────────────────┼──────────────────────────────────┘
│ WebSocket (ws://:8080)
┌──────────────────────────┼──────────────────────────────────┐
│ │ 服务器 │
│ ┌─────┴─────┐ │
│ │GameWebSocketServer│ │
│ └─────┬─────┘ │
│ ┌──────────────────┼──────────────────┐ │
│ ┌────┴────┐ ┌─────┴─────┐ ┌────┴────┐ │
│ │ Room │ │ GameLoop │ │ GameWorld│ │
│ │ Manager │ │ (30 TPS) │ │ │ │
│ └─────────┘ └─────┬─────┘ └────┬────┘ │
│ │ │ │
│ ┌─────┴─────────────────┴─────┐ │
│ │ Model Entities │ │
│ │ Player | Zombie | Bullet │ │
│ └──────────────────────────────┘ │
└─────────────────────────────────────────────────────────────┘
```
### 2.2 游戏循环
服务器以固定 30 TPS (Tick Per Second) 运行游戏逻辑:
```
每帧 (约33ms):
1. updateFlowField() - 更新流向场
2. updateZombies() - 更新所有僵尸
3. updateBullets() - 更新所有子弹
4. updateZombieBullets() - 更新僵尸子弹
5. checkBulletCollisions()- 子弹碰撞检测
6. checkZombieAttacks() - 僵尸攻击检测
7. checkLootCollection() - 拾取物收集
8. broadcastGameState() - 广播游戏状态
```
---
## 3. 核心模块详解
### 3.1 GameWorld
游戏世界主类,管理所有游戏实体和逻辑。
**主要职责**:
- 管理玩家、僵尸、子弹、掉落物集合
- 每帧调用所有实体的更新方法
- 处理实体间的碰撞检测
- 生成僵尸和管理难度
**关键方法**:
```java
public void update(float dt)
private void updateFlowField() // 更新流向场
private void updateZombies(float dt) // 更新僵尸
private void updateBullets(float dt) // 更新子弹
private void checkBulletCollisions() // 子弹碰撞
private void checkZombieAttacks() // 僵尸攻击
private void fireWeapon(Player, aimX, aimY) // 武器射击
```
### 3.2 GameMap
地图类,包含 32×32 格子地图和流向场寻路系统。
**流向场算法优势**:
- 一次计算,所有僵尸共享
- 自动适应多个玩家目标
- O(m) 复杂度m=地图格子数
### 3.3 Zombie
僵尸实体,采用流向场移动 + 碰撞解决机制。
**移动系统**:
1. 查询流向场获取移动方向
2. 选择目标网格中心
3. 检查格子预留/占用
4. 移动并处理碰撞分离
### 3.4 Player
玩家实体,支持客户端预测和服务器校验。
**输入处理**:
```java
applyMovement(dx, dy, map) // 移动
setAngle(aimX, aimY) // 瞄准方向
fireWeapon(player, aimX, aimY) // 射击
```
### 3.5 Bullet
子弹实体,支持两种模式:
| 模式 | 武器 | 特点 |
|------|------|------|
| 弹道 | 手枪/机枪/霰弹枪 | 直线飞行,有射程限制 |
| 抛物线 | 手雷 | 弧线弹道,触地爆炸 |
### 3.6 Room
游戏房间,管理玩家列表和游戏状态。
**房间状态**:
- 等待中:玩家加入、准备
- 游戏中:所有玩家加载游戏
- 结束:所有玩家离开或游戏结束
---
## 4. 通信协议
### 4.1 消息格式
所有消息使用 JSON 格式:
```json
{
"type": "MESSAGE_TYPE",
"data": { ... }
}
```
### 4.2 消息类型
#### 客户端 → 服务器
| 消息类型 | 说明 | 数据 |
|---------|------|------|
| `create_room` | 创建房间 | `{playerName}` |
| `join_room` | 加入房间 | `{roomId, playerName}` |
| `leave_room` | 离开房间 | - |
| `ready` | 准备状态切换 | - |
| `start_game` | 开始游戏 | - |
| `player_input` | 玩家输入 | `{dx, dy, aimX, aimY, firing, weaponIndex, seq}` |
#### 服务器 → 客户端
| 消息类型 | 说明 | 数据 |
|---------|------|------|
| `room_list` | 房间列表 | `{rooms: [{id, hostName, playerCount}]}` |
| `room_state` | 房间状态 | `{roomId, hostId, players: [...]}` |
| `game_started` | 游戏开始 | `{playerId, mapData, players: [...]}` |
| `game_state` | 游戏状态 | `{players, zombies, bullets, ...}` |
| `error` | 错误消息 | `{message}` |
### 4.3 游戏状态同步
每帧广播的游戏状态包含:
```java
{
"players": [{id, x, y, angle, health, weaponIndex}],
"zombies": [{id, x, y, angle, health, isElite}],
"bullets": [{id, x, y, z, angle, weapon, ownerId}],
"zombieBullets": [...],
"loots": [{id, x, y, type}],
"explosions": [{x, y, radius}],
"removedBullets": [id1, id2, ...],
"gameTime": 120.5,
"waveNumber": 3,
"score": 1250
}
```
---
## 5. 武器系统
### 5.1 武器配置
| 武器 | 伤害 | 射速 | 弹药 | 特点 |
|------|------|------|------|------|
| 手枪 | 50 | 400ms | ∞ | 单发,精准 |
| 机枪 | 15 | 100ms | 100 | 自动,略微散布 |
| 霰弹枪 | 20×6 | 800ms | 20 | 6发弹丸高散布 |
| 手雷 | 120 | 1500ms | 10 | 可蓄力,范围伤害 |
### 5.2 手雷机制
- **蓄力**长按射击键蓄力最多2秒
- **射程**蓄力0-100%对应3-15格距离
- **弹道**:抛物线飞行
- **爆炸**范围3格伤害
---
## 6. 僵尸系统
### 6.1 僵尸类型
| 类型 | 生命值 | 速度 | 特殊能力 |
|------|--------|------|----------|
| 普通 | 100+ | 2.0+ | 近战攻击 |
| 精英 | 800 | 1.5 | 远程射击 |
### 6.2 精英僵尸攻击
- **攻击范围**8格
- **攻击间隔**2秒
- **子弹伤害**30
- **子弹速度**6
### 6.3 难度递增
每30秒波次增加
- 僵尸生命值 +20
- 僵尸速度 +0.1
- 生成间隔 -0.3秒最低0.8秒)
---
## 7. 前端渲染
### 7.1 Three.js 场景
**摄像机**:
- 透视摄像机45度FOV
- 偏移量 (0, 25, 18)
- 平滑跟随玩家
**光照**:
- 环境光0x404060
- 方向光0xffeedd带阴影
- 点光源0xff4400
### 7.2 实体模型
| 实体 | 几何体 | 颜色 |
|------|--------|------|
| 玩家 | 圆柱体+球头 | 蓝/红/绿/黄 |
| 普通僵尸 | 圆柱体+球头 | 0x446633 |
| 精英僵尸 | 同上+发光球 | 0x882222 |
| 墙体 | 立方体 | 0x555577 |
### 7.3 特效系统
- **爆炸**:白色闪光 + 多层球体 + 碎片
- **枪口火焰**:黄色球体 + 光点
- **击中效果**:红色球体 + 火花粒子
- **掉落物**:旋转立方体
---
## 8. 客户端预测
### 8.1 预测机制
1. 客户端发送输入(含序列号)
2. 客户端立即本地预测执行
3. 服务器执行并返回 `lastProcessedSeq`
4. 客户端回滚并重放未确认输入
### 8.2 输入结构
```javascript
{
dx: -1~1, // 移动方向 X
dy: -1~1, // 移动方向 Y
aimX: worldX, // 瞄准位置 X
aimY: worldY, // 瞄准位置 Y
firing: boolean, // 是否射击
weaponIndex: 0-3, // 武器索引
grenadeCharge: 0-1, // 手雷蓄力
grenadeReleased: boolean,
seq: number // 序列号
}
```
---
## 9. 常量配置
### 9.1 服务器常量 (Java)
```java
GRID_SIZE = 32 // 地图尺寸
PLAYER_SIZE = 0.8f // 玩家碰撞半径
ZOMBIE_SIZE = 0.8f // 僵尸碰撞半径
PLAYER_SPEED = 5.0f // 玩家移动速度
ZOMBIE_BASE_SPEED = 2.0f // 僵尸基础速度
TICK_RATE = 30 // 服务器Tick率
```
### 9.2 客户端常量 (JavaScript)
与服务器保持一致的定义在 `constants.js`
---
## 10. 启动与部署
### 10.1 服务器启动
```bash
cd backend
mvn package
java -jar target/zombie-crisis-server-1.0.0.jar [port]
# 默认端口 8080
```
### 10.2 客户端启动
```bash
cd frontend
npm install
npm run dev
# 访问 http://localhost:5173
```
### 10.3 依赖版本
- **Java**: 17+
- **Maven**: 3.6+
- **Node.js**: 16+
- **Three.js**: (通过 npm)
---
## 11. 相关文档
- [流向场寻路系统技术文档](./FLOW_FIELD_NAVIGATION.md) - 僵尸AI寻路详细说明

View File

@@ -16,6 +16,12 @@
</properties>
<dependencies>
<dependency>
<groupId>org.projectlombok</groupId>
<artifactId>lombok</artifactId>
<version>1.18.30</version>
<scope>provided</scope>
</dependency>
<dependency>
<groupId>org.java-websocket</groupId>
<artifactId>Java-WebSocket</artifactId>
@@ -35,6 +41,22 @@
<build>
<plugins>
<plugin>
<groupId>org.apache.maven.plugins</groupId>
<artifactId>maven-compiler-plugin</artifactId>
<version>3.11.0</version>
<configuration>
<source>17</source>
<target>17</target>
<annotationProcessorPaths>
<path>
<groupId>org.projectlombok</groupId>
<artifactId>lombok</artifactId>
<version>1.18.30</version>
</path>
</annotationProcessorPaths>
</configuration>
</plugin>
<plugin>
<groupId>org.apache.maven.plugins</groupId>
<artifactId>maven-jar-plugin</artifactId>

View File

@@ -1,30 +1,52 @@
package com.zombie.game;
import com.zombie.game.server.GameWebSocketServer;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
/**
* 游戏服务器主入口类
*
* 职责:
* 1. 解析命令行参数(端口号)
* 2. 启动 WebSocket 游戏服务器
* 3. 注册 JVM 关闭钩子,确保服务器优雅退出
*/
public class GameServerMain {
private static final Logger logger = LoggerFactory.getLogger(GameServerMain.class);
/**
* 程序入口方法
*
* @param args 命令行参数,第一个参数可选为端口号(默认 8080
*/
public static void main(String[] args) {
// 默认监听端口
int port = 8080;
// 如果传入了端口号参数,尝试解析
if (args.length > 0) {
try {
port = Integer.parseInt(args[0]);
} catch (NumberFormatException e) {
System.err.println("Invalid port number, using default: 8080");
logger.warn("Invalid port number, using default: 8080");
}
}
// 创建并启动 WebSocket 服务器
GameWebSocketServer server = new GameWebSocketServer(port);
server.start();
System.out.println("Zombie Crisis 3 Server started on port " + port);
System.out.println("Press Ctrl+C to stop the server");
logger.info("Zombie Crisis 3 Server started on port {}", port);
logger.info("Press Ctrl+C to stop the server");
// 注册关闭钩子:当 JVM 退出时Ctrl+C 或系统信号),优雅地停止服务器
Runtime.getRuntime().addShutdownHook(new Thread(() -> {
System.out.println("Shutting down server...");
logger.info("Shutting down server...");
try {
server.stop();
} catch (Exception e) {
e.printStackTrace();
logger.error("Error during server shutdown", e);
}
}));
}

View File

@@ -1,7 +1,15 @@
package com.zombie.game.model;
import lombok.Getter;
import java.util.*;
/**
* 子弹/投掷物类
*
* 管理玩家和僵尸发射的子弹、手榴弹等投掷物。
* 支持普通子弹的直线飞行和手榴弹的抛物线轨迹。
*/
@Getter
public class Bullet {
private int id;
private float x, y;
@@ -44,6 +52,19 @@ public class Bullet {
this.targetY = y + (float) Math.cos(angle) * range;
}
/**
* 构造函数 - 手榴弹
*
* @param id 子弹ID
* @param startX 起始X坐标
* @param startY 起始Y坐标
* @param targetX 目标X坐标
* @param targetY 目标Y坐标
* @param flightDuration 飞行时长
* @param damage 伤害值
* @param ownerId 发射者ID
* @param explosionRadius 爆炸半径
*/
public Bullet(int id, float startX, float startY, float targetX, float targetY,
float flightDuration, int damage, String ownerId, float explosionRadius) {
this.id = id;
@@ -71,21 +92,6 @@ public class Bullet {
this.vz = 3.0f;
}
public int getId() { return id; }
public float getX() { return x; }
public float getY() { return y; }
public float getZ() { return z; }
public float getVx() { return vx; }
public float getVy() { return vy; }
public int getDamage() { return damage; }
public String getOwnerId() { return ownerId; }
public String getWeapon() { return weapon; }
public boolean isExplosive() { return explosive; }
public float getExplosionRadius() { return explosionRadius; }
public float getTargetX() { return targetX; }
public float getTargetY() { return targetY; }
public boolean isGrenade() { return isGrenade; }
public boolean update(float dt, GameMap map) {
if (isGrenade) {
flightTime += dt;
@@ -123,6 +129,14 @@ public class Bullet {
}
}
/**
* 检测子弹是否命中实体
*
* @param ex 实体X坐标
* @param ey 实体Y坐标
* @param size 实体碰撞体大小
* @return true 表示命中
*/
public boolean hitsEntity(float ex, float ey, float size) {
float dx = x - ex;
float dy = y - ey;
@@ -130,6 +144,11 @@ public class Bullet {
return dist < size / 2 + 0.1f;
}
/**
* 将子弹状态转换为Map格式用于网络传输
*
* @return 包含子弹状态的Map
*/
public Map<String, Object> toStateMap() {
Map<String, Object> map = new LinkedHashMap<>();
map.put("id", id);

View File

@@ -1,56 +1,141 @@
package com.zombie.game.model;
/**
* 游戏常量定义类
*
* 集中管理所有游戏平衡性参数、消息类型常量。
* 修改此文件中的数值可以调整游戏难度和行为。
*/
public class Constants {
// ==================== 地图与基础参数 ====================
/** 地图网格尺寸32×32 格子) */
public static final int GRID_SIZE = 32;
/** 玩家碰撞体大小 */
public static final float PLAYER_SIZE = 0.8f;
/** 僵尸碰撞体大小 */
public static final float ZOMBIE_SIZE = 0.8f;
/** 服务器逻辑帧率(每秒 tick 数) */
public static final int TICK_RATE = 30;
/** 每次 tick 的时间间隔(秒) */
public static final float TICK_INTERVAL = 1.0f / TICK_RATE;
public static final float PLAYER_SPEED = 5.0f;
public static final float PLAYER_MAX_HEALTH = 100;
public static final float PLAYER_INVULNERABLE_TIME = 0.5f;
// ==================== 玩家参数 ====================
/** 玩家移动速度(格/秒) */
public static final float PLAYER_SPEED = 5.0f;
/** 玩家最大生命值 */
public static final float PLAYER_MAX_HEALTH = 100;
/** 玩家受伤后的无敌时间(秒),防止连续受伤 */
public static final float PLAYER_INVULNERABLE_TIME = 0.5f;
/** 玩家死亡后的重生等待时间(秒) */
public static final float PLAYER_RESPAWN_TIME = 30.0f;
// ==================== 普通僵尸参数 ====================
/** 普通僵尸基础生命值 */
public static final float ZOMBIE_BASE_HEALTH = 100;
/** 普通僵尸基础移动速度(格/秒) */
public static final float ZOMBIE_BASE_SPEED = 2.0f;
/** 普通僵尸近战伤害 */
public static final float ZOMBIE_DAMAGE = 10;
/** 普通僵尸近战攻击间隔(秒) */
public static final float ZOMBIE_ATTACK_RATE = 1.0f;
/** 僵尸死亡后掉落物品的概率 */
public static final float ZOMBIE_LOOT_DROP_CHANCE = 0.3f;
/** 僵尸生成间隔基础值(秒),难度提升后会逐渐缩短 */
public static final float ZOMBIE_SPAWN_INTERVAL_BASE = 3.0f;
public static final float ZOMBIE_SPAWN_INTERVAL_MIN = 0.8f;
/** 僵尸生成间隔最小值(秒),防止生成过快 */
public static final float ZOMBIE_SPAWN_INTERVAL_MIN = 0.5f;
/** 每次难度提升增加的僵尸生命值 */
public static final float ZOMBIE_HEALTH_INCREASE = 20;
/** 每次难度提升增加的僵尸速度 */
public static final float ZOMBIE_SPEED_INCREASE = 0.1f;
/** 难度提升的时间间隔(秒) */
public static final float DIFFICULTY_INCREASE_INTERVAL = 30.0f;
// ==================== 精英僵尸参数 ====================
// 精英僵尸:血量高、可远程射击的强力僵尸
/** 精英僵尸生命值 */
public static final float ELITE_ZOMBIE_HEALTH = 800;
/** 精英僵尸移动速度(比普通僵尸稍慢) */
public static final float ELITE_ZOMBIE_SPEED = 1.5f;
/** 精英僵尸近战伤害 */
public static final float ELITE_ZOMBIE_DAMAGE = 20;
/** 精英僵尸远程攻击范围(格) */
public static final float ELITE_ZOMBIE_ATTACK_RANGE = 8.0f;
/** 精英僵尸远程攻击间隔(秒) */
public static final float ELITE_ZOMBIE_ATTACK_RATE = 2.0f;
/** 精英僵尸远程子弹伤害 */
public static final int ELITE_ZOMBIE_BULLET_DAMAGE = 30;
/** 精英僵尸远程子弹飞行速度 */
public static final float ELITE_ZOMBIE_BULLET_SPEED = 6.0f;
/** 精英僵尸的生成概率5% */
public static final float ELITE_ZOMBIE_SPAWN_CHANCE = 0.05f;
// ==================== 分裂僵尸参数 ====================
// 分裂僵尸:被击杀后分裂成多个普通小僵尸
/** 分裂僵尸生命值(较低,但击杀后会分裂) */
public static final float SPLITTER_ZOMBIE_HEALTH = 50;
/** 分裂僵尸移动速度(比普通僵尸快) */
public static final float SPLITTER_ZOMBIE_SPEED = 2.5f;
/** 分裂僵尸死亡后最少分裂数量 */
public static final int SPLITTER_ZOMBIE_MIN_SPLIT = 2;
/** 分裂僵尸死亡后最多分裂数量 */
public static final int SPLITTER_ZOMBIE_MAX_SPLIT = 6;
/** 分裂僵尸的生成概率5% */
public static final float SPLITTER_ZOMBIE_SPAWN_CHANCE = 0.05f;
// ==================== 武器类型 ====================
/** 手枪(初始武器,弹药无限) */
public static final String WEAPON_PISTOL = "pistol";
/** 机枪(高射速,弹药有限) */
public static final String WEAPON_MACHINE_GUN = "machine_gun";
/** 霰弹枪(散射多弹丸,近距离高伤害) */
public static final String WEAPON_SHOTGUN = "shotgun";
/** 手榴弹(可蓄力投掷,爆炸范围伤害) */
public static final String WEAPON_GRENADE = "grenade";
// ==================== 掉落物类型 ====================
/** 弹药补给 */
public static final String LOOT_TYPE_AMMO = "ammo";
/** 医疗包 */
public static final String LOOT_TYPE_HEALTH = "health";
/** 医疗包恢复的生命值 */
public static final float LOOT_HEALTH_AMOUNT = 30;
// ==================== 网络消息类型 ====================
// 客户端与服务器之间通信的消息类型标识
/** 创建房间 */
public static final String MSG_CREATE_ROOM = "create_room";
/** 加入房间 */
public static final String MSG_JOIN_ROOM = "join_room";
/** 离开房间 */
public static final String MSG_LEAVE_ROOM = "leave_room";
/** 房间列表 */
public static final String MSG_ROOM_LIST = "room_list";
/** 房间状态更新 */
public static final String MSG_ROOM_STATE = "room_state";
/** 玩家准备/取消准备 */
public static final String MSG_READY = "ready";
/** 开始游戏 */
public static final String MSG_START_GAME = "start_game";
/** 游戏已开始(服务器→客户端) */
public static final String MSG_GAME_STARTED = "game_started";
/** 玩家输入(移动、射击等操作) */
public static final String MSG_PLAYER_INPUT = "player_input";
/** 游戏状态同步(服务器→客户端,每 tick 发送) */
public static final String MSG_GAME_STATE = "game_state";
/** 玩家加入通知 */
public static final String MSG_PLAYER_JOIN = "player_join";
/** 玩家离开通知 */
public static final String MSG_PLAYER_LEAVE = "player_leave";
/** 错误消息 */
public static final String MSG_ERROR = "error";
}

View File

@@ -0,0 +1,230 @@
package com.zombie.game.model;
import java.util.*;
/**
* 流场导航类
*
* 基于 BFS 算法计算距离场和流场,用于僵尸寻路。
* 支持加权障碍物(如坚果墙体),僵尸可自动权衡绕道 vs 摧毁。
*/
public class FlowField {
/** 地图宽度 */
private final int width;
/** 地图高度 */
private final int height;
/** 距离场:记录每个格子到最近玩家的距离 */
private float[][] distanceField;
/** 流场X方向僵尸移动的X方向分量 */
private float[][] flowFieldX;
/** 流场Y方向僵尸移动的Y方向分量 */
private float[][] flowFieldY;
/** 流场是否有效 */
private boolean valid;
public FlowField(int width, int height) {
this.width = width;
this.height = height;
this.distanceField = new float[height][width];
this.flowFieldX = new float[height][width];
this.flowFieldY = new float[height][width];
this.valid = false;
}
/**
* 更新流场导航
*
* 基于玩家位置计算流场,使用 Dijkstra 算法(支持加权格子)。
*
* @param walls 墙体集合,用于查询格子通行代价
* @param playerPositions 玩家位置列表
*/
public void update(Map<String, Wall> walls, List<float[]> playerPositions) {
// 初始化距离场
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
distanceField[y][x] = Float.MAX_VALUE;
}
}
// 优先队列实现 Dijkstra
PriorityQueue<Node> queue = new PriorityQueue<>(Comparator.comparingDouble(n -> n.dist));
for (float[] pos : playerPositions) {
int px = (int) Math.floor(pos[0]);
int py = (int) Math.floor(pos[1]);
if (px >= 0 && px < width && py >= 0 && py < height) {
String key = key(px, py);
Wall wall = walls.get(key);
if (wall == null || !wall.blocksMovement()) {
distanceField[py][px] = 0;
queue.add(new Node(px, py, 0));
}
}
}
int[][] dirs = {{0, -1}, {0, 1}, {-1, 0}, {1, 0}, {-1, -1}, {1, -1}, {-1, 1}, {1, 1}};
while (!queue.isEmpty()) {
Node current = queue.poll();
int cx = current.x;
int cy = current.y;
float currentDist = current.dist;
if (currentDist > distanceField[cy][cx]) continue;
for (int[] dir : dirs) {
int nx = cx + dir[0];
int ny = cy + dir[1];
if (nx < 0 || nx >= width || ny < 0 || ny >= height) continue;
if (dir[0] != 0 && dir[1] != 0) {
if (isBlocked(walls, cx + dir[0], cy) || isBlocked(walls, cx, cy + dir[1])) {
continue;
}
}
float moveCost = getMovementCost(walls, nx, ny, dir);
if (moveCost == Float.MAX_VALUE) continue;
float newDist = currentDist + moveCost;
if (newDist < distanceField[ny][nx]) {
distanceField[ny][nx] = newDist;
queue.add(new Node(nx, ny, newDist));
}
}
}
// 计算流场方向
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
if (isBlocked(walls, x, y) || distanceField[y][x] == Float.MAX_VALUE) {
flowFieldX[y][x] = 0;
flowFieldY[y][x] = 0;
continue;
}
float bestDist = distanceField[y][x];
float bestDirX = 0;
float bestDirY = 0;
for (int[] dir : dirs) {
int nx = x + dir[0];
int ny = y + dir[1];
if (nx < 0 || nx >= width || ny < 0 || ny >= height) continue;
if (isBlocked(walls, nx, ny)) continue;
if (dir[0] != 0 && dir[1] != 0) {
if (isBlocked(walls, x + dir[0], y) || isBlocked(walls, x, y + dir[1])) {
continue;
}
}
if (distanceField[ny][nx] < bestDist) {
bestDist = distanceField[ny][nx];
float len = (float) Math.sqrt(dir[0] * dir[0] + dir[1] * dir[1]);
bestDirX = dir[0] / len;
bestDirY = dir[1] / len;
}
}
flowFieldX[y][x] = bestDirX;
flowFieldY[y][x] = bestDirY;
}
}
valid = true;
}
/**
* 获取指定位置的流场方向
*
* @param wx 世界X坐标
* @param wy 世界Y坐标
* @return 流场方向向量 [dx, dy]
*/
public float[] getDirection(float wx, float wy) {
int gx = (int) Math.floor(wx);
int gy = (int) Math.floor(wy);
if (gx < 0 || gx >= width || gy < 0 || gy >= height) {
return new float[]{0, 0};
}
return new float[]{flowFieldX[gy][gx], flowFieldY[gy][gx]};
}
/**
* 获取指定位置到最近玩家的距离
*
* @param wx 世界X坐标
* @param wy 世界Y坐标
* @return 距离值
*/
public float getDistance(float wx, float wy) {
int gx = (int) Math.floor(wx);
int gy = (int) Math.floor(wy);
if (gx < 0 || gx >= width || gy < 0 || gy >= height) {
return Float.MAX_VALUE;
}
return distanceField[gy][gx];
}
/** 检查流场是否有效 */
public boolean isValid() {
return valid;
}
/** 标记流场为无效(当障碍物变化时调用) */
public void invalidate() {
valid = false;
}
/**
* 检查格子是否被阻挡
*/
private boolean isBlocked(Map<String, Wall> walls, int gx, int gy) {
if (gx < 0 || gx >= width || gy < 0 || gy >= height) return true;
Wall wall = walls.get(key(gx, gy));
return wall != null && wall.blocksMovement();
}
/**
* 获取格子的移动代价
*/
private float getMovementCost(Map<String, Wall> walls, int gx, int gy, int[] dir) {
Wall wall = walls.get(key(gx, gy));
float baseCost = (dir[0] != 0 && dir[1] != 0) ? 1.414f : 1.0f;
if (wall == null || wall.isDestroyed()) {
return baseCost;
}
float wallCost = wall.getMovementCost();
if (wallCost == Float.MAX_VALUE) {
return Float.MAX_VALUE;
}
return baseCost + wallCost - 1.0f; // wallCost 已包含基础代价
}
private static String key(int x, int y) {
return x + "," + y;
}
/**
* Dijkstra 节点
*/
private static class Node {
int x, y;
float dist;
Node(int x, int y, float dist) {
this.x = x;
this.y = y;
this.dist = dist;
}
}
}

View File

@@ -1,32 +1,52 @@
package com.zombie.game.model;
import lombok.Getter;
import java.util.*;
/**
* 游戏地图类
*
* 管理游戏地图数据,包括:
* - 地图格子(玩家出生点、僵尸出生点)
* - 墙体管理StaticWall、NutWall
* - A* 寻路算法
*/
@Getter
public class GameMap {
/** 地图格子数据0=空地, 2=玩家出生点, 3=僵尸出生点 */
private final int[][] cells;
/** 地图宽度 */
private final int width;
/** 地图高度 */
private final int height;
private float[][] distanceField;
private float[][] flowFieldX;
private float[][] flowFieldY;
private boolean flowFieldValid;
/** 墙体集合key="x,y" */
private final Map<String, Wall> walls;
/** 流场导航 */
private final FlowField flowField;
/**
* 构造函数 - 初始化地图并生成默认布局
*/
public GameMap() {
this.width = Constants.GRID_SIZE;
this.height = Constants.GRID_SIZE;
this.cells = new int[height][width];
this.distanceField = new float[height][width];
this.flowFieldX = new float[height][width];
this.flowFieldY = new float[height][width];
this.flowFieldValid = false;
this.walls = new HashMap<>();
this.flowField = new FlowField(width, height);
generateDefaultMap();
}
/**
* 生成默认地图布局
*
* 创建边界墙壁、内部障碍物、玩家出生点和僵尸出生点
*/
private void generateDefaultMap() {
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
if (x == 0 || x == width - 1 || y == 0 || y == height - 1) {
cells[y][x] = 1;
cells[y][x] = 0;
walls.put(key(x, y), new StaticWall(x, y));
} else {
cells[y][x] = 0;
}
@@ -45,13 +65,13 @@ public class GameMap {
if (seg[0] == seg[2]) {
for (int y = seg[1]; y <= seg[3]; y++) {
if (seg[0] > 0 && seg[0] < width - 1 && y > 0 && y < height - 1) {
cells[y][seg[0]] = 1;
walls.put(key(seg[0], y), new StaticWall(seg[0], y));
}
}
} else {
for (int x = seg[0]; x <= seg[2]; x++) {
if (x > 0 && x < width - 1 && seg[1] > 0 && seg[1] < height - 1) {
cells[seg[1]][x] = 1;
walls.put(key(x, seg[1]), new StaticWall(x, seg[1]));
}
}
}
@@ -64,7 +84,7 @@ public class GameMap {
for (int dx = -1; dx <= 1; dx++) {
int ny = sp[1] + dy, nx = sp[0] + dx;
if (ny > 0 && ny < height - 1 && nx > 0 && nx < width - 1) {
if (cells[ny][nx] == 1) cells[ny][nx] = 0;
walls.remove(key(nx, ny));
}
}
}
@@ -76,7 +96,7 @@ public class GameMap {
for (int dx = -1; dx <= 1; dx++) {
int ny = sp[1] + dy, nx = sp[0] + dx;
if (ny > 0 && ny < height - 1 && nx > 0 && nx < width - 1) {
if (cells[ny][nx] == 1) cells[ny][nx] = 0;
walls.remove(key(nx, ny));
}
}
}
@@ -89,18 +109,84 @@ public class GameMap {
for (int dx = -1; dx <= 1; dx++) {
int ny = sp[1] + dy, nx = sp[0] + dx;
if (ny > 0 && ny < height - 1 && nx > 0 && nx < width - 1) {
if (cells[ny][nx] == 1) cells[ny][nx] = 0;
walls.remove(key(nx, ny));
}
}
}
}
}
public boolean isWall(int gx, int gy) {
if (gx < 0 || gx >= width || gy < 0 || gy >= height) return true;
return cells[gy][gx] == 1;
/**
* 添加坚果墙体
*
* @param gx 格子X坐标
* @param gy 格子Y坐标
* @return true 表示添加成功
*/
public boolean addNutWall(int gx, int gy) {
if (gx < 0 || gx >= width || gy < 0 || gy >= height) return false;
if (cells[gy][gx] != 0) return false;
if (walls.containsKey(key(gx, gy))) return false;
walls.put(key(gx, gy), new NutWall(gx, gy));
flowField.invalidate();
return true;
}
/**
* 移除墙体(当坚果被破坏时调用)
*
* @param gx 格子X坐标
* @param gy 格子Y坐标
*/
public void removeWall(int gx, int gy) {
walls.remove(key(gx, gy));
flowField.invalidate();
}
/**
* 获取指定格子的墙体
*
* @param gx 格子X坐标
* @param gy 格子Y坐标
* @return 墙体对象,如果没有则返回 null
*/
public Wall getWall(int gx, int gy) {
return walls.get(key(gx, gy));
}
/**
* 检查指定格子是否为墙壁(静态或坚果)
*
* @param gx 格子X坐标
* @param gy 格子Y坐标
* @return true 表示是墙壁或越界
*/
public boolean isWall(int gx, int gy) {
if (gx < 0 || gx >= width || gy < 0 || gy >= height) return true;
Wall wall = walls.get(key(gx, gy));
return wall != null && wall.blocksMovement();
}
/**
* 检查指定格子是否有可破坏的坚果墙体
*
* @param gx 格子X坐标
* @param gy 格子Y坐标
* @return true 表示有未破坏的坚果墙体
*/
public boolean isNutWall(int gx, int gy) {
Wall wall = getWall(gx, gy);
return wall instanceof NutWall && !wall.isDestroyed();
}
/**
* 检查指定世界坐标是否可通行
*
* @param wx 世界X坐标
* @param wy 世界Y坐标
* @param size 实体碰撞体大小
* @return true 表示可通行
*/
public boolean isWalkable(float wx, float wy, float size) {
float half = size / 2;
float[][] corners = {
@@ -119,6 +205,11 @@ public class GameMap {
return cells;
}
/**
* 获取所有玩家出生点
*
* @return 出生点坐标列表
*/
public List<int[]> getSpawnPoints() {
List<int[]> points = new ArrayList<>();
for (int y = 0; y < height; y++) {
@@ -131,6 +222,11 @@ public class GameMap {
return points;
}
/**
* 获取所有僵尸出生点
*
* @return 僵尸出生点坐标列表
*/
public List<int[]> getZombieSpawnPoints() {
List<int[]> points = new ArrayList<>();
int[][] zombieSpawns = {{8, 8}, {24, 24}};
@@ -140,193 +236,47 @@ public class GameMap {
return points;
}
/**
* 更新流场导航
*
* @param playerPositions 玩家位置列表
*/
public void updateFlowField(List<float[]> playerPositions) {
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
distanceField[y][x] = Float.MAX_VALUE;
}
}
Queue<int[]> queue = new LinkedList<>();
for (float[] pos : playerPositions) {
int px = (int) Math.floor(pos[0]);
int py = (int) Math.floor(pos[1]);
if (px >= 0 && px < width && py >= 0 && py < height && !isWall(px, py)) {
distanceField[py][px] = 0;
queue.add(new int[]{px, py});
}
}
int[][] dirs = {{0, -1}, {0, 1}, {-1, 0}, {1, 0}, {-1, -1}, {1, -1}, {-1, 1}, {1, 1}};
while (!queue.isEmpty()) {
int[] current = queue.poll();
int cx = current[0];
int cy = current[1];
float currentDist = distanceField[cy][cx];
for (int[] dir : dirs) {
int nx = cx + dir[0];
int ny = cy + dir[1];
if (nx < 0 || nx >= width || ny < 0 || ny >= height) continue;
if (isWall(nx, ny)) continue;
if (dir[0] != 0 && dir[1] != 0) {
if (isWall(cx + dir[0], cy) || isWall(cx, cy + dir[1])) {
continue;
}
}
float moveCost = (dir[0] != 0 && dir[1] != 0) ? 1.414f : 1.0f;
float newDist = currentDist + moveCost;
if (newDist < distanceField[ny][nx]) {
distanceField[ny][nx] = newDist;
queue.add(new int[]{nx, ny});
}
}
}
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
if (isWall(x, y) || distanceField[y][x] == Float.MAX_VALUE) {
flowFieldX[y][x] = 0;
flowFieldY[y][x] = 0;
continue;
}
float bestDist = distanceField[y][x];
float bestDirX = 0;
float bestDirY = 0;
for (int[] dir : dirs) {
int nx = x + dir[0];
int ny = y + dir[1];
if (nx < 0 || nx >= width || ny < 0 || ny >= height) continue;
if (isWall(nx, ny)) continue;
if (dir[0] != 0 && dir[1] != 0) {
if (isWall(x + dir[0], y) || isWall(x, y + dir[1])) {
continue;
}
}
if (distanceField[ny][nx] < bestDist) {
bestDist = distanceField[ny][nx];
float len = (float) Math.sqrt(dir[0] * dir[0] + dir[1] * dir[1]);
bestDirX = dir[0] / len;
bestDirY = dir[1] / len;
}
}
flowFieldX[y][x] = bestDirX;
flowFieldY[y][x] = bestDirY;
}
}
flowFieldValid = true;
flowField.update(walls, playerPositions);
}
/**
* 获取指定位置的流场方向
*
* @param wx 世界X坐标
* @param wy 世界Y坐标
* @return 流场方向向量 [dx, dy]
*/
public float[] getFlowDirection(float wx, float wy) {
int gx = (int) Math.floor(wx);
int gy = (int) Math.floor(wy);
if (gx < 0 || gx >= width || gy < 0 || gy >= height) {
return new float[]{0, 0};
}
return new float[]{flowFieldX[gy][gx], flowFieldY[gy][gx]};
return flowField.getDirection(wx, wy);
}
/** 检查流场是否有效 */
public boolean isFlowFieldValid() {
return flowFieldValid;
return flowField.isValid();
}
public float getDistance(float wx, float wy) {
int gx = (int) Math.floor(wx);
int gy = (int) Math.floor(wy);
if (gx < 0 || gx >= width || gy < 0 || gy >= height) {
return Float.MAX_VALUE;
}
return distanceField[gy][gx];
}
public List<float[]> findPath(float startX, float startY, float endX, float endY) {
int sgx = (int) Math.floor(startX);
int sgy = (int) Math.floor(startY);
int egx = (int) Math.floor(endX);
int egy = (int) Math.floor(endY);
if (isWall(egx, egy)) return null;
PriorityQueue<PathNode> openSet = new PriorityQueue<>(Comparator.comparingDouble(n -> n.f));
Set<String> closedSet = new HashSet<>();
Map<String, String> cameFrom = new HashMap<>();
String startKey = sgx + "," + sgy;
double h = Math.abs(sgx - egx) + Math.abs(sgy - egy);
openSet.add(new PathNode(sgx, sgy, 0, h));
int[][] dirs = {{0, -1}, {0, 1}, {-1, 0}, {1, 0}, {-1, -1}, {1, -1}, {-1, 1}, {1, 1}};
int iterations = 0;
while (!openSet.isEmpty() && iterations < 2000) {
iterations++;
PathNode current = openSet.poll();
String currentKey = current.x + "," + current.y;
if (current.x == egx && current.y == egy) {
List<float[]> path = new ArrayList<>();
String key = currentKey;
while (cameFrom.containsKey(key)) {
String[] parts = key.split(",");
int cx = Integer.parseInt(parts[0]);
int cy = Integer.parseInt(parts[1]);
path.add(0, new float[]{cx + 0.5f, cy + 0.5f});
key = cameFrom.get(key);
}
return path;
}
closedSet.add(currentKey);
for (int[] dir : dirs) {
int nx = current.x + dir[0];
int ny = current.y + dir[1];
String nKey = nx + "," + ny;
if (closedSet.contains(nKey)) continue;
if (isWall(nx, ny)) continue;
if (nx < 0 || nx >= width || ny < 0 || ny >= height) continue;
if (dir[0] != 0 && dir[1] != 0) {
if (isWall(current.x + dir[0], current.y) || isWall(current.x, current.y + dir[1])) {
continue;
}
}
boolean diagonal = dir[0] != 0 && dir[1] != 0;
double moveCost = diagonal ? 1.414 : 1.0;
double g = current.g + moveCost;
double nh = Math.abs(nx - egx) + Math.abs(ny - egy);
openSet.add(new PathNode(nx, ny, g, nh));
if (!cameFrom.containsKey(nKey)) {
cameFrom.put(nKey, currentKey);
}
}
}
return null;
private static String key(int x, int y) {
return x + "," + y;
}
/**
* A* 寻路算法的节点类
*/
private static class PathNode {
/** 节点格子坐标 */
int x, y;
double g, h, f;
/** 从起点到当前节点的实际代价 */
double g;
/** 从当前节点到终点的启发式代价 */
double h;
/** 总代价 f = g + h */
double f;
PathNode(int x, int y, double g, double h) {
this.x = x;

View File

@@ -1,8 +1,20 @@
package com.zombie.game.model;
import lombok.Getter;
import java.util.*;
/**
* 游戏世界类
*
* 管理整个游戏状态,包括:
* - 玩家、僵尸、子弹、掉落物等实体
* - 游戏时间、波数、分数
* - 难度递增系统
* - 碰撞检测和游戏逻辑更新
*/
@Getter
public class GameWorld {
private final Object lock = new Object();
private GameMap map;
private Map<String, Player> players;
private Map<Integer, Zombie> zombies;
@@ -51,8 +63,11 @@ public class GameWorld {
this.removedZombieBullets = new ArrayList<>();
}
public GameMap getMap() { return map; }
/**
* 添加玩家到游戏世界
*
* @param player 玩家对象
*/
public void addPlayer(Player player) {
List<int[]> spawnPoints = map.getSpawnPoints();
int idx = players.size() % spawnPoints.size();
@@ -63,16 +78,38 @@ public class GameWorld {
players.put(player.getId(), player);
}
/**
* 从游戏世界移除玩家
*
* @param playerId 玩家ID
*/
public void removePlayer(String playerId) {
players.remove(playerId);
}
/** 获取指定ID的玩家 */
public Player getPlayer(String id) { return players.get(id); }
/** 获取所有玩家 */
public Collection<Player> getPlayers() { return players.values(); }
/** 获取所有僵尸 */
public Collection<Zombie> getZombies() { return zombies.values(); }
/** 获取所有玩家子弹 */
public Collection<Bullet> getBullets() { return bullets.values(); }
/** 获取所有掉落物 */
public Collection<Loot> getLoots() { return loots.values(); }
/**
* 更新游戏世界状态
*
* 每帧调用,处理:
* - 时间流逝和难度提升
* - 僵尸生成
* - 实体移动和碰撞
* - 掉落物收集
* - 玩家重生
*
* @param dt 时间增量(秒)
*/
public void update(float dt) {
explosions.clear();
removedBullets.clear();
@@ -103,8 +140,14 @@ public class GameWorld {
checkZombieBulletCollisions();
checkZombieAttacks();
checkLootCollection();
checkPlayerRespawn();
}
/**
* 更新流场导航
*
* 基于存活玩家的位置更新流场
*/
private void updateFlowField() {
List<float[]> playerPositions = new ArrayList<>();
for (Player p : players.values()) {
@@ -117,22 +160,36 @@ public class GameWorld {
}
}
/**
* 生成僵尸
*
* 根据概率生成普通僵尸、精英僵尸或分裂僵尸
*/
private void spawnZombie() {
List<int[]> spawnPoints = map.getZombieSpawnPoints();
int[] sp = spawnPoints.get(random.nextInt(spawnPoints.size()));
float wx = sp[0] + 0.5f;
float wy = sp[1] + 0.5f;
boolean isElite = random.nextFloat() < Constants.ELITE_ZOMBIE_SPAWN_CHANCE;
float roll = random.nextFloat();
Zombie zombie;
if (isElite) {
zombie = new Zombie(nextZombieId++, wx, wy, Constants.ELITE_ZOMBIE_HEALTH, Constants.ELITE_ZOMBIE_SPEED, true);
if (roll < Constants.ELITE_ZOMBIE_SPAWN_CHANCE) {
zombie = new Zombie(nextZombieId++, wx, wy, Constants.ELITE_ZOMBIE_HEALTH, Constants.ELITE_ZOMBIE_SPEED, true, false);
} else if (roll < Constants.ELITE_ZOMBIE_SPAWN_CHANCE + Constants.SPLITTER_ZOMBIE_SPAWN_CHANCE) {
zombie = new Zombie(nextZombieId++, wx, wy, Constants.SPLITTER_ZOMBIE_HEALTH, Constants.SPLITTER_ZOMBIE_SPEED, false, true);
} else {
zombie = new Zombie(nextZombieId++, wx, wy, zombieHealth, zombieSpeed, false);
zombie = new Zombie(nextZombieId++, wx, wy, zombieHealth, zombieSpeed, false, false);
}
zombies.put(zombie.getId(), zombie);
}
/**
* 查找最近的存活玩家
*
* @param x X坐标
* @param y Y坐标
* @return 最近的玩家,如果没有存活玩家则返回 null
*/
private Player findNearestPlayer(float x, float y) {
Player nearest = null;
float minDist = Float.MAX_VALUE;
@@ -147,6 +204,13 @@ public class GameWorld {
return nearest;
}
/**
* 更新所有僵尸
*
* 处理僵尸移动、攻击和死亡
*
* @param dt 时间增量(秒)
*/
private void updateZombies(float dt) {
long now = System.currentTimeMillis();
@@ -175,6 +239,12 @@ public class GameWorld {
}
}
/**
* 精英僵尸发射子弹
*
* @param zombie 发射子弹的僵尸
* @param target 目标玩家
*/
private void fireZombieBullet(Zombie zombie, Player target) {
float dx = target.getX() - zombie.getX();
float dy = target.getY() - zombie.getY();
@@ -189,6 +259,11 @@ public class GameWorld {
zombieBullets.put(bullet.getId(), bullet);
}
/**
* 更新所有僵尸子弹
*
* @param dt 时间增量(秒)
*/
private void updateZombieBullets(float dt) {
List<Integer> toRemove = new ArrayList<>();
for (Bullet b : zombieBullets.values()) {
@@ -202,6 +277,9 @@ public class GameWorld {
}
}
/**
* 检测僵尸子弹与玩家的碰撞
*/
private void checkZombieBulletCollisions() {
List<Integer> bulletsToRemove = new ArrayList<>();
for (Bullet b : new ArrayList<>(zombieBullets.values())) {
@@ -220,8 +298,31 @@ public class GameWorld {
}
}
/**
* 处理僵尸死亡
*
* - 分裂僵尸分裂成多个小僵尸
* - 增加分数
* - 可能掉落物品
*
* @param z 被击杀的僵尸
*/
private void onZombieKilled(Zombie z) {
score += z.isElite() ? 50 : 10;
if (z.isSplitter()) {
int splitCount = Constants.SPLITTER_ZOMBIE_MIN_SPLIT +
random.nextInt(Constants.SPLITTER_ZOMBIE_MAX_SPLIT - Constants.SPLITTER_ZOMBIE_MIN_SPLIT + 1);
for (int i = 0; i < splitCount; i++) {
float offsetX = (random.nextFloat() - 0.5f) * 1.0f;
float offsetY = (random.nextFloat() - 0.5f) * 1.0f;
Zombie splitZombie = new Zombie(nextZombieId++,
z.getX() + offsetX, z.getY() + offsetY,
zombieHealth, zombieSpeed, false, false);
zombies.put(splitZombie.getId(), splitZombie);
}
score += 20;
} else {
score += z.isElite() ? 50 : 10;
}
if (random.nextFloat() < Constants.ZOMBIE_LOOT_DROP_CHANCE) {
String lootType = random.nextFloat() < 0.5f ? Constants.LOOT_TYPE_AMMO : Constants.LOOT_TYPE_HEALTH;
Loot loot = new Loot(nextLootId++, z.getX(), z.getY(), lootType);
@@ -229,6 +330,11 @@ public class GameWorld {
}
}
/**
* 更新所有玩家子弹
*
* @param dt 时间增量(秒)
*/
private void updateBullets(float dt) {
List<Integer> toRemove = new ArrayList<>();
for (Bullet b : bullets.values()) {
@@ -245,6 +351,9 @@ public class GameWorld {
}
}
/**
* 检测玩家子弹与僵尸的碰撞
*/
private void checkBulletCollisions() {
List<Integer> bulletsToRemove = new ArrayList<>();
for (Bullet b : new ArrayList<>(bullets.values())) {
@@ -264,6 +373,16 @@ public class GameWorld {
}
}
/**
* 创建爆炸效果
*
* 对范围内的僵尸造成伤害
*
* @param x 爆炸中心X坐标
* @param y 爆炸中心Y坐标
* @param radius 爆炸半径
* @param ownerId 爆炸发起者ID
*/
private void createExplosion(float x, float y, float radius, String ownerId) {
Map<String, Object> exp = new LinkedHashMap<>();
exp.put("x", x);
@@ -279,6 +398,9 @@ public class GameWorld {
}
}
/**
* 检测僵尸近战攻击
*/
private void checkZombieAttacks() {
long now = System.currentTimeMillis();
for (Zombie z : zombies.values()) {
@@ -294,6 +416,9 @@ public class GameWorld {
}
}
/**
* 检测掉落物收集
*/
private void checkLootCollection() {
List<Integer> toRemove = new ArrayList<>();
for (Loot loot : loots.values()) {
@@ -315,10 +440,53 @@ public class GameWorld {
}
}
/**
* 检测玩家重生
*/
private void checkPlayerRespawn() {
boolean hasAlivePlayer = false;
for (Player p : players.values()) {
if (p.isAlive()) {
hasAlivePlayer = true;
break;
}
}
for (Player p : players.values()) {
if (p.isWaitingForRespawn()) {
p.updateRespawnTimer(Constants.TICK_INTERVAL);
if (hasAlivePlayer && p.canRespawn()) {
List<int[]> spawnPoints = map.getSpawnPoints();
int[] sp = spawnPoints.get(random.nextInt(spawnPoints.size()));
float wx = sp[0] + 0.5f;
float wy = sp[1] + 0.5f;
p.respawn(wx, wy);
}
}
}
}
/**
* 玩家开火(无蓄力)
*
* @param player 玩家
* @param aimX 瞄准X坐标
* @param aimY 瞄准Y坐标
* @return 新创建的子弹ID列表
*/
public List<Integer> fireWeapon(Player player, float aimX, float aimY) {
return fireWeapon(player, aimX, aimY, 0);
}
/**
* 玩家开火(支持蓄力)
*
* @param player 玩家
* @param aimX 瞄准X坐标
* @param aimY 瞄准Y坐标
* @param chargePercent 蓄力百分比0-1影响手榴弹投掷距离
* @return 新创建的子弹ID列表
*/
public List<Integer> fireWeapon(Player player, float aimX, float aimY, float chargePercent) {
List<Integer> newBulletIds = new ArrayList<>();
long now = System.currentTimeMillis();
@@ -399,10 +567,19 @@ public class GameWorld {
return newBulletIds;
}
/** 获取地图数据 */
public int[][] getMapData() {
return map.getCells();
}
/**
* 构建游戏状态数据
*
* 将当前游戏世界的所有状态打包成Map格式用于网络传输
*
* @param forPlayerId 目标玩家ID用于发送该玩家的弹药信息
* @return 游戏状态Map
*/
public Map<String, Object> buildGameState(String forPlayerId) {
Map<String, Object> state = new LinkedHashMap<>();

View File

@@ -1,12 +1,19 @@
package com.zombie.game.model;
import lombok.Getter;
import java.util.*;
/**
* 掉落物类
*
* 管理僵尸死亡后掉落的物品,包括弹药和生命值补给。
*/
@Getter
public class Loot {
private int id;
private float x, y;
private String type;
private long spawnTime;
private final int id;
private final float x, y;
private final String type;
private final long spawnTime;
public Loot(int id, float x, float y) {
this(id, x, y, Constants.LOOT_TYPE_AMMO);
@@ -20,11 +27,6 @@ public class Loot {
this.spawnTime = System.currentTimeMillis();
}
public int getId() { return id; }
public float getX() { return x; }
public float getY() { return y; }
public String getType() { return type; }
public boolean isCollectedBy(float px, float py) {
float dx = px - x;
float dy = py - y;

View File

@@ -0,0 +1,60 @@
package com.zombie.game.model;
import lombok.Getter;
/**
* 坚果墙体
*
* 可被僵尸攻击破坏的障碍物。
* 设计血量:僵尸移动速度 2.0格/秒,攻击间隔 1.0秒,
* 假设僵尸每攻击一次造成 1 点伤害(用于破坏墙体),
* 需要 20 个时间单位(约 20 秒)才能破坏。
*
* 流场中,坚果的移动代价 = 基础代价 + 摧毁代价20.0
* 这样 BFS 会自动权衡绕道 vs 摧毁。
*/
public class NutWall extends Wall {
/** 坚果最大血量20个时间单位 */
public static final float MAX_HEALTH = 20.0f;
/** 坚果在流场中的额外移动代价(摧毁时间折算) */
public static final float MOVEMENT_COST_PENALTY = 20.0f;
/** 当前血量 */
@Getter
private float health;
/** 是否已被破坏 */
private boolean destroyed;
public NutWall(int gridX, int gridY) {
super(gridX, gridY);
this.health = MAX_HEALTH;
this.destroyed = false;
}
@Override
public boolean isDestructible() {
return true;
}
@Override
public boolean isDestroyed() {
return destroyed;
}
@Override
public void takeDamage(float damage) {
if (destroyed) return;
this.health -= damage;
if (this.health <= 0) {
this.health = 0;
this.destroyed = true;
}
}
@Override
public float getMovementCost() {
if (destroyed) {
return 1.0f; // 被破坏后视为空地
}
return 1.0f + MOVEMENT_COST_PENALTY;
}
}

View File

@@ -1,7 +1,18 @@
package com.zombie.game.model;
import lombok.Getter;
import java.util.*;
/**
* 玩家类
*
* 管理玩家状态,包括:
* - 位置、朝向、生命值
* - 武器和弹药
* - 移动和射击
* - 重生机制
*/
@Getter
public class Player {
private String id;
private String name;
@@ -17,6 +28,8 @@ public class Player {
private float grenadeChargeStart;
private boolean chargingGrenade;
private int lastProcessedSeq;
private float respawnTimer;
private boolean waitingForRespawn;
private static final String[] WEAPONS = {
Constants.WEAPON_PISTOL, Constants.WEAPON_MACHINE_GUN,
@@ -41,23 +54,31 @@ public class Player {
this.grenadeChargeStart = 0;
this.chargingGrenade = false;
this.lastProcessedSeq = 0;
this.respawnTimer = 0;
this.waitingForRespawn = false;
}
public String getId() { return id; }
public String getName() { return name; }
public float getX() { return x; }
public float getY() { return y; }
public float getAngle() { return angle; }
public float getHealth() { return health; }
public int getWeaponIndex() { return weaponIndex; }
public boolean isReady() { return ready; }
public float[] getAmmo() { return ammo; }
public boolean isFiring() { return firing; }
public int getLastProcessedSeq() { return lastProcessedSeq; }
public void setReady(boolean ready) { this.ready = ready; }
public void setWeaponIndex(int idx) { this.weaponIndex = Math.max(0, Math.min(3, idx)); }
/**
* 设置玩家位置
*
* @param x 新位置X坐标
* @param y 新位置Y坐标
*/
public void setPosition(float x, float y) {
this.x = x;
this.y = y;
}
/**
* 应用移动输入
*
* @param dx X方向移动量
* @param dy Y方向移动量
* @param map 游戏地图(用于碰撞检测)
*/
public void applyMovement(float dx, float dy, GameMap map) {
float speed = Constants.PLAYER_SPEED * Constants.TICK_INTERVAL;
float newX = x + dx * speed;
@@ -71,34 +92,114 @@ public class Player {
}
}
/**
* 设置朝向角度
*
* @param aimX 瞄准点X坐标
* @param aimY 瞄准点Y坐标
*/
public void setAngle(float aimX, float aimY) {
this.angle = (float) Math.atan2(aimX - x, aimY - y);
}
/**
* 受到伤害
*
* @param damage 伤害值
*/
public void takeDamage(float damage) {
long now = System.currentTimeMillis();
if (now - lastDamageTime < Constants.PLAYER_INVULNERABLE_TIME * 1000) return;
this.health -= damage;
this.lastDamageTime = now;
if (this.health < 0) this.health = 0;
if (this.health <= 0) {
startRespawnTimer();
}
}
/** 开始重生倒计时 */
public void startRespawnTimer() {
this.waitingForRespawn = true;
this.respawnTimer = Constants.PLAYER_RESPAWN_TIME;
}
/**
* 更新重生倒计时
*
* @param dt 时间增量(秒)
*/
public void updateRespawnTimer(float dt) {
if (waitingForRespawn && respawnTimer > 0) {
respawnTimer -= dt;
}
}
/** 检查是否可以重生 */
public boolean canRespawn() {
return waitingForRespawn && respawnTimer <= 0;
}
/**
* 重生玩家
*
* @param newX 新位置X坐标
* @param newY 新位置Y坐标
*/
public void respawn(float newX, float newY) {
this.health = Constants.PLAYER_MAX_HEALTH;
this.x = newX;
this.y = newY;
this.waitingForRespawn = false;
this.respawnTimer = 0;
this.lastDamageTime = System.currentTimeMillis();
}
/** 是否等待重生 */
public boolean isWaitingForRespawn() {
return waitingForRespawn;
}
/** 获取重生倒计时 */
public float getRespawnTimer() {
return respawnTimer;
}
/** 是否存活 */
public boolean isAlive() {
return health > 0;
}
/**
* 计算到指定点的距离
*
* @param px 目标X坐标
* @param py 目标Y坐标
* @return 距离值
*/
public float distanceTo(float px, float py) {
float dx = px - x;
float dy = py - y;
return (float) Math.sqrt(dx * dx + dy * dy);
}
/**
* 检查是否可以开火
*
* @param now 当前时间戳
* @return true 表示可以开火
*/
public boolean canFire(long now) {
String weapon = WEAPONS[weaponIndex];
long fireRate = getFireRate(weapon);
return now - lastAttackTime >= fireRate;
}
/**
* 执行开火动作
*
* @param now 当前时间戳
*/
public void fire(long now) {
lastAttackTime = now;
String weapon = WEAPONS[weaponIndex];
@@ -108,24 +209,34 @@ public class Player {
}
}
/** 检查是否有弹药 */
public boolean hasAmmo() {
if (weaponIndex == 0) return true;
return ammo[weaponIndex] > 0;
}
/** 随机补充一个武器的弹药 */
public void refillRandomWeapon() {
Random rand = new Random();
int idx = rand.nextInt(3) + 1;
ammo[idx] = MAX_AMMO[idx];
}
/**
* 治疗
*
* @param amount 治疗量
*/
public void heal(float amount) {
this.health = Math.min(Constants.PLAYER_MAX_HEALTH, this.health + amount);
}
/** 设置开火状态 */
public void setFiring(boolean firing) { this.firing = firing; }
/** 设置最后处理的输入序列号 */
public void setLastProcessedSeq(int seq) { this.lastProcessedSeq = seq; }
/** 开始手榴弹蓄力 */
public void startGrenadeCharge() {
if (!chargingGrenade) {
chargingGrenade = true;
@@ -133,16 +244,24 @@ public class Player {
}
}
/** 获取手榴弹蓄力百分比0-1 */
public float getGrenadeChargePercent() {
if (!chargingGrenade) return 0;
float elapsed = (System.currentTimeMillis() - grenadeChargeStart) / 2000f;
return Math.min(1.0f, elapsed);
}
/** 停止手榴弹蓄力 */
public void stopGrenadeCharge() {
chargingGrenade = false;
}
/**
* 获取武器射速
*
* @param weapon 武器类型
* @return 射速(毫秒)
*/
private long getFireRate(String weapon) {
switch (weapon) {
case Constants.WEAPON_PISTOL: return 400;
@@ -153,6 +272,7 @@ public class Player {
}
}
/** 获取当前武器伤害 */
public int getDamage() {
switch (WEAPONS[weaponIndex]) {
case Constants.WEAPON_PISTOL: return 50;
@@ -163,6 +283,7 @@ public class Player {
}
}
/** 获取当前武器子弹速度 */
public float getBulletSpeed() {
switch (WEAPONS[weaponIndex]) {
case Constants.WEAPON_PISTOL: return 20;
@@ -173,10 +294,12 @@ public class Player {
}
}
/** 获取当前武器弹丸数量(霰弹枪发射多个弹丸) */
public int getPelletCount() {
return WEAPONS[weaponIndex].equals(Constants.WEAPON_SHOTGUN) ? 10 : 1;
}
/** 获取当前武器散射角度 */
public float getSpread() {
switch (WEAPONS[weaponIndex]) {
case Constants.WEAPON_MACHINE_GUN: return 0.05f;
@@ -185,10 +308,16 @@ public class Player {
}
}
/** 当前武器是否可蓄力(手榴弹) */
public boolean isChargeable() {
return WEAPONS[weaponIndex].equals(Constants.WEAPON_GRENADE);
}
/**
* 将玩家状态转换为Map格式用于网络传输
*
* @return 包含玩家状态的Map
*/
public Map<String, Object> toStateMap() {
Map<String, Object> map = new LinkedHashMap<>();
map.put("id", id);
@@ -198,6 +327,8 @@ public class Player {
map.put("health", health);
map.put("weaponIndex", weaponIndex);
map.put("lastProcessedSeq", lastProcessedSeq);
map.put("waitingForRespawn", waitingForRespawn);
map.put("respawnTimer", respawnTimer);
return map;
}
}

View File

@@ -1,13 +1,25 @@
package com.zombie.game.model;
import lombok.Getter;
import java.util.*;
/**
* 游戏房间类
*
* 管理游戏房间状态,包括:
* - 房间ID和房主
* - 房间内的玩家列表
* - 游戏开始状态
*/
@Getter
public class Room {
private String id;
private String hostId;
private Map<String, Player> players;
private boolean gameStarted;
private int maxPlayers = 4;
private final int maxPlayers = 4;
public void setGameStarted(boolean started) { this.gameStarted = started; }
public Room(String id, String hostId, String hostName) {
this.id = id;
@@ -17,11 +29,6 @@ public class Room {
players.put(hostId, host);
}
public String getId() { return id; }
public String getHostId() { return hostId; }
public boolean isGameStarted() { return gameStarted; }
public void setGameStarted(boolean started) { this.gameStarted = started; }
public boolean addPlayer(String playerId, String playerName) {
if (players.size() >= maxPlayers) return false;
if (players.containsKey(playerId)) return false;
@@ -57,6 +64,12 @@ public class Room {
return true;
}
/**
* 将房间状态转换为Map格式用于网络传输
*
* @param playerId 目标玩家ID
* @return 包含房间状态的Map
*/
public Map<String, Object> toStateMap(String playerId) {
Map<String, Object> map = new LinkedHashMap<>();
map.put("roomId", id);
@@ -78,6 +91,11 @@ public class Room {
return map;
}
/**
* 将房间信息转换为房间列表格式,用于大厅显示
*
* @return 包含房间信息的Map
*/
public Map<String, Object> toRoomListMap() {
Map<String, Object> map = new LinkedHashMap<>();
map.put("id", id);

View File

@@ -0,0 +1,38 @@
package com.zombie.game.model;
/**
* 静态墙体
*
* 不可破坏的永久性障碍物,如边界墙、建筑等。
*/
public class StaticWall extends Wall {
public StaticWall(int gridX, int gridY) {
super(gridX, gridY);
}
@Override
public boolean isDestructible() {
return false;
}
@Override
public boolean isDestroyed() {
return false;
}
@Override
public float getHealth() {
return Float.MAX_VALUE;
}
@Override
public void takeDamage(float damage) {
// 静态墙体不可破坏,忽略伤害
}
@Override
public float getMovementCost() {
return Float.MAX_VALUE;
}
}

View File

@@ -0,0 +1,68 @@
package com.zombie.game.model;
import lombok.Getter;
/**
* 墙体抽象基类
*
* 地图中的障碍物,分为:
* - StaticWall静态墙体不可破坏
* - NutWall坚果墙体可被僵尸攻击破坏有血量
*/
public abstract class Wall {
/** 格子X坐标 */
@Getter
protected final int gridX;
/** 格子Y坐标 */
@Getter
protected final int gridY;
public Wall(int gridX, int gridY) {
this.gridX = gridX;
this.gridY = gridY;
}
/**
* 是否可破坏
*
* @return true 表示可以被破坏
*/
public abstract boolean isDestructible();
/**
* 是否已被破坏(仅对可破坏墙体有效)
*
* @return true 表示已破坏
*/
public abstract boolean isDestroyed();
/**
* 获取当前血量(仅对可破坏墙体有效)
*
* @return 当前血量
*/
public abstract float getHealth();
/**
* 受到伤害
*
* @param damage 伤害值
*/
public abstract void takeDamage(float damage);
/**
* 获取移动代价(用于流场计算)
*
* @return 移动代价,不可通行返回 Float.MAX_VALUE
*/
public abstract float getMovementCost();
/**
* 是否阻挡移动
*
* @return true 表示阻挡
*/
public boolean blocksMovement() {
return !isDestroyed();
}
}

View File

@@ -1,7 +1,18 @@
package com.zombie.game.model;
import lombok.Getter;
import java.util.*;
/**
* 僵尸类
*
* 管理僵尸状态和行为,包括:
* - 位置、朝向、生命值
* - 移动和寻路(基于流场导航)
* - 近战和远程攻击
* - 三种类型:普通僵尸、精英僵尸、分裂僵尸
*/
@Getter
public class Zombie {
private int id;
private float x, y;
@@ -11,17 +22,25 @@ public class Zombie {
private float speed;
private long lastAttackTime;
private boolean isElite;
private boolean isSplitter;
private long lastRangedAttackTime;
private float targetX, targetY;
private boolean hasTarget;
private int reservedGridX, reservedGridY;
private boolean hasReservation;
private boolean reservation; // 是否有预留格子
private int attackingWallGridX = -1; // 正在攻击的坚果墙体格子X
private int attackingWallGridY = -1; // 正在攻击的坚果墙体格子Y
private boolean attackingWall; // 是否正在攻击墙体
public Zombie(int id, float x, float y, float health, float speed) {
this(id, x, y, health, speed, false);
this(id, x, y, health, speed, false, false);
}
public Zombie(int id, float x, float y, float health, float speed, boolean isElite) {
this(id, x, y, health, speed, isElite, false);
}
public Zombie(int id, float x, float y, float health, float speed, boolean isElite, boolean isSplitter) {
this.id = id;
this.x = x;
this.y = y;
@@ -31,35 +50,46 @@ public class Zombie {
this.speed = speed;
this.lastAttackTime = 0;
this.isElite = isElite;
this.isSplitter = isSplitter;
this.lastRangedAttackTime = 0;
this.targetX = 0;
this.targetY = 0;
this.hasTarget = false;
this.reservedGridX = -1;
this.reservedGridY = -1;
this.hasReservation = false;
this.reservation = false;
this.attackingWallGridX = -1;
this.attackingWallGridY = -1;
this.attackingWall = false;
}
public int getId() { return id; }
public float getX() { return x; }
public float getY() { return y; }
public float getAngle() { return angle; }
public float getHealth() { return health; }
public float getMaxHealth() { return maxHealth; }
public boolean isElite() { return isElite; }
public int getReservedGridX() { return reservedGridX; }
public int getReservedGridY() { return reservedGridY; }
public boolean hasReservation() { return hasReservation; }
/**
* 受到伤害
*
* @param damage 伤害值
*/
public void takeDamage(float damage) {
this.health -= damage;
if (this.health < 0) this.health = 0;
}
/** 是否存活 */
public boolean isAlive() {
return health > 0;
}
/**
* 移动僵尸
*
* 基于流场导航移动,包含:
* - 路径规划
* - 避免与其他僵尸重叠
* - 墙壁碰撞检测
*
* @param map 游戏地图
* @param dt 时间增量(秒)
* @param otherZombies 其他僵尸集合
*/
public void move(GameMap map, float dt, Collection<Zombie> otherZombies) {
if (!map.isFlowFieldValid()) return;
@@ -101,7 +131,7 @@ public class Zombie {
nextGridX = currentGridX;
nextGridY = currentGridY + (int) Math.signum(dirY);
} else {
hasReservation = false;
reservation = false;
return;
}
}
@@ -113,14 +143,14 @@ public class Zombie {
nextGridX = altDirs[0];
nextGridY = altDirs[1];
} else {
hasReservation = false;
reservation = false;
return;
}
}
reservedGridX = nextGridX;
reservedGridY = nextGridY;
hasReservation = true;
reservation = true;
targetX = nextGridX + 0.5f;
targetY = nextGridY + 0.5f;
@@ -223,6 +253,9 @@ public class Zombie {
}
}
/**
* 检查指定格子是否被其他僵尸占用或预留
*/
private boolean isGridOccupiedOrReserved(int gridX, int gridY, Collection<Zombie> otherZombies) {
for (Zombie other : otherZombies) {
if (other.getId() == this.id) continue;
@@ -235,13 +268,18 @@ public class Zombie {
return true;
}
if (other.hasReservation() && other.getReservedGridX() == gridX && other.getReservedGridY() == gridY) {
if (other.isReservation() && other.getReservedGridX() == gridX && other.getReservedGridY() == gridY) {
return true;
}
}
return false;
}
/**
* 寻找替代移动方向
*
* 当目标格子被占用时,寻找其他可行方向
*/
private int[] findAlternativeDirection(int currentGridX, int currentGridY, float dirX, float dirY,
GameMap map, Collection<Zombie> otherZombies) {
int[][] allDirs = {{0, -1}, {0, 1}, {-1, 0}, {1, 0}, {-1, -1}, {1, -1}, {-1, 1}, {1, 1}};
@@ -274,29 +312,63 @@ public class Zombie {
return new int[]{candidates.get(0)[0], candidates.get(0)[1]};
}
/**
* 检查是否可以近战攻击
*
* @param now 当前时间戳
* @return true 表示可以攻击
*/
public boolean canAttack(long now) {
return now - lastAttackTime >= Constants.ZOMBIE_ATTACK_RATE * 1000;
}
/**
* 执行近战攻击
*
* @param now 当前时间戳
*/
public void attack(long now) {
lastAttackTime = now;
}
/**
* 检查是否可以远程攻击(精英僵尸专用)
*
* @param now 当前时间戳
* @return true 表示可以攻击
*/
public boolean canRangedAttack(long now) {
if (!isElite) return false;
return now - lastRangedAttackTime >= Constants.ELITE_ZOMBIE_ATTACK_RATE * 1000;
}
/**
* 执行远程攻击(精英僵尸专用)
*
* @param now 当前时间戳
*/
public void rangedAttack(long now) {
lastRangedAttackTime = now;
}
/**
* 计算到指定点的距离
*
* @param px 目标X坐标
* @param py 目标Y坐标
* @return 距离值
*/
public float distanceTo(float px, float py) {
float dx = px - x;
float dy = py - y;
return (float) Math.sqrt(dx * dx + dy * dy);
}
/**
* 将僵尸状态转换为Map格式用于网络传输
*
* @return 包含僵尸状态的Map
*/
public Map<String, Object> toStateMap() {
Map<String, Object> map = new LinkedHashMap<>();
map.put("id", id);
@@ -305,6 +377,7 @@ public class Zombie {
map.put("angle", angle);
map.put("health", health);
map.put("isElite", isElite);
map.put("isSplitter", isSplitter);
return map;
}
}

View File

@@ -2,45 +2,87 @@ package com.zombie.game.server;
import com.zombie.game.model.GameWorld;
public class GameLoop implements Runnable {
private String roomId;
private GameWorld world;
private GameWebSocketServer server;
private volatile boolean running;
private static final int TICK_RATE = 30;
private static final long TICK_INTERVAL = 1000 / TICK_RATE;
import java.util.concurrent.Executors;
import java.util.concurrent.ScheduledExecutorService;
import java.util.concurrent.TimeUnit;
public GameLoop(String roomId, GameWorld world, GameWebSocketServer server) {
/**
* 游戏循环类
*
* 管理游戏主循环,以固定帧率更新游戏世界状态。
* 使用 ScheduledExecutorService 实现精确的定时调度,避免忙等待。
*/
public class GameLoop {
/** 房间ID */
private String roomId;
/** 游戏世界实例 */
private GameWorld world;
/** 游戏状态广播回调 */
private GameService.GameStateBroadcast broadcaster;
/** 循环运行标志 */
private volatile boolean running;
/** 逻辑帧率(每秒 tick 数) */
private static final int TICK_RATE = 30;
/** 每次 tick 的时间间隔(毫秒) */
private static final long TICK_INTERVAL_MS = 1000 / TICK_RATE;
/** 每次 tick 的时间间隔(秒,用于游戏逻辑计算) */
private static final float TICK_INTERVAL_SEC = 1.0f / TICK_RATE;
/** 定时任务执行器 */
private ScheduledExecutorService scheduler;
/**
* 构造函数
*
* @param roomId 房间ID
* @param world 游戏世界实例
* @param broadcaster 游戏状态广播回调
*/
public GameLoop(String roomId, GameWorld world, GameService.GameStateBroadcast broadcaster) {
this.roomId = roomId;
this.world = world;
this.server = server;
this.broadcaster = broadcaster;
this.running = true;
this.scheduler = Executors.newSingleThreadScheduledExecutor(r -> {
Thread t = new Thread(r, "GameLoop-" + roomId);
t.setDaemon(true);
return t;
});
}
@Override
public void run() {
long lastTime = System.currentTimeMillis();
/**
* 启动游戏循环
*/
public void start() {
scheduler.scheduleAtFixedRate(this::tick, 0, TICK_INTERVAL_MS, TimeUnit.MILLISECONDS);
}
while (running) {
long now = System.currentTimeMillis();
long delta = now - lastTime;
/**
* 单次游戏逻辑更新
*/
private void tick() {
if (!running) {
return;
}
synchronized (world.getLock()) {
world.update(TICK_INTERVAL_SEC);
}
broadcaster.broadcast(roomId, world);
}
if (delta >= TICK_INTERVAL) {
float dt = delta / 1000.0f;
world.update(dt);
server.broadcastGameState(roomId, world);
lastTime = now;
} else {
try {
Thread.sleep(1);
} catch (InterruptedException e) {
break;
/**
* 停止游戏循环
*/
public void stop() {
running = false;
if (scheduler != null && !scheduler.isShutdown()) {
scheduler.shutdown();
try {
if (!scheduler.awaitTermination(1, TimeUnit.SECONDS)) {
scheduler.shutdownNow();
}
} catch (InterruptedException e) {
scheduler.shutdownNow();
}
}
}
public void stop() {
running = false;
}
}

View File

@@ -0,0 +1,179 @@
package com.zombie.game.server;
import com.zombie.game.model.*;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
import java.util.*;
import java.util.concurrent.ConcurrentHashMap;
/**
* 游戏服务类
*
* 负责游戏生命周期管理,包括:
* - 游戏启动和停止
* - 游戏世界状态管理
* - 玩家输入处理
* - 游戏状态构建
*
* 将游戏逻辑从 WebSocket 层解耦,便于独立测试和维护。
*/
public class GameService {
private static final Logger logger = LoggerFactory.getLogger(GameService.class);
/** 活跃游戏世界集合roomId -> GameWorld */
private final Map<String, GameWorld> activeGames = new ConcurrentHashMap<>();
/** 游戏循环集合roomId -> GameLoop */
private final Map<String, GameLoop> gameLoops = new ConcurrentHashMap<>();
/** 游戏状态广播回调 */
private final GameStateBroadcast broadcaster;
/**
* 游戏状态广播接口
*/
public interface GameStateBroadcast {
void broadcast(String roomId, GameWorld world);
}
/**
* 构造函数
*
* @param broadcaster 状态广播回调
*/
public GameService(GameStateBroadcast broadcaster) {
this.broadcaster = broadcaster;
}
/**
* 启动游戏
*
* @param room 游戏房间
* @return 游戏初始化数据按玩家ID分组
*/
public Map<String, Map<String, Object>> startGame(Room room) {
GameWorld world = new GameWorld();
int index = 0;
List<int[]> spawnPoints = world.getMap().getSpawnPoints();
for (Player player : room.getPlayers()) {
int[] sp = spawnPoints.get(index % spawnPoints.size());
float wx = sp[0] + 0.5f;
float wy = sp[1] + 0.5f;
player.setPosition(wx, wy);
world.addPlayer(player);
index++;
}
activeGames.put(room.getId(), world);
Map<String, Map<String, Object>> playerInitData = new LinkedHashMap<>();
for (Player player : room.getPlayers()) {
Map<String, Object> data = new LinkedHashMap<>();
data.put("playerId", player.getId());
data.put("mapData", serializeMapData(world.getMapData()));
List<Map<String, Object>> playerList = new ArrayList<>();
int idx = 0;
for (Player p : room.getPlayers()) {
Map<String, Object> pm = new LinkedHashMap<>();
pm.put("id", p.getId());
pm.put("name", p.getName());
pm.put("x", p.getX());
pm.put("y", p.getY());
pm.put("index", idx++);
playerList.add(pm);
}
data.put("players", playerList);
playerInitData.put(player.getId(), data);
}
GameLoop loop = new GameLoop(room.getId(), world, broadcaster);
gameLoops.put(room.getId(), loop);
loop.start();
logger.info("Game started for room: {}", room.getId());
return playerInitData;
}
/**
* 停止游戏
*
* @param roomId 房间ID
*/
public void stopGame(String roomId) {
GameLoop loop = gameLoops.remove(roomId);
if (loop != null) {
loop.stop();
}
activeGames.remove(roomId);
logger.info("Game stopped for room: {}", roomId);
}
/**
* 处理玩家输入
*
* @param roomId 房间ID
* @param playerId 玩家ID
* @param dx X方向移动量
* @param dy Y方向移动量
* @param aimX 瞄准X坐标
* @param aimY 瞄准Y坐标
* @param firing 是否开火
* @param weaponIndex 武器索引
* @param seq 输入序列号
* @param grenadeCharge 手榴弹蓄力值
* @param grenadeReleased 手榴弹是否释放
*/
public void processPlayerInput(String roomId, String playerId,
float dx, float dy, float aimX, float aimY,
boolean firing, int weaponIndex, int seq,
float grenadeCharge, boolean grenadeReleased) {
GameWorld world = activeGames.get(roomId);
if (world == null) return;
synchronized (world.getLock()) {
Player player = world.getPlayer(playerId);
if (player == null || !player.isAlive()) return;
if (weaponIndex >= 0 && weaponIndex <= 3) {
player.setWeaponIndex(weaponIndex);
}
player.applyMovement(dx, dy, world.getMap());
player.setAngle(aimX, aimY);
player.setLastProcessedSeq(seq);
if (grenadeReleased && player.hasAmmo() && player.getWeaponIndex() == 3) {
world.fireWeapon(player, aimX, aimY, grenadeCharge);
} else if (firing && player.hasAmmo() && player.getWeaponIndex() != 3) {
world.fireWeapon(player, aimX, aimY);
}
}
}
/**
* 检查房间是否有活跃游戏
*
* @param roomId 房间ID
* @return true 表示有活跃游戏
*/
public boolean hasActiveGame(String roomId) {
return activeGames.containsKey(roomId);
}
/**
* 序列化地图数据为二维列表
*/
private List<List<Integer>> serializeMapData(int[][] cells) {
List<List<Integer>> result = new ArrayList<>();
for (int[] row : cells) {
List<Integer> rowList = new ArrayList<>();
for (int cell : row) {
rowList.add(cell);
}
result.add(rowList);
}
return result;
}
}

View File

@@ -6,38 +6,68 @@ import com.zombie.game.model.*;
import org.java_websocket.WebSocket;
import org.java_websocket.handshake.ClientHandshake;
import org.java_websocket.server.WebSocketServer;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
import java.net.InetSocketAddress;
import java.util.*;
import java.util.concurrent.ConcurrentHashMap;
/**
* 游戏 WebSocket 服务器
*
* 处理客户端连接和消息,协调房间管理和游戏实例。
* 主要功能:
* - 房间创建、加入、离开
* - 玩家准备和游戏开始
* - 玩家输入处理
* - 游戏状态广播
*/
public class GameWebSocketServer extends WebSocketServer {
private static final Logger logger = LoggerFactory.getLogger(GameWebSocketServer.class);
/** JSON 序列化工具 */
private Gson gson;
private Map<String, Room> rooms;
/** 房间管理器 */
private RoomManager roomManager;
/** 游戏服务 */
private GameService gameService;
/** WebSocket 连接到玩家ID的映射 */
private Map<WebSocket, String> connectionToPlayer;
/** 玩家ID到WebSocket连接的映射 */
private Map<String, WebSocket> playerToConnection;
private Map<String, GameWorld> activeGames;
private Map<String, GameLoop> gameLoops;
/** 房间列表广播定时器 */
private Timer roomListTimer;
/**
* 构造函数
*
* @param port 监听端口号
*/
public GameWebSocketServer(int port) {
super(new InetSocketAddress(port));
this.gson = new Gson();
this.rooms = new ConcurrentHashMap<>();
this.roomManager = new RoomManager();
this.connectionToPlayer = new ConcurrentHashMap<>();
this.playerToConnection = new ConcurrentHashMap<>();
this.activeGames = new ConcurrentHashMap<>();
this.gameLoops = new ConcurrentHashMap<>();
this.gameService = new GameService(this::broadcastGameState);
}
/**
* 新连接建立时的回调
*/
@Override
public void onOpen(WebSocket conn, ClientHandshake handshake) {
System.out.println("New connection: " + conn.getRemoteSocketAddress());
logger.info("New connection: {}", conn.getRemoteSocketAddress());
}
/**
* 连接关闭时的回调
*
* 清理玩家数据并处理离开房间
*/
@Override
public void onClose(WebSocket conn, int code, String reason, boolean remote) {
System.out.println("Connection closed: " + conn.getRemoteSocketAddress());
logger.info("Connection closed: {}", conn.getRemoteSocketAddress());
String playerId = connectionToPlayer.remove(conn);
if (playerId != null) {
playerToConnection.remove(playerId);
@@ -45,6 +75,11 @@ public class GameWebSocketServer extends WebSocketServer {
}
}
/**
* 收到消息时的回调
*
* 根据消息类型分发到对应的处理方法
*/
@Override
public void onMessage(WebSocket conn, String message) {
try {
@@ -76,19 +111,27 @@ public class GameWebSocketServer extends WebSocketServer {
break;
}
} catch (Exception e) {
e.printStackTrace();
logger.error("Error processing message from {}", conn.getRemoteSocketAddress(), e);
sendError(conn, "Invalid message format");
}
}
/**
* 发生错误时的回调
*/
@Override
public void onError(WebSocket conn, Exception ex) {
ex.printStackTrace();
logger.error("WebSocket error on connection {}", conn != null ? conn.getRemoteSocketAddress() : "null", ex);
}
/**
* 服务器启动时的回调
*
* 启动房间列表广播定时器
*/
@Override
public void onStart() {
System.out.println("Game WebSocket Server started on port " + getPort());
logger.info("Game WebSocket Server started on port {}", getPort());
roomListTimer = new Timer(true);
roomListTimer.scheduleAtFixedRate(new TimerTask() {
@Override
@@ -98,8 +141,15 @@ public class GameWebSocketServer extends WebSocketServer {
}, 0, 2000);
}
/**
* 处理创建房间请求
*/
private void handleCreateRoom(WebSocket conn, JsonObject data) {
String playerName = data.get("playerName").getAsString();
if (!MessageUtils.hasRequired(data, "playerName")) {
sendError(conn, "Missing playerName");
return;
}
String playerName = MessageUtils.getString(data, "playerName");
String playerId = UUID.randomUUID().toString();
String roomId = UUID.randomUUID().toString().substring(0, 8);
@@ -107,17 +157,24 @@ public class GameWebSocketServer extends WebSocketServer {
playerToConnection.put(playerId, conn);
Room room = new Room(roomId, playerId, playerName);
rooms.put(roomId, room);
roomManager.addRoom(roomId, room);
sendToConnection(conn, Constants.MSG_ROOM_STATE, room.toStateMap(playerId));
System.out.println("Room created: " + roomId + " by " + playerName);
logger.info("Room created: {} by {}", roomId, playerName);
}
/**
* 处理加入房间请求
*/
private void handleJoinRoom(WebSocket conn, JsonObject data) {
String roomId = data.get("roomId").getAsString();
String playerName = data.get("playerName").getAsString();
if (!MessageUtils.hasRequired(data, "roomId", "playerName")) {
sendError(conn, "Missing roomId or playerName");
return;
}
String roomId = MessageUtils.getString(data, "roomId");
String playerName = MessageUtils.getString(data, "playerName");
Room room = rooms.get(roomId);
Room room = roomManager.getRoom(roomId);
if (room == null) {
sendError(conn, "Room not found");
return;
@@ -133,191 +190,151 @@ public class GameWebSocketServer extends WebSocketServer {
playerToConnection.put(playerId, conn);
room.addPlayer(playerId, playerName);
roomManager.joinRoom(roomId, playerId, playerName);
broadcastRoomState(room);
System.out.println("Player " + playerName + " joined room " + roomId);
logger.info("Player {} joined room {}", playerName, roomId);
}
/**
* 通过连接处理离开房间
*/
private void handleLeaveRoomByConn(WebSocket conn) {
String playerId = connectionToPlayer.get(conn);
if (playerId == null) return;
handleLeaveRoomByPlayerId(playerId);
}
/**
* 通过玩家ID处理离开房间
*/
private void handleLeaveRoomByPlayerId(String playerId) {
for (Room room : new ArrayList<>(rooms.values())) {
if (room.getPlayer(playerId) != null) {
room.removePlayer(playerId);
if (room.getPlayerCount() == 0) {
stopGame(room.getId());
rooms.remove(room.getId());
} else {
broadcastRoomState(room);
}
break;
}
Room room = roomManager.leaveRoom(playerId);
if (room == null) {
return;
}
Room updatedRoom = roomManager.getRoom(room.getId());
if (updatedRoom == null) {
gameService.stopGame(room.getId());
} else {
broadcastRoomState(updatedRoom);
}
}
/**
* 处理获取房间列表请求
*/
private void handleRoomList(WebSocket conn) {
List<Map<String, Object>> roomList = new ArrayList<>();
for (Room room : rooms.values()) {
if (!room.isGameStarted()) {
roomList.add(room.toRoomListMap());
}
for (Room room : roomManager.getAvailableRooms()) {
roomList.add(room.toRoomListMap());
}
Map<String, Object> data = new LinkedHashMap<>();
data.put("rooms", roomList);
sendToConnection(conn, Constants.MSG_ROOM_LIST, data);
}
/**
* 处理玩家准备请求
*/
private void handleReady(WebSocket conn) {
String playerId = connectionToPlayer.get(conn);
if (playerId == null) return;
for (Room room : rooms.values()) {
Player player = room.getPlayer(playerId);
if (player != null) {
player.setReady(!player.isReady());
broadcastRoomState(room);
break;
}
Room room = roomManager.getRoomByPlayerId(playerId);
if (room == null) return;
Player player = room.getPlayer(playerId);
if (player != null) {
player.setReady(!player.isReady());
broadcastRoomState(room);
}
}
/**
* 处理开始游戏请求
*/
private void handleStartGame(WebSocket conn) {
String playerId = connectionToPlayer.get(conn);
if (playerId == null) return;
for (Room room : rooms.values()) {
if (room.isHost(playerId) && !room.isGameStarted() && room.allReady()) {
room.setGameStarted(true);
startGame(room);
break;
}
Room room = roomManager.getRoomByPlayerId(playerId);
if (room == null) return;
if (room.isHost(playerId) && !room.isGameStarted() && room.allReady()) {
room.setGameStarted(true);
startGame(room);
}
}
/**
* 启动游戏
*
* @param room 游戏房间
*/
private void startGame(Room room) {
GameWorld world = new GameWorld();
int index = 0;
List<int[]> spawnPoints = world.getMap().getSpawnPoints();
Map<String, Map<String, Object>> playerInitData = gameService.startGame(room);
for (Player player : room.getPlayers()) {
int[] sp = spawnPoints.get(index % spawnPoints.size());
float wx = sp[0] + 0.5f;
float wy = sp[1] + 0.5f;
try {
java.lang.reflect.Field xField = Player.class.getDeclaredField("x");
xField.setAccessible(true);
xField.setFloat(player, wx);
java.lang.reflect.Field yField = Player.class.getDeclaredField("y");
yField.setAccessible(true);
yField.setFloat(player, wy);
} catch (Exception e) {
e.printStackTrace();
}
world.addPlayer(player);
index++;
}
activeGames.put(room.getId(), world);
for (Player player : room.getPlayers()) {
Map<String, Object> data = new LinkedHashMap<>();
data.put("playerId", player.getId());
data.put("mapData", serializeMapData(world.getMapData()));
List<Map<String, Object>> playerList = new ArrayList<>();
int idx = 0;
for (Player p : room.getPlayers()) {
Map<String, Object> pm = new LinkedHashMap<>();
pm.put("id", p.getId());
pm.put("name", p.getName());
pm.put("x", p.getX());
pm.put("y", p.getY());
pm.put("index", idx++);
playerList.add(pm);
}
data.put("players", playerList);
WebSocket pConn = playerToConnection.get(player.getId());
for (Map.Entry<String, Map<String, Object>> entry : playerInitData.entrySet()) {
WebSocket pConn = playerToConnection.get(entry.getKey());
if (pConn != null) {
sendToConnection(pConn, Constants.MSG_GAME_STARTED, data);
sendToConnection(pConn, Constants.MSG_GAME_STARTED, entry.getValue());
}
}
GameLoop loop = new GameLoop(room.getId(), world, this);
gameLoops.put(room.getId(), loop);
new Thread(loop).start();
System.out.println("Game started for room: " + room.getId());
}
private void stopGame(String roomId) {
GameLoop loop = gameLoops.remove(roomId);
if (loop != null) {
loop.stop();
}
activeGames.remove(roomId);
}
/**
* 处理玩家输入
*
* 接收并处理玩家的移动、射击、武器切换等输入
*/
private void handlePlayerInput(WebSocket conn, JsonObject data) {
String playerId = connectionToPlayer.get(conn);
if (playerId == null) return;
for (Room room : rooms.values()) {
if (room.isGameStarted()) {
GameWorld world = activeGames.get(room.getId());
if (world == null) continue;
Room room = roomManager.getRoomByPlayerId(playerId);
if (room == null || !room.isGameStarted()) return;
Player player = world.getPlayer(playerId);
if (player == null) continue;
float dx = MessageUtils.getFloat(data, "dx", 0);
float dy = MessageUtils.getFloat(data, "dy", 0);
float aimX = MessageUtils.getFloat(data, "aimX", 0);
float aimY = MessageUtils.getFloat(data, "aimY", 0);
boolean firing = MessageUtils.getBoolean(data, "firing", false);
int weaponIndex = MessageUtils.getInt(data, "weaponIndex", -1);
int seq = MessageUtils.getInt(data, "seq", 0);
float grenadeCharge = MessageUtils.getFloat(data, "grenadeCharge", 0);
boolean grenadeReleased = MessageUtils.getBoolean(data, "grenadeReleased", false);
float dx = data.has("dx") ? data.get("dx").getAsFloat() : 0;
float dy = data.has("dy") ? data.get("dy").getAsFloat() : 0;
float aimX = data.has("aimX") ? data.get("aimX").getAsFloat() : 0;
float aimY = data.has("aimY") ? data.get("aimY").getAsFloat() : 0;
boolean firing = data.has("firing") && data.get("firing").getAsBoolean();
int weaponIndex = data.has("weaponIndex") ? data.get("weaponIndex").getAsInt() : -1;
int seq = data.has("seq") ? data.get("seq").getAsInt() : 0;
float grenadeCharge = data.has("grenadeCharge") ? data.get("grenadeCharge").getAsFloat() : 0;
boolean grenadeReleased = data.has("grenadeReleased") && data.get("grenadeReleased").getAsBoolean();
if (weaponIndex >= 0 && weaponIndex <= 3) {
player.setWeaponIndex(weaponIndex);
}
player.applyMovement(dx, dy, world.getMap());
player.setAngle(aimX, aimY);
player.setLastProcessedSeq(seq);
if (grenadeReleased && player.hasAmmo() && player.getWeaponIndex() == 3) {
world.fireWeapon(player, aimX, aimY, grenadeCharge);
} else if (firing && player.hasAmmo() && player.getWeaponIndex() != 3) {
world.fireWeapon(player, aimX, aimY);
}
break;
}
}
gameService.processPlayerInput(room.getId(), playerId, dx, dy, aimX, aimY,
firing, weaponIndex, seq, grenadeCharge, grenadeReleased);
}
public void broadcastGameState(String roomId, GameWorld world) {
Room room = rooms.get(roomId);
/**
* 广播游戏状态给房间内所有玩家
*
* @param roomId 房间ID
* @param world 游戏世界
*/
private void broadcastGameState(String roomId, GameWorld world) {
Room room = roomManager.getRoom(roomId);
if (room == null) return;
for (Player player : room.getPlayers()) {
Map<String, Object> state = world.buildGameState(player.getId());
WebSocket pConn = playerToConnection.get(player.getId());
if (pConn != null && pConn.isOpen()) {
sendToConnection(pConn, Constants.MSG_GAME_STATE, state);
Map<String, Object> state = null;
synchronized (world.getLock()) {
for (Player player : room.getPlayers()) {
state = world.buildGameState(player.getId());
WebSocket pConn = playerToConnection.get(player.getId());
if (pConn != null && pConn.isOpen()) {
sendToConnection(pConn, Constants.MSG_GAME_STATE, state);
}
}
}
}
/**
* 广播房间状态给房间内所有玩家
*/
private void broadcastRoomState(Room room) {
for (Player player : room.getPlayers()) {
WebSocket pConn = playerToConnection.get(player.getId());
@@ -327,12 +344,13 @@ public class GameWebSocketServer extends WebSocketServer {
}
}
/**
* 广播房间列表给所有未加入房间的连接
*/
private void broadcastRoomList() {
List<Map<String, Object>> roomList = new ArrayList<>();
for (Room room : rooms.values()) {
if (!room.isGameStarted()) {
roomList.add(room.toRoomListMap());
}
for (Room room : roomManager.getAvailableRooms()) {
roomList.add(room.toRoomListMap());
}
Map<String, Object> data = new LinkedHashMap<>();
data.put("rooms", roomList);
@@ -344,18 +362,13 @@ public class GameWebSocketServer extends WebSocketServer {
}
}
private List<List<Integer>> serializeMapData(int[][] cells) {
List<List<Integer>> result = new ArrayList<>();
for (int[] row : cells) {
List<Integer> rowList = new ArrayList<>();
for (int cell : row) {
rowList.add(cell);
}
result.add(rowList);
}
return result;
}
/**
* 发送消息给指定连接
*
* @param conn WebSocket 连接
* @param type 消息类型
* @param data 消息数据
*/
private void sendToConnection(WebSocket conn, String type, Object data) {
if (conn != null && conn.isOpen()) {
Map<String, Object> msg = new LinkedHashMap<>();
@@ -365,6 +378,12 @@ public class GameWebSocketServer extends WebSocketServer {
}
}
/**
* 发送错误消息
*
* @param conn WebSocket 连接
* @param message 错误消息
*/
private void sendError(WebSocket conn, String message) {
Map<String, Object> data = new LinkedHashMap<>();
data.put("message", message);

View File

@@ -0,0 +1,115 @@
package com.zombie.game.server;
import com.google.gson.JsonObject;
/**
* 消息工具类
*
* 提供安全的 JSON 字段读取方法,避免直接调用 getAsXxx() 时抛出异常。
*/
public class MessageUtils {
/**
* 安全获取字符串字段
*
* @param data JSON 对象
* @param key 字段名
* @param defaultValue 默认值
* @return 字段值或默认值
*/
public static String getString(JsonObject data, String key, String defaultValue) {
if (data == null || !data.has(key) || data.get(key).isJsonNull()) {
return defaultValue;
}
try {
return data.get(key).getAsString();
} catch (Exception e) {
return defaultValue;
}
}
/**
* 安全获取字符串字段(无默认值)
*
* @param data JSON 对象
* @param key 字段名
* @return 字段值,不存在或类型错误时返回 null
*/
public static String getString(JsonObject data, String key) {
return getString(data, key, null);
}
/**
* 安全获取浮点数字段
*
* @param data JSON 对象
* @param key 字段名
* @param defaultValue 默认值
* @return 字段值或默认值
*/
public static float getFloat(JsonObject data, String key, float defaultValue) {
if (data == null || !data.has(key) || data.get(key).isJsonNull()) {
return defaultValue;
}
try {
return data.get(key).getAsFloat();
} catch (Exception e) {
return defaultValue;
}
}
/**
* 安全获取整数字段
*
* @param data JSON 对象
* @param key 字段名
* @param defaultValue 默认值
* @return 字段值或默认值
*/
public static int getInt(JsonObject data, String key, int defaultValue) {
if (data == null || !data.has(key) || data.get(key).isJsonNull()) {
return defaultValue;
}
try {
return data.get(key).getAsInt();
} catch (Exception e) {
return defaultValue;
}
}
/**
* 安全获取布尔字段
*
* @param data JSON 对象
* @param key 字段名
* @param defaultValue 默认值
* @return 字段值或默认值
*/
public static boolean getBoolean(JsonObject data, String key, boolean defaultValue) {
if (data == null || !data.has(key) || data.get(key).isJsonNull()) {
return defaultValue;
}
try {
return data.get(key).getAsBoolean();
} catch (Exception e) {
return defaultValue;
}
}
/**
* 检查必填字段是否存在且有效
*
* @param data JSON 对象
* @param keys 必填字段名列表
* @return true 表示所有必填字段都存在
*/
public static boolean hasRequired(JsonObject data, String... keys) {
if (data == null) return false;
for (String key : keys) {
if (!data.has(key) || data.get(key).isJsonNull()) {
return false;
}
}
return true;
}
}

View File

@@ -0,0 +1,147 @@
package com.zombie.game.server;
import com.zombie.game.model.Player;
import com.zombie.game.model.Room;
import java.util.ArrayList;
import java.util.Collection;
import java.util.List;
import java.util.Map;
import java.util.concurrent.ConcurrentHashMap;
/**
* 房间管理器
*
* 负责房间的创建、查询、玩家加入/离开等管理操作。
* 维护 playerId -> roomId 的映射,实现 O(1) 的玩家房间查找。
*/
public class RoomManager {
/** 房间集合roomId -> Room */
private final Map<String, Room> rooms = new ConcurrentHashMap<>();
/** 玩家到房间的映射playerId -> roomId */
private final Map<String, String> playerToRoom = new ConcurrentHashMap<>();
/**
* 创建房间
*
* @param roomId 房间ID
* @param room 房间实例
*/
public void addRoom(String roomId, Room room) {
rooms.put(roomId, room);
for (Player player : room.getPlayers()) {
playerToRoom.put(player.getId(), roomId);
}
}
/**
* 玩家加入房间
*
* @param roomId 房间ID
* @param playerId 玩家ID
* @param playerName 玩家名称
* @return true 表示加入成功
*/
public boolean joinRoom(String roomId, String playerId, String playerName) {
Room room = rooms.get(roomId);
if (room == null) return false;
if (room.getPlayerCount() >= 4) return false;
boolean added = room.addPlayer(playerId, playerName);
if (added) {
playerToRoom.put(playerId, roomId);
}
return added;
}
/**
* 玩家离开房间
*
* @param playerId 玩家ID
* @return 离开后的房间,如果房间已空则返回 null
*/
public Room leaveRoom(String playerId) {
String roomId = playerToRoom.remove(playerId);
if (roomId == null) return null;
Room room = rooms.get(roomId);
if (room == null) return null;
room.removePlayer(playerId);
if (room.getPlayerCount() == 0) {
rooms.remove(roomId);
return null;
}
return room;
}
/**
* 获取玩家所在的房间
*
* @param playerId 玩家ID
* @return 房间实例,未找到则返回 null
*/
public Room getRoomByPlayerId(String playerId) {
String roomId = playerToRoom.get(playerId);
if (roomId == null) return null;
return rooms.get(roomId);
}
/**
* 获取指定ID的房间
*
* @param roomId 房间ID
* @return 房间实例,未找到则返回 null
*/
public Room getRoom(String roomId) {
return rooms.get(roomId);
}
/**
* 获取所有房间
*
* @return 房间集合
*/
public Collection<Room> getAllRooms() {
return rooms.values();
}
/**
* 获取未开始游戏的房间列表
*
* @return 可加入的房间列表
*/
public List<Room> getAvailableRooms() {
List<Room> available = new ArrayList<>();
for (Room room : rooms.values()) {
if (!room.isGameStarted()) {
available.add(room);
}
}
return available;
}
/**
* 移除房间
*
* @param roomId 房间ID
*/
public void removeRoom(String roomId) {
Room room = rooms.remove(roomId);
if (room != null) {
for (Player player : room.getPlayers()) {
playerToRoom.remove(player.getId());
}
}
}
/**
* 检查玩家是否在房间中
*
* @param playerId 玩家ID
* @return true 表示在房间中
*/
public boolean isPlayerInRoom(String playerId) {
return playerToRoom.containsKey(playerId);
}
}