TH1/Unity/Assets/Scripts/TH1_Logic/Action/GridMiscActionLogic.cs
2025-08-26 19:29:25 +08:00

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/*
* @Author: 白哉
* @Description: 行为逻辑类
* @Date: 2025年04月10日 星期四 11:04:44
* @Modify:
*/
using System;
using System.Collections.Generic;
using System.Linq;
using Logic.AI;
using Logic.CrashSight;
using RuntimeData;
using TH1_Logic.Core;
using UnityEngine;
using TH1Renderer;
using TH1Resource;
//这里是所有BuildAction派生子类的实现模块
namespace Logic.Action
{
//GridMisc行为逻辑类包括Destroy, ClearForest GrowForest BurnForest
public class GridMiscAction : ActionLogicBase
{
public GridMiscAction(CommonActionId id) : base(id)
{
}
public override bool Execute(CommonActionParams actionParams, bool isMoment)
{
if (actionParams.PlayerData == null || actionParams.GridData == null)
return false;
if (!Table.Instance.ActionDataAssets.GetActionInfo(_actionId, out var actionInfo))
return false;
if (!CheckCan(actionParams)) return false;
//处理grow forest
if (_actionId.GridMiscActionType == GridMiscActionType.GrowForest)
{
actionParams.PlayerData.PlayerWealth -= actionInfo.Cost;
actionParams.GridData.Resource = ResourceType.None;
actionParams.GridData.Vegetation = Vegetation.Trees;
actionParams.GridData.RenderMark = true;
//处理因为树林变化带来的上方单位防御状态变化的情况
if (actionParams.MapData.GetUnitDataByGid(actionParams.GridData.Id, out var unit))
unit.RenderMark = true;
//更新所有领土内的levelbuilding
Main.PlayerLogic.UpdateTerritoryAllBuildingLevel(actionParams.MapData,actionParams.PlayerData.Id);
return true;
}
//处理clear forest
if (_actionId.GridMiscActionType == GridMiscActionType.ClearForest)
{
actionParams.PlayerData.PlayerWealth -= actionInfo.Cost;
actionParams.GridData.Resource = ResourceType.None;
actionParams.GridData.Vegetation = Vegetation.None;
actionParams.GridData.RenderMark = true;
//处理因为树林变化带来的上方单位防御状态变化的情况
if (actionParams.MapData.GetUnitDataByGid(actionParams.GridData.Id, out var unit))
unit.RenderMark = true;
//更新所有领土内的levelbuilding
Main.PlayerLogic.UpdateTerritoryAllBuildingLevel(actionParams.MapData,actionParams.PlayerData.Id);
return true;
}
//处理 burn forest
if (_actionId.GridMiscActionType == GridMiscActionType.BurnForest)
{
actionParams.PlayerData.PlayerWealth -= actionInfo.Cost;
actionParams.GridData.Vegetation = Vegetation.None;
actionParams.GridData.Resource = ResourceType.Crop;
actionParams.GridData.RenderMark = true;
//更新所有领土内的levelbuilding
Main.PlayerLogic.UpdateTerritoryAllBuildingLevel(actionParams.MapData,actionParams.PlayerData.Id);
return true;
}
//TODO Destroy整个改成更鲁棒的写法不要逐一判断了全部刷一遍levelbuilding就行了
//处理Destroy
if (_actionId.GridMiscActionType == GridMiscActionType.Destroy)
{
//Debug.Log($"执行拆除!目标是{actionParams.GridData.Resource}");
if (!Table.Instance.GridAndResourceDataAssets.GetResourceInfo(actionParams.GridData.Resource,
out var resourceInfo))
return false;
//如果destroy的位置是无主地块
if (!actionParams.MapData.GetCityDataByTerritoryGid(actionParams.GridData.Id, out var cityData)) return false;
var destroyGrid = actionParams.GridData;
if (actionParams.GridData.Resource == ResourceType.Farm ||
actionParams.GridData.Resource == ResourceType.Mine ||
actionParams.GridData.Resource == ResourceType.LumberHut)
{
//在已经拆除前记录下来周围的什么样的milllike建筑要被同时更新
ResourceType needUpdate =
Table.Instance.GridAndResourceDataAssets.GetMillLikeRelative(actionParams.GridData.Resource);
Main.CityLogic.CityUpdateExp(actionParams.MapData, cityData, -resourceInfo.Exp);
actionParams.GridData.Resource = actionParams.GridData.ResourceUnderBuilding;
actionParams.GridData.ResourceUnderBuilding = ResourceType.None;
//更新周围的milllike建筑
var gridDataList1 = Main.PlayerLogic.GetPlayerResourceNearbyList(actionParams.MapData,
actionParams.PlayerData,
actionParams.GridData, needUpdate);
//Debug.Log($"执行拆除!目标影响到了周围的{needUpdate},数量有是{gridDataList1.Count}");
foreach (var gridData1 in gridDataList1)
{
Main.CityLogic.UpdateGridBuildingData(actionParams.MapData, gridData1);
//还要额外连带影响附近的market
var gridDataList2 = Main.PlayerLogic.GetPlayerResourceNearbyList(actionParams.MapData,
actionParams.PlayerData, gridData1, ResourceType.Market);
foreach (var gridData2 in gridDataList2)
Main.CityLogic.UpdateGridBuildingData(actionParams.MapData, gridData2);
}
}
//处理windmill sawmill forge
else if (actionParams.GridData.Resource == ResourceType.Windmill ||
actionParams.GridData.Resource == ResourceType.Forge ||
actionParams.GridData.Resource == ResourceType.Sawmill)
{
//对应城市先丢失exp
Main.CityLogic.CityUpdateExp(actionParams.MapData, cityData,
-actionParams.GridData.buildingLevel * (actionParams.GridData.Resource == ResourceType.Forge ? 2 : 1));
//删除格子的内容
actionParams.GridData.Resource = actionParams.GridData.ResourceUnderBuilding;
actionParams.GridData.ResourceUnderBuilding = ResourceType.None;
actionParams.GridData.buildingLevel = 0;
//更新周围的market情况
var gridDataList = Main.PlayerLogic.GetPlayerResourceNearbyList(actionParams.MapData,
actionParams.PlayerData,
actionParams.GridData, ResourceType.Market);
foreach (var gridData in gridDataList)
Main.CityLogic.UpdateGridBuildingData(actionParams.MapData, gridData);
//更新周围的academy情况
gridDataList = Main.PlayerLogic.GetPlayerResourceNearbyList(actionParams.MapData,
actionParams.PlayerData,
actionParams.GridData, ResourceType.Academy);
foreach (var gridData in gridDataList)
Main.CityLogic.UpdateGridBuildingData(actionParams.MapData, gridData);
}
//处理market
else if (actionParams.GridData.Resource == ResourceType.Market)
{
actionParams.GridData.Resource = actionParams.GridData.ResourceUnderBuilding;
actionParams.GridData.ResourceUnderBuilding = ResourceType.None;
actionParams.GridData.buildingLevel = 0;
}
//处理港口和桥梁
else if(actionParams.GridData.Resource == ResourceType.Port ||
actionParams.GridData.Resource == ResourceType.Bridge)
{
Main.CityLogic.CityUpdateExp(actionParams.MapData, cityData, -resourceInfo.Exp);
actionParams.GridData.Resource = actionParams.GridData.ResourceUnderBuilding;
actionParams.GridData.ResourceUnderBuilding = ResourceType.None;
Main.PlayerLogic.UpdateCityConnect(actionParams.MapData,actionParams.PlayerData);
}
else if (actionParams.GridData.Resource == ResourceType.Preserve)
{
actionParams.GridData.Resource = actionParams.GridData.ResourceUnderBuilding;
actionParams.GridData.ResourceUnderBuilding = ResourceType.None;
//更新所有领土内的levelbuilding
Main.PlayerLogic.UpdateTerritoryAllBuildingLevel(actionParams.MapData,actionParams.PlayerData.Id);
}
//处理其他情况
else
{
actionParams.GridData.Resource = actionParams.GridData.ResourceUnderBuilding;
actionParams.GridData.ResourceUnderBuilding = ResourceType.None;
Main.CityLogic.CityUpdateExp(actionParams.MapData, cityData, -resourceInfo.Exp);
}
//如果上面有unit更新对应的rendermakr
if (actionParams.MapData.GetUnitDataByGid(actionParams.GridData.Id, out var unit))
unit.RenderMark = true;
//保险起见全部跑一遍builddinglevel的更新 (例如lumberhut destroy影响周围的保护区)
Main.PlayerLogic.UpdateTerritoryAllBuildingLevel(actionParams.MapData,actionParams.PlayerData.Id);
cityData.CityInfoRenderMark = true;
actionParams.GridData.RenderMark = true;
//播放雾效
destroyGrid.VFXRenderMarkFog = true;
return true;
}
return false;
}
public override bool CheckCan(CommonActionParams actionParams)
{
//如果是unit或者city来执行gridMisc操作直接return false
if (actionParams.MainObjectType != MainObjectType.Grid)
return false;
if (actionParams.GridData == null)
return false;
//如果没有对应科技return false
if (!actionParams.PlayerData.TechTree.CheckActionCan(_actionId))
return false;
//如果有非联盟的敌人站在上面
if (actionParams.MapData.GetUnitDataByGid(actionParams.GridData.Id, out var unit)
&& !actionParams.MapData.CheckUnitIdBelongPlayerIdUnion(unit.Id, actionParams.PlayerData.Id))
return false;
//如果在有主领土,判断是敌人还是自己
if (actionParams.MapData.GetPlayerDataByTerritoryGridId(actionParams.GridData.Id, out var playerData))
{
//在敌人领土上直接return false
if (playerData != actionParams.PlayerData)
return false;
}
//如果在无主领土 return false
else
return false;
//判断钱够不够
if (GetCost() > actionParams.PlayerData.PlayerWealth)
return false;
//处理grow forest
if (_actionId.GridMiscActionType == GridMiscActionType.GrowForest)
{
//如果不是crop或者none的land直接return false
if (actionParams.GridData.Terrain != TerrainType.Land
||(actionParams.GridData.Resource != ResourceType.None
&& actionParams.GridData.Resource != ResourceType.Crop
&& actionParams.GridData.Resource != ResourceType.Fruit))
return false;
if (actionParams.GridData.Feature == TerrainFeature.Mountain) return false;
if (actionParams.GridData.Vegetation == Vegetation.Trees) return false;
return true;
}
//处理clear forest 和 burn forest
if (_actionId.GridMiscActionType == GridMiscActionType.ClearForest || _actionId.GridMiscActionType == GridMiscActionType.BurnForest )
{
//如果没有树林 或者 树林已经不是none或animal return false
if (actionParams.GridData.Vegetation != Vegetation.Trees
|| (actionParams.GridData.Resource != ResourceType.None
&& actionParams.GridData.Resource != ResourceType.Animal))
return false;
return true;
}
//处理Destroy
if (_actionId.GridMiscActionType == GridMiscActionType.Destroy)
{
if (actionParams.GridData.Resource == ResourceType.Temple
|| actionParams.GridData.Resource == ResourceType.ForestTemple
|| actionParams.GridData.Resource == ResourceType.MountainTemple
|| actionParams.GridData.Resource == ResourceType.WaterTemple
|| actionParams.GridData.Resource == ResourceType.KingTemple
|| actionParams.GridData.Resource == ResourceType.Windmill
|| actionParams.GridData.Resource == ResourceType.Sawmill
|| actionParams.GridData.Resource == ResourceType.Forge
|| actionParams.GridData.Resource == ResourceType.LumberHut
|| actionParams.GridData.Resource == ResourceType.Farm
|| actionParams.GridData.Resource == ResourceType.Mine
|| actionParams.GridData.Resource == ResourceType.Port
|| actionParams.GridData.Resource == ResourceType.Bridge
|| actionParams.GridData.Resource == ResourceType.Market
|| actionParams.GridData.Resource == ResourceType.Wonder
|| actionParams.GridData.Resource == ResourceType.Academy
|| actionParams.GridData.Resource == ResourceType.Preserve
|| actionParams.GridData.Resource == ResourceType.Military
|| actionParams.GridData.Resource == ResourceType.NavalBase)
return true;
return false;
}
return false;
}
public override bool CheckShow(CommonActionParams actionParams)
{
return CheckCan(actionParams);
}
public override ActionShowState CheckShowState(CommonActionParams actionParams) { return ActionShowState.None; }
public override bool ExecuteViewBefore(CommonActionParams actionParams)
{
return false;
}
public override bool ExecuteViewAfter(CommonActionParams actionParams)
{
return false;
}
//付钱
protected bool GridMiscActionPayMoney(CommonActionParams actionParam)
{
if (actionParam.PlayerData.PlayerWealth - GetCost() < 0) return false;
actionParam.PlayerData.PlayerWealth -= GetCost();
return true;
}
//确认是否满足基本信息
protected bool GridMiscActionCheckBaseInfo(CommonActionParams actionParam)
{
//如果是unit或者city来执行gridMisc操作直接return false
if (actionParam.MainObjectType != MainObjectType.Grid)
return false;
if (actionParam.GridData == null)
return false;
return true;
}
//确认是否有科技
protected bool GridMiscActionCheckHasTech(CommonActionParams actionParam)
{
//如果没有对应科技return false
if (!actionParam.PlayerData.TechTree.CheckActionCan(_actionId))
return false;
return true;
}
//确认是否有钱
protected bool GridMiscActionCheckHasMoney(CommonActionParams actionParam)
{
//如果是upgradeTemple这种带参数的gridMisc走这里
if (_actionId.GridMiscActionType == GridMiscActionType.UpgradeTemple)
{
if (GetCost(actionParam.GridData.buildingLevel) > actionParam.PlayerData.PlayerWealth)
return false;
return true;
}
//否则走这里
if (GetCost() > actionParam.PlayerData.PlayerWealth)
return false;
return true;
}
//确认是否在自己领土
protected bool GridMiscActionCheckInTerritory(CommonActionParams actionParam)
{
//如果在有主领土,判断是敌人还是自己
if (actionParam.MapData.GetPlayerDataByTerritoryGridId(actionParam.GridData.Id, out var playerData) && playerData == actionParam.PlayerData)
return true;
return false;
}
//确认是否有敌人占领
protected bool GridMiscActionCheckEnemyOccupy(CommonActionParams actionParam)
{
//如果有非联盟的敌人站在上面
if (actionParam.MapData.GetUnitDataByGid(actionParam.GridData.Id, out var unit)
&& !actionParam.MapData.CheckUnitIdBelongPlayerIdUnion(unit.Id, actionParam.PlayerData.Id))
return true;
return false;
}
//确认该城市的唯一性并获得对应的building level
protected bool GridMiscActionCheckHasOne(CommonActionParams actionParam,out int level)
{
if(actionParam.MapData.GetCityDataByTerritoryGid(actionParam.GridData.Id,out var city)
&& Main.CityLogic.GetBuildingLevelByCity(actionParam.MapData,city,_actionId.ResourceType,out level))
return true;
level = 0;
return false;
}
}
public class GridMiscActionUpgradeTemple : GridMiscAction
{
public GridMiscActionUpgradeTemple(CommonActionId id) : base(id)
{
}
public override bool Execute(CommonActionParams actionParams, bool isMoment)
{
if (!CheckCan(actionParams)) return false;
//step #1 扣钱
actionParams.PlayerData.PlayerWealth -= GetCost(actionParams.GridData.buildingLevel);
//step #2 办事 升级temple
actionParams.GridData.buildingLevel++;
return true;
}
public override bool CheckCan(CommonActionParams actionParam)
{
//step #1 check基本信息
if (!GridMiscActionCheckBaseInfo(actionParam)) return false;
//Step #2 check是否是temple
if (!(actionParam.GridData.Resource is ResourceType.Temple or ResourceType.KingTemple
or ResourceType.MountainTemple or ResourceType.WaterTemple or ResourceType.ForestTemple))
return false;
//step #3 check是否有科技
if (!GridMiscActionCheckHasTech(actionParam)) return false;
//step #4 check是否有钱
if (!GridMiscActionCheckHasMoney(actionParam)) return false;
//step #5 check是否在我方领土
if (!GridMiscActionCheckInTerritory(actionParam)) return false;
//step #6 check是否有敌人占领
if (GridMiscActionCheckEnemyOccupy(actionParam)) return false;
//step #7 check 是否已经满级
if (actionParam.GridData.buildingLevel >= 5) return false;
return true;
}
public override bool CheckShow(CommonActionParams actionParam)
{
//step #1 check基本信息
if (!GridMiscActionCheckBaseInfo(actionParam)) return false;
//Step #2 check是否是temple
if (!(actionParam.GridData.Resource is ResourceType.Temple or ResourceType.KingTemple
or ResourceType.MountainTemple or ResourceType.WaterTemple or ResourceType.ForestTemple))
return false;
//step #3 check是否有科技
if (!GridMiscActionCheckHasTech(actionParam)) return false;
//step #4 check是否有钱
//if (!GridMiscActionCheckHasMoney(actionParam)) return false;
//step #5 check是否在我方领土
if (!GridMiscActionCheckInTerritory(actionParam)) return false;
//step #6 check是否有敌人占领
if (GridMiscActionCheckEnemyOccupy(actionParam)) return false;
//step #7 check 是否已经满级
if (actionParam.GridData.buildingLevel >= 5) return false;
return true;
}
public override bool ExecuteViewBefore(CommonActionParams actionParams)
{
return true;
}
public override bool ExecuteViewAfter(CommonActionParams actionParams)
{
//如果不是真mapdata在播放动画
if (Main.MapData != actionParams.MapData) return false;
//更新地块视觉,播放烟雾特效
actionParams.GridData.RenderMark = true;
actionParams.GridData.SetGridVFXRenderMark(new GridVFXRenderMark(GridVFXType.Fog));
return true;
}
}
}