行为树修改
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24
Unity/Assets/Resources/BT/SanaeHero.asset
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24
Unity/Assets/Resources/BT/SanaeHero.asset
Normal file
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8
Unity/Assets/Resources/BT/SanaeHero.asset.meta
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Unity/Assets/Resources/BT/SanaeHero.asset.meta
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||||
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File diff suppressed because one or more lines are too long
@ -0,0 +1,81 @@
|
||||
/*
|
||||
* @Author: 白哉
|
||||
* @Description:
|
||||
* @Date: 2025年10月21日 星期二 17:10:56
|
||||
* @Modify:
|
||||
*/
|
||||
|
||||
|
||||
using System;
|
||||
using Logic.AI;
|
||||
using NodeCanvas.Framework;
|
||||
using ParadoxNotion.Design;
|
||||
|
||||
|
||||
namespace NodeCanvas.Tasks.Actions
|
||||
{
|
||||
[Name("筛选最高值目标格子(>0)")]
|
||||
[Category("AI节点")]
|
||||
[Serializable]
|
||||
public class AIParamChooseMaxKillScore : BaseActionTask
|
||||
{
|
||||
public bool KillScore = true;
|
||||
public bool AttackScore = false;
|
||||
public bool ThreatScore = false;
|
||||
|
||||
|
||||
protected override string desc
|
||||
{
|
||||
get
|
||||
{
|
||||
if (ThreatScore) return $"选取威胁分最高的目标格子";
|
||||
if (AttackScore) return $"选取攻击分最高的目标格子";
|
||||
if (KillScore) return $"选取击杀分最高的目标格子";
|
||||
return "";
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnExecute()
|
||||
{
|
||||
base.OnExecute();
|
||||
// 直接从Blackboard获取AICalculatorData
|
||||
var data = blackboard.GetVariable<AICalculatorData>("Data");
|
||||
if (data?.value?.AIActions == null)
|
||||
{
|
||||
EndAction(false);
|
||||
return;
|
||||
}
|
||||
// 限制三个bool值只有一个为true
|
||||
if (ThreatScore)
|
||||
{
|
||||
KillScore = false;
|
||||
AttackScore = false;
|
||||
}
|
||||
if (AttackScore) KillScore = false;
|
||||
|
||||
AIActionBase action = null;
|
||||
var maxScore = 0f;
|
||||
for (int i = data.value.AIActions.Count - 1; i >= 0; i--)
|
||||
{
|
||||
var map = data.value.AIActions[i].Param.MapData;
|
||||
var unit = data.value.AIActions[i].Param.UnitData;
|
||||
var grid = data.value.AIActions[i].Param.GridData;
|
||||
if (map == null || grid == null || unit == null) continue;
|
||||
var score = 0f;
|
||||
if (ThreatScore)
|
||||
score = data.value.CalGridThreatScore(map, unit, grid);
|
||||
else if (AttackScore)
|
||||
score = data.value.CalGridAttackGainScore(map, unit, grid);
|
||||
else if (KillScore)
|
||||
score = data.value.CalGridKillScore(map, unit, grid);
|
||||
if (score <= maxScore) continue;
|
||||
action = data.value.AIActions[i];
|
||||
maxScore = score;
|
||||
}
|
||||
|
||||
data.value.AIActions.Clear();
|
||||
if (action != null) data.value.AIActions.Add(action);
|
||||
EndAction(data.value.AIActions.Count > 0);
|
||||
}
|
||||
}
|
||||
}
|
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: eaa3bd6e22db407ea18834c57d3555bf
|
||||
timeCreated: 1767774962
|
||||
49
Unity/Assets/Scripts/BTNodeCanvas/AIUnitCanMoveAndAttack.cs
Normal file
49
Unity/Assets/Scripts/BTNodeCanvas/AIUnitCanMoveAndAttack.cs
Normal file
@ -0,0 +1,49 @@
|
||||
/*
|
||||
* @Author: 白哉
|
||||
* @Description:
|
||||
* @Date: 2025年06月06日 星期五 19:06:16
|
||||
* @Modify:
|
||||
*/
|
||||
|
||||
|
||||
using System;
|
||||
using Logic.AI;
|
||||
using Logic.Skill;
|
||||
using NodeCanvas.Framework;
|
||||
using ParadoxNotion.Design;
|
||||
using RuntimeData;
|
||||
|
||||
|
||||
namespace NodeCanvas.Tasks.Actions
|
||||
{
|
||||
[Name("小兵能移动能攻击(特殊判断,MP AP > 0, Dash Trigger False)")]
|
||||
[Category("AI节点")]
|
||||
[Serializable]
|
||||
public class AIUnitCanMoveAndAttack : BaseActionTask
|
||||
{
|
||||
protected override string desc => $"小兵能移动能攻击";
|
||||
|
||||
|
||||
protected override void OnExecute()
|
||||
{
|
||||
base.OnExecute();
|
||||
// 直接从Blackboard获取AICalculatorData
|
||||
var data = blackboard.GetVariable<AICalculatorData>("Data");
|
||||
if (data?.value?.TargetParam.UnitData == null)
|
||||
{
|
||||
EndAction(false);
|
||||
return;
|
||||
}
|
||||
|
||||
var unit = data.value.TargetParam.UnitData;
|
||||
if (unit.MP > 0 && unit.AP > 0 && unit.GetSkill(SkillType.DASH, out var skill) &&
|
||||
skill is DashSkill dashSkill && !dashSkill.IsTrigger)
|
||||
{
|
||||
EndAction(true);
|
||||
return;
|
||||
}
|
||||
|
||||
EndAction(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 75d6db6c76ba4c3e81b37480e1356197
|
||||
timeCreated: 1767775350
|
||||
@ -343,7 +343,6 @@ namespace RuntimeData
|
||||
return info.ProjectileType;
|
||||
}
|
||||
|
||||
|
||||
// 获取军事分
|
||||
public float GetMilitary()
|
||||
{
|
||||
|
||||
@ -472,7 +472,7 @@ namespace Logic.AI
|
||||
TechResourceScore[TechType.Fishing] = 0;
|
||||
foreach (var tech in allTech) TechResourceScore[tech] = 0;
|
||||
}
|
||||
|
||||
|
||||
// 计算科技对阵营的资源分
|
||||
public float CalForceTechResourceScore(TechType techType)
|
||||
{
|
||||
@ -583,11 +583,11 @@ namespace Logic.AI
|
||||
{
|
||||
if (!Table.Instance.TechDataAssets.GetTechAtomInfo(t, out var info)) continue;
|
||||
if (info.EnableAction)
|
||||
foreach(var p in info.TechActions)
|
||||
foreach (var p in info.TechActions)
|
||||
actionList.Add(p);
|
||||
|
||||
}
|
||||
|
||||
|
||||
foreach (var t in actionList)
|
||||
{
|
||||
if (t.ActionType == CommonActionType.Gain)
|
||||
@ -1308,32 +1308,32 @@ namespace Logic.AI
|
||||
{
|
||||
var self = selfType.UnitType;
|
||||
var target = targetType.UnitType;
|
||||
|
||||
|
||||
// 兵种转换
|
||||
// KaguyaFrenchAnimalWarrior:视作Swordsman剑士
|
||||
if (selfType.UnitType == UnitType.KaguyaFrenchAnimalWarrior) self = UnitType.Swordsman;
|
||||
if (targetType.UnitType == UnitType.KaguyaFrenchAnimalWarrior) target = UnitType.Swordsman;
|
||||
|
||||
|
||||
// MoriyaRider:视作Rider游骑兵
|
||||
if (selfType.UnitType == UnitType.MoriyaRider) self = UnitType.Rider;
|
||||
if (targetType.UnitType == UnitType.MoriyaRider) target = UnitType.Rider;
|
||||
|
||||
|
||||
// MoriyaKnight:视作Knight骑士
|
||||
if (selfType.UnitType == UnitType.MoriyaKnight) self = UnitType.Knights;
|
||||
if (targetType.UnitType == UnitType.MoriyaKnight) target = UnitType.Knights;
|
||||
|
||||
|
||||
// RemiliaEgyptianKoakuma:视作Swordsman剑士
|
||||
if (selfType.UnitType == UnitType.RemiliaEgyptianKoakuma) self = UnitType.Swordsman;
|
||||
if (targetType.UnitType == UnitType.RemiliaEgyptianKoakuma) target = UnitType.Swordsman;
|
||||
|
||||
|
||||
// RemiliaEgyptianKoakumaLion:视作BigGuy巨人
|
||||
if (selfType.UnitType == UnitType.RemiliaEgyptianKoakumaLion) self = UnitType.BigGuy;
|
||||
if (targetType.UnitType == UnitType.RemiliaEgyptianKoakumaLion) target = UnitType.BigGuy;
|
||||
|
||||
|
||||
// KaguyaFrenchWolf:视作BigGuy巨人
|
||||
if (selfType.UnitType == UnitType.KaguyaFrenchWolf) self = UnitType.BigGuy;
|
||||
if (targetType.UnitType == UnitType.KaguyaFrenchWolf) target = UnitType.BigGuy;
|
||||
|
||||
|
||||
// MoriyaHebi 根据等级视作不同兵种
|
||||
if (selfType.UnitType == UnitType.MoriyaHebi)
|
||||
{
|
||||
@ -1347,6 +1347,7 @@ namespace Logic.AI
|
||||
_ => selfType.UnitType,
|
||||
};
|
||||
}
|
||||
|
||||
if (targetType.UnitType == UnitType.MoriyaHebi)
|
||||
{
|
||||
target = targetType.UnitLevel switch
|
||||
@ -1359,7 +1360,7 @@ namespace Logic.AI
|
||||
_ => targetType.UnitType,
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
if (self == UnitType.Archer && target == UnitType.Warrior) return 1;
|
||||
if (self == UnitType.Swordsman && target == UnitType.Warrior) return 1f;
|
||||
|
||||
@ -1449,7 +1450,6 @@ namespace Logic.AI
|
||||
return score;
|
||||
}
|
||||
|
||||
|
||||
//TODO 这个要迭代掉,要改成读数据
|
||||
// 计算科技对应的兵种
|
||||
public void GetUnitTypeByTech(TechType techType, out UnitType unitType, out GiantType giantType,
|
||||
@ -1981,17 +1981,19 @@ namespace Logic.AI
|
||||
{
|
||||
if (info.FeelingValue >= 90) score -= 10;
|
||||
else if (info.FeelingValue >= 60) score -= 5;
|
||||
else if (info.FeelingValue >= 30) { }
|
||||
else if (info.FeelingValue >= 30)
|
||||
{
|
||||
}
|
||||
else score += 5;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
score += (int)(target.GetMilitary() / 3);
|
||||
|
||||
if (target.UnitFullType.UnitType == UnitType.Giant)
|
||||
{
|
||||
//如果该单位不在城市中央
|
||||
if(origin.Grid(map)?.CityOnGrid(map) == null)
|
||||
if (origin.Grid(map)?.CityOnGrid(map) == null)
|
||||
score += 5;
|
||||
}
|
||||
|
||||
@ -2002,7 +2004,7 @@ namespace Logic.AI
|
||||
|
||||
return score;
|
||||
}
|
||||
|
||||
|
||||
// 小兵排序
|
||||
public void SortUnit(List<UnitData> unitList)
|
||||
{
|
||||
@ -2010,26 +2012,26 @@ namespace Logic.AI
|
||||
var sortUnitType = new List<UnitType>();
|
||||
sortUnitType.Add(UnitType.KaguyaFrenchMokouEgg);
|
||||
sortUnitType.Add(UnitType.KaguyaFrenchReisenIllusion);
|
||||
|
||||
|
||||
var sortGiantType = new List<GiantType>();
|
||||
sortGiantType.Add(GiantType.EgyptianRemilia);
|
||||
sortGiantType.Add(GiantType.EgyptianFlandre);
|
||||
sortGiantType.Add(GiantType.EgyptianPatchouli);
|
||||
sortGiantType.Add(GiantType.EgyptianSakuya);
|
||||
sortGiantType.Add(GiantType.EgyptianMeiling);
|
||||
|
||||
|
||||
sortGiantType.Add(GiantType.FrenchKaguya);
|
||||
sortGiantType.Add(GiantType.FrenchTewi);
|
||||
sortGiantType.Add(GiantType.FrenchMokou);
|
||||
sortGiantType.Add(GiantType.FrenchEirin);
|
||||
sortGiantType.Add(GiantType.FrenchReisen);
|
||||
|
||||
|
||||
sortGiantType.Add(GiantType.GermanySanae);
|
||||
sortGiantType.Add(GiantType.GermanyMomiji);
|
||||
sortGiantType.Add(GiantType.GermanyAya);
|
||||
sortGiantType.Add(GiantType.GermanySuwako);
|
||||
sortGiantType.Add(GiantType.GermanyKanako);
|
||||
|
||||
|
||||
foreach (var unitType in sortUnitType)
|
||||
{
|
||||
for (int i = unitList.Count - 1; i >= 0; i--)
|
||||
@ -2056,6 +2058,111 @@ namespace Logic.AI
|
||||
|
||||
foreach (var unit in targetList) unitList.Add(unit);
|
||||
}
|
||||
|
||||
// 计算 Grid 对于 Unit 的格子威胁值
|
||||
// 对于 Unit A 而言,Grid B的 格子威胁值(默认=0):
|
||||
// 若GridB的周围 R 范围内,存在射程>=R的敌方Unit C,
|
||||
// 格子威胁值 += C的军事分总和。每个敌方仅被计算1次
|
||||
// R = 1,2,3
|
||||
public float CalGridThreatScore(MapData map, UnitData unit, GridData grid)
|
||||
{
|
||||
float score = 0f;
|
||||
var checkedUnits = new HashSet<uint>();
|
||||
if (!map.GetPlayerIdByUnitId(unit.Id, out var unitPlayerId)) return 0f;
|
||||
|
||||
// 检查半径 1, 2, 3 范围内的威胁
|
||||
for (int r = 1; r <= 3; r++)
|
||||
{
|
||||
var aroundGrids = map.GridMap.GetAroundGridData(r, r, grid);
|
||||
foreach (var aroundGrid in aroundGrids)
|
||||
{
|
||||
// 获取该格子上的单位
|
||||
if (!map.GetUnitDataByGid(aroundGrid.Id, out var enemyUnit)) continue;
|
||||
// 跳过已检查的单位
|
||||
if (checkedUnits.Contains(enemyUnit.Id)) continue;
|
||||
// 获取敌方单位所属玩家
|
||||
if (!map.GetPlayerIdByUnitId(enemyUnit.Id, out var enemyPlayerId)) continue;
|
||||
// 跳过友军和同盟单位
|
||||
if (enemyPlayerId == unitPlayerId || map.IsLeagueUnitByPlayer(unitPlayerId, enemyUnit.Id)) continue;
|
||||
// 检查敌方单位的攻击范围是否能覆盖到目标格子
|
||||
var attackRange = enemyUnit.GetAttackRange(map);
|
||||
if (attackRange >= r)
|
||||
{
|
||||
score += enemyUnit.GetMilitary();
|
||||
checkedUnits.Add(enemyUnit.Id);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return score;
|
||||
}
|
||||
|
||||
// 计算 Grid 对于 Unit 的格子杀人值
|
||||
// 对于 Unit A 而言,Grid B的 格子杀人值(默认=0):
|
||||
// 若GridB的周围R范围内,存在敌方Unit C,A攻击C的基础攻防计算结果为kill,则
|
||||
// 格子杀人值 = max(格子杀人值,A攻击C的攻击收益)
|
||||
// R = A的最终射程
|
||||
public float CalGridKillScore(MapData map, UnitData unit, GridData grid)
|
||||
{
|
||||
float maxScore = 0f;
|
||||
if (!map.GetPlayerIdByUnitId(unit.Id, out var unitPlayerId)) return 0f;
|
||||
|
||||
// 计算单位的最终射程
|
||||
var attackRange = unit.GetAttackRange(map);
|
||||
// 检查射程范围内的敌方单位
|
||||
var aroundGrids = map.GridMap.GetAroundGridData(attackRange, attackRange, grid);
|
||||
foreach (var aroundGrid in aroundGrids)
|
||||
{
|
||||
// 获取该格子上的单位
|
||||
if (!map.GetUnitDataByGid(aroundGrid.Id, out var enemyUnit)) continue;
|
||||
// 获取敌方单位所属玩家
|
||||
if (!map.GetPlayerIdByUnitId(enemyUnit.Id, out var enemyPlayerId)) continue;
|
||||
// 跳过友军和同盟单位
|
||||
if (enemyPlayerId == unitPlayerId || map.IsLeagueUnitByPlayer(unitPlayerId, enemyUnit.Id)) continue;
|
||||
// 计算伤害
|
||||
var damage = Table.Instance.CalcDamage(map, unit, enemyUnit);
|
||||
// 判断是否能击杀
|
||||
if (damage >= enemyUnit.Health)
|
||||
{
|
||||
// 计算攻击收益
|
||||
var attackGain = CalculateAttackGain(map, unit, enemyUnit);
|
||||
// 取最大收益
|
||||
if (attackGain > maxScore) maxScore = attackGain;
|
||||
}
|
||||
}
|
||||
|
||||
return maxScore;
|
||||
}
|
||||
|
||||
// 计算 Grid 对于 Unit 的格子攻击收益值
|
||||
// 对于 Unit A 而言,Grid B的 格子攻击收益值(默认=0):
|
||||
// 若GridB的周围R范围内,存在敌方Unit C,则
|
||||
// 格子攻击收益值 = max(格子攻击收益值,A攻击C的攻击收益)
|
||||
// R = A的最终射程
|
||||
public float CalGridAttackGainScore(MapData map, UnitData unit, GridData grid)
|
||||
{
|
||||
float maxScore = 0f;
|
||||
if (!map.GetPlayerIdByUnitId(unit.Id, out var unitPlayerId)) return 0f;
|
||||
// 计算单位的最终射程
|
||||
var attackRange = unit.GetAttackRange(map);
|
||||
// 检查射程范围内的敌方单位
|
||||
var aroundGrids = map.GridMap.GetAroundGridData(attackRange, attackRange, grid);
|
||||
foreach (var aroundGrid in aroundGrids)
|
||||
{
|
||||
// 获取该格子上的单位
|
||||
if (!map.GetUnitDataByGid(aroundGrid.Id, out var enemyUnit)) continue;
|
||||
// 获取敌方单位所属玩家
|
||||
if (!map.GetPlayerIdByUnitId(enemyUnit.Id, out var enemyPlayerId)) continue;
|
||||
// 跳过友军和同盟单位
|
||||
if (enemyPlayerId == unitPlayerId || map.IsLeagueUnitByPlayer(unitPlayerId, enemyUnit.Id)) continue;
|
||||
// 计算攻击收益
|
||||
var attackGain = CalculateAttackGain(map, unit, enemyUnit);
|
||||
// 取最大收益
|
||||
if (attackGain > maxScore) maxScore = attackGain;
|
||||
}
|
||||
|
||||
return maxScore;
|
||||
}
|
||||
}
|
||||
|
||||
public class MatchResult
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user