NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/AI/Utils/AIUtils.cs

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using System;
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using Framework;
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using UnityEngine;
using System.Linq;
using Gameplay.Unit;
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using Gameplay.Area;
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using Gameplay.Level;
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using cfg.CharacterCfg;
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using Gameplay.Unit.Data;
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using Gameplay.Character;
using Gameplay.Area.Around;
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using Gameplay.Vehicle.Impl;
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using System.Collections.Generic;
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using static Gameplay.Level.LevelData;
namespace Gameplay.AI
{
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public static partial class AIUtils
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{
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private static List<GameUnit> inSightEnemies = new List<GameUnit>(16);
private static Dictionary<GameUnit, int> inSightDistanceList = new Dictionary<GameUnit, int>(16);
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private static List<GameUnit> allFriends = new List<GameUnit>(16);
private static List<GameUnit> friendsInSight = new List<GameUnit>(16);
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private static Dictionary<int, int> patrolDistanceList = new Dictionary<int, int>(64);
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/// <summary>
/// 寻找锁敌范围内最近的敌人
/// </summary>
public static GameUnit FindNearestEnemyInSightDistance(GameUnit owner)
{
try
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{
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if (owner == null) return null;
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var map = LevelManager.Instance.CurrentLevel.Map;
if (map == null) return null;
inSightDistanceList.Clear();
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var enemies = GameUnitManager.instance.SearchEnemies(owner);
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var ownerCellIndex = owner.transData?.cellIndex;
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for (var i = 0; i < enemies.Count; i++)
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{
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var enemy = enemies[i];
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if (enemy == null || enemy.statusData.isDead)
{
continue;
}
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var enemyCellIndex = enemy.transData?.cellIndex;
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if (!ownerCellIndex.HasValue || !enemyCellIndex.HasValue)
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{
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continue;
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}
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var distance = MapUtils.Distance(map, ownerCellIndex.Value, enemyCellIndex.Value);
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if (distance <= owner.fightData.findEnemyRange &&
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enemy.statusData.CheckCanBeTarget(owner, (int)owner.fightData.findEnemyRange))
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{
inSightDistanceList.Add(enemy, distance);
}
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}
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if (inSightDistanceList.Count <= 0)
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{
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return null;
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}
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else
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{
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var minDistance = float.MaxValue;
GameUnit nearestEnemy = null;
foreach (var pair in inSightDistanceList)
{
if (minDistance > pair.Value)
{
minDistance = pair.Value;
nearestEnemy = pair.Key;
}
}
return nearestEnemy;
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}
}
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catch (Exception e)
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{
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DebugUtil.LogError("AIUtils.FindNearestEnemyInSightDistance error: {0}", e);
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return null;
}
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}
/// <summary>
/// 寻找锁敌范围内的友军
/// </summary>
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public static List<GameUnit> FindFriendsInSightDistance(GameUnit owner)
{
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try
{
if (owner == null) return null;
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var map = LevelManager.Instance.CurrentLevel.Map;
if (map == null) return null;
friendsInSight.Clear();
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var friends = GameUnitManager.instance.SearchFriends(owner);
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var ownerCellIndex = owner.transData?.cellIndex;
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for (var i = 0; i < friends.Count; i++)
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{
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var friend = friends[i];
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if (friend == null || friend.GetID() == owner.GetID())
{
continue;
}
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var friendCellIndex = friend.transData?.cellIndex;
if (!ownerCellIndex.HasValue || !friendCellIndex.HasValue)
{
continue;
}
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var distance = MapUtils.Distance(map, ownerCellIndex.Value, friendCellIndex.Value);
if (distance <= owner.fightData.findEnemyRange)
{
friendsInSight.Add(friend);
}
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}
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return friendsInSight;
}
catch (Exception e)
{
DebugUtil.LogError("AIUtils.FindFriendsInSightDistance error: {0}", e);
return null;
}
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}
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/// <summary>
/// 寻找范围内最近的敌方npc
/// </summary>
public static GameUnit FindNearestEnemyNpcInShootRange(GameUnit owner)
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{
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try
{
var enemyNpc = FindEnemyNpcInSight(owner);
if (enemyNpc == null || enemyNpc.Count <= 0) return null;
GameUnit nearestEnemy = null;
var minDistance = float.MaxValue;
foreach (var pair in enemyNpc)
{
if (minDistance > pair.Value)
{
minDistance = pair.Value;
nearestEnemy = pair.Key;
}
}
return nearestEnemy;
}
catch (Exception e)
{
DebugUtil.LogError("AIUtils.FindNearestEnemyNpcInShootRange error: {0}", e);
return null;
}
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}
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/// <summary>
/// 获取距离自己最近的单位
/// </summary>
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public static GameUnit GetNearestGameUnit(GameUnit owner, GameUnit newUnit, GameUnit unit)
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{
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try
{
if (owner == null || newUnit == null || unit == null) return null;
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var map = LevelManager.Instance.CurrentLevel.Map;
if (map == null) return null;
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var ownerCellIndex = owner.transData?.cellIndex;
var unitCellIndex = unit.transData?.cellIndex;
var newUnitCellIndex = newUnit.transData?.cellIndex;
if (!ownerCellIndex.HasValue || !unitCellIndex.HasValue || !newUnitCellIndex.HasValue) return null;
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var distance = MapUtils.Distance(map, ownerCellIndex.Value, unitCellIndex.Value);
var newDistance = MapUtils.Distance(map, ownerCellIndex.Value, newUnitCellIndex.Value);
return distance <= newDistance ? unit : newUnit;
}
catch (Exception e)
{
DebugUtil.LogError("AIUtils.GetNearestGameUnit error: {0}", e);
// 异常返回默认单位
return unit;
}
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}
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/// <summary>
/// 寻找最近的巡逻点位
/// </summary>
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public static int FindNearestPointInPatrolInfo(GameUnit owner, List<PatrolInfo> patrolInfos)
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{
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try
{
if (owner == null) return Constants.INVALID_ID;
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var map = LevelManager.Instance.CurrentLevel.Map;
if (map == null) return Constants.INVALID_ID;
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patrolDistanceList.Clear();
var ownerCellIndex = owner.transData?.cellIndex;
for (var i = 0; i < patrolInfos.Count; i++)
{
var point = map.BlockPosition2TGSCellIndex(patrolInfos[i].patrolPoint);
if (!ownerCellIndex.HasValue || point == Constants.INVALID_ID)
{
continue;
}
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patrolDistanceList.Add(i,
MapUtils.Distance(map, ownerCellIndex.Value, point));
}
var minDistance = int.MaxValue;
int nearestPoint = 0;
foreach (var pair in patrolDistanceList)
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{
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if (minDistance > pair.Value)
{
minDistance = pair.Value;
nearestPoint = pair.Key;
}
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}
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return nearestPoint;
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}
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catch (Exception e)
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{
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DebugUtil.LogError("AIUtils.FindNearestPointInPatrolInfo error: {0}", e);
// 异常返回第一个索引点
return 0;
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}
}
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/// <summary>
/// 巡逻点位转换为格子索引
/// </summary>
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public static int GetPatrolPointIndexFromVector2Int(Map map, int patrolIndex, List<PatrolInfo> patrolInfos)
{
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try
{
if (map == null || patrolIndex >= patrolInfos.Count) return -1;
var patrolInfo = patrolInfos[patrolIndex];
if (patrolInfo == null) return -1;
return map.BlockPosition2TGSCellIndex(patrolInfo.patrolPoint);
}
catch (Exception e)
{
DebugUtil.LogError("AIUtils.GetPatrolPointIndexFromVector2Int error: {0}", e);
// 异常返回无效格子索引
return -1;
}
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}
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/// <summary>
/// 是否停止循环逻辑
/// </summary>
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public static bool AINeedStopUpdate(global::Gameplay.Level.Level level)
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{
if (level == null) return false;
return level.IsPreparing() || level.IsEnd() || Math.Abs(level.GetSpeed() - 0f) < 0.01f;
}
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/// <summary>
/// 激活AI攻击
/// </summary>
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public static void ActiveAIAttack(GameUnit owner)
{
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try
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{
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if (owner == null) return;
if (owner.statusData.isAttackActive) return;
var map = LevelManager.Instance.CurrentLevel.Map;
if (map == null) return;
if (owner.controlData.targetEnemy != null)
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{
owner.statusData.isAttackActive = true;
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owner.statusData.isInFight = true;
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}
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}
catch (Exception e)
{
DebugUtil.LogError("AIUtils.ActiveAIAttack error: {0}", e);
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}
}
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/// <summary>
/// 单位移动
/// </summary>
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public static bool MoveTo(GameUnit owner, int cellIndex, bool cancelFollow = true)
{
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try
{
if (owner == null || cellIndex == -1) return false;
var map = LevelManager.Instance.CurrentLevel.Map;
if (map == null) return false;
var mapData = map.MapData;
if (mapData == null) return false;
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var blockData = mapData.GetBlockData(cellIndex);
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if (blockData == null) return false;
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var typeProperty = blockData.GetTerrainTypeProperty();
if (typeProperty == null || !typeProperty.selectable) return false;
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owner.MoveTo(cellIndex, cancelFollow);
return true;
}
catch (Exception e)
{
DebugUtil.LogError("AIUtils.MoveTo error: {0}", e);
return false;
}
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}
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/// <summary>
/// 单位撤退
/// </summary>
/// <returns></returns>
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public static bool MoveAway(GameUnit owner, GameUnit enemyUnit, bool cancelFollow = true)
{
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try
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{
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if (enemyUnit == null) return false;
var map = LevelManager.Instance.CurrentLevel.Map;
if (map == null) return false;
var mapData = map.MapData;
if (mapData == null) return false;
map.WorldPosition2BlockPosition(enemyUnit.Node.GetPosition(), out var targetEnemy2IntPos);
var self2IntPos = map.TGSCellIndex2BlockPosition(owner.transData.cellIndex);
var newSelf2IntPos = self2IntPos;
newSelf2IntPos.x = Math.Clamp(
(self2IntPos.x - targetEnemy2IntPos.x) > 0 ? self2IntPos.x + 1 : self2IntPos.x - 1, 0,
map.MapData.Height - 1);
newSelf2IntPos.y = Math.Clamp(
(self2IntPos.y - targetEnemy2IntPos.y) > 0 ? self2IntPos.y + 1 : self2IntPos.y - 1, 0,
map.MapData.Width - 1);
if (self2IntPos == newSelf2IntPos) return false;
var cellIndex = map.BlockPosition2TGSCellIndex(newSelf2IntPos);
if (PathFinder.CanPass(cellIndex, owner))
{
owner.MoveTo(cellIndex, cancelFollow);
return true;
}
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return false;
}
catch (Exception e)
{
DebugUtil.LogError("AIUtils.MoveAway error: {0}", e);
return false;
}
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}
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/// <summary>
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/// AI 移动向敌人并检查
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/// </summary>
public static void CheckAndMove(GameUnit owner, int cellIndex, bool cancelFollow = true)
{
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try
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{
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if (!MoveTo(owner, cellIndex, cancelFollow)) return;
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if (owner.gameunitType != EGameUnitType.Character &&
owner.gameunitType != EGameUnitType.Vehicle) return;
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var units = AreaManager.instance.GetUnitsByCellIndex(cellIndex);
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foreach (var unit in units)
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{
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if (unit.commonData.troopId == owner.commonData.troopId)
{
}
else
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{
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// 如果是敌人, 则设置敌人目标
if (unit.statusData.CheckCanBeTarget(owner, -1))
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{
owner.controlData.markEnemy = unit;
owner.controlData.forceUpdateTarget = true;
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return;
}
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}
}
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// 走到这里,说明没有目标,清空标记
owner.controlData.markVehicle = null;
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owner.controlData.markEnemy = null;
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}
catch (Exception e)
{
DebugUtil.LogError("AIUtils.CheckAndMove error: {0}", e);
}
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}
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/// <summary>
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/// 判断是否有敌人重合
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/// </summary>
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public static void CheckAreaIsOtherEnemyUnit(GameUnit owner, uint target)
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{
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try
{
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if (owner == null || owner.statusData.isMoveing) return;
var cellIndex = owner.transData.cellIndex;
var units = AreaManager.instance.GetUnitsByCellIndex(cellIndex);
var hasOther = false;
foreach (var unit in units)
{
if (unit == owner) continue;
if (!unit.commonData.canClaimStandCellIndex) continue;
if (unit.statusData.isMoveing) continue;
hasOther = true;
break;
}
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if (!hasOther) return;
if (target == Constants.INVALID_UINT_ID)
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{
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MoveOtherCell(owner);
}
else
{
var enemy = GameUnitManager.instance.infightUnits.Search(target);
if (enemy == null || enemy.statusData.isDead) return;
MoveOtherCanAttackCell(owner, enemy);
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}
}
catch (Exception e)
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{
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DebugUtil.LogError("AIUtils.CheckAreaIsOtherEnemyUnit error: {0}", e);
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}
}
/// <summary>
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/// 移动至周围可到达格子
/// </summary>
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private static void MoveOtherCell(GameUnit owner, int maxDistance = 2)
{
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try
{
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var map = LevelManager.Instance.CurrentLevel?.Map;
if (map == null || owner == null) return;
var cellIndex = owner.transData.cellIndex;
if (!AreaManager.instance.CheckContainsMoveUnit(cellIndex))
return;
for (var i = 1; i <= maxDistance; i++)
{
var minSteps = i - 1;
var maxSteps = i;
var cells = map.TerrainGridSystem.CellGetNeighboursWithinRange(cellIndex, minSteps, maxSteps,
canCrossCheckType: TGS.CanCrossCheckType.IgnoreCanCrossCheckOnAllCells);
foreach (var cell in cells)
{
if (!CheckCellCanSelect(cell)) continue;
if (!PathFinder.CanBasePass(cell, owner)) continue;
if (AreaManager.instance.CheckContainsMoveUnit(cell)) continue;
if (maxSteps > 1)
{
if (CheckPathExits(owner, cell))
{
owner.controlData.targetCellIndex = cell;
return;
}
}
else
{
owner.controlData.targetCellIndex = cell;
return;
}
}
}
// 无处可去
owner.MoveTo(owner.transData.bornCellIndex, true);
}
catch (Exception e)
{
DebugUtil.LogError("AIUtils.MoveOtherCell error: {0}", e);
}
}
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/// <summary>
/// 移动至周围可攻击格子
/// </summary>
private static void MoveOtherCanAttackCell(GameUnit owner, GameUnit enemy, int maxDistance = 2)
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{
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try
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{
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var map = LevelManager.Instance.CurrentLevel?.Map;
if (map == null || owner == null || enemy == null) return;
var enemyCellIndex = enemy.transData.cellIndex;
var cellIndex = owner.transData.cellIndex;
if (!AreaManager.instance.CheckContainsMoveUnit(cellIndex))
return;
for (var i = 1; i <= maxDistance; i++)
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{
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var minSteps = i - 1;
var maxSteps = i;
var cells = map.TerrainGridSystem.CellGetNeighboursWithinRange(cellIndex, minSteps, maxSteps,
canCrossCheckType: TGS.CanCrossCheckType.IgnoreCanCrossCheckOnAllCells);
foreach (var cell in cells)
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{
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if (!CheckCellCanSelect(cell)) continue;
if (!PathFinder.CanBasePass(cell, owner)) continue;
if (AreaManager.instance.CheckContainsMoveUnit(cell)) continue;
// 判断该位置可否攻击目标
var searchArea = AreaManager.instance.attackAreaManager.GetAttackArea(cell,
owner.fightData.attackDistance);
if (!searchArea.canAttackCells.Contains(enemyCellIndex)) continue;
if (maxSteps > 1)
{
if (CheckPathExits(owner, cell))
{
owner.controlData.targetCellIndex = cell;
return;
}
}
else
{
owner.controlData.targetCellIndex = cell;
return;
}
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}
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}
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// 无处可去
owner.MoveTo(owner.transData.bornCellIndex, true);
}
catch (Exception e)
{
DebugUtil.LogError("AIUtils.AvoidEnemy error: {0}", e);
}
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}
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/// <summary>
/// 计算当前位置与出生点位置是否超过防守距离
/// </summary>
public static bool CheckDistanceIsOver(GameUnit owner)
{
try
{
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if (owner == null) return true;
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var map = LevelManager.Instance.CurrentLevel.Map;
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if (map == null) return true;
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var curPos = owner.transData.cellIndex;
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var bornPos = owner.unitLevelData.BornPosition;
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var distance = MapUtils.Distance(map, curPos, bornPos);
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return owner.unitLevelData.DefensiveDistance < distance;
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}
catch (Exception e)
{
DebugUtil.LogError("AIUtils.CheckDistanceIsOver error: {0}", e);
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// 默认超出
return true;
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}
}
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/// <summary>
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/// 顺时针获取周围第一个能够到达的一圈格子
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/// </summary>
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public static int GetCanReachCellAround(Map map, GameUnit owner, int centerIndex, int step = 1)
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{
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var cellList = GetAroundCells(centerIndex, step);
foreach (var cellIndex in cellList)
{
var blockData = map.GetBlockData(cellIndex);
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if (blockData == null) continue;
var typeProperty = blockData.GetTerrainTypeProperty();
if (typeProperty == null) continue;
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if (CheckPathExits(owner, cellIndex))
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{
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return cellIndex;
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}
}
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return -1;
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}
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/// <summary>
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/// 检测是否存在路径
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/// </summary>
public static bool CheckPathExits(GameUnit owner, int cellIndex)
{
var map = LevelManager.Instance.CurrentLevel.Map;
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if (owner == null || cellIndex == -1 || map == null) return false;
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var path = PathFinder.FindPath(map, cellIndex, owner);
return path != null && path.Count > 0;
}
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/// <summary>
/// 设置cellIndex周围的通行级别
/// </summary>
/// <returns>Dic(格子,原来的通行级别)</returns>
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public static Dictionary<int, int> SetCellCrossLevel(Map map, GameUnit owner, int cellIndex, int step = 1)
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{
if (map == null || owner == null) return null;
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var cells = new Dictionary<int, int>();
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var cellList = GetAroundCells(cellIndex, step);
var crossLevel = owner.commonData.crossLevel + 1;
foreach (var cell in cellList)
{
var blockData = map.GetBlockData(cell);
if (blockData == null) continue;
map.GetRuntimeBlockProperty(cell, out var data);
var oldCrossLevel = data.crossLevel;
if (data.crossLevel > crossLevel) continue;
data.crossLevel = crossLevel + 1;
map.SetRuntimeBlockProperty(cell, data);
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cells[cell] = oldCrossLevel;
//DebugUtil.LogWarning("设置地格{0}的通行级别为:{1}", cell, crossLevel);
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}
return cells;
}
/// <summary>
/// 设置cellList通行级别
/// </summary>
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public static void SetCellCrossLevel(Map map, Dictionary<int, int> cells)
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{
if (map == null) return;
foreach (var cell in cells)
{
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var blockData = map.GetBlockData(cell.Key);
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if (blockData == null) continue;
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map.GetRuntimeBlockProperty(cell.Key, out var data);
data.crossLevel = cell.Value;
map.SetRuntimeBlockProperty(cell.Key, data);
//DebugUtil.LogError("还原格子:{0}到{1}", cell.Key, cell.Value);
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}
}
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/// <summary>
/// 获得周围格子
/// </summary>
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private static List<int> GetAroundCells(int centerIndex, int step = 1)
{
var cellList = new List<int>();
AroundHelper.GetAround(centerIndex, step, cellList);
return cellList;
}
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/// <summary>
/// 寻找锁敌范围内的敌方npc
/// </summary>
private static Dictionary<GameUnit, int> FindEnemyNpcInSight(GameUnit owner)
{
try
{
var enemyNpc = new Dictionary<GameUnit, int>();
var level = LevelManager.Instance.CurrentLevel;
if (level == null) return enemyNpc;
var map = LevelManager.Instance.CurrentLevel.Map;
if (map == null || level.SelfNpcLocalID == null || level.SelfNpcLocalID.Count <= 0) return enemyNpc;
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var enemyList = GameUnitManager.instance.SearchEnemies(owner);
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foreach (var enemy in enemyList)
{
if (enemy.unitLevelData == null) continue;
if (level.SelfNpcLocalID.Contains(enemy.unitLevelData.LocalId))
{
var distance = MapUtils.Distance(map, enemy.transData.cellIndex, owner.transData.cellIndex);
if (distance <= owner.fightData.findEnemyRange)
enemyNpc.Add(enemy, distance);
}
}
return enemyNpc;
}
catch (Exception e)
{
DebugUtil.LogError("AIUtils.FindEnemyNpcInSight error: {0}", e);
return null;
}
}
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// -------------------- New -------------------- //
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#region 寻找敌人
/// <summary>
/// 寻找视野内的最近敌人 range为-1则为索敌范围
/// </summary>
public static GameUnit FindNearestTarget(GameUnit owner, int range = -1, Ejob job = Ejob.Job_Other)
{
try
{
var inSightDistanceDic = FindEnemiesInRange(owner, range, job);
return GetNearestUnit(inSightDistanceDic);
}
catch (Exception e)
{
DebugUtil.LogError("AIUtils.FindNearestTarget error: {0}", e);
return null;
}
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}
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/// <summary>
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/// 寻找范围内符合条件的所有敌人
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/// </summary>
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public static Dictionary<GameUnit, int> FindEnemiesInRange(GameUnit owner, int range = -1,
Ejob job = Ejob.Job_Other, uint targetID = 0)
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{
if (owner == null || range == 0) return null;
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var enemies = GameUnitManager.instance.SearchEnemies(owner);
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var filter = new EnemyFilter(owner, range, job, targetID);
return AITargetFinder.FindUnits(owner, enemies, filter);
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}
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/// <summary>
/// 获取最近的单位
/// </summary>
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public static GameUnit GetNearestUnit(Dictionary<GameUnit, int> units)
{
var minDistance = float.MaxValue;
GameUnit nearestUnit = null;
foreach (var pair in units)
{
if (minDistance > pair.Value)
{
minDistance = pair.Value;
nearestUnit = pair.Key;
}
}
return nearestUnit;
}
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/// <summary>
/// 获取更近的攻击来源单位
/// </summary>
public static GameUnit GetNearestAttackGameUnit(GameUnit owner, GameUnit newUnit, GameUnit unit)
{
try
{
if (owner == null || newUnit == null || unit == null) return null;
var map = LevelManager.Instance.CurrentLevel.Map;
if (map == null) return null;
var ownerCellIndex = owner.transData?.cellIndex;
var unitCellIndex = unit.transData?.cellIndex;
var newUnitCellIndex = newUnit.transData?.cellIndex;
if (!ownerCellIndex.HasValue || !unitCellIndex.HasValue || !newUnitCellIndex.HasValue) return null;
var distance = MapUtils.Distance(map, ownerCellIndex.Value, unitCellIndex.Value);
var newDistance = MapUtils.Distance(map, ownerCellIndex.Value, newUnitCellIndex.Value);
return distance <= newDistance ? unit : newUnit;
}
catch (Exception e)
{
DebugUtil.LogError("AIUtils.GetNearestGameUnit error: {0}", e);
// 异常返回默认单位
return unit;
}
}
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#endregion
#region 寻找友军
public static GameUnit FindFriendByMonsterID(int id)
{
foreach (var unit in GameUnitManager.instance.totalUnits.unitList)
{
if (unit.unitLevelData != null && !unit.statusData.isDead && unit.unitLevelData.monsterId == id)
{
return unit;
}
}
return null;
}
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/// <summary>
/// 寻找视野内的最近敌人 range为-1则为索敌范围
/// </summary>
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public static GameUnit FindNearestFriend(GameUnit owner, int range = -1, Ejob job = Ejob.Job_Other)
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{
try
{
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var inSightDistanceDic = FindFriendInRange(owner, range, job);
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return GetNearestUnit(inSightDistanceDic);
}
catch (Exception e)
{
DebugUtil.LogError("AIUtils.FindNearestFriend error: {0}", e);
return null;
}
}
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/// <summary>
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/// 寻找范围内符合条件的友军
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/// </summary>
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public static Dictionary<GameUnit, int> FindFriendInRange(GameUnit owner, int range = -1,
Ejob job = Ejob.Job_Other)
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{
if (owner == null || range == 0) return null;
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var friends = GameUnitManager.instance.SearchFriends(owner);
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var filter = new FriendFilter(owner, range, job);
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return AITargetFinder.FindUnits(owner, friends, filter);
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}
/// <summary>
/// 检测某个地格是否有友军单位
/// </summary>
public static GameUnit FindFriendByCellIndex(int cellIndex)
{
var units = AreaManager.instance.GetUnitsByCellIndex(cellIndex);
foreach (var unit in units)
{
if (unit.commonData.troopId == ETroopsId.Enemy)
{
return unit;
}
}
return null;
}
#endregion
#region 寻找随机目标
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public static int FindRandomCell(GameUnit owner, int maxStep = 0)
{
try
{
var map = LevelManager.Instance.CurrentLevel?.Map;
if (map == null || owner == null) return -1;
var cellIndex = owner.transData.cellIndex;
if (!AreaManager.instance.CheckContainsMoveUnit(cellIndex))
return -1;
var randomCells = new List<int>();
for (var i = 1; i <= maxStep; i++)
{
var minSteps = i - 1;
var maxSteps = i;
var cells = map.TerrainGridSystem.CellGetNeighboursWithinRange(cellIndex, minSteps, maxSteps,
canCrossCheckType: TGS.CanCrossCheckType.IgnoreCanCrossCheckOnAllCells);
foreach (var cell in cells)
{
if (!CheckCellCanSelect(cell)) continue;
if (!PathFinder.CanBasePass(cell, owner)) continue;
if (AreaManager.instance.CheckContainsMoveUnit(cell)) continue;
if (maxSteps > 1)
{
if (CheckPathExits(owner, cell))
{
randomCells.Add(cell);
}
}
else
{
randomCells.Add(cell);
}
}
}
if (randomCells.Count == 0)
return -1;
var randomIndex = UnityEngine.Random.Range(0, randomCells.Count);
return randomCells[randomIndex];
}
catch (Exception e)
{
DebugUtil.LogError("AIUtils.FindRandomCell error: {0}", e);
return -1;
}
}
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/// <summary>
/// 寻找随机单位
/// </summary>
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public static GameUnit FindRandomTarget(GameUnit owner, uint enemy, int range = -1)
{
try
{
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var targetID = enemy;
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var inSightDistanceDic = FindEnemiesInRange(owner, range, targetID: targetID);
return GetRandomUnit(inSightDistanceDic);
}
catch (Exception e)
{
DebugUtil.LogError("AIUtils.FindRandomTarget error: {0}", e);
return null;
}
}
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/// <summary>
/// 获取随机单位
/// </summary>
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private static GameUnit GetRandomUnit(Dictionary<GameUnit, int> units)
{
if (units == null || units.Count == 0)
return null;
var unitList = units.Keys.ToList();
var randomUnit = unitList[UnityEngine.Random.Range(0, unitList.Count)];
return randomUnit;
}
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#endregion
#region 载具相关
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/// <summary>
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/// 寻找周围可以到达的格子 (用于载具下人)
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/// </summary>
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public static int FindCanReachCell(int cellIndex, GameUnit unit, int maxStep = 2)
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{
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try
{
var map = LevelManager.Instance.CurrentLevel?.Map;
if (map == null) return -1;
for (var i = 1; i <= maxStep; i++)
{
var minSteps = i - 1;
var maxSteps = i;
var cells = map.TerrainGridSystem.CellGetNeighboursWithinRange(cellIndex, minSteps, maxSteps,
canCrossCheckType: TGS.CanCrossCheckType.IgnoreCanCrossCheckOnAllCells);
foreach (var cell in cells)
{
if (!PathFinder.CanBasePass(cell, unit)) continue;
if (AreaManager.instance.CheckContainsMoveUnit(cell)) continue;
return cell;
}
}
// 无处可去
return -1;
}
catch (Exception e)
{
DebugUtil.LogError("AIUtils.FindCanReachCell error: {0}", e);
return -1;
}
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}
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/// <summary>
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/// 寻找最近的载具
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/// </summary>
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public static NormalVehicle FindNearestVehicle(GameUnit owner)
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{
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try
{
var inSightDistanceDic = new Dictionary<GameUnit, int>();
foreach (var unit in GameUnitManager.instance.infightUnits.GetListByTroop(ETroopsId.Enemy))
{
if (unit.gameunitType == EGameUnitType.Vehicle)
{
inSightDistanceDic.Add(unit, GetDistance(owner.transData.cellIndex, unit.transData.cellIndex));
}
}
var gameUnit = GetNearestUnit(inSightDistanceDic);
return gameUnit as NormalVehicle;
}
catch (Exception e)
{
DebugUtil.LogError("AIUtils.FindNearestVehicle error: {0}", e);
return null;
}
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}
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#endregion
#region 巡逻相关
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/// <summary>
/// 寻找最近的巡逻点位
/// </summary>
public static int FindNearestPatrolInfoIndex(GameUnit owner, List<PatrolInfo> patrolInfos)
{
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return NearestSearchUtils.FindNearestIndex(owner, patrolInfos, patrolInfo =>
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{
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var map = LevelManager.Instance.CurrentLevel?.Map;
return map?.BlockPosition2TGSCellIndex(patrolInfo.patrolPoint) ?? Constants.INVALID_ID;
});
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}
/// <summary>
/// 巡逻点位转换为格子索引
/// </summary>
public static int GetPatrolPointIndex(int patrolIndex, List<PatrolInfo> patrolInfos)
{
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var map = LevelManager.Instance.CurrentLevel.Map;
if (map == null || patrolIndex >= patrolInfos.Count) return -1;
var patrolInfo = patrolInfos[patrolIndex];
if (patrolInfo == null) return -1;
return map.BlockPosition2TGSCellIndex(patrolInfo.patrolPoint);
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}
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/// <summary>
/// 寻找最近的路点点位
/// </summary>
public static int FindNearestRoadInfoIndex(GameUnit owner, List<int> cells)
{
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return NearestSearchUtils.FindNearestIndex(owner, cells, cellIndex => cellIndex);
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}
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/// <summary>
/// 获取点位等待时间
/// </summary>
public static float GetPatrolPointWaitTime(int patrolIndex, List<PatrolInfo> patrolInfos)
{
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if (patrolIndex < 0 || patrolIndex >= patrolInfos.Count) return 0;
return patrolInfos[patrolIndex]?.waitTime ?? 0;
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}
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#endregion
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#region 防重合
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/// <summary>
/// 避让参数
/// </summary>
public struct AvoidanceContext
{
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public bool NeedAvoidCheck;
public float AvoidCheckTimer;
public float CurrentAvoidDelay;
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}
private const float MIN_AVOID_DELAY = 0f;
private const float MAX_AVOID_DELAY = 1f;
/// <summary>
/// Update驱动的避让逻辑
/// </summary>
/// <param name="owner">单位</param>
/// <param name="context">避让上下文数据结构(ref传入)</param>
/// <param name="targetId">目标ID</param>
public static void TryAvoidOtherUnit(GameUnit owner, ref AvoidanceContext context, uint targetId)
{
if (IsNeedStop(owner)) return;
// 移动中:准备检测避让
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if (owner.statusData.isMoveing && !context.NeedAvoidCheck)
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{
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context.NeedAvoidCheck = true;
context.CurrentAvoidDelay = UnityEngine.Random.Range(MIN_AVOID_DELAY, MAX_AVOID_DELAY);
context.AvoidCheckTimer = 0f;
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}
// 移动结束:计时触发检测
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if (context.NeedAvoidCheck && !owner.statusData.isMoveing && owner.controlData.targetCellIndex == -1)
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{
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context.AvoidCheckTimer += Time.deltaTime;
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if (context.AvoidCheckTimer >= context.CurrentAvoidDelay)
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{
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context.NeedAvoidCheck = false;
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CheckAreaHasOtherUnit(owner, targetId);
}
}
}
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/// <summary>
/// 判断是否有敌人重合
/// </summary>
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private static void CheckAreaHasOtherUnit(GameUnit owner, uint target)
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{
try
{
if (owner == null || owner.statusData.isMoveing) return;
var cellIndex = owner.transData.cellIndex;
var units = AreaManager.instance.GetUnitsByCellIndex(cellIndex);
var hasOther = false;
foreach (var unit in units)
{
if (unit == owner) continue;
if (!unit.commonData.canClaimStandCellIndex) continue;
if (unit.statusData.isMoveing) continue;
hasOther = true;
break;
}
if (!hasOther) return;
if (target == Constants.INVALID_UINT_ID)
{
MoveToOtherCell(owner);
}
else
{
var enemy = GameUnitManager.instance.infightUnits.Search(target);
if (enemy == null || enemy.statusData.isDead) return;
MoveToCanAttackCell(owner, enemy);
}
}
catch (Exception e)
{
DebugUtil.LogError("AIUtils.CheckAreaIsOtherEnemyUnit error: {0}", e);
}
}
/// <summary>
/// 移动至周围可到达格子
/// </summary>
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public static void MoveToOtherCell(GameUnit owner, int centerCell = -1, int maxStep = 2)
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{
try
{
var map = LevelManager.Instance.CurrentLevel?.Map;
if (map == null || owner == null) return;
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var cellIndex = centerCell == -1 ? owner.transData.cellIndex : centerCell;
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if (!AreaManager.instance.CheckContainsMoveUnit(cellIndex))
return;
for (var i = 1; i <= maxStep; i++)
{
var minSteps = i - 1;
var maxSteps = i;
var cells = map.TerrainGridSystem.CellGetNeighboursWithinRange(cellIndex, minSteps, maxSteps,
canCrossCheckType: TGS.CanCrossCheckType.IgnoreCanCrossCheckOnAllCells);
foreach (var cell in cells)
{
if (!CheckCellCanSelect(cell)) continue;
if (!PathFinder.CanBasePass(cell, owner)) continue;
if (AreaManager.instance.CheckContainsMoveUnit(cell)) continue;
if (maxSteps > 1)
{
if (CheckPathExits(owner, cell))
{
owner.controlData.targetCellIndex = cell;
return;
}
}
else
{
owner.controlData.targetCellIndex = cell;
return;
}
}
}
// 无处可去
owner.MoveTo(owner.transData.bornCellIndex, true);
}
catch (Exception e)
{
DebugUtil.LogError("AIUtils.MoveOtherCell error: {0}", e);
}
}
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/// <summary>
/// 移动至可以攻击到目标的周围格子
/// </summary>
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private static void MoveToCanAttackCell(GameUnit owner, GameUnit enemy, int maxStep = 2)
{
try
{
var map = LevelManager.Instance.CurrentLevel?.Map;
if (map == null || owner == null || enemy == null) return;
var enemyCellIndex = enemy.transData.cellIndex;
var cellIndex = owner.transData.cellIndex;
if (!AreaManager.instance.CheckContainsMoveUnit(cellIndex))
return;
for (var i = 1; i <= maxStep; i++)
{
var minSteps = i - 1;
var maxSteps = i;
var cells = map.TerrainGridSystem.CellGetNeighboursWithinRange(cellIndex, minSteps, maxSteps,
canCrossCheckType: TGS.CanCrossCheckType.IgnoreCanCrossCheckOnAllCells);
foreach (var cell in cells)
{
if (!CheckCellCanSelect(cell)) continue;
if (!PathFinder.CanBasePass(cell, owner)) continue;
if (AreaManager.instance.CheckContainsMoveUnit(cell)) continue;
// 判断该位置可否攻击目标
var searchArea = AreaManager.instance.attackAreaManager.GetAttackArea(cell,
owner.fightData.attackDistance);
if (!searchArea.canAttackCells.Contains(enemyCellIndex)) continue;
if (maxSteps > 1)
{
if (CheckPathExits(owner, cell))
{
owner.controlData.targetCellIndex = cell;
return;
}
}
else
{
owner.controlData.targetCellIndex = cell;
return;
}
}
}
// 无处可去
owner.MoveTo(owner.transData.bornCellIndex, true);
}
catch (Exception e)
{
DebugUtil.LogError("AIUtils.AvoidEnemy error: {0}", e);
}
}
#endregion
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#region Normal
/// <summary>
/// 检测位置是否可到达
/// </summary>
public static bool PositionCanReach(GameUnit owner, int targetCellIndex)
{
var map = LevelManager.Instance.CurrentLevel.Map;
if (owner == null || targetCellIndex == -1 || map == null) return false;
if (!CheckCellCanSelect(targetCellIndex)) return false;
var path = PathFinder.FindPath(map, targetCellIndex, owner);
return path != null && path.Count > 0;
}
/// <summary>
/// 获取距离
/// </summary>
public static int GetDistance(int cellIndex1, int cellIndex2)
{
var map = LevelManager.Instance.CurrentLevel.Map;
if (map == null) return -1;
return MapUtils.Distance(map, cellIndex1, cellIndex2);
}
/// <summary>
/// 是否需要停掉AI
/// </summary>
public static bool IsNeedStop(GameUnit owner)
{
return owner.statusData.isRetreat || owner.statusData.isDead || !owner.statusData.isOnFloor ||
owner.statusData.isChaos || owner.statusData.isStun || owner.statusData.isLockPos;
}
/// <summary>
/// 检测目标是否能被攻击
/// </summary>
public static bool CheckCanBeTarget(GameUnit owner, GameUnit enemy)
{
if (owner == null || enemy == null) return false;
return enemy.statusData.CheckCanBeTarget(owner, owner.fightData.attackDistance);
}
/// <summary>
/// 获取格子世界坐标
/// </summary>
public static Vector3 GetCellPosFromIndex(int cellIndex)
{
if (cellIndex == -1) return Vector3.zero;
var map = LevelManager.Instance.CurrentLevel.Map;
if (map == null) return Vector3.zero;
return map.TGSCellIndex2WorldPosition(cellIndex);
}
/// <summary>
/// 检测地格是否可选
/// </summary>
private static bool CheckCellCanSelect(int cellIndex)
{
var map = LevelManager.Instance.CurrentLevel.Map;
if (map == null) return false;
return MapUtils.GetTypeProperty(map, cellIndex) != null &&
MapUtils.GetTypeProperty(map, cellIndex).selectable;
}
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/// <summary>
/// 检测地格是否可选
/// </summary>
public static bool CheckCellCanSelect(Vector2Int cellPos)
{
var map = LevelManager.Instance.CurrentLevel.Map;
if (map == null) return false;
var cell = map.BlockPosition2TGSCellIndex(cellPos);
return MapUtils.GetTypeProperty(map, cell) != null &&
MapUtils.GetTypeProperty(map, cell).selectable;
}
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/// <summary>
/// 范围限制
/// </summary>
public static int ClampCoord(int value, int min, int max) => Mathf.Clamp(value, min, max);
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#endregion
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}
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}