TH1/Unity/Assets/Scripts/BTNodeCanvas/AIParamAroundNoUnitCity.cs

69 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 System.Collections.Generic;
using Logic.AI;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using RuntimeData;
namespace NodeCanvas.Tasks.Actions
{
[Category("AIAction")]
[Serializable]
public class AIParamAroundNoUnitCity : BaseActionTask
{
public int Offset;
protected override string desc
{
get
{
return string.Format($"周围 {Offset} 格内存在无人驻守的我方城市");
}
}
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;
var unit = data.value.TargetParam.UnitData;
if (!param.MapData.GetGridDataByUnitId(unit.Id, out var unitGrid))
{
EndAction(false);
return;
}
var selfCity = new HashSet<CityData>();
param.MapData.GetCityDataListByPlayerId(param.PlayerData.Id, selfCity);
var aroundGrid = param.MapData.GridMap.GetAroundGridData(Offset, Offset, unitGrid);
foreach (var grid in aroundGrid)
{
if (!param.MapData.GetCityDataByGid(grid.Id, out var city)) continue;
if (param.MapData.GetUnitDataByGid(grid.Id, out var cityUnit)) continue;
if (!selfCity.Contains(city)) continue;
data.value.TargetParam.TargetGridData = grid;
data.value.TargetParam.OnParamChanged();
EndAction(true);
return;
}
EndAction(false);
}
}
}