242 lines
10 KiB
C#
242 lines
10 KiB
C#
/*
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* @Author: 白哉
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* @Description: AI Action 生成器
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* @Date: 2025年04月30日 星期三 11:04:38
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* @Modify:
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*/
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using System.Collections.Generic;
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using Logic.Action;
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using RuntimeData;
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namespace Logic.AI
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{
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public class AIActionGenerator
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{
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private MapData _mapData;
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private PlayerData _player;
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private List<UnitData> _waitUnits;
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private List<GridData> _waitGrids;
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private List<CityData> _waitCity;
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private uint _actionRecord;
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private uint _recordCount;
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public AIActionType ActionType => (AIActionType)(_actionRecord % (int)AIActionType.Max);
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public void Init(MapData map, PlayerData player)
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{
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_mapData = map;
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_player = player;
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_waitUnits ??= new List<UnitData>();
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_waitGrids ??= new List<GridData>();
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_waitCity ??= new List<CityData>();
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var gridSet = map.GetPlayerTerritoryGridIdSet(player.Id);
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var unitList = new List<UnitData>();
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map.GetUnitDataListByPlayerId(player.Id, unitList);
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var cityList = new List<CityData>();
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map.GetCityDataListByPlayerId(player.Id, cityList);
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foreach (var unit in unitList) _waitUnits.Add(unit);
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foreach (var city in cityList) _waitCity.Add(city);
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foreach (var grid in _mapData.GridMap.GridList)
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if(gridSet.Contains(grid.Id)) _waitGrids.Add(grid);
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_actionRecord = 0;
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_recordCount = 0;
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}
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public void GeneratorOneStepActions(MapData map, PlayerData player, List<AIActionBase> aiActions = null)
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{
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if (aiActions == null) aiActions = new List<AIActionBase>();
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for (int i = 0; i < (int)AIActionType.Max; i++)
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{
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if (_recordCount > 100) break;
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_recordCount++;
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_actionRecord++;
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var actionType = (AIActionType)(_actionRecord % (int)AIActionType.Max);
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if (actionType == AIActionType.Unit) GeneratorUnitActions(aiActions);
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else if (actionType == AIActionType.Grid) GeneratorGridActions(aiActions);
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else if (actionType == AIActionType.City) GeneratorCityActions(aiActions);
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if (aiActions.Count != 0) break;
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}
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}
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private void GeneratorUnitActions(List<AIActionBase> aiActions)
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{
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if (_waitUnits.Count == 0 || aiActions == null) return;
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for (int i = _waitUnits.Count - 1; i >= 0; i--)
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{
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GeneratorOneUnitActions(_waitUnits[i], aiActions);
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if (aiActions.Count != 0) break;
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_waitUnits.RemoveAt(i);
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}
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}
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private void GeneratorOneUnitActions(UnitData unit, List<AIActionBase> aiActions)
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{
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if (ActionLogicFactory.UnitHasMoveAndAttackAction(_mapData, unit, out var aiActionList))
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{
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foreach (var aiAction in aiActionList) aiActions.Add(aiAction);
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}
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var param = new CommonActionParams(_mapData, playerData:_player, unitData:unit);
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param.RefreshParams();
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if (!ActionLogicFactory.UnitHasAction(param, out var actions)) return;
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foreach (var action in actions)
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{
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if (param.PlayerData.PlayerWealth < action.GetCost()) continue;
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aiActions.Add(new AIActionBase(param, action));
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}
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}
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private void GeneratorGridActions(List<AIActionBase> aiActions)
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{
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if (_waitUnits.Count == 0 || aiActions == null) return;
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for (int i = _waitGrids.Count - 1; i >= 0; i--)
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{
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GeneratorOneGridActions(_waitGrids[i], aiActions);
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if (aiActions.Count != 0) break;
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_waitGrids.RemoveAt(i);
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}
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}
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private void GeneratorOneGridActions(GridData grid, List<AIActionBase> aiActions)
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{
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var gridParam = new CommonActionParams(_mapData, playerData:_player, gridData:grid, mainObjectType:MainObjectType.Grid);
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var actionList = new List<ActionLogicBase>();
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if (!ActionLogicFactory.GridHasAction(gridParam, actionList)) return;
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foreach (var action in actionList)
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{
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if (gridParam.PlayerData.PlayerWealth < action.GetCost()) continue;
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aiActions.Add(new AIActionBase(gridParam, action));
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}
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}
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private void GeneratorCityActions(List<AIActionBase> aiActions)
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{
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if (_waitCity.Count == 0 || aiActions == null) return;
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for (int i = _waitCity.Count - 1; i >= 0; i--)
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{
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GeneratorOneCityActions(_waitCity[i], aiActions);
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if (aiActions.Count != 0) break;
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_waitCity.RemoveAt(i);
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}
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}
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private void GeneratorOneCityActions(CityData city, List<AIActionBase> aiActions)
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{
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var param = new CommonActionParams(_mapData, playerData:_player, cityData:city);
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param.RefreshParams();
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if (!ActionLogicFactory.CityHasAction(param, out var actions)) return;
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foreach (var action in actions)
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{
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if (param.PlayerData.PlayerWealth < action.GetCost()) continue;
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aiActions.Add(new AIActionBase(param, action));
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}
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}
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// 穷举式生成所有可能的行动
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public void GeneratorActions(MapData map, PlayerData player, List<AIActionBase> aiActions = null)
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{
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if (aiActions == null) aiActions = new List<AIActionBase>();
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// 小兵行为
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var unitList = new List<UnitData>();
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map.GetUnitDataListByPlayerId(player.Id, unitList);
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foreach (var unit in unitList)
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{
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if (ActionLogicFactory.UnitHasMoveAndAttackAction(map, unit, out var aiActionList))
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{
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foreach (var aiAction in aiActionList) aiActions.Add(aiAction);
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}
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var param = new CommonActionParams(map, playerData: player, unitData: unit);
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param.RefreshParams();
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if (!ActionLogicFactory.UnitHasAction(param, out var actions)) continue;
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foreach (var action in actions)
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{
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if (param.PlayerData.PlayerWealth < action.GetCost()) continue;
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aiActions.Add(new AIActionBase(param, action));
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}
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}
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// 地块行为
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var gridSet = map.GetPlayerTerritoryGridIdSet(player.Id);
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var gridParam = new CommonActionParams(map, playerData: player, gridData: null,
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mainObjectType: MainObjectType.Grid);
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var actionList = new List<ActionLogicBase>();
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foreach (var gird in map.GridMap.GridList)
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{
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if (!gridSet.Contains(gird.Id)) continue;
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gridParam.GridData = gird;
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gridParam.RefreshParams();
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if (!ActionLogicFactory.GridHasAction(gridParam, actionList)) continue;
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var param = new CommonActionParams(map, playerData: player, gridData: gird,
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mainObjectType: MainObjectType.Grid);
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foreach (var action in actionList)
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{
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if (param.PlayerData.PlayerWealth < action.GetCost()) continue;
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aiActions.Add(new AIActionBase(param, action));
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}
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}
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// 城市行为
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var cityList = new List<CityData>();
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map.GetCityDataListByPlayerId(player.Id, cityList);
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foreach (var city in cityList)
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{
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var param = new CommonActionParams(map, playerData: player, cityData: city);
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param.RefreshParams();
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if (!ActionLogicFactory.CityHasAction(param, out var actions)) continue;
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foreach (var action in actions)
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{
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if (param.PlayerData.PlayerWealth < action.GetCost()) continue;
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aiActions.Add(new AIActionBase(param, action));
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}
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}
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GeneratorTechActions(map, player, aiActions);
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}
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// 穷举科技树行动
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public static void GeneratorTechActions(MapData map, PlayerData player, List<AIActionBase> aiActions = null)
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{
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if (aiActions == null) aiActions = new List<AIActionBase>();
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// 玩家行为
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var param = new CommonActionParams(map, playerData:player, mainObjectType:MainObjectType.Player);
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param.RefreshParams();
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if (!ActionLogicFactory.PlayerHasAction(param, out var actions)) return;
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foreach (var action in actions)
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{
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if (action.ActionId.ActionType != CommonActionType.LearnTech) continue;
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if (param.PlayerData.PlayerWealth < action.GetCost()) continue;
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aiActions.Add(new AIActionBase(param, action));
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}
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}
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// 穷举地图预期收益行动
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public static void GeneratorFutureActions(MapData map, PlayerData player, List<AIActionBase> aiActions = null)
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{
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if (aiActions == null) aiActions = new List<AIActionBase>();
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GeneratorTechActions(map, player, aiActions);
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for (int i = aiActions.Count - 1; i >= 0; i--)
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{
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if (aiActions[i].ActionLogic.ActionId == null)
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{
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aiActions.RemoveAt(i);
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continue;
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}
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if (aiActions[i].ActionLogic.ActionId.ActionType == CommonActionType.Gain) continue;
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if (aiActions[i].ActionLogic.ActionId.ActionType == CommonActionType.BuildWonder) continue;
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if (aiActions[i].ActionLogic.ActionId.ActionType == CommonActionType.Build) continue;
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if (aiActions[i].ActionLogic.ActionId.ActionType == CommonActionType.TrainUnit) continue;
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aiActions.RemoveAt(i);
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}
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}
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}
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} |