TH1/Unity/Assets/Scripts/TH1_Logic/Action/GridMiscActionLogic.cs
2025-10-09 02:00:05 +08:00

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/*
* @Author: 白哉
* @Description: 行为逻辑类
* @Date: 2025年04月10日 星期四 11:04:44
* @Modify:
*/
using System;
using System.Collections.Generic;
using System.Linq;
using Logic.AI;
using Logic.CrashSight;
using RuntimeData;
using TH1_Anim.Fragments;
using TH1_Core.Managers;
using TH1_Logic.Core;
using UnityEngine;
using TH1Renderer;
using TH1Resource;
//这里是所有BuildAction派生子类的实现模块
namespace Logic.Action
{
//GridMisc行为逻辑类包括Destroy, ClearForest GrowForest BurnForest
public class GridMiscAction : ActionLogicBase
{
public GridMiscAction(CommonActionId id) : base(id)
{
}
protected override bool Execute(CommonActionParams actionParams)
{
if (actionParams.PlayerData == null || actionParams.GridData == null)
return false;
if (!Table.Instance.ActionDataAssets.GetActionInfo(_actionId, out var actionInfo))
return false;
if (!CheckCan(actionParams)) return false;
//处理grow forest
if (_actionId.GridMiscActionType == GridMiscActionType.GrowForest)
{
actionParams.PlayerData.PlayerWealth -= actionInfo.Cost;
actionParams.GridData.Resource = ResourceType.None;
actionParams.GridData.Vegetation = Vegetation.Trees;
actionParams.GridData.Renderer(actionParams.MapData)?.SetUpdateGrid(true);
//Step #1 处理因为树林变化带来的上方单位防御状态变化的情况
if (actionParams.MapData.GetUnitDataByGid(actionParams.GridData.Id, out var unit))
unit.RenderMark = true;
//Step #2 如果player拥有bambooMove技能更新城市连通性
if (actionParams.PlayerData.TechTree.CheckIfHasTechAtom(TechAtom.KaguyaFrenchBambooMove))
Main.PlayerLogic.UpdateCityConnect(actionParams.MapData,actionParams.PlayerData);
//Step #3 更新所有领土内的levelbuilding
Main.PlayerLogic.UpdateTerritoryAllBuildingLevel(actionParams.MapData,actionParams.PlayerData.Id);
return true;
}
//处理clear forest
if (_actionId.GridMiscActionType == GridMiscActionType.ClearForest)
{
actionParams.PlayerData.PlayerWealth -= actionInfo.Cost;
actionParams.GridData.Resource = ResourceType.None;
actionParams.GridData.Vegetation = Vegetation.None;
actionParams.GridData.Renderer(actionParams.MapData)?.SetUpdateGrid(true);
//处理因为树林变化带来的上方单位防御状态变化的情况
if (actionParams.MapData.GetUnitDataByGid(actionParams.GridData.Id, out var unit))
unit.RenderMark = true;
//更新所有领土内的levelbuilding
Main.PlayerLogic.UpdateTerritoryAllBuildingLevel(actionParams.MapData,actionParams.PlayerData.Id);
return true;
}
//处理 burn forest
if (_actionId.GridMiscActionType == GridMiscActionType.BurnForest)
{
actionParams.PlayerData.PlayerWealth -= actionInfo.Cost;
actionParams.GridData.Vegetation = Vegetation.None;
actionParams.GridData.Resource = ResourceType.Crop;
actionParams.GridData.Renderer(actionParams.MapData)?.SetUpdateGrid(true);
//更新所有领土内的levelbuilding
Main.PlayerLogic.UpdateTerritoryAllBuildingLevel(actionParams.MapData,actionParams.PlayerData.Id);
return true;
}
//TODO Destroy整个改成更鲁棒的写法不要逐一判断了全部刷一遍levelbuilding就行了
//处理Destroy
if (_actionId.GridMiscActionType == GridMiscActionType.Destroy)
{
//Debug.Log($"执行拆除!目标是{actionParams.GridData.Resource}");
if (!Table.Instance.GridAndResourceDataAssets.GetResourceInfo(actionParams.GridData.Resource,
out var resourceInfo))
return false;
//如果destroy的位置是无主地块
if (!actionParams.MapData.GetCityDataByTerritoryGid(actionParams.GridData.Id, out var cityData)) return false;
//更新destroy地块的内容,记录loseExp
var destroyGrid = actionParams.GridData;
var loseExp = actionParams.GridData.CityExp();
var map = actionParams.MapData;
var player = actionParams.PlayerData;
actionParams.GridData.Resource = actionParams.GridData.ResourceUnderBuilding;
actionParams.GridData.ResourceUnderBuilding = ResourceType.None;
actionParams.GridData.buildingLevel = 0;
//执行城市减去loseExp操作
Main.CityLogic.GridGiveCityExp(map, player, destroyGrid, destroyGrid.City(map),
-loseExp);
//刷新所有其他格子的情况
Main.PlayerLogic.UpdateTerritoryAllBuildingLevel(map,player.Id);
//刷新所有联通情况
Main.PlayerLogic.UpdateCityConnect(map,player);
//如果上面有unit更新对应的rendermakr
if (actionParams.MapData.GetUnitDataByGid(actionParams.GridData.Id, out var unit))
unit.RenderMark = true;
return true;
}
return false;
}
public override bool CheckCan(CommonActionParams actionParams)
{
//如果是unit或者city来执行gridMisc操作直接return false
if (actionParams.MainObjectType != MainObjectType.Grid)
return false;
if (actionParams.GridData == null)
return false;
//如果没有对应科技return false
if (!actionParams.PlayerData.TechTree.CheckActionCan(_actionId))
return false;
//如果有非联盟的敌人站在上面
if (actionParams.MapData.GetUnitDataByGid(actionParams.GridData.Id, out var unit)
&& !actionParams.MapData.CheckUnitIdBelongPlayerIdUnion(unit.Id, actionParams.PlayerData.Id))
return false;
//如果在有主领土,判断是敌人还是自己
if (actionParams.MapData.GetPlayerDataByTerritoryGridId(actionParams.GridData.Id, out var playerData))
{
//在敌人领土上直接return false
if (playerData != actionParams.PlayerData)
return false;
}
//如果在无主领土 return false
else
return false;
//判断钱够不够
if (GetCost() > actionParams.PlayerData.PlayerWealth)
return false;
//处理grow forest
if (_actionId.GridMiscActionType == GridMiscActionType.GrowForest)
{
//如果不是crop或者none的land直接return false
if (actionParams.GridData.Terrain != TerrainType.Land
||(actionParams.GridData.Resource != ResourceType.None
&& actionParams.GridData.Resource != ResourceType.Crop
&& actionParams.GridData.Resource != ResourceType.Fruit))
return false;
if (actionParams.GridData.Feature == TerrainFeature.Mountain) return false;
if (actionParams.GridData.Vegetation == Vegetation.Trees) return false;
return true;
}
//处理clear forest 和 burn forest
if (_actionId.GridMiscActionType == GridMiscActionType.ClearForest || _actionId.GridMiscActionType == GridMiscActionType.BurnForest )
{
//如果没有树林 或者 树林已经不是none或animal return false
if (actionParams.GridData.Vegetation != Vegetation.Trees
|| (actionParams.GridData.Resource != ResourceType.None
&& actionParams.GridData.Resource != ResourceType.Animal))
return false;
return true;
}
//处理Destroy
if (_actionId.GridMiscActionType == GridMiscActionType.Destroy)
{
if (actionParams.GridData.Resource is ResourceType.Temple or ResourceType.ForestTemple
or ResourceType.MountainTemple or ResourceType.WaterTemple or ResourceType.KingTemple
or ResourceType.Windmill or ResourceType.Sawmill or ResourceType.Forge
or ResourceType.LumberHut or ResourceType.Farm or ResourceType.Mine
or ResourceType.Port
or ResourceType.Market
or ResourceType.Wonder
or ResourceType.Academy or ResourceType.Preserve
or ResourceType.Military or ResourceType.NavalBase
or ResourceType.KaguyaFrenchYard)
return true;
//如果是桥梁,上面不能有人
if (actionParams.GridData.Resource is ResourceType.Bridge)
{
if (actionParams.MapData.GetUnitDataByGid(actionParams.GridData.Id, out var _))
return false;
return true;
}
return false;
}
return false;
}
public override bool CheckShow(CommonActionParams actionParams)
{
//如果是unit或者city来执行gridMisc操作直接return false
if (actionParams.MainObjectType != MainObjectType.Grid)
return false;
if (actionParams.GridData == null)
return false;
//如果没有对应科技return false
if (!actionParams.PlayerData.TechTree.CheckActionCan(_actionId))
return false;
//如果有非联盟的敌人站在上面
if (actionParams.MapData.GetUnitDataByGid(actionParams.GridData.Id, out var unit)
&& !actionParams.MapData.CheckUnitIdBelongPlayerIdUnion(unit.Id, actionParams.PlayerData.Id))
return false;
//如果在有主领土,判断是敌人还是自己
if (actionParams.MapData.GetPlayerDataByTerritoryGridId(actionParams.GridData.Id, out var playerData))
{
//在敌人领土上直接return false
if (playerData != actionParams.PlayerData)
return false;
}
//如果在无主领土 return false
else
return false;
//CheckShow 不需要判断金钱够不够
//if (GetCost() > actionParams.PlayerData.PlayerWealth)
// return false;
//处理grow forest
if (_actionId.GridMiscActionType == GridMiscActionType.GrowForest)
{
//如果不是crop或者none的land直接return false
if (actionParams.GridData.Terrain != TerrainType.Land
||(actionParams.GridData.Resource != ResourceType.None
&& actionParams.GridData.Resource != ResourceType.Crop
&& actionParams.GridData.Resource != ResourceType.Fruit))
return false;
if (actionParams.GridData.Feature == TerrainFeature.Mountain) return false;
if (actionParams.GridData.Vegetation == Vegetation.Trees) return false;
return true;
}
//处理clear forest 和 burn forest
if (_actionId.GridMiscActionType == GridMiscActionType.ClearForest || _actionId.GridMiscActionType == GridMiscActionType.BurnForest )
{
//如果没有树林 或者 树林已经不是none或animal return false
if (actionParams.GridData.Vegetation != Vegetation.Trees
|| (actionParams.GridData.Resource != ResourceType.None
&& actionParams.GridData.Resource != ResourceType.Animal))
return false;
return true;
}
//处理Destroy
if (_actionId.GridMiscActionType == GridMiscActionType.Destroy)
{
if (actionParams.GridData.Resource is ResourceType.Temple or ResourceType.ForestTemple
or ResourceType.MountainTemple or ResourceType.WaterTemple or ResourceType.KingTemple
or ResourceType.Windmill or ResourceType.Sawmill or ResourceType.Forge
or ResourceType.LumberHut or ResourceType.Farm or ResourceType.Mine
or ResourceType.Port
or ResourceType.Market
or ResourceType.Wonder
or ResourceType.Academy or ResourceType.Preserve
or ResourceType.Military or ResourceType.NavalBase
or ResourceType.KaguyaFrenchYard)
return true;
//如果是桥梁,上面不能有人
if (actionParams.GridData.Resource is ResourceType.Bridge)
{
if (actionParams.MapData.GetUnitDataByGid(actionParams.GridData.Id, out var _))
return false;
return true;
}
return false;
}
return false;
}
public override ActionShowState CheckShowState(CommonActionParams actionParams) { return ActionShowState.None; }
public override bool ExecuteViewBefore(CommonActionParams actionParams)
{
return false;
}
public override bool ExecuteViewAfter(CommonActionParams actionParams)
{
return false;
}
//付钱
protected bool GridMiscActionPayMoney(CommonActionParams actionParam)
{
if (actionParam.PlayerData.PlayerWealth - GetCost() < 0) return false;
actionParam.PlayerData.PlayerWealth -= GetCost();
return true;
}
//确认是否满足基本信息
protected bool GridMiscActionCheckBaseInfo(CommonActionParams actionParam)
{
//如果是unit或者city来执行gridMisc操作直接return false
if (actionParam.MainObjectType != MainObjectType.Grid)
return false;
if (actionParam.GridData == null)
return false;
return true;
}
//确认是否有科技
protected bool GridMiscActionCheckHasTech(CommonActionParams actionParam)
{
//如果没有对应科技return false
if (!actionParam.PlayerData.TechTree.CheckActionCan(_actionId))
return false;
return true;
}
//确认是否有钱
protected bool GridMiscActionCheckHasMoney(CommonActionParams actionParam)
{
//如果是upgradeTemple这种带参数的gridMisc走这里
if (_actionId.GridMiscActionType == GridMiscActionType.UpgradeTemple)
{
if (GetCost(actionParam.GridData.buildingLevel) > actionParam.PlayerData.PlayerWealth)
return false;
return true;
}
//否则走这里
if (GetCost() > actionParam.PlayerData.PlayerWealth)
return false;
return true;
}
//确认是否在自己领土
protected bool GridMiscActionCheckInTerritory(CommonActionParams actionParam)
{
//如果在有主领土,判断是敌人还是自己
if (actionParam.MapData.GetPlayerDataByTerritoryGridId(actionParam.GridData.Id, out var playerData) && playerData == actionParam.PlayerData)
return true;
return false;
}
//确认是否有敌人占领
protected bool GridMiscActionCheckEnemyOccupy(CommonActionParams actionParam)
{
//如果有非联盟的敌人站在上面
if (actionParam.MapData.GetUnitDataByGid(actionParam.GridData.Id, out var unit)
&& !actionParam.MapData.CheckUnitIdBelongPlayerIdUnion(unit.Id, actionParam.PlayerData.Id))
return true;
return false;
}
//确认该城市的唯一性并获得对应的building level
protected bool GridMiscActionCheckHasOne(CommonActionParams actionParam,out int level)
{
if(actionParam.MapData.GetCityDataByTerritoryGid(actionParam.GridData.Id,out var city)
&& Main.CityLogic.GetBuildingLevelByCity(actionParam.MapData,city,_actionId.ResourceType,out level))
return true;
level = 0;
return false;
}
}
public class GridMiscActionUpgradeTemple : GridMiscAction
{
public GridMiscActionUpgradeTemple(CommonActionId id) : base(id)
{
}
protected override bool Execute(CommonActionParams actionParams)
{
if (!CheckCan(actionParams)) return false;
//step #1 扣钱
actionParams.PlayerData.PlayerWealth -= GetCost(actionParams.GridData.buildingLevel);
//step #2 办事 升级temple
actionParams.GridData.buildingLevel++;
if (Main.MapData.IsCurrentShowMap())
PresentationManager.EnqueueGridUpdate(actionParams.MapData,actionParams.GridData,GridUpdateType.BuildingUpdate);
return true;
}
public override bool CheckCan(CommonActionParams actionParam)
{
//step #1 check基本信息
if (!GridMiscActionCheckBaseInfo(actionParam)) return false;
//Step #2 check是否是temple
if (!(actionParam.GridData.Resource is ResourceType.Temple or ResourceType.KingTemple
or ResourceType.MountainTemple or ResourceType.WaterTemple or ResourceType.ForestTemple))
return false;
//step #3 check是否有科技
if (!GridMiscActionCheckHasTech(actionParam)) return false;
//step #4 check是否有钱
if (!GridMiscActionCheckHasMoney(actionParam)) return false;
//step #5 check是否在我方领土
if (!GridMiscActionCheckInTerritory(actionParam)) return false;
//step #6 check是否有敌人占领
if (GridMiscActionCheckEnemyOccupy(actionParam)) return false;
//step #7 check 是否已经满级
if (actionParam.GridData.buildingLevel >= 5) return false;
return true;
}
public override bool CheckShow(CommonActionParams actionParam)
{
//step #1 check基本信息
if (!GridMiscActionCheckBaseInfo(actionParam)) return false;
//Step #2 check是否是temple
if (!(actionParam.GridData.Resource is ResourceType.Temple or ResourceType.KingTemple
or ResourceType.MountainTemple or ResourceType.WaterTemple or ResourceType.ForestTemple))
return false;
//step #3 check是否有科技
if (!GridMiscActionCheckHasTech(actionParam)) return false;
//step #4 check是否有钱
//if (!GridMiscActionCheckHasMoney(actionParam)) return false;
//step #5 check是否在我方领土
if (!GridMiscActionCheckInTerritory(actionParam)) return false;
//step #6 check是否有敌人占领
if (GridMiscActionCheckEnemyOccupy(actionParam)) return false;
//step #7 check 是否已经满级
if (actionParam.GridData.buildingLevel >= 5) return false;
return true;
}
}
public class GridMiscActionGrowTreeOutside : GridMiscAction
{
public GridMiscActionGrowTreeOutside(CommonActionId id) : base(id)
{
}
protected override bool Execute(CommonActionParams actionParams)
{
//if (!CheckCan(actionParams)) return false;
//step #1 办事 种树
actionParams.GridData.Resource = ResourceType.None;
actionParams.GridData.Vegetation = Vegetation.Trees;
//Step #2 如果player拥有bambooMove技能更新城市连通性
if (actionParams.PlayerData.TechTree.CheckIfHasTechAtom(TechAtom.KaguyaFrenchBambooMove))
Main.PlayerLogic.UpdateCityConnect(actionParams.MapData,actionParams.PlayerData);
//Step #3 处理因为树林变化带来的上方单位防御状态变化的情况
if (actionParams.MapData.GetUnitDataByGid(actionParams.GridData.Id, out var unit))
unit.RenderMark = true;
//Step #4 更改视觉
actionParams.GridData.Renderer(actionParams.MapData)?.SetUpdateGrid(true);
actionParams.GridData.Renderer(actionParams.MapData)?.PlayVFX(new GridVFXParams(GridVFXType.Fog));
//step #5 扣钱
actionParams.PlayerData.PlayerWealth -= GetCost();
return true;
}
public override bool CheckCan(CommonActionParams actionParam)
{
//step #1 check基本信息
if (!GridMiscActionCheckBaseInfo(actionParam)) return false;
//Step #2 check是否是中立领土且terrain必须是land,Vegetarion必须是none,feature 必须不是mountain,resource只能是none fruit crop
if (actionParam.MapData.GetPlayerDataByTerritoryGridId(actionParam.GridId, out var _)) return false;
if (actionParam.GridData.Terrain != TerrainType.Land) return false;
if (actionParam.GridData.Feature == TerrainFeature.Mountain) return false;
if (!(actionParam.GridData.Resource is ResourceType.None or ResourceType.Fruit or ResourceType.Crop)) return false;
if (actionParam.GridData.Vegetation == Vegetation.Trees) return false;
//Step #3
if (!GridMiscActionCheckHasTech(actionParam)) return false;
//step #4 check是否有钱
if (!GridMiscActionCheckHasMoney(actionParam)) return false;
//step #5 check是否有敌人占领
if (GridMiscActionCheckEnemyOccupy(actionParam)) return false;
return true;
}
public override bool CheckShow(CommonActionParams actionParam)
{
//step #1 check基本信息
if (!GridMiscActionCheckBaseInfo(actionParam)) return false;
//Step #2 check是否是中立领土且terrain必须是land,Vegetarion必须是none,feature 必须不是mountain,resource只能是none fruit crop
if (actionParam.MapData.GetPlayerDataByTerritoryGridId(actionParam.GridId, out var _)) return false;
if (actionParam.GridData.Terrain != TerrainType.Land) return false;
if (actionParam.GridData.Feature == TerrainFeature.Mountain) return false;
if (!(actionParam.GridData.Resource is ResourceType.None or ResourceType.Fruit or ResourceType.Crop)) return false;
if (actionParam.GridData.Vegetation == Vegetation.Trees) return false;
//Step #3
if (!GridMiscActionCheckHasTech(actionParam)) return false;
//step #4 check是否有钱 这步不需要没钱也可以show
//if (!GridMiscActionCheckHasMoney(actionParam)) return false;
//step #5 check是否有敌人占领
if (GridMiscActionCheckEnemyOccupy(actionParam)) return false;
return true;
}
public override bool ExecuteViewBefore(CommonActionParams actionParams)
{
return true;
}
public override bool ExecuteViewAfter(CommonActionParams actionParams)
{
return true;
}
}
}