using System; using Framework; using Gameplay.Area; using Gameplay.Unit; using Gameplay.Level; using Gameplay.Unit.Data; using Gameplay.Area.Around; using System.Collections.Generic; using static Gameplay.Level.LevelData; namespace Gameplay.AI { public static class AIUtils { private static List inSightEnemies = new List(16); private static Dictionary inSightDistanceList = new Dictionary(16); private static List allFriends = new List(16); private static List friendsInSight = new List(16); private static Dictionary patrolDistanceList = new Dictionary(64); /// /// 寻找锁敌范围内最近的敌人 /// public static GameUnit FindNearestEnemyInSightDistance(GameUnit owner) { try { if (owner == null) return null; var map = LevelManager.Instance.CurrentLevel.Map; if (map == null) return null; inSightEnemies.Clear(); inSightDistanceList.Clear(); GameUnitManager.instance.characterManager.SearchEnemies(owner, inSightEnemies); var ownerCellIndex = owner.transData?.cellIndex; for (var i = 0; i < inSightEnemies.Count; i++) { var enemy = inSightEnemies[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; } } /// /// 寻找锁敌范围内的友军 /// public static List FindFriendsInSightDistance(GameUnit owner) { try { if (owner == null) return null; var map = LevelManager.Instance.CurrentLevel.Map; if (map == null) return null; allFriends.Clear(); friendsInSight.Clear(); GameUnitManager.instance.characterManager.SearchFriends(owner, allFriends); var ownerCellIndex = owner.transData?.cellIndex; for (var i = 0; i < allFriends.Count; i++) { var friend = allFriends[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; } } /// /// 寻找范围内最近的敌方npc /// public static GameUnit FindNearestEnemyNpcInShootRange(GameUnit owner) { 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; } } /// /// 获取距离自己最近的单位 /// public static GameUnit GetNearestGameUnit(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; } } /// /// 寻找最近的巡逻点位 /// public static int FindNearestPointInPatrolInfo(GameUnit owner, List patrolInfos) { 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; } catch (Exception e) { DebugUtil.LogError("AIUtils.FindNearestPointInPatrolInfo error: {0}", e); // 异常返回第一个索引点 return 0; } } /// /// 巡逻点位转换为格子索引 /// public static int GetPatrolPointIndexFromVector2Int(Map map, int patrolIndex, List patrolInfos) { 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; } } /// /// 是否需要停掉AI /// public static bool IsNeedStop(GameUnit owner) { return owner.statusData.isRetreat || owner.statusData.isDead || owner.statusData.isOnVehicle || owner.statusData.isChaos || owner.statusData.isStun || owner.statusData.isLockPos; } /// /// 是否停止循环逻辑 /// public static bool AINeedStopUpdate(Level.Level level) { if (level == null) return false; return level.IsPreparing() || level.IsEnd() || Math.Abs(level.GetSpeed() - 0f) < 0.01f; } /// /// 激活AI攻击 /// public static void ActiveAIAttack(GameUnit owner) { try { if (owner == null) return; if (owner.statusData.isAttackActive) return; var map = LevelManager.Instance.CurrentLevel.Map; if (map == null) return; if (owner.controlData.targetEnemy != null) { owner.statusData.isAttackActive = true; } } catch (Exception e) { DebugUtil.LogError("AIUtils.ActiveAIAttack error: {0}", e); } } /// /// 单位移动 /// public static bool MoveTo(GameUnit owner, int cellIndex, bool cancelFollow = true) { 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; var blockData = mapData.GetBlockData(cellIndex); if (blockData == null) return false; var typeProperty = blockData.GetTerrainTypeProperty(); if (typeProperty == null || !typeProperty.selectable) return false; owner.MoveTo(cellIndex, cancelFollow); return true; } catch (Exception e) { DebugUtil.LogError("AIUtils.MoveTo error: {0}", e); return false; } } /// /// 单位撤退 /// /// public static bool MoveAway(GameUnit owner, GameUnit enemyUnit, bool cancelFollow = true) { try { 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; } return false; } catch (Exception e) { DebugUtil.LogError("AIUtils.MoveAway error: {0}", e); return false; } } /// /// AI 移动向敌人并检查 /// public static void CheckAndMove(GameUnit owner, int cellIndex, bool cancelFollow = true) { try { if (!MoveTo(owner, cellIndex, cancelFollow)) return; if (owner.gameunitType != EGameUnitType.Character && owner.gameunitType != EGameUnitType.Vehicle) return; var units = AreaManager.instance.GetUnitsByCellIndex(cellIndex); foreach (var unit in units) { if (unit.commonData.troopId == owner.commonData.troopId) { } else { // 如果是敌人, 则设置敌人目标 if (unit.statusData.CheckCanBeTarget(owner, -1)) { owner.controlData.markEnemy = unit; owner.controlData.forceUpdateTarget = true; return; } } } // 走到这里,说明没有目标,清空标记 owner.controlData.markVehicle = null; owner.controlData.markEnemy = null; } catch (Exception e) { DebugUtil.LogError("AIUtils.CheckAndMove error: {0}", e); } } /// /// 判断是否有敌人重合 /// public static void CheckAreaIsOtherEnemyUnit(GameUnit owner, uint target) { 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) { MoveOtherCell(owner); } else { var enemy = GameUnitManager.instance.infightUnits.Search(target); if (enemy == null || enemy.statusData.isDead) return; MoveOtherCanAttackCell(owner, enemy); } } catch (Exception e) { DebugUtil.LogError("AIUtils.CheckAreaIsOtherEnemyUnit error: {0}", e); } } /// /// 移动至周围可到达格子 /// private static void MoveOtherCell(GameUnit owner, int maxDistance = 2) { try { 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); } } /// /// 移动至周围可攻击格子 /// private static void MoveOtherCanAttackCell(GameUnit owner, GameUnit enemy, int maxDistance = 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 <= 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; // 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); } } /// /// 计算当前位置与出生点位置是否超过防守距离 /// public static bool CheckDistanceIsOver(GameUnit owner) { try { if (owner == null) return true; var map = LevelManager.Instance.CurrentLevel.Map; if (map == null) return true; var curPos = owner.transData.cellIndex; var bornPos = owner.unitLevelData.BornPosition; var distance = MapUtils.Distance(map, curPos, bornPos); return owner.unitLevelData.DefensiveDistance < distance; } catch (Exception e) { DebugUtil.LogError("AIUtils.CheckDistanceIsOver error: {0}", e); // 默认超出 return true; } } /// /// 顺时针获取周围第一个能够到达的一圈格子 /// public static int GetCanReachCellAround(Map map, GameUnit owner, int centerIndex, int step = 1) { var cellList = GetAroundCells(centerIndex, step); foreach (var cellIndex in cellList) { var blockData = map.GetBlockData(cellIndex); if (blockData == null) continue; var typeProperty = blockData.GetTerrainTypeProperty(); if (typeProperty == null) continue; if (CheckPathExits(owner, cellIndex)) { return cellIndex; } } return -1; } /// /// 检查该点是否能通过 /// /// public static bool CheckCellCanPass(GameUnit owner, int cellIndex) { return PathFinder.CanPass(cellIndex, owner); } /// /// 检测是否存在路径 /// public static bool CheckPathExits(GameUnit owner, int cellIndex) { var map = LevelManager.Instance.CurrentLevel.Map; if (owner == null || cellIndex == -1 || map == null) return false; var path = PathFinder.FindPath(map, cellIndex, owner); return path != null && path.Count > 0; } /// /// 设置cellIndex周围的通行级别 /// /// Dic(格子,原来的通行级别) public static Dictionary SetCellCrossLevel(Map map, GameUnit owner, int cellIndex, int step = 1) { if (map == null || owner == null) return null; var cells = new Dictionary(); 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); cells[cell] = oldCrossLevel; //DebugUtil.LogWarning("设置地格{0}的通行级别为:{1}", cell, crossLevel); } return cells; } /// /// 设置cellList通行级别 /// public static void SetCellCrossLevel(Map map, Dictionary cells) { if (map == null) return; foreach (var cell in cells) { var blockData = map.GetBlockData(cell.Key); if (blockData == null) continue; 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); } } /// /// 检测地格是否可选 /// 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; } /// /// 获得周围格子 /// private static List GetAroundCells(int centerIndex, int step = 1) { var cellList = new List(); AroundHelper.GetAround(centerIndex, step, cellList); return cellList; } /// /// 寻找锁敌范围内的敌方npc /// private static Dictionary FindEnemyNpcInSight(GameUnit owner) { try { var enemyNpc = new Dictionary(); 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 = new List(); GameUnitManager.instance.characterManager.SearchEnemies(owner, enemyList); 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; } } } }