TH1/Unity/Assets/Scripts/BTNodeCanvas/AIParamSelfTerritoryResource.cs
2025-10-22 17:26:33 +08:00

59 lines
1.8 KiB
C#

/*
* @Author: 白哉
* @Description:
* @Date: 2025年06月06日 星期五 19:06:16
* @Modify:
*/
using System;
using Logic.AI;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
namespace NodeCanvas.Tasks.Actions
{
[Name("我方领土存在符合条件格子")]
[Category("AI节点")]
[Serializable]
public class AIParamSelfTerritoryResource : BaseActionTask
{
public ResourceType Resource;
public TerrainType Terrain;
public TerrainFeature Feature;
public Vegetation Vegetation;
protected override string desc
{
get { return string.Format($"我方领土存在符合条件格子"); }
}
protected override void OnExecute()
{
base.OnExecute();
// 直接从Blackboard获取AICalculatorData
var data = blackboard.GetVariable<AICalculatorData>("Data");
if (data?.value?.TargetParam == null)
{
EndAction(false);
return;
}
var set = data.value.TargetParam.MapData.GetPlayerTerritoryGridIdSet(data.value.TargetParam.PlayerData.Id);
foreach (var id in set)
{
if (!data.value.TargetParam.MapData.GridMap.GetGridDataByGid(id, out var grid)) continue;
if (Resource != ResourceType.None && grid.Resource != Resource) continue;
if (Terrain != TerrainType.None && grid.Terrain != Terrain) continue;
if (Feature != TerrainFeature.None && grid.Feature != Feature) continue;
if (Vegetation != Vegetation.None && grid.Vegetation != Vegetation) continue;
EndAction(true);
return;
}
EndAction(false);
}
}
}