AI性能优化减少GC

main
zhangaotian 2025-04-09 16:40:11 +08:00
parent 801377fd05
commit 0e2a73fc8c
12 changed files with 565 additions and 572 deletions

View File

@ -18,7 +18,7 @@ public class BT_CallHelp : Action
public override TaskStatus OnUpdate()
{
var friends = AIUtils.FindFriendInRange(owner, Range);
var friends = AIUtils.FindFriendsWithDistance(owner, Range);
if (friends == null || friends.Count <= 0) return TaskStatus.Failure;
foreach (var friend in friends.Keys)
{

View File

@ -25,7 +25,7 @@ public class BT_HasFriendInCondition : Conditional
public override TaskStatus OnUpdate()
{
var friends = AIUtils.FindFriendInRange(owner, Range);
var friends = AIUtils.FindFriendsWithDistance(owner, Range);
if (friends.Count <= 0) return TaskStatus.Failure;
GameUnit target;
if (CheckHp && CheckMore) target = GetHPMoreThan(friends);

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@ -81,7 +81,7 @@ public class BTDefendWithinSight : Conditional
// 如果目标都为空 寻找敌人
if (_owner.controlData.targetEnemy == null && _owner.controlData.followUnit == null)
{
var enemy = AIUtils.FindNearestEnemyInSightDistance(_owner);
var enemy = AIUtils.FindNearestTarget(_owner);
if (enemy != null)
{
_owner.statusData.isInFight = true;

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@ -98,7 +98,7 @@ namespace Code.Scripts.Gameplay.BT.Conditional
// 如果目标都为空 寻找敌人
if (_owner.controlData.targetEnemy == null && _owner.controlData.followUnit == null)
{
var enemy = AIUtils.FindNearestEnemyInSightDistance(_owner);
var enemy = AIUtils.FindNearestTarget(_owner);
if (enemy == null) return TaskStatus.Failure;
var cellIndex = enemy.transData.cellIndex;

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@ -1,5 +1,6 @@
using cfg.CharacterCfg;
using Gameplay.AI;
using Gameplay.Pool;
using Gameplay.Unit;
public interface IAITargetFilter
@ -7,14 +8,24 @@ public interface IAITargetFilter
bool IsValid(GameUnit unit);
}
public class EnemyFilter : IAITargetFilter
public class EnemyFilter : IAITargetFilter, IPoolData
{
private readonly GameUnit _owner;
private readonly int _range;
private readonly Ejob _job;
private readonly uint _excludeTargetID;
private GameUnit _owner;
private int _range;
private Ejob _job;
private uint _excludeTargetID;
// 默认构造函数,用于对象池
public EnemyFilter()
{
}
public EnemyFilter(GameUnit owner, int range, Ejob job = Ejob.Job_Other, uint excludeTargetID = 0)
{
Init(owner, range, job, excludeTargetID);
}
public void Init(GameUnit owner, int range, Ejob job = Ejob.Job_Other, uint excludeTargetID = 0)
{
_owner = owner;
_range = range;
@ -34,27 +45,48 @@ public class EnemyFilter : IAITargetFilter
return distance <= checkRange &&
unit.statusData.CheckCanBeTarget(_owner, (int)_owner.fightData.findEnemyRange);
}
public void OnGet()
{
// 从对象池获取时的初始化
}
public void OnReturn()
{
// 清空引用,防止内存泄漏
_owner = null;
_range = 0;
_job = Ejob.Job_Other;
_excludeTargetID = 0;
}
}
public class FriendFilter : IAITargetFilter
public class FriendFilter : IAITargetFilter, IPoolData
{
private readonly GameUnit _owner;
private readonly int _range;
private readonly Ejob _job;
private readonly uint _excludeTargetID;
private GameUnit _owner;
private int _range;
private Ejob _job;
public FriendFilter(GameUnit owner, int range, Ejob job = Ejob.Job_Other, uint excludeTargetID = 0)
// 默认构造函数,用于对象池
public FriendFilter()
{
}
public FriendFilter(GameUnit owner, int range, Ejob job = Ejob.Job_Other)
{
Init(owner, range, job);
}
public void Init(GameUnit owner, int range, Ejob job = Ejob.Job_Other)
{
_owner = owner;
_range = range;
_job = job;
_excludeTargetID = excludeTargetID;
}
public bool IsValid(GameUnit unit)
{
if (unit == null || unit.statusData.isDead) return false;
if (_excludeTargetID != 0 && unit.GetID() == _excludeTargetID) return false;
if (_job != Ejob.Job_Other && unit.commonData.eJob != _job) return false;
var distance = AIUtils.GetDistance(_owner.transData.cellIndex, unit.transData.cellIndex);
@ -62,4 +94,17 @@ public class FriendFilter : IAITargetFilter
return distance <= checkRange;
}
public void OnGet()
{
// 从对象池获取时的初始化
}
public void OnReturn()
{
// 清空引用,防止内存泄漏
_owner = null;
_range = 0;
_job = Ejob.Job_Other;
}
}

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@ -1,28 +0,0 @@
using System.Collections.Generic;
using Gameplay.AI;
using Gameplay.Unit;
public static class AITargetFinder
{
public static Dictionary<GameUnit, int> FindUnits(GameUnit owner, List<GameUnit> candidates, IAITargetFilter filter)
{
var results = new Dictionary<GameUnit, int>(candidates.Count);
var ownerCell = owner.transData?.cellIndex;
if (!ownerCell.HasValue) return results;
foreach (var unit in candidates)
{
var cell = unit.transData?.cellIndex;
if (!cell.HasValue) continue;
if (filter.IsValid(unit))
{
int distance = AIUtils.GetDistance(ownerCell.Value, cell.Value);
results[unit] = distance;
}
}
return results;
}
}

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@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 35b1e0038beb443de9733fc639ae0c07
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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@ -1,312 +1,416 @@
using System;
using Framework;
using System.Linq;
using Gameplay.Unit;
using Gameplay.Area;
using Gameplay.Level;
using cfg.CharacterCfg;
using Gameplay.Character;
using System.Collections.Generic;
namespace Gameplay.AI
{
public static partial class AIUtils
{
/// <summary>
/// 通过GUID获取单位
/// </summary>
public static GameUnit FindUnit(uint id)
{
if (GameUnitManager.instance.deadUnits.Contains(id))
return null;
return GameUnitManager.instance.infightUnits.Contains(id)
? GameUnitManager.instance.infightUnits.Search(id)
: null;
}
#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;
}
}
/// <summary>
/// 寻找范围内符合条件的所有敌人
/// </summary>
public static Dictionary<GameUnit, int> FindEnemiesInRange(GameUnit owner, int range = -1,
Ejob job = Ejob.Job_Other, uint targetID = 0)
{
if (owner == null || range == 0) return null;
var enemies = GameUnitManager.instance.SearchEnemies(owner);
var filter = new EnemyFilter(owner, range, job, targetID);
return AITargetFinder.FindUnits(owner, enemies, filter);
}
/// <summary>
/// 获取最近的单位
/// </summary>
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;
}
/// <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;
}
}
#endregion
#region 寻找友军
/// <summary>
/// 通过MonsterID寻找友军 只返回第一个Monster
/// </summary>
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;
}
/// <summary>
/// 寻找视野内的最近敌人 range为-1则为索敌范围
/// </summary>
public static GameUnit FindNearestFriend(GameUnit owner, int range = -1, Ejob job = Ejob.Job_Other)
{
try
{
var inSightDistanceDic = FindFriendInRange(owner, range, job);
return GetNearestUnit(inSightDistanceDic);
}
catch (Exception e)
{
DebugUtil.LogError("AIUtils.FindNearestFriend error: {0}", e);
return null;
}
}
/// <summary>
/// 寻找范围内符合条件的友军
/// </summary>
public static Dictionary<GameUnit, int> FindFriendInRange(GameUnit owner, int range = -1,
Ejob job = Ejob.Job_Other)
{
if (owner == null || range == 0) return null;
var friends = GameUnitManager.instance.SearchFriends(owner);
var filter = new FriendFilter(owner, range, job);
return AITargetFinder.FindUnits(owner, friends, filter);
}
/// <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
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;
}
}
/// <summary>
/// 寻找随机单位
/// </summary>
public static GameUnit FindRandomTarget(GameUnit owner, uint enemy, int range = -1)
{
try
{
var targetID = enemy;
var inSightDistanceDic = FindEnemiesInRange(owner, range, targetID: targetID);
return GetRandomUnit(inSightDistanceDic);
}
catch (Exception e)
{
DebugUtil.LogError("AIUtils.FindRandomTarget error: {0}", e);
return null;
}
}
/// <summary>
/// 获取随机单位
/// </summary>
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;
}
#endregion
#region 组内单位 寻找 判断
public static bool GroupTargetInRange(GameUnit owner, List<int> group)
{
var inRange = false;
var groupFriends = FindGroupUnits(owner, group);
foreach (var groupFriend in groupFriends)
{
var targetID = groupFriend.unitLevelData.AIBattleInfo.Value.targetID;
if (targetID == Constants.INVALID_UINT_ID) continue;
var target = GameUnitManager.instance.infightUnits.Search(targetID);
var distance = GetDistance(owner.transData.cellIndex, target.transData.cellIndex);
if (distance <= groupFriend.fightData.trackRange)
{
inRange = true;
break;
}
}
return inRange;
}
public static List<GameUnit> FindGroupUnits(GameUnit owner, List<int> group)
{
var groupUnits = new List<GameUnit>();
if (owner == null || group == null || group.Count == 0)
return groupUnits;
var friends = GameUnitManager.instance.SearchFriends(owner);
foreach (var friend in friends)
{
if (friend.unitLevelData == null || friend.unitLevelData.AIBattleInfo == null) continue;
var unitGroups = friend.unitLevelData.AIBattleInfo.Value.groupInfo;
if (unitGroups == null || unitGroups.Count <= 0) continue;
// 检查当前单位的组ID列表与传入的组ID列表是否有交集
foreach (var groupId in unitGroups)
{
if (group.Contains(groupId))
{
groupUnits.Add(friend);
break; // 找到一个匹配就可以添加该单位无需继续检查其他组ID
}
}
}
return groupUnits;
}
#endregion
}
using System;
using Framework;
using System.Linq;
using Gameplay.Unit;
using Gameplay.Area;
using Gameplay.Level;
using cfg.CharacterCfg;
using Gameplay.Character;
using Gameplay.Pool;
using System.Collections.Generic;
namespace Gameplay.AI
{
public static partial class AIUtils
{
/// <summary>
/// 对象池 - 用于缓存单位距离字典
/// </summary>
private static readonly Dictionary<GameUnit, int> UnitsDistanceCache = new (64);
/// <summary>
/// 临时列表,用于避免在 GetNearestUnit/GetRandomUnit 中创建新列表
/// </summary>
private static readonly List<KeyValuePair<GameUnit, int>> TempPairList = new (64);
/// <summary>
/// 通过GUID获取单位
/// </summary>
public static GameUnit FindUnit(uint id)
{
if (GameUnitManager.instance.deadUnits.Contains(id))
return null;
return GameUnitManager.instance.infightUnits.Contains(id)
? GameUnitManager.instance.infightUnits.Search(id)
: null;
}
/// <summary>
/// 获取符合条件的单位及距离
/// </summary>
/// <param name="owner">自身</param>
/// <param name="candidates">需要筛选的对象</param>
/// <param name="filter">条件</param>
/// <returns></returns>
private static Dictionary<GameUnit, int> FindUnits(GameUnit owner, List<GameUnit> candidates,
IAITargetFilter filter)
{
// 清空临时字典以便重用
UnitsDistanceCache.Clear();
var ownerCell = owner.transData?.cellIndex;
if (!ownerCell.HasValue) return UnitsDistanceCache;
foreach (var unit in candidates)
{
var cell = unit.transData?.cellIndex;
if (!cell.HasValue) continue;
if (filter.IsValid(unit))
{
int distance = GetDistance(ownerCell.Value, cell.Value);
UnitsDistanceCache[unit] = distance;
}
}
return UnitsDistanceCache;
}
#region 寻找敌人
/// <summary>
/// 寻找视野内的最近敌人
/// </summary>
/// <param name="owner">自身</param>
/// <param name="range">指定范围 -1则为索敌范围</param>
/// <param name="job">指定职业</param>
/// <returns></returns>
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;
}
}
/// <summary>
/// 寻找范围内符合条件的所有敌人
/// </summary>
public static Dictionary<GameUnit, int> FindEnemiesInRange(GameUnit owner, int range = -1,
Ejob job = Ejob.Job_Other, uint targetID = 0)
{
if (owner == null || range == 0) return null;
var enemies = GameUnitManager.instance.SearchEnemies(owner);
// 使用对象池获取EnemyFilter
var filter = ObjPoolManager.instance.Get<EnemyFilter>();
filter.Init(owner, range, job, targetID);
var result = FindUnits(owner, enemies, filter);
// 使用完毕后返回对象池
ObjPoolManager.instance.Return(filter);
// 归还临时列表
GameUnitManager.instance.ReturnTempList(enemies);
return result;
}
/// <summary>
/// 获取最近的单位
/// </summary>
public static GameUnit GetNearestUnit(Dictionary<GameUnit, int> units)
{
if (units == null || units.Count == 0)
return null;
var minDistance = float.MaxValue;
GameUnit nearestUnit = null;
foreach (var pair in units)
{
if (minDistance > pair.Value)
{
minDistance = pair.Value;
nearestUnit = pair.Key;
}
}
return nearestUnit;
}
/// <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;
}
}
#endregion
#region 寻找友军
/// <summary>
/// 通过MonsterID寻找友军 只返回第一个Monster
/// </summary>
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;
}
/// <summary>
/// 寻找视野内的最近友军
/// </summary>
/// <param name="owner">自身</param>
/// <param name="range">指定距离 -1为锁敌距离</param>
/// <param name="job">指定职业</param>
public static GameUnit FindNearestFriend(GameUnit owner, int range = -1, Ejob job = Ejob.Job_Other)
{
try
{
var inSightDistanceDic = FindFriendsWithDistance(owner, range, job);
return GetNearestUnit(inSightDistanceDic);
}
catch (Exception e)
{
DebugUtil.LogError("AIUtils.FindNearestFriend error: {0}", e);
return null;
}
}
/// <summary>
/// 寻找锁敌范围内的友军列表
/// </summary>
public static List<GameUnit> FindFriendsInSightDistance(GameUnit owner)
{
try
{
var friends = FindFriendsWithDistance(owner);
if (friends == null || friends.Count == 0) return new List<GameUnit>();
// 避免创建新列表,使用单位字典的键集合
var result = new List<GameUnit>(friends.Keys);
return result;
}
catch (Exception e)
{
DebugUtil.LogError("AIUtils.FindFriendsInSightDistance error: {0}", e);
return null;
}
}
/// <summary>
/// 寻找符合条件的友军及距离字典
/// </summary>
public static Dictionary<GameUnit, int> FindFriendsWithDistance(GameUnit owner, int range = -1,
Ejob job = Ejob.Job_Other)
{
if (owner == null || range == 0) return null;
var friends = GameUnitManager.instance.SearchFriends(owner);
// 使用对象池获取FriendFilter
var filter = ObjPoolManager.instance.Get<FriendFilter>();
filter.Init(owner, range, job);
var result = FindUnits(owner, friends, filter);
// 使用完毕后返回对象池
ObjPoolManager.instance.Return(filter);
// 归还临时列表
GameUnitManager.instance.ReturnTempList(friends);
return result;
}
/// <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
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;
}
}
/// <summary>
/// 寻找随机单位
/// </summary>
public static GameUnit FindRandomTarget(GameUnit owner, uint enemy, int range = -1)
{
try
{
var targetID = enemy;
var inSightDistanceDic = FindEnemiesInRange(owner, range, targetID: targetID);
return GetRandomUnit(inSightDistanceDic);
}
catch (Exception e)
{
DebugUtil.LogError("AIUtils.FindRandomTarget error: {0}", e);
return null;
}
}
/// <summary>
/// 获取随机单位
/// </summary>
private static GameUnit GetRandomUnit(Dictionary<GameUnit, int> units)
{
if (units == null || units.Count == 0)
return null;
// 使用复用的临时列表避免创建新列表
TempPairList.Clear();
foreach (var pair in units)
{
TempPairList.Add(new KeyValuePair<GameUnit, int>(pair.Key, pair.Value));
}
if (TempPairList.Count == 0)
return null;
var randomIndex = UnityEngine.Random.Range(0, TempPairList.Count);
return TempPairList[randomIndex].Key;
}
#endregion
#region 组内单位 寻找 判断
public static bool GroupTargetInRange(GameUnit owner, List<int> group)
{
var inRange = false;
var groupFriends = FindGroupUnits(owner, group);
foreach (var groupFriend in groupFriends)
{
var targetID = groupFriend.unitLevelData.AIBattleInfo.Value.targetID;
if (targetID == Constants.INVALID_UINT_ID) continue;
var target = GameUnitManager.instance.infightUnits.Search(targetID);
var distance = GetDistance(owner.transData.cellIndex, target.transData.cellIndex);
if (distance <= groupFriend.fightData.trackRange)
{
inRange = true;
break;
}
}
return inRange;
}
public static List<GameUnit> FindGroupUnits(GameUnit owner, List<int> group)
{
var groupUnits = new List<GameUnit>();
if (owner == null || group == null || group.Count == 0)
return groupUnits;
var friends = GameUnitManager.instance.SearchFriends(owner);
foreach (var friend in friends)
{
if (friend.unitLevelData == null || friend.unitLevelData.AIBattleInfo == null) continue;
var unitGroups = friend.unitLevelData.AIBattleInfo.Value.groupInfo;
if (unitGroups == null || unitGroups.Count <= 0) continue;
// 检查当前单位的组ID列表与传入的组ID列表是否有交集
foreach (var groupId in unitGroups)
{
if (group.Contains(groupId))
{
groupUnits.Add(friend);
break; // 找到一个匹配就可以添加该单位无需继续检查其他组ID
}
}
}
return groupUnits;
}
#endregion
}
}

View File

@ -9,127 +9,13 @@ using Gameplay.Character;
using Gameplay.Area.Around;
using Gameplay.Vehicle.Impl;
using System.Collections.Generic;
using System.Linq;
using static Gameplay.Level.LevelData;
namespace Gameplay.AI
{
public static partial class AIUtils
{
private static List<GameUnit> inSightEnemies = new List<GameUnit>(16);
private static Dictionary<GameUnit, int> inSightDistanceList = new Dictionary<GameUnit, int>(16);
private static List<GameUnit> allFriends = new List<GameUnit>(16);
private static List<GameUnit> friendsInSight = new List<GameUnit>(16);
private static Dictionary<int, int> patrolDistanceList = new Dictionary<int, int>(64);
/// <summary>
/// 寻找锁敌范围内最近的敌人
/// </summary>
public static GameUnit FindNearestEnemyInSightDistance(GameUnit owner)
{
try
{
if (owner == null) return null;
var map = LevelManager.Instance.CurrentLevel.Map;
if (map == null) return null;
inSightDistanceList.Clear();
var enemies = GameUnitManager.instance.SearchEnemies(owner);
var ownerCellIndex = owner.transData?.cellIndex;
for (var i = 0; i < enemies.Count; i++)
{
var enemy = enemies[i];
if (enemy == null || enemy.statusData.isDead)
{
continue;
}
var enemyCellIndex = enemy.transData?.cellIndex;
if (!ownerCellIndex.HasValue || !enemyCellIndex.HasValue)
{
continue;
}
var distance = MapUtils.Distance(map, ownerCellIndex.Value, enemyCellIndex.Value);
if (distance <= owner.fightData.findEnemyRange &&
enemy.statusData.CheckCanBeTarget(owner, (int)owner.fightData.findEnemyRange))
{
inSightDistanceList.Add(enemy, distance);
}
}
if (inSightDistanceList.Count <= 0)
{
return null;
}
else
{
var minDistance = float.MaxValue;
GameUnit nearestEnemy = null;
foreach (var pair in inSightDistanceList)
{
if (minDistance > pair.Value)
{
minDistance = pair.Value;
nearestEnemy = pair.Key;
}
}
return nearestEnemy;
}
}
catch (Exception e)
{
DebugUtil.LogError("AIUtils.FindNearestEnemyInSightDistance error: {0}", e);
return null;
}
}
/// <summary>
/// 寻找锁敌范围内的友军
/// </summary>
public static List<GameUnit> FindFriendsInSightDistance(GameUnit owner)
{
try
{
if (owner == null) return null;
var map = LevelManager.Instance.CurrentLevel.Map;
if (map == null) return null;
friendsInSight.Clear();
var friends = GameUnitManager.instance.SearchFriends(owner);
var ownerCellIndex = owner.transData?.cellIndex;
for (var i = 0; i < friends.Count; i++)
{
var friend = friends[i];
if (friend == null || friend.GetID() == owner.GetID())
{
continue;
}
var friendCellIndex = friend.transData?.cellIndex;
if (!ownerCellIndex.HasValue || !friendCellIndex.HasValue)
{
continue;
}
var distance = MapUtils.Distance(map, ownerCellIndex.Value, friendCellIndex.Value);
if (distance <= owner.fightData.findEnemyRange)
{
friendsInSight.Add(friend);
}
}
return friendsInSight;
}
catch (Exception e)
{
DebugUtil.LogError("AIUtils.FindFriendsInSightDistance error: {0}", e);
return null;
}
}
/// <summary>
/// 寻找范围内最近的敌方npc
@ -138,19 +24,38 @@ namespace Gameplay.AI
{
try
{
var enemyNpc = FindEnemyNpcInSight(owner);
if (enemyNpc == null || enemyNpc.Count <= 0) return null;
var level = LevelManager.Instance.CurrentLevel;
if (level == null || level.SelfNpcLocalID == null || level.SelfNpcLocalID.Count <= 0) return null;
var map = LevelManager.Instance.CurrentLevel.Map;
if (map == null) return null;
var enemies = GameUnitManager.instance.SearchEnemies(owner);
GameUnit nearestEnemy = null;
var minDistance = float.MaxValue;
foreach (var pair in enemyNpc)
var ownerCellIndex = owner.transData?.cellIndex;
if (!ownerCellIndex.HasValue) return null;
foreach (var enemy in enemies)
{
if (minDistance > pair.Value)
if (enemy == null || enemy.statusData.isDead || enemy.unitLevelData == null) continue;
if (!level.SelfNpcLocalID.Contains(enemy.unitLevelData.LocalId)) continue;
var enemyCellIndex = enemy.transData?.cellIndex;
if (!enemyCellIndex.HasValue) continue;
var distance = MapUtils.Distance(map, ownerCellIndex.Value, enemyCellIndex.Value);
if (distance <= owner.fightData.findEnemyRange)
{
minDistance = pair.Value;
nearestEnemy = pair.Key;
if (distance < minDistance)
{
minDistance = distance;
nearestEnemy = enemy;
}
}
}
return nearestEnemy;
}
catch (Exception e)
@ -196,38 +101,8 @@ namespace Gameplay.AI
{
try
{
if (owner == null) return Constants.INVALID_ID;
var map = LevelManager.Instance.CurrentLevel.Map;
if (map == null) return Constants.INVALID_ID;
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;
}
patrolDistanceList.Add(i,
MapUtils.Distance(map, ownerCellIndex.Value, point));
}
var minDistance = int.MaxValue;
int nearestPoint = 0;
foreach (var pair in patrolDistanceList)
{
if (minDistance > pair.Value)
{
minDistance = pair.Value;
nearestPoint = pair.Key;
}
}
return nearestPoint;
// 使用优化后的通用方法
return FindNearestPatrolInfoIndex(owner, patrolInfos);
}
catch (Exception e)
{
@ -645,39 +520,6 @@ namespace Gameplay.AI
return cellList;
}
/// <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;
var enemyList = GameUnitManager.instance.SearchEnemies(owner);
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;
}
}
// -------------------- New -------------------- //
#region 载具相关

View File

@ -91,7 +91,11 @@ namespace Gameplay.Character
{
if (!Level.Level.IsEnemy(team.Key, self.commonData.troopId))
{
friendList.AddRange(team.Value.characters);
var characterList = team.Value.characters;
for (int i = 0; i < characterList.Count; i++)
{
friendList.Add(characterList[i]);
}
}
}
}

View File

@ -682,17 +682,38 @@ namespace Gameplay.Unit
instance = null;
}
/// <summary>
/// 为AI搜索单位列表创建对象池
/// </summary>
private readonly Stack<List<GameUnit>> _tempListPool = new (4);
private List<GameUnit> GetTempList()
{
if (_tempListPool.Count > 0)
{
var list = _tempListPool.Pop();
list.Clear();
return list;
}
return new List<GameUnit>(64);
}
public void ReturnTempList(List<GameUnit> list)
{
list.Clear();
_tempListPool.Push(list);
}
/// <summary>
/// 查找所有敌人单位
/// </summary>
public List<GameUnit> SearchEnemies(GameUnit self)
{
var enemies = new List<GameUnit>();
var enemies = GetTempList();
if (self == null) return enemies;
characterManager.SearchEnemies(self, enemies);
var vehicles = vehicleManager.SearchEnemies(self.commonData.troopId);
if (vehicles != null)
enemies.AddRange(vehicles);
vehicleManager.SearchEnemies(self.commonData.troopId, enemies);
return enemies;
}
@ -701,13 +722,11 @@ namespace Gameplay.Unit
/// </summary>
public List<GameUnit> SearchFriends(GameUnit self)
{
var friends = new List<GameUnit>();
var friends = GetTempList();
if (self == null) return friends;
characterManager.SearchFriends(self, friends);
var vehicles = vehicleManager.SearchFriend(self.commonData.troopId);
if (vehicles != null)
friends.AddRange(vehicles);
vehicleManager.SearchFriend(self.commonData.troopId, friends);
return friends;
}
}

View File

@ -1,4 +1,5 @@
using System.Collections.Generic;
using Gameplay.Unit;
using Gameplay.Vehicle.Impl;
namespace Gameplay.Vehicle
{
@ -43,31 +44,48 @@ namespace Gameplay.Vehicle
return null;
}
public List<NormalVehicle> SearchEnemies(int troopId)
/// <summary>
/// 查找敌方载具,添加到提供的列表中
/// </summary>
/// <param name="troopId">己方部队ID</param>
/// <param name="resultList">存储结果的列表</param>
public void SearchEnemies(int troopId, List<GameUnit> resultList)
{
if (resultList == null) return;
foreach (var team in _troopVehicles)
{
if (Level.Level.IsEnemy(team.Key, troopId))
{
return team.Value;
var vehicles = team.Value;
for (int i = 0; i < vehicles.Count; i++)
{
resultList.Add(vehicles[i]);
}
}
}
return null;
}
public List<NormalVehicle> SearchFriend(int troopId)
/// <summary>
/// 查找友方载具,添加到提供的列表中
/// </summary>
/// <param name="troopId">己方部队ID</param>
/// <param name="resultList">存储结果的列表</param>
public void SearchFriend(int troopId, List<GameUnit> resultList)
{
if (resultList == null) return;
foreach (var team in _troopVehicles)
{
if (!Level.Level.IsEnemy(team.Key, troopId))
{
return team.Value;
var vehicles = team.Value;
for (int i = 0; i < vehicles.Count; i++)
{
resultList.Add(vehicles[i]);
}
}
}
return null;
}
}
}