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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.ComponentModel.Design.Serialization;
using System.Linq;
using Logic.AI;
using RuntimeData;
using TMPro;
using UnityEngine;
public enum GridMiscActionType{None,GrowForest,ClearForest,BurnForest,Destroy}
namespace Logic.Action
{
// 行为类型枚举
public enum CommonActionType
{
Gain,
Build,
StartWonder,
BuildWonder,
TrainUnit,
GridMisc,
UnitAction,
CityLevelUpAction,
UnitSkill,
LearnTech
}
// 通用行为参数类
public class CommonActionParams
{
public MapData MapData { get; set; }
public PlayerData PlayerData { get; set; }
public UnitData UnitData { get; set; }
public CityData CityData { get; set; }
public GridData GridData { get; set; }
public UnitData TargetUnitData { get; set; }
public MainObjectType MainObjectType { get; set; }
public uint PlayerId;
public uint UnitId;
public uint CityId;
public uint GridId;
public uint TargetUnitId;
public CommonActionParams(MapData mapData=null, PlayerData playerData=null,
UnitData unitData=null, CityData cityData=null, GridData gridData=null, UnitData targetUnit=null, MainObjectType mainObjectType=MainObjectType.None)
{
MapData = mapData;
PlayerData = playerData;
UnitData = unitData;
CityData = cityData;
GridData = gridData;
TargetUnitData = targetUnit;
MainObjectType = mainObjectType;
PlayerId = 0;
UnitId = 0;
CityId = 0;
GridId = 0;
TargetUnitId = 0;
if (PlayerData != null) PlayerId = PlayerData.Id;
if (UnitData != null) UnitId = UnitData.Id;
if (CityData != null) CityId = CityData.Id;
if (GridData != null) GridId = GridData.Id;
if (TargetUnitData != null) TargetUnitId = TargetUnitData.Id;
}
public void RefreshParams()
{
if (PlayerId != 0 && MapData.PlayerMap.GetPlayerDataByPlayerID(PlayerId, out var player))
{
PlayerData = player;
}
if (UnitId != 0 && MapData.UnitMap.GetUnitDataByUnitId(UnitId, out var unit))
{
UnitData = unit;
}
if (CityId != 0 && MapData.CityMap.GetCityDataByTerritoryGridId(CityId, out var city))
{
CityData = city;
}
if (GridId != 0 && MapData.GridMap.GetGridDataByGid(GridId, out var grid))
{
GridData = grid;
}
if (TargetUnitId != 0 && MapData.UnitMap.GetUnitDataByUnitId(TargetUnitId, out var target))
{
TargetUnitData = target;
}
}
}
// 通用行为ID类
[Serializable]
public class CommonActionId
{
public CommonActionType ActionType;
public WonderTypeEnum WonderType;
public ResourceType ResourceType;
public TerrainFeature FeatureType;
public TerrainType TerrainType;
public UnitType UnitType;
public GiantType GiantType;
public Vegetation Vegetation;
public UnitActionType UnitActionType;
public CityLevelUpActionType CityLevelUpActionType;
public GridMiscActionType GridMiscActionType;
public SkillType SkillType;
public TechType TechType;
//自动生成唯一Id Hash
public uint Id => ComputeId();
private uint ComputeId()
{
unchecked // 溢出安全
{
int hash = 17;
hash = hash * 31 + ActionType.GetHashCode();
hash = hash * 31 + WonderType.GetHashCode();
hash = hash * 31 + ResourceType.GetHashCode();
hash = hash * 31 + FeatureType.GetHashCode();
hash = hash * 31 + TerrainType.GetHashCode();
hash = hash * 31 + UnitType.GetHashCode();
hash = hash * 31 + GiantType.GetHashCode();
hash = hash * 31 + Vegetation.GetHashCode();
hash = hash * 31 + UnitActionType.GetHashCode();
hash = hash * 31 + CityLevelUpActionType.GetHashCode();
hash = hash * 31 + GridMiscActionType.GetHashCode();
hash = hash * 31 + SkillType.GetHashCode();
hash = hash * 31 + TechType.GetHashCode();
return (uint)hash;
}
}
// 重载 == 运算符 当属性被修改时需要修改运算符重载方法
public static bool operator ==(CommonActionId a, CommonActionId b)
{
if (a is null) return b is null;
if (b is null) return false;
if (a.ActionType != b.ActionType) return false;
if (a.WonderType != b.WonderType) return false;
if (a.ResourceType != b.ResourceType) return false;
if (a.TerrainType != b.TerrainType) return false;
if (a.FeatureType != b.FeatureType) return false;
if (a.UnitType != b.UnitType) return false;
if (a.GiantType != b.GiantType) return false;
if (a.Vegetation != b.Vegetation) return false;
if (a.UnitActionType != b.UnitActionType) return false;
if (a.CityLevelUpActionType != b.CityLevelUpActionType) return false;
if (a.GridMiscActionType != b.GridMiscActionType) return false;
if (a.SkillType != b.SkillType) return false;
if (a.TechType != b.TechType) return false;
return true;
}
// 必须同时重载 != 运算符
public static bool operator !=(CommonActionId a, CommonActionId b)
{
return !(a == b);
}
public uint GetHashCode()
{
return 0;
}
}
// 行为逻辑工厂类
public static class ActionLogicFactory
{
private static Dictionary<CommonActionId, ActionLogicBase> ActionLogicDict;
public static Dictionary<CommonActionId, ActionLogicBase> GetActionLogicDict()
{
Refresh();
return ActionLogicDict;
}
public static void Refresh()
{
if (ActionLogicDict != null)
return;
ActionLogicDict = new Dictionary<CommonActionId, ActionLogicBase>();
CommonActionId commonActionId;
foreach (ResourceType resourceType in System.Enum.GetValues(typeof(ResourceType)))
{
if (resourceType == ResourceType.None) continue;
// 登记Gain 收获一次性资源的行为逻辑
if (resourceType == ResourceType.Animal || resourceType == ResourceType.Fish ||
resourceType == ResourceType.Fruit)
{
commonActionId = new CommonActionId
{
ActionType = CommonActionType.Gain,
ResourceType = resourceType,
};
ActionLogicDict[commonActionId] = new GainResourceAction(commonActionId);
}
// 登记Build 建设建筑的行为逻辑
else if (resourceType == ResourceType.Sawmill || resourceType == ResourceType.Windmill
|| resourceType == ResourceType.Mine || resourceType == ResourceType.Farm
|| resourceType == ResourceType.Forge || resourceType == ResourceType.LumberHut
|| resourceType == ResourceType.Port || resourceType == ResourceType.Bridge
|| resourceType == ResourceType.Market || resourceType == ResourceType.ForestTemple
|| resourceType == ResourceType.WaterTemple || resourceType == ResourceType.Temple
|| resourceType == ResourceType.MountainTemple
)
{
commonActionId = new CommonActionId
{
ActionType = CommonActionType.Build,
ResourceType = resourceType,
};
ActionLogicDict[commonActionId] = new BuildAction(commonActionId);
}
}
//登记build road这种特殊情况
commonActionId = new CommonActionId
{
ActionType = CommonActionType.Build,
FeatureType = TerrainFeature.Road
};
ActionLogicDict[commonActionId] = new BuildAction(commonActionId);
//GridMisc grid的杂类行为逻辑
foreach (GridMiscActionType gridMiscActionType in System.Enum.GetValues(typeof(GridMiscActionType)))
{
if (gridMiscActionType == GridMiscActionType.None) continue;
commonActionId = new CommonActionId
{
ActionType = CommonActionType.GridMisc,
GridMiscActionType = gridMiscActionType
};
ActionLogicDict[commonActionId] = new GridMiscAction(commonActionId);
}
//登记BuildWonder建造奇观的行为逻辑
foreach (WonderTypeEnum wonderType in System.Enum.GetValues(typeof(WonderTypeEnum)))
{
if(wonderType == WonderTypeEnum.None) continue;
//登记建造奇观的action
commonActionId = new CommonActionId
{
ActionType = CommonActionType.BuildWonder,
WonderType = wonderType,
};
ActionLogicDict[commonActionId] = new BuildWonderAction(commonActionId);
//登记建造开启奇观任务的action
commonActionId = new CommonActionId
{
ActionType = CommonActionType.StartWonder,
WonderType = wonderType,
};
ActionLogicDict[commonActionId] = new StartWonderAction(commonActionId);
}
// TrainUnit 建造unit的行为逻辑
foreach (UnitType unitType in System.Enum.GetValues(typeof(UnitType)))
{
if(unitType == UnitType.None) continue;
if (unitType == UnitType.Giant)
{
foreach (GiantType giantType in System.Enum.GetValues(typeof(GiantType)))
{
if(giantType == GiantType.None) continue;
commonActionId = new CommonActionId
{
ActionType = CommonActionType.TrainUnit,
UnitType = unitType,
GiantType = giantType
};
ActionLogicDict[commonActionId] = new TrainUnitAction(commonActionId);
}
continue;
}
commonActionId = new CommonActionId
{
ActionType = CommonActionType.TrainUnit,
UnitType = unitType,
};
ActionLogicDict[commonActionId] = new TrainUnitAction(commonActionId);
}
//cityLevelUp的各个行为逻辑
foreach (CityLevelUpActionType cityLevelUpActionType in System.Enum.GetValues(typeof(CityLevelUpActionType)))
{
if(cityLevelUpActionType == CityLevelUpActionType.None) continue;
commonActionId = new CommonActionId
{
ActionType = CommonActionType.CityLevelUpAction,
CityLevelUpActionType = cityLevelUpActionType
};
ActionLogicDict[commonActionId] = new CityLevelUpActionAction(commonActionId);
}
//unit自身行为的各个行为逻辑
foreach (UnitActionType unitActionType in System.Enum.GetValues(typeof(UnitActionType)))
{
if(unitActionType == UnitActionType.None) continue;
commonActionId = new CommonActionId
{
ActionType = CommonActionType.UnitAction,
UnitActionType = unitActionType
};
ActionLogicDict[commonActionId] = new UnitActionAction(commonActionId);
}
foreach (UnitType unitType in System.Enum.GetValues(typeof(UnitType)))
if(Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(unitType,GiantType.None,out var info)
&& info.LandType == LandType.WaterAndAshore)
{
if(unitType == UnitType.None)
Debug.Log("DIEEEE");
if (unitType == UnitType.Boat) continue;
commonActionId = new CommonActionId
{
ActionType = CommonActionType.UnitAction,
UnitType = unitType
};
ActionLogicDict[commonActionId] = new UnitActionAction(commonActionId);
}
//登记所有学习科技的action
foreach (TechType techType in System.Enum.GetValues(typeof(TechType)))
{
commonActionId = new CommonActionId
{
ActionType = CommonActionType.LearnTech,
TechType = techType
};
ActionLogicDict[commonActionId] = new LearnTechAction(commonActionId);
}
//登记6种unitskill类的科技该科技会让该玩家当前的和未来的所有unit都拥有某个skill
foreach (SkillType skillType in System.Enum.GetValues(typeof(SkillType)))
if (skillType == SkillType.MOUNTAINMOVE || skillType == SkillType.MOUNTAINDEFENSE
|| skillType == SkillType.WATERMOVE || skillType == SkillType.WATERDEFENSE
|| skillType == SkillType.OCEANMOVE || skillType == SkillType.OCEANDEFENSE
|| skillType == SkillType.FORESTDEFENSE)
{
commonActionId = new CommonActionId
{
ActionType = CommonActionType.UnitSkill,
SkillType = skillType
};
ActionLogicDict[commonActionId] = new UnitSkillAction(commonActionId);
}
}
public static ActionLogicBase GetActionLogic(CommonActionId actionId)
{
foreach (var kv in ActionLogicDict)
{
if (kv.Key != actionId) continue;
return kv.Value;
}
return null;
}
// 返回一个玩家有什么 Action
public static bool PlayerHasAction(CommonActionParams param, out List<ActionLogicBase> actionList)
{
param.MainObjectType = MainObjectType.Player;
actionList = new List<ActionLogicBase>();
var actionDict = GetActionLogicDict();
foreach (var action in actionDict.Values)
{
if(action.CheckCan(param))
actionList.Add(action);
}
return actionList.Count > 0;
}
//返回一个 grid 对于 player data 而言有什么 action
public static bool GridHasAction(CommonActionParams param, out List<ActionLogicBase> actionList)
{
param.MainObjectType = MainObjectType.Grid;
actionList = new List<ActionLogicBase>();
var actionDict = GetActionLogicDict();
foreach (var action in actionDict.Values)
{
if (!action.CheckCan(param)) continue;
actionList.Add(action);
}
return actionList.Count > 0;
}
//返回一个 grid 对于 player data 而言有什么 action
public static bool GridHasAction(CommonActionParams param, List<ActionLogicBase> actionList)
{
param.MainObjectType = MainObjectType.Grid;
var actionDict = GetActionLogicDict();
bool hasAction = false;
foreach (var action in actionDict.Values)
{
if (!action.CheckCan(param)) continue;
actionList.Add(action);
hasAction = true;
}
return hasAction;
}
public static bool CityHasAction(CommonActionParams param, out List<ActionLogicBase> actionList)
{
param.MainObjectType = MainObjectType.City;
actionList = new List<ActionLogicBase>();
var actionDict = GetActionLogicDict();
foreach (var action in actionDict.Values)
{
if(action.CheckCan(param))
actionList.Add(action);
}
return actionList.Count > 0;
}
//返回一个 unit 对于 player data 而言有什么 action
public static bool UnitHasAction(CommonActionParams param, out List<ActionLogicBase> actionList)
{
param.MainObjectType = MainObjectType.Unit;
actionList = new List<ActionLogicBase>();
if (param.UnitData.CP <= 0) return false;
var actionDict = GetActionLogicDict();
foreach (var action in actionDict.Values)
{
if (!action.CheckCan(param)) continue;
actionList.Add(action);
}
return actionList.Count > 0;
}
// 返回一个 unit 的移动和攻击行为
public static bool UnitHasMoveAndAttackAction(MapData map, UnitData unit, out List<AIActionBase> actionList)
{
if (!unit.Alive)
{
actionList = null;
return false;
}
var attackAction = new UnitAttackAction(null);
var moveAction = new UnitMoveAction(null);
actionList = new List<AIActionBase>();
Main.UnitLogic.CalcUnitMoveInfo(map, unit.Id);
foreach (var grid in map.GridMap.GridList)
{
var result = Main.UnitLogic.CheckUnitCanMoveOrAttack(map, unit, grid);
if (result == MoveAttackType.None) continue;
if (result == MoveAttackType.Attack)
{
if (unit.AP <= 0 || !map.GetUnitDataByGid(grid.Id, out var targetUnit)) continue;
var param = new CommonActionParams(map, unitData:unit, targetUnit:targetUnit);
param.RefreshParams();
actionList.Add(new AIActionBase(param, attackAction));
if (map.GetGridDataByUnitId(unit.Id, out var unitGrid))
{
Debug.Log($"生成Action 小兵攻击 {unit.Id}, 攻击范围{unit.GetAttackRange()}" +
$"位置{unitGrid.Pos.X}, {unitGrid.Pos.Y}, " +
$"目标 {targetUnit.Id}, " +
$"目标位置{grid.Pos.X}, {grid.Pos.Y}");
}
continue;
}
if (unit.MP > 0)
{
var param = new CommonActionParams(map, unitData:unit, gridData:grid);
param.RefreshParams();
actionList.Add(new AIActionBase(param, moveAction));
}
}
return actionList.Count > 0;
}
public static bool MainObjectHasAction(CommonActionParams param, out List<ActionLogicBase> actionList)
{
actionList = new List<ActionLogicBase>();
var actionDict = GetActionLogicDict();
foreach (var action in actionDict.Values)
{
if (!action.CheckCan(param)) continue;
actionList.Add(action);
}
return actionList.Count > 0;
}
}
// 行为基类
public abstract class ActionLogicBase
{
protected CommonActionId _actionId;
public CommonActionId ActionId => _actionId;
public ActionLogicBase(CommonActionId id)
{
_actionId = id;
}
public bool CheckEqualActionId(CommonActionId actionId)
{
return _actionId == actionId;
}
public int GetCost()
{
return Table.Instance.ActionDataAssets.GetActionInfo(_actionId,out var info)?
info.Cost: 0;
}
public float GetValue()
{
return 1f;
}
public abstract bool Execute(CommonActionParams actionParams);
public abstract bool CheckCan(CommonActionParams actionParams);
public abstract bool CheckShow(CommonActionParams actionParams);
public void TH1Debug()
{
Debug.Log($"{_actionId.ActionType} : {_actionId.ResourceType}/{_actionId.UnitType}/{_actionId.WonderType}");
}
}
// 建造奇观逻辑类 #buildwonder
public class BuildWonderAction : ActionLogicBase
{
public BuildWonderAction(CommonActionId id) : base(id)
{
}
public override bool Execute(CommonActionParams actionParams)
{
if(!actionParams.MapData.GetCityDataByTerritoryGid(actionParams.GridData.Id,out var city))
return false;
//给city增加3点exp
if (!Table.Instance.GridAndResourceDataAssets.GetWonderInfoByType(_actionId.WonderType,actionParams.PlayerData, out var wonderInfo))
return false;
if (actionParams.PlayerData == null)
return false;
var player = actionParams.PlayerData;
Main.CityLogic.CityUpdateExp(actionParams.MapData,city,wonderInfo.Exp);
actionParams.GridData.Resource = ResourceType.Wonder;
actionParams.GridData.Wonder = wonderInfo.Wonder;
player.Wonder.SetWonderState(wonderInfo.WonderType,WonderState.FINISH_BUILD);
actionParams.GridData.RenderMark = true;
return true;
}
public override bool CheckCan(CommonActionParams actionParam)
{
if (actionParam.PlayerData == null)
return false;
if (actionParam.GridData == null)
return false;
var player = actionParam.PlayerData;
var grid = actionParam.GridData;
if (!actionParam.MapData.GetPlayerDataByTerritoryGridId(grid.Id, out var gridPlayer))
return false;
if (player != gridPlayer)
return false;
if (player.Wonder.GetWonderState(_actionId.WonderType) != WonderState.FINISH_NOT_BUILD)
return false;
if (grid.Feature == TerrainFeature.Mountain
|| grid.Terrain == TerrainType.DeepSea
|| grid.Vegetation == Vegetation.Trees)
return false;
if (grid.Resource == ResourceType.None
|| grid.Resource == ResourceType.Fish
|| grid.Resource == ResourceType.Starfish
|| grid.Resource == ResourceType.Crop
|| grid.Resource == ResourceType.Fruit
)
return true;
if (GetCost() > actionParam.PlayerData.PlayerWealth)
return false;
return false;
}
public override bool CheckShow(CommonActionParams actionParam)
{
return false;
}
}
// Gain 收获资源逻辑类
public class GainResourceAction : ActionLogicBase
{
public GainResourceAction(CommonActionId id) : base(id)
{
}
public override bool Execute(CommonActionParams actionParams)
{
CityData cityData = actionParams.CityData;
if (cityData == null)
actionParams.MapData.GetCityDataByTerritoryGid(actionParams.GridData.Id,out cityData);
//扣钱,收获资产,把资产送往city
actionParams.PlayerData.PlayerWealth -= GetCost();
Main.CityLogic.CityUpdateExp(actionParams.MapData,cityData,Table.Instance.QueryActionExp(_actionId));
actionParams.GridData.Resource = ResourceType.None;
actionParams.GridData.RenderMark = true;
return true;
}
public override bool CheckCan(CommonActionParams actionParam)
{
//如果是unit或者city来执行gain操作直接return false
if (actionParam.UnitData != null || actionParam.CityData != null)
return false;
if (actionParam.GridData == null)
return false;
//这里注意,即使没有科技,也会显示,所以不需要检查科技
//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))
{
//在敌人领土上直接return false
if (playerData != actionParam.PlayerData)
return false;
}
//如果在无主领土return false
else
return false;
//判断钱够不够
if (GetCost() > actionParam.PlayerData.PlayerWealth)
return false;
return _actionId.ResourceType == actionParam.GridData.Resource;
}
public override bool CheckShow(CommonActionParams actionParam)
{
//如果是unit或者city来执行gain操作直接return false
if (actionParam.UnitData != null || actionParam.CityData != null)
return false;
if (actionParam.GridData == null)
return false;
//这里注意,即使没有科技,也会显示,所以不需要检查科技
//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))
{
//在敌人领土上直接return false
if (playerData != actionParam.PlayerData)
return false;
}
//如果在无主领土return false
else
return false;
return _actionId.ResourceType == actionParam.GridData.Resource;
}
}
// Build 建造逻辑类
public class BuildAction : ActionLogicBase
{
public BuildAction(CommonActionId id) : base(id)
{
}
public override bool Execute(CommonActionParams actionParams)
{
CityData cityData = actionParams.CityData;
//鲁棒性用
if (cityData == null)
actionParams.MapData.GetCityDataByTerritoryGid(actionParams.GridData.Id,out cityData);
//扣钱,收获资产,把资产送往city
actionParams.PlayerData.PlayerWealth -= GetCost();
//处理farm、mine、lumberhut
if (_actionId.ResourceType == ResourceType.Farm || _actionId.ResourceType == ResourceType.Mine || _actionId.ResourceType == ResourceType.LumberHut)
{
Main.CityLogic.CityUpdateExp(actionParams.MapData,cityData,Table.Instance.QueryActionExp(_actionId));
actionParams.GridData.ResourceUnderBuilding = actionParams.GridData.Resource;
actionParams.GridData.Resource = _actionId.ResourceType;
actionParams.GridData.RenderMark = true;
//更新周围的milllike建筑
ResourceType needUpdate = ResourceType.Windmill;
if(_actionId.ResourceType == ResourceType.Mine)
needUpdate = ResourceType.Forge;
if(_actionId.ResourceType == ResourceType.LumberHut)
needUpdate = ResourceType.Sawmill;
var gridDataList = Main.PlayerLogic.GetPlayerResourceNearbyList(actionParams.MapData, actionParams.PlayerData,
actionParams.GridData, needUpdate);
foreach(var gridData in gridDataList)
Main.CityLogic.UpdateGridBuildingData(actionParams.MapData,gridData);
}
//处理windmill sawmill forge market
else if (_actionId.ResourceType == ResourceType.Windmill || _actionId.ResourceType == ResourceType.Forge ||
_actionId.ResourceType == ResourceType.Sawmill || _actionId.ResourceType == ResourceType.Market )
{
actionParams.GridData.Resource = _actionId.ResourceType;
actionParams.GridData.RenderMark = true;
Main.CityLogic.CalcGridBuildingLevel(actionParams.MapData,actionParams.GridData, _actionId.ResourceType,out var buildingLevel);
actionParams.GridData.buildingLevel = buildingLevel;
if(_actionId.ResourceType != ResourceType.Market )
Main.CityLogic.CityUpdateExp(actionParams.MapData,cityData,buildingLevel);
}
//处理port
else if (_actionId.ResourceType == ResourceType.Port)
{
Main.CityLogic.CityUpdateExp(actionParams.MapData,cityData,Table.Instance.QueryActionExp(_actionId));
actionParams.GridData.Resource = _actionId.ResourceType;
//港口会自动设置格子的feature为road
actionParams.GridData.Feature = TerrainFeature.Road;
actionParams.GridData.RenderMark = true;
}
//处理bridge或者road
else if (_actionId.ResourceType == ResourceType.Bridge || _actionId.FeatureType == TerrainFeature.Road )
{
actionParams.GridData.Feature = TerrainFeature.Road;
if(_actionId.ResourceType == ResourceType.Bridge)
actionParams.GridData.Resource = ResourceType.Bridge;
Main.PlayerLogic.UpdateCityConnect(actionParams.MapData,actionParams.PlayerData);
var tlist = actionParams.MapData.GridMap.GetAroundGridData(1, 1, actionParams.GridData);
foreach (var tgrid in tlist)
tgrid.RenderMark = true;
actionParams.GridData.RenderMark = true;
}
//处理temple
else if (_actionId.ResourceType == ResourceType.Temple
|| _actionId.ResourceType == ResourceType.ForestTemple
|| _actionId.ResourceType == ResourceType.WaterTemple
|| _actionId.ResourceType == ResourceType.MountainTemple)
{
Main.CityLogic.CityUpdateExp(actionParams.MapData,cityData,Table.Instance.QueryActionExp(_actionId));
actionParams.GridData.Resource = _actionId.ResourceType;
actionParams.GridData.buildingLevel = 2;
actionParams.GridData.RenderMark = true;
}
return true;
}
public override bool CheckCan(CommonActionParams actionParam)
{
//如果是unit或者city来执行build操作直接return false
if (actionParam.UnitData != null || actionParam.CityData != null || actionParam.GridData == null)
return false;
//如果没有对应科技return false
if (!actionParam.PlayerData.TechTree.CheckActionCan(_actionId))
return false;
//判断钱够不够
if (GetCost() > actionParam.PlayerData.PlayerWealth)
return false;
//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))
{
//在敌人领土上直接return false
if (playerData != actionParam.PlayerData)
return false;
}
//如果在无主领土且不是bridge或者road,也要return false
else
if (_actionId.ResourceType != ResourceType.Bridge
&& _actionId.FeatureType != TerrainFeature.Road)
return false;
//处理bridge
if (_actionId.ResourceType == ResourceType.Bridge)
{
//如果不是none或者fish的浅水直接return false
if (actionParam.GridData.Terrain != TerrainType.ShallowSea
|| (actionParam.GridData.Resource != ResourceType.None
&& actionParam.GridData.Resource != ResourceType.Fish))
return false;
//如果不存在桥两侧的陆地以供建桥梁
if (!actionParam.MapData.HasBridgeSideLand(actionParam.GridData,out var isMirror))
return false;
return true;
}
//处理road
if (_actionId.FeatureType == TerrainFeature.Road)
{
//如果是非陆地、村庄
if (actionParam.GridData.Terrain != TerrainType.Land ||
actionParam.GridData.Resource == ResourceType.CityCenter)
return false;
//如果已经有路或者是山体return false
if (actionParam.GridData.Feature != TerrainFeature.None)
return false;
return true;
}
//处理完了road和bridge剩下建筑必须都在自己领土上否则就return false
if (playerData == null)
return false;
//-------- 以下先处理改造资源的建筑
//处理lumberhut
if (_actionId.ResourceType == ResourceType.LumberHut)
{
//只有林子上空着或者有animal 才可能建lumberhut
if(actionParam.GridData.Vegetation == Vegetation.Trees
&& (actionParam.GridData.Resource == ResourceType.Animal
|| actionParam.GridData.Resource == ResourceType.None))
return true;
return false;
}
//处理mine
if (_actionId.ResourceType == ResourceType.Mine)
{
//只要resource是metal就可以建
if(actionParam.GridData.Resource == ResourceType.Metal)
return true;
return false;
}
//处理farm
if (_actionId.ResourceType == ResourceType.Farm)
{
//只要resource是crop就可以建
if(actionParam.GridData.Resource == ResourceType.Crop){
return true;
}
return false;
}
//-------- 再处理直接建设的建筑
//处理temple
if (_actionId.ResourceType == ResourceType.Temple)
{
//必须平地必须是none或者
if (actionParam.GridData.Feature == TerrainFeature.Mountain
|| actionParam.GridData.Terrain != TerrainType.Land
|| (actionParam.GridData.Resource != ResourceType.None
&& actionParam.GridData.Resource != ResourceType.Metal))
return false;
return true;
}
if(_actionId.ResourceType == ResourceType.WaterTemple)
{
//必须在水上必须是none starfish或者fish才能建设watertemple
if (actionParam.GridData.Terrain == TerrainType.Land
|| (actionParam.GridData.Resource != ResourceType.None
&& actionParam.GridData.Resource != ResourceType.Fish
&& actionParam.GridData.Resource != ResourceType.Starfish))
return false;
return true;
}
if (_actionId.ResourceType == ResourceType.ForestTemple)
{
//必须在林中必须是none或者animals
if (actionParam.GridData.Vegetation != Vegetation.Trees
|| (actionParam.GridData.Resource != ResourceType.None
&& actionParam.GridData.Resource != ResourceType.Animal))
return false;
return true;
}
if (_actionId.ResourceType == ResourceType.MountainTemple)
{
//必须在山上必须是none或者metal
if (actionParam.GridData.Feature != TerrainFeature.Mountain
|| (actionParam.GridData.Resource != ResourceType.None
&& actionParam.GridData.Resource != ResourceType.Metal))
return false;
return true;
}
//处理port
if (_actionId.ResourceType == ResourceType.Port)
{
//如果不是none或者fish的浅水直接return false
if (actionParam.GridData.Terrain != TerrainType.ShallowSea
|| (actionParam.GridData.Resource != ResourceType.None
&& actionParam.GridData.Resource != ResourceType.Fish))
return false;
return true;
}
//剩下windmill sawmill forge market四天王先确定平地情况
if (actionParam.GridData.Terrain != TerrainType.Land
|| (actionParam.GridData.Feature == TerrainFeature.Mountain)
|| (actionParam.GridData.Vegetation == Vegetation.Trees)
|| (actionParam.GridData.Resource != ResourceType.None
&& actionParam.GridData.Resource != ResourceType.Crop))
return false;
//再确认周围有没有支持这个特殊建筑的附属建筑
if (!Main.CityLogic
.CalcGridBuildingLevel(actionParam.MapData, actionParam.GridData,
_actionId.ResourceType,out var level1))
return false;
//再确认city是否已经有一个对应的特殊建筑
if(actionParam.MapData.GetCityDataByTerritoryGid(actionParam.GridData.Id,out var cityData)
&& Main.CityLogic.GetBuildingLevelByCity(actionParam.MapData,cityData,_actionId.ResourceType,out var level2))
return false;
return true;
}
public override bool CheckShow(CommonActionParams actionParam)
{
//如果是unit或者city来执行build操作直接return false
if (actionParam.UnitData != null || actionParam.CityData != null)
return false;
//如果没有对应科技return false
if (!actionParam.PlayerData.TechTree.CheckActionCan(_actionId))
return false;
//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))
{
//在敌人领土上直接return false
if (playerData != actionParam.PlayerData)
return false;
}
//如果在无主领土且不是bridge或者road,也要return false
else
if (_actionId.ResourceType != ResourceType.Bridge
&& _actionId.FeatureType != TerrainFeature.Road)
return false;
//处理bridge
if (_actionId.ResourceType == ResourceType.Bridge)
{
//如果不是none或者fish的浅水直接return false
if (actionParam.GridData.Terrain != TerrainType.ShallowSea
|| (actionParam.GridData.Resource != ResourceType.None
&& actionParam.GridData.Resource != ResourceType.Fish))
return false;
//TODO 确认bridge的建造条件
return true;
}
//处理road
if (_actionId.FeatureType == TerrainFeature.Road)
{
//TODO 确认road的建造条件
return true;
}
//处理完了road和bridge剩下建筑必须都在自己领土上否则就return false
if (playerData == null)
return false;
//-------- 以下先处理改造资源的建筑
//处理lumberhut
if (_actionId.ResourceType == ResourceType.LumberHut)
{
//只有林子上空着或者有animal 才可能建lumberhut
if(actionParam.GridData.Vegetation == Vegetation.Trees
&& (actionParam.GridData.Resource == ResourceType.Animal
|| actionParam.GridData.Resource == ResourceType.None))
return true;
return false;
}
//处理mine
if (_actionId.ResourceType == ResourceType.Mine)
{
//只要resource是metal就可以建
if(actionParam.GridData.Resource == ResourceType.Metal)
return true;
return false;
}
//处理farm
if (_actionId.ResourceType == ResourceType.Farm)
{
//只要resource是crop就可以建
if(actionParam.GridData.Resource == ResourceType.Crop){
return true;
}
return false;
}
//-------- 再处理直接建设的建筑
//处理port
if (_actionId.ResourceType == ResourceType.Farm)
{
//如果不是none或者fish的浅水直接return false
if (actionParam.GridData.Terrain != TerrainType.ShallowSea
|| (actionParam.GridData.Resource != ResourceType.None
&& actionParam.GridData.Resource != ResourceType.Fish))
return false;
//只要国内领土就可以建造
if(actionParam.GridData.Resource == ResourceType.Crop)
return true;
return false;
}
//剩下windmill sawmill forge market四天王先确定平地情况
if (actionParam.GridData.Terrain != TerrainType.Land
|| (actionParam.GridData.Feature == TerrainFeature.Mountain)
|| (actionParam.GridData.Vegetation == Vegetation.Trees)
|| (actionParam.GridData.Resource != ResourceType.None
&& actionParam.GridData.Resource != ResourceType.Crop))
return false;
//再确认周围有没有支持这个特殊建筑的附属建筑
if (!Main.CityLogic
.CalcGridBuildingLevel(actionParam.MapData, actionParam.GridData,
_actionId.ResourceType,out var level1))
return false;
//再确认city是否已经有一个对应的特殊建筑
if(actionParam.MapData.GetCityDataByTerritoryGid(actionParam.GridData.Id,out var cityData)
&& Main.CityLogic.GetBuildingLevelByCity(actionParam.MapData,cityData,_actionId.ResourceType,out var level2))
return false;
return true;
}
}
// TrainUnit 训练单位类
public class TrainUnitAction : ActionLogicBase
{
public TrainUnitAction(CommonActionId id) : base(id)
{
}
public override bool Execute(CommonActionParams actionParams)
{
if (actionParams.CityData == null)
return false;
if (!actionParams.MapData.GetGridDataByCityId(actionParams.CityData.Id, out var gridData))
return false;
if (_actionId.UnitType == UnitType.None)
return false;
actionParams.MapData.AddUnitData(gridData.Id,actionParams.CityData.Id,_actionId.UnitType,_actionId.GiantType);
actionParams.CityData.CityInfoRenderMark = true;
return true;
}
public override bool CheckCan(CommonActionParams actionParam)
{
//必须是city主体行使这个权力
if (actionParam.MainObjectType != MainObjectType.City)
return false;
//魯棒性
if (actionParam.CityData == null || actionParam.PlayerData == null)
return false;
//如果player操作的city不是自己的city
if (!actionParam.MapData.GetPlayerDataByCityId(actionParam.CityData.Id, out var playerData)
|| playerData != actionParam.PlayerData)
return false;
if (!actionParam.MapData.GetGridDataByCityId(actionParam.CityData.Id, out var gridData))
return false;
//如果没科技return
if(!actionParam.PlayerData.TechTree.CheckActionCan(_actionId))
return false;
//如果是城市生产无法生产水生unit
if (Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(_actionId.UnitType,_actionId.GiantType,out var info)
&& info.LandType == LandType.WaterAndAshore
&& actionParam.CityData != null)
return false;
//如果是unit但是不是boat,那不存在unit生产的可能
if (actionParam.UnitData != null && actionParam.UnitData.UnitType != UnitType.Boat)
return false;
//如果是unit-boat,那生产的unit不能是boat
if (actionParam.UnitData != null && _actionId.UnitType == UnitType.Boat)
return false;
//如果城市已经满员,不能生产,但是可以显示,所以要照常返回
if (actionParam.MapData.CheckIfCityFullPopulation(actionParam.CityData))
return false;
//如果城市上面有单位,不能生产,不显示
if (actionParam.MapData.GetUnitDataByGid(gridData.Id, out var unitData))
return false;
//判断钱够不够
if (GetCost() > actionParam.PlayerData.PlayerWealth)
return false;
//如果单位具有unique属性且player已经拥有一个 TODO 需要Unique重写
if (_actionId.GiantType != GiantType.None &&
Main.PlayerLogic.GetPlayerUnitTypeCount(actionParam.MapData,actionParam.PlayerData,_actionId.UnitType, _actionId.GiantType) > 0)
return false;
return true;
}
public override bool CheckShow(CommonActionParams actionParam)
{
//如果是格子行使TrainUnit,直接return
if (actionParam.MainObjectType != MainObjectType.City)
return false;
//魯棒性
if (actionParam.CityData == null)
return false;
if (!actionParam.MapData.GetGridDataByCityId(actionParam.CityData.Id, out var gridData))
return false;
//如果没科技return
if(!actionParam.PlayerData.TechTree.CheckActionCan(_actionId))
return false;
//如果是城市生产无法生产水生unit
if (Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(_actionId.UnitType,_actionId.GiantType,out var info)
&& info.LandType == LandType.WaterAndAshore
&& actionParam.CityData != null)
return false;
//如果是unit但是不是boat,那不存在unit生产的可能
if (actionParam.UnitData != null && actionParam.UnitData.UnitType != UnitType.Boat)
return false;
//如果是unit-boat,那生产的unit不能是boat
if (actionParam.UnitData != null && _actionId.UnitType == UnitType.Boat)
return false;
//如果城市已经满员,不能生产,但是可以显示,所以要照常返回
//if (actionParam.MapData.CheckIfCityFullPopulation(actionParam.CityData) >= actionParam.CityData.Level)
// return false;
//如果城市上面有单位,不能生产,不显示
if (actionParam.MapData.GetUnitDataByGid(gridData.Id, out var unitData))
return false;
return true;
}
}
//UnitAction单位行动逻辑类
public class UnitActionAction : ActionLogicBase
{
public UnitActionAction(CommonActionId id) : base(id)
{
}
public override bool Execute(CommonActionParams actionParams)
{
//鲁棒性判断
if (actionParams.UnitData == null) return false;
if (actionParams.PlayerData == null) return false;
if (!actionParams.MapData.GetGridDataByUnitId(actionParams.UnitData.Id, out var gridData))
return false;
if (_actionId.UnitActionType == UnitActionType.Capture)
{
//处理捕获city的情况
if (actionParams.MapData.GetCityDataByGid(gridData.Id, out var cityData))
{
Main.PlayerLogic.OccupyCity(actionParams.MapData,actionParams.UnitData,cityData);
actionParams.UnitData.CP = 0;
actionParams.UnitData.MP = 0;
actionParams.UnitData.AP = 0;
return true;
}
//处理占领村庄的情况
else
{
Main.PlayerLogic.OccupyVillage(actionParams.MapData,actionParams.UnitData,gridData);
actionParams.UnitData.CP = 0;
actionParams.UnitData.MP = 0;
actionParams.UnitData.AP = 0;
return true;
}
}
if (_actionId.UnitActionType == UnitActionType.Upgrade)
{
if (!Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(actionParams.UnitData.UnitType,
actionParams.UnitData.GiantType, out var info))
return false;
//处理CARRY的情况
if (info.Skills.Contains(SkillType.CARRY))
{
if (actionParams.UnitData.CarryVeteran)
return false;
if (actionParams.UnitData.CarryExp < 3)
return false;
actionParams.UnitData.CarryVeteran = true;
}
//处理非CARRY是老兵
else
{
if (actionParams.UnitData.Veteran)
return false;
if (actionParams.UnitData.Exp < 3)
return false;
actionParams.UnitData.Veteran = true;
}
actionParams.UnitData.Health = actionParams.UnitData.GetMaxHealth();
actionParams.UnitData.RenderMark = true;
return true;
}
//处理ship
if (_actionId.UnitType == UnitType.Ship || _actionId.UnitType == UnitType.RammerShip
|| _actionId.UnitType == UnitType.BomberShip)
{
if (!Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(_actionId.UnitType,GiantType.None, out var info ))
return false;
if (actionParams.PlayerData.PlayerWealth < info.Cost)
return false;
actionParams.PlayerData.PlayerWealth -= info.Cost;
Main.UnitLogic.UnitTypeTransform(actionParams.UnitData,_actionId.UnitType);
actionParams.UnitData.RenderMark = true;
return true;
}
//剩下的都需要CP消耗CP
if (actionParams.UnitData.CP <= 0)
return false;
//用ret做记录如果最后ret=true再将CPMPAP置0
bool ret = false;
//处理disband
if (_actionId.UnitActionType == UnitActionType.Disband)
{
if (!Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(_actionId.UnitType,GiantType.None, out var info ))
return false;
actionParams.PlayerData.PlayerWealth += info.Cost / 2;
Main.UnitLogic.Die(actionParams.MapData,actionParams.UnitData);
ret = true;
}
//处理recover
if (_actionId.UnitActionType == UnitActionType.Recover)
{
int recoverV = 4;
if (!actionParams.MapData.GetPlayerDataByTerritoryGridId(gridData.Id, out var terrPlayerData))
return false;
if (terrPlayerData != actionParams.PlayerData)
recoverV = 2;
actionParams.UnitData.Health += recoverV;
if (actionParams.UnitData.Health > actionParams.UnitData.GetMaxHealth())
actionParams.UnitData.Health = actionParams.UnitData.GetMaxHealth();
ret = true;
actionParams.UnitData.RenderMark = true;
}
//处理heal TODO 未实现
if (_actionId.UnitActionType == UnitActionType.Heal)
{
}
//处理gather
if (_actionId.UnitActionType == UnitActionType.Gather)
{
gridData.Resource = ResourceType.None;
actionParams.PlayerData.PlayerWealth += 10;
gridData.RenderMark = true;
ret = true;
}
//处理examine
if (_actionId.UnitActionType == UnitActionType.Examine)
{
gridData.Resource = ResourceType.None;
if (UnityEngine.Random.Range(0, 100) < 3)
{
actionParams.PlayerData.PlayerWealth += 10;
gridData.RenderMark = true;
}
//给一个随机科技
else if (UnityEngine.Random.Range(0, 100) < 3)
{
var tt = new List<TechType>();
foreach (TechType tech in System.Enum.GetValues(typeof(TechType)))
{
if (actionParams.PlayerData.TechTree.CheckIfHasTech(tech))
continue;
tt.Add(tech);
}
if(tt.Count <= 0)
actionParams.PlayerData.PlayerWealth += 10;
else
{
Main.PlayerLogic.ResearchTech(actionParams.MapData,actionParams.PlayerData,tt[UnityEngine.Random.Range(0, tt.Count)],0);
}
gridData.RenderMark = true;
}
//给一个单位
else
{
Main.UnitLogic.PassiveMoveAway(actionParams.MapData, actionParams.UnitData);
if(!actionParams.MapData.GetCapitalCityDataByPlayerId(actionParams.PlayerData.Id, out var capital))
return false;
if (gridData.Terrain == TerrainType.Land)
{
var unit = actionParams.MapData.AddUnitData(gridData.Id,capital.Id,UnitType.Swordsman);
unit.Exp = 3;
}
else
{
var unit = actionParams.MapData.AddUnitData(gridData.Id,capital.Id,UnitType.RammerShip);
unit.CarryExp = 3;
}
if(gridData.Terrain == TerrainType.Land)
capital.CityInfoRenderMark = true;
}
ret = true;
}
if (ret)
{
actionParams.UnitData.CP = 0;
actionParams.UnitData.AP = 0;
actionParams.UnitData.MP = 0;
}
return ret;
}
public override bool CheckCan(CommonActionParams actionParams)
{
//鲁棒性判断
if (actionParams.UnitData == null) return false;
if (actionParams.PlayerData == null) return false;
if (!actionParams.MapData.GetGridDataByUnitId(actionParams.UnitData.Id, out var gridData))
return false;
//如果unit不是player的退出
if(!actionParams.MapData.GetPlayerDataByUnitId(actionParams.UnitData.Id, out var playerData) ||
playerData != actionParams.PlayerData)
return false;
//判断钱够不够
if (GetCost() > actionParams.PlayerData.PlayerWealth)
return false;
//如果不具备科技
if (!actionParams.PlayerData.TechTree.CheckActionCan(_actionId))
return false;
//先处理不需要CP的 Upgrade UnitShip UnitRammerShip UnitBattleShip 这4个
if (_actionId.UnitActionType == UnitActionType.Upgrade)
{
//鲁棒性处理
if (!Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(actionParams.UnitData.UnitType,
actionParams.UnitData.GiantType, out var info))
return false;
//处理CARRY的情况
if (info.Skills.Contains(SkillType.CARRY))
{
if (actionParams.UnitData.CarryVeteran)
return false;
if (actionParams.UnitData.CarryExp >= 3)
return true;
return false;
}
//处理非CARRY是老兵
if (actionParams.UnitData.Veteran)
return false;
if (actionParams.UnitData.Exp >= 3)
return true;
return false;
}
if (_actionId.UnitType == UnitType.Ship || _actionId.UnitType == UnitType.RammerShip
|| _actionId.UnitType == UnitType.BomberShip)
{
if(actionParams.UnitData.UnitType != UnitType.Boat)
return false;
if (actionParams.MapData.GetPlayerDataByTerritoryGridId(gridData.Id, out var player1)
&& player1 != actionParams.PlayerData)
return false;
return true;
}
//剩下的都需要CP如果Unit有没有CP了return false
if (actionParams.UnitData.CP <= 0)
return false;
//处理capture
if (_actionId.UnitActionType == UnitActionType.Capture)
{
//如果是占领别的城市
if (actionParams.MapData.GetCityDataByGid(gridData.Id, out var cityData))
{
actionParams.MapData.GetPlayerDataByCityId(cityData.Id,out var playerId1);
actionParams.MapData.GetPlayerDataByUnitId(actionParams.UnitData.Id,out var playerId2);
return playerId1 != playerId2;
}
//如果是占领村庄
else
{
return gridData.Resource == ResourceType.CityCenter;
}
}
//处理disband
if (_actionId.UnitActionType == UnitActionType.Disband)
return true;
//处理recover
if (_actionId.UnitActionType == UnitActionType.Recover)
{
if (actionParams.UnitData.Health < actionParams.UnitData.GetMaxHealth())
return true;
return false;
}
//处理heal TODO 未实现
if (_actionId.UnitActionType == UnitActionType.Heal)
{
}
//处理gather
if (_actionId.UnitActionType == UnitActionType.Gather)
return gridData.Resource == ResourceType.Starfish;
//处理examine
if (_actionId.UnitActionType == UnitActionType.Examine)
return gridData.Resource == ResourceType.Treasure;
return false;
}
public override bool CheckShow(CommonActionParams actionParams)
{
//鲁棒性判断
if (actionParams.UnitData == null) return false;
if (actionParams.PlayerData == null) return false;
if (!actionParams.MapData.GetGridDataByUnitId(actionParams.UnitData.Id, out var gridData))
return false;
//如果unit不是player的退出
if(!actionParams.MapData.GetPlayerDataByUnitId(actionParams.UnitData.Id, out var playerData) ||
playerData != actionParams.PlayerData)
return false;
//处理capture
if (_actionId.UnitActionType == UnitActionType.Capture)
{
//如果是占领别的城市
if (actionParams.MapData.GetCityDataByGid(gridData.Id, out var cityData))
{
actionParams.MapData.GetPlayerDataByCityId(cityData.Id,out var playerId1);
actionParams.MapData.GetPlayerDataByUnitId(actionParams.UnitData.Id,out var playerId2);
return playerId1 != playerId2;
}
//如果是占领村庄
else
{
return gridData.Resource == ResourceType.CityCenter;
}
}
return false;
}
}
//CityLevelUp 行动逻辑类
public class CityLevelUpActionAction : ActionLogicBase
{
public CityLevelUpActionAction(CommonActionId id) : base(id)
{
}
public override bool Execute(CommonActionParams actionParams)
{
//鲁棒性判断
if (actionParams.CityData == null) return false;
if (!actionParams.MapData.GetGridDataByCityId(actionParams.CityData.Id, out var gridData))
return false;
if (!actionParams.CityData.CityLevelUpPoint)
return false;
actionParams.CityData.CityLevelUpPoint = false;
if (_actionId.CityLevelUpActionType == CityLevelUpActionType.Explorer)
{
//处理捕获city的情况
return true;
}
if (_actionId.CityLevelUpActionType == CityLevelUpActionType.Workshop)
{
actionParams.CityData.Workshop = true;
actionParams.CityData.CityInfoRenderMark = true;
return true;
}
if (_actionId.CityLevelUpActionType == CityLevelUpActionType.CityWealth)
{
if (actionParams.MapData.GetPlayerDataByCityId(actionParams.CityData.Id, out var playerData))
playerData.PlayerWealth += 5;
actionParams.CityData.CityInfoRenderMark = true;
return true;
}
if (_actionId.CityLevelUpActionType == CityLevelUpActionType.CityWall)
{
actionParams.CityData.CityWall = true;
gridData.RenderMark = true;
return true;
}
if (_actionId.CityLevelUpActionType == CityLevelUpActionType.Expand)
{
Main.CityLogic.CityLevelUpActionExpand(actionParams.MapData,actionParams.CityData);
actionParams.CityData.CityInfoRenderMark = true;
return true;
}
if (_actionId.CityLevelUpActionType == CityLevelUpActionType.Population)
{
Main.CityLogic.CityUpdateExp(actionParams.MapData,actionParams.CityData,3);
actionParams.CityData.CityInfoRenderMark = true;
return true;
}
if (_actionId.CityLevelUpActionType == CityLevelUpActionType.Park)
{
actionParams.CityData.ParkCount++;
actionParams.CityData.CityInfoRenderMark = true;
return true;
}
if (_actionId.CityLevelUpActionType == CityLevelUpActionType.BigGuy)
{
if(actionParams.MapData.GetUnitDataByGid(gridData.Id,out var unitData))
Main.UnitLogic.PassiveMoveAway(actionParams.MapData, unitData);
actionParams.MapData.AddUnitData(gridData.Id,actionParams.CityData.Id,UnitType.BigGuy);
actionParams.CityData.CityInfoRenderMark = true;
return true;
}
return false;
}
public override bool CheckCan(CommonActionParams actionParams)
{
if (actionParams.CityData == null) return false;
//如果没有升级行动的点数,退出
//判断钱够不够
if (GetCost() > actionParams.PlayerData.PlayerWealth)
return false;
if (!actionParams.CityData.CityLevelUpPoint)
return false;
if (_actionId.CityLevelUpActionType == CityLevelUpActionType.Explorer)
return actionParams.CityData.Level == 3;
if (_actionId.CityLevelUpActionType == CityLevelUpActionType.Workshop)
return actionParams.CityData.Level == 3;
if (_actionId.CityLevelUpActionType == CityLevelUpActionType.CityWall)
return actionParams.CityData.Level == 4;
if (_actionId.CityLevelUpActionType == CityLevelUpActionType.CityWealth)
return actionParams.CityData.Level == 4;
if (_actionId.CityLevelUpActionType == CityLevelUpActionType.Population)
return actionParams.CityData.Level == 5;
if (_actionId.CityLevelUpActionType == CityLevelUpActionType.Expand)
return actionParams.CityData.Level == 5;
if (_actionId.CityLevelUpActionType == CityLevelUpActionType.Park)
return actionParams.CityData.Level > 5;
if (_actionId.CityLevelUpActionType == CityLevelUpActionType.BigGuy)
return actionParams.CityData.Level > 5;
return false;
}
public override bool CheckShow(CommonActionParams actionParams)
{
if (actionParams.CityData == null) return false;
//如果没有升级行动的点数,退出
if (!actionParams.CityData.CityLevelUpPoint)
return false;
if (_actionId.CityLevelUpActionType == CityLevelUpActionType.Explorer)
return actionParams.CityData.Level == 3;
if (_actionId.CityLevelUpActionType == CityLevelUpActionType.Workshop)
return actionParams.CityData.Level == 3;
if (_actionId.CityLevelUpActionType == CityLevelUpActionType.CityWall)
return actionParams.CityData.Level == 4;
if (_actionId.CityLevelUpActionType == CityLevelUpActionType.CityWealth)
return actionParams.CityData.Level == 4;
if (_actionId.CityLevelUpActionType == CityLevelUpActionType.Population)
return actionParams.CityData.Level == 5;
if (_actionId.CityLevelUpActionType == CityLevelUpActionType.Expand)
return actionParams.CityData.Level == 5;
if (_actionId.CityLevelUpActionType == CityLevelUpActionType.Park)
return actionParams.CityData.Level > 5;
if (_actionId.CityLevelUpActionType == CityLevelUpActionType.BigGuy)
return actionParams.CityData.Level > 5;
return false;
}
}
// 小兵移动,目前只用于 AI 的行为
public class UnitMoveAction : ActionLogicBase
{
public UnitMoveAction(CommonActionId id) : base(id)
{
}
public override bool Execute(CommonActionParams actionParams)
{
if (actionParams.MapData.GetGridDataByUnitId(actionParams.UnitData.Id, out var unitGrid))
{
var distance = actionParams.MapData.GridMap.CalcDistance(unitGrid, actionParams.GridData);
if (distance > 3)
{
Debug.LogError($"!!!");
}
}
Main.UnitLogic.MoveTo(actionParams.MapData, actionParams.UnitData, actionParams.GridData);
return true;
}
public override bool CheckCan(CommonActionParams actionParams)
{
return true;
}
public override bool CheckShow(CommonActionParams actionParams)
{
return true;
}
}
// 小兵攻击,目前只用于 AI 的行为
public class UnitAttackAction : ActionLogicBase
{
public UnitAttackAction(CommonActionId id) : base(id)
{
}
public override bool Execute(CommonActionParams actionParams)
{
Main.UnitLogic.Attack(actionParams.MapData, actionParams.UnitData, actionParams.TargetUnitData);
return true;
}
public override bool CheckCan(CommonActionParams actionParams)
{
return true;
}
public override bool CheckShow(CommonActionParams actionParams)
{
return true;
}
}
public class StartWonderAction : ActionLogicBase
{
public StartWonderAction(CommonActionId id) : base(id)
{
}
public override bool Execute(CommonActionParams actionParams)
{
return false;
}
public override bool CheckCan(CommonActionParams actionParams)
{
return false;
}
public override bool CheckShow(CommonActionParams actionParams)
{
return false;
}
}
public class UnitSkillAction : ActionLogicBase
{
public UnitSkillAction(CommonActionId id) : base(id)
{
}
public override bool Execute(CommonActionParams actionParams)
{
return false;
}
public override bool CheckCan(CommonActionParams actionParams)
{
return false;
}
public override bool CheckShow(CommonActionParams actionParams)
{
return false;
}
}
//GridMisc行为逻辑类包括Destroy,ClearForest GwowForest BurnForest
public class GridMiscAction : ActionLogicBase
{
public GridMiscAction(CommonActionId id) : base(id)
{
}
public override bool Execute(CommonActionParams actionParams)
{
if (actionParams.PlayerData == null || actionParams.GridData == null)
return false;
if (!Table.Instance.ActionDataAssets.GetActionInfo(_actionId, out var actionInfo))
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;
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;
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;
return true;
}
//处理Destroy
if (_actionId.GridMiscActionType == GridMiscActionType.Destroy)
{
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;
if (_actionId.ResourceType == ResourceType.Farm || _actionId.ResourceType == ResourceType.Mine ||
_actionId.ResourceType == ResourceType.LumberHut)
{
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
ResourceType needUpdate = Table.Instance.GridAndResourceDataAssets.GetMillLikeRelative(_actionId.ResourceType);
var gridDataList = Main.PlayerLogic.GetPlayerResourceNearbyList(actionParams.MapData,
actionParams.PlayerData,
actionParams.GridData, needUpdate);
foreach (var gridData in gridDataList)
Main.CityLogic.UpdateGridBuildingData(actionParams.MapData, gridData);
}
//处理windmill sawmill forge market
else if (_actionId.ResourceType == ResourceType.Windmill ||
_actionId.ResourceType == ResourceType.Forge ||
_actionId.ResourceType == ResourceType.Sawmill ||
_actionId.ResourceType == ResourceType.Market)
{
if (_actionId.ResourceType != ResourceType.Market)
{
Main.CityLogic.CityUpdateExp(actionParams.MapData, cityData, -actionParams.GridData.buildingLevel);
//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);
}
actionParams.GridData.Resource = actionParams.GridData.ResourceUnderBuilding;
actionParams.GridData.ResourceUnderBuilding = ResourceType.None;
actionParams.GridData.buildingLevel = 0;
}
//处理港口和桥梁
else if(_actionId.ResourceType == ResourceType.Port ||
_actionId.ResourceType == ResourceType.Bridge)
{
Main.CityLogic.CityUpdateExp(actionParams.MapData, cityData, -resourceInfo.Exp);
Main.PlayerLogic.UpdateCityConnect(actionParams.MapData,actionParams.PlayerData);
}
//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);
}
cityData.CityInfoRenderMark = true;
actionParams.GridData.RenderMark = 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.UnitData != null || actionParams.CityData != null)
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;
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.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)
return true;
return false;
}
return false;
}
public override bool CheckShow(CommonActionParams actionParams)
{
return false;
}
}
public class LearnTechAction : ActionLogicBase
{
public LearnTechAction(CommonActionId id) : base(id)
{
}
public override bool Execute(CommonActionParams actionParams)
{
if (actionParams.MainObjectType != MainObjectType.Player)
return false;
if (actionParams.PlayerData == null)
return false;
int cost = Main.PlayerLogic.GetRealCost(actionParams.MapData, actionParams.PlayerData, _actionId.TechType);
Main.PlayerLogic.ResearchTech(actionParams.MapData,actionParams.PlayerData,_actionId.TechType,cost);
return true;
}
public override bool CheckCan(CommonActionParams actionParams)
{
//鲁棒性判断,不是玩家执行这个操作就退出
if (actionParams.MainObjectType != MainObjectType.Player)
return false;
if (actionParams.PlayerData == null)
return false;
if (actionParams.PlayerData.TechTree.CheckIfHasTech(_actionId.TechType))
return false;
//判断钱够不够
if (GetCost() > actionParams.PlayerData.PlayerWealth)
return false;
int cost = Main.PlayerLogic.GetRealCost(actionParams.MapData, actionParams.PlayerData, _actionId.TechType);
if(cost > actionParams.PlayerData.PlayerWealth)
return false;
//
return true;
}
public override bool CheckShow(CommonActionParams actionParams)
{
return false;
}
}
}