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ngl_server 1.0
基于 Actor 模型的 C++ 服务器框架
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AOI地图管理类 More...
#include <map.h>
Public Member Functions | |
| unit_role * | find_role (i64_actorid aid) |
| unit_monster * | find_monster (i64_actorid aid) |
| unit * | find_unit (i64_actorid aid) |
| bool | init (int32_t atid) |
| bool | add_role (unit_role *aunit) |
| void | remove_role (i64_actorid aid) |
| bool | add_monster (unit_monster *aunit) |
| void | remove_monster (i64_actorid aid) |
| void | add_spectator (i64_actorid aid) |
| void | remove_spectator (i64_actorid aid) |
| bool | is_spectator (i64_actorid aid) const |
| const std::set< i64_actorid > & | spectators () const |
| const std::map< i64_actorid, unit_role * > & | roles () const |
| void | get_view_players (i64_actorid aid, std::set< i64_actorid > &aout) |
| void | fill_aoi_enter_map (i64_actorid aroleid, pbnet::PROBUFF_NET_AOI_ENTER_MAP &apro) |
| void | change_grid_type (int32_t agridid, int32_t atype) |
| void | change_grid_types (const std::map< int32_t, int32_t > &agrids) |
| bool | rand_pass_pos (float &ax, float &ay) |
| bool | rand_pass_pos_around (float arx, float ary, float &ax, float &ay) |
| obstacles & | get_obstacles () |
| grids & | get_grids () |
| bool | is_pass_at (int32_t ax, int32_t ay) |
| bool | copy_unit (unit *aunit, pbdb::UNIT *aUNIT) |
| bool | copy_unit (i64_actorid aid, pbdb::UNIT *aunit) |
| virtual bool | enter (unit *aunit, int32_t ax, int32_t ay) |
| virtual void | leave (unit *aunit) |
| void | sync_position (unit *aunit, int32_t agridid) |
| bool | move (unit *aunit, int32_t ax, int32_t ay) |
| void | change_angle (i64_actorid aunitid, int32_t aangle) |
| void | change_speed (i64_actorid aunitid, int32_t aspeed) |
| void | change (i64_actorid aunitid, pbdb::POSITION &aposition) |
| void | update (int64_t ams) |
AOI地图管理类
管理地图实体、空间分区和单位移动