TH1/Unity/Assets/Scripts/BTNodeCanvas/AIParamExplore.cs
2026-03-30 20:23:27 +08:00

133 lines
5.0 KiB
C#

/*
* @Author: 白哉
* @Description:
* @Date: 2025年06月06日 星期五 19:06:16
* @Modify:
*/
using System;
using System.Collections.Generic;
using Logic.AI;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using RuntimeData;
using UnityEngine;
namespace NodeCanvas.Tasks.Actions
{
[Name("周围可抵达的探索目标")]
[Category("AI节点")]
[Serializable]
public class AIParamExplore : BaseActionTask
{
public int Offset = 3;
protected override string desc
{
get { return string.Format($"查找周围 {Offset} 格内可抵达的探索目标"); }
}
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 param = data.value.TargetParam;
if (!param.MapData.GetGridDataByUnitId(param.UnitData.Id, out var unitGrid))
{
EndAction(false);
return;
}
var selfCity = new HashSet<CityData>();
param.MapData.GetCityDataListByPlayerId(param.PlayerData.Id, selfCity);
var aroundGrids = param.MapData.GridMap.GetAroundGridData(Offset, Offset, unitGrid);
var targetGrids = new List<List<GridData>>();
for (int i = 0; i < 4; i++) targetGrids.Add(new List<GridData>());
foreach (var grid in aroundGrids)
{
if (grid == unitGrid) continue;
if (grid.Resource == ResourceType.CityCenter && param.MapData.GetCityDataByGid(grid.Id, out var city) &&
!selfCity.Contains(city) && param.MapData.GetPlayerDataByCityId(city.Id, out var player))
{
param.PlayerData.GetCountryDiplomacyInfo(player.Id, out var selfToPlayer);
if (selfToPlayer.DiplomacyState != DiplomacyState.League)
{
targetGrids[0].Add(grid);
continue;
}
}
if (grid.Resource == ResourceType.CityCenter && !param.MapData.GetCityDataByGid(grid.Id, out _))
{
targetGrids[1].Add(grid);
continue;
}
if (grid.Resource == ResourceType.Treasure) // 宝箱
{
targetGrids[2].Add(grid);
continue;
}
if (grid.Resource == ResourceType.Starfish && param.PlayerData.TechTree.CheckIfHasTech(TechType.Navigation)) // 海星
{
targetGrids[3].Add(grid);
continue;
}
}
var score = float.MinValue;
Vector2Int[] targetPath = null;
var selfUnits = new HashSet<UnitData>();
param.MapData.GetUnitDataListByPlayerId(param.PlayerData.Id, selfUnits);
foreach (var list in targetGrids)
{
foreach (var target in list)
{
var path = PathFinder.FindPath((int)param.MapData.MapConfig.Width, (int)param.MapData.MapConfig.Height,
new (unitGrid.Pos.X, unitGrid.Pos.Y), new (target.Pos.X, target.Pos.Y), param.MapData, param.PlayerData,param.UnitData);
if (!path.found) continue;
aroundGrids = param.MapData.GridMap.GetAroundGridData(3, 3, target);
var selfScore = 0f;
var enemyScore = 0f;
foreach (var grid in aroundGrids)
{
if (unitGrid.Id == grid.Id) continue;
if (!grid.VisibleUnit(param.MapData,param.PlayerData, out var unit)) continue;
var dis = param.MapData.GridMap.CalcDistance(grid, target);
if (selfUnits.Contains(unit)) selfScore += unit.GetMilitary() / (dis + 1f);
else enemyScore += unit.GetMilitary() / (dis + 1f);
}
var targetScore = (selfScore - enemyScore) / path.length;
if (targetScore > score)
{
score = targetScore;
targetPath = path.path;
}
}
}
data.value.TargetList.Clear();
if (targetPath != null)
{
for (int i = 1; i < targetPath.Length; i++)
{
if (param.MapData.GridMap.GetGridDataByPos(targetPath[i].x, targetPath[i].y, out var grid) )
data.value.TargetList.Add(grid.Id);
}
}
EndAction(data.value.TargetList.Count > 0);
}
}
}