TH1/Unity/Assets/Scripts/BTNodeCanvas/AIParamBuildEmbassy.cs
2025-08-26 14:32:20 +08:00

70 lines
2.0 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;
using RuntimeData;
namespace NodeCanvas.Tasks.Actions
{
[Category("AIAction")]
[Serializable]
public class AIParamBuildEmbassy : BaseActionTask
{
public float Value;
public int Money;
protected override string desc => string.Format($"余额 >= {Money}, 并且对某国好感 >= {Value}, 建立大使馆");
protected override void OnExecute()
{
base.OnExecute();
// 直接从Blackboard获取AICalculatorData
var data = blackboard.GetVariable<AICalculatorData>("Data");
if (data?.value == null)
{
EndAction(false);
return;
}
if (data.value.Player.PlayerWealth < Money)
{
EndAction(false);
return;
}
float maxValue = 0f;
CountryDiplomacyInfo maxInfo = null;
foreach (var info in data.value.Player.DiplomacyData.Info)
{
if (info.FeelingValue < Value) continue;
if (info.FeelingValue > maxValue)
{
maxValue = info.FeelingValue;
maxInfo = info;
}
}
if (maxInfo != null && data.value.Map.PlayerMap.GetPlayerDataByPlayerID(maxInfo.PlayerId, out var target))
{
target.DiplomacyData.GetCountryDiplomacyInfo(data.value.Player.Id, out var targetToSelf);
targetToSelf.IsEmbassy = true;
if (!target.MeetPlayers.Contains(data.value.Player.Id))
target.MeetPlayers.Add(data.value.Player.Id);
EndAction(true);
return;
}
EndAction(false);
}
}
}