TH1/Unity/Assets/Scripts/BTNodeCanvas/AIParamChooseMinHealthSelfGiant.cs
2025-12-22 16:34:28 +08:00

75 lines
2.4 KiB
C#

/*
* @Author: 白哉
* @Description:
* @Date: 2025年10月21日 星期二 17:10:56
* @Modify:
*/
using System;
using Logic.AI;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
namespace NodeCanvas.Tasks.Actions
{
[Name("筛选血量小于等于阈值的最低血量目标单位(EirinCommon专用)")]
[Category("AI节点")]
[Serializable]
public class AIParamChooseMinHealthSelfGiant : BaseActionTask
{
public float Ratio = 60f;
public bool IsCondi;
public float AttackCondi = 60f;
public float DefendCondi = 60f;
public float DevelopmentCondi = 60f;
public float CommonCondi = 60f;
protected override string desc
{
get
{
var ratio = IsCondi ? "Condi" : Ratio.ToString();
return string.Format($"选小于等于 {ratio}% 血量的最低血量目标单位");
}
}
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 condi = Ratio / 100f;
if (IsCondi)
{
if (data.value.TargetStrategy == Strategy.Attack) condi = AttackCondi / 100f;
if (data.value.TargetStrategy == Strategy.Development) condi = DefendCondi / 100f;
if (data.value.TargetStrategy == Strategy.Defend) condi = DevelopmentCondi / 100f;
if (data.value.TargetStrategy == Strategy.Common) condi = CommonCondi / 100f;
}
AIActionBase action = null;
for (int i = data.value.AIActions.Count - 1; i >= 0; i--)
{
var targetUnit = data.value.AIActions[i].Param.TargetUnitData;
if (targetUnit == null) continue;
if (targetUnit.GetHealthRatio() > condi) continue;
if (action != null && targetUnit.Health >= action.Param.TargetUnitData.Health) continue;
action = data.value.AIActions[i];
}
data.value.AIActions.Clear();
if (action != null) data.value.AIActions.Add(action);
EndAction(data.value.AIActions.Count > 0);
}
}
}