TH1/Unity/Assets/Scripts/BTNodeCanvas/AIParamDefendTrainUnit.cs
2026-02-02 01:55:18 +08:00

90 lines
2.9 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;
using Logic.AI;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using RuntimeData;
using TH1_Logic.Core;
using UnityEngine;
namespace NodeCanvas.Tasks.Actions
{
[Name("空城紧急造兵")]
[Category("AI节点")]
[Serializable]
public class AIParamDefendTrainUnit : BaseActionTask
{
protected override string desc => string.Format($"空城紧急造兵");
protected override void OnExecute()
{
base.OnExecute();
// 直接从Blackboard获取AICalculatorData
var data = blackboard.GetVariable<AICalculatorData>("Data");
if (data?.value?.TargetParam.CityData == null || data.value.AIActions.Count == 0)
{
EndAction(false);
return;
}
var map = data.value.TargetParam.MapData;
var city = data.value.TargetParam.CityData;
if (!map.GetGridDataByCityId(city.Id, out var cityGrid) || map.GetUnitDataByGid(cityGrid.Id, out var unit))
{
EndAction(false);
return;
}
bool needTrain = false;
var selfUnit = new HashSet<UnitData>();
map.GetUnitDataListByPlayerId(data.value.TargetParam.PlayerData.Id, selfUnit);
var around = map.GridMap.GetAroundGridData(1, 1, cityGrid);
foreach (var grid in around)
{
if (!map.GetUnitDataByGid(grid.Id, out var attacker)) continue;
if (selfUnit.Contains(attacker)) continue;
needTrain = true;
break;
}
if (!needTrain)
{
EndAction(false);
return;
}
var targetUnitType = UnitType.None;
// 如果不能造剑士
bool canSwordsman = false;
foreach (var aiAction in data.value.AIActions)
{
if (aiAction.ActionLogic.ActionId.UnitType == UnitType.Swordsman) canSwordsman = true;
}
if (!canSwordsman) targetUnitType = UnitType.Warrior;
// 如果回合金 < 15
if (targetUnitType == UnitType.None && Main.PlayerLogic.GetPlayerCoinPerTurn(data.value.Map, data.value.Player.Id) < 15)
{
targetUnitType = UnitType.Warrior;
}
// 否则造剑士
if (targetUnitType == UnitType.None) targetUnitType = UnitType.Swordsman;
for (int i = data.value.AIActions.Count - 1; i >= 0; i--)
{
if (data.value.AIActions[i].ActionLogic.ActionId.UnitType == targetUnitType) continue;
data.value.AIActions.RemoveAt(i);
}
EndAction(data.value.AIActions.Count > 0);
}
}
}