731 lines
27 KiB
C#
731 lines
27 KiB
C#
using System;
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using Framework;
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using UnityEngine;
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using Gameplay.Unit;
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using Gameplay.Area;
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using Gameplay.Level;
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using Gameplay.Unit.Data;
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using Gameplay.Character;
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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;
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namespace Gameplay.AI
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{
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public static partial class AIUtils
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{
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/// <summary>
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/// 寻找范围内最近的敌方npc
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/// </summary>
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public static GameUnit FindNearestEnemyNpcInShootRange(GameUnit owner)
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{
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try
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{
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var level = LevelManager.Instance.CurrentLevel;
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if (level == null || level.SelfNpcLocalID == null || level.SelfNpcLocalID.Count <= 0) return null;
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var map = LevelManager.Instance.CurrentLevel.Map;
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if (map == null) return null;
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var enemies = GameUnitManager.instance.SearchEnemies(owner);
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GameUnit nearestEnemy = null;
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var minDistance = float.MaxValue;
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var ownerCellIndex = owner.transData?.cellIndex;
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if (!ownerCellIndex.HasValue) return null;
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foreach (var enemy in enemies)
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{
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if (enemy == null || enemy.statusData.isDead || enemy.unitLevelData == null) continue;
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if (!level.SelfNpcLocalID.Contains(enemy.unitLevelData.LocalId)) continue;
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var enemyCellIndex = enemy.transData?.cellIndex;
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if (!enemyCellIndex.HasValue) continue;
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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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{
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if (distance < minDistance)
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{
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minDistance = distance;
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nearestEnemy = enemy;
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}
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}
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}
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return nearestEnemy;
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}
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catch (Exception e)
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{
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DebugUtil.LogError("AIUtils.FindNearestEnemyNpcInShootRange error: {0}", e);
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return null;
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}
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}
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/// <summary>
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/// 获取距离自己最近的单位
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/// </summary>
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public static GameUnit GetNearestGameUnit(GameUnit owner, GameUnit newUnit, GameUnit unit)
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{
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try
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{
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if (owner == null || newUnit == null || unit == null) return null;
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var map = LevelManager.Instance.CurrentLevel.Map;
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if (map == null) return null;
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var ownerCellIndex = owner.transData?.cellIndex;
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var unitCellIndex = unit.transData?.cellIndex;
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var newUnitCellIndex = newUnit.transData?.cellIndex;
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if (!ownerCellIndex.HasValue || !unitCellIndex.HasValue || !newUnitCellIndex.HasValue) return null;
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var distance = MapUtils.Distance(map, ownerCellIndex.Value, unitCellIndex.Value);
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var newDistance = MapUtils.Distance(map, ownerCellIndex.Value, newUnitCellIndex.Value);
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return distance <= newDistance ? unit : newUnit;
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}
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catch (Exception e)
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{
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DebugUtil.LogError("AIUtils.GetNearestGameUnit error: {0}", e);
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// 异常返回默认单位
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return unit;
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}
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}
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/// <summary>
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/// 寻找最近的巡逻点位
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/// </summary>
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public static int FindNearestPointInPatrolInfo(GameUnit owner, List<PatrolInfo> patrolInfos)
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{
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try
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{
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// 使用优化后的通用方法
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return FindNearestPatrolInfoIndex(owner, patrolInfos);
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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);
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// 异常返回第一个索引点
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return 0;
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}
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}
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/// <summary>
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/// 巡逻点位转换为格子索引
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/// </summary>
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public static int GetPatrolPointIndexFromVector2Int(Map map, int patrolIndex, List<PatrolInfo> patrolInfos)
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{
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try
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{
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if (map == null || patrolIndex >= patrolInfos.Count) return -1;
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var patrolInfo = patrolInfos[patrolIndex];
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if (patrolInfo == null) return -1;
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return map.BlockPosition2TGSCellIndex(patrolInfo.patrolPoint);
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}
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catch (Exception e)
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{
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DebugUtil.LogError("AIUtils.GetPatrolPointIndexFromVector2Int error: {0}", e);
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// 异常返回无效格子索引
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return -1;
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}
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}
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/// <summary>
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/// 是否停止循环逻辑
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/// </summary>
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public static bool AINeedStopUpdate(global::Gameplay.Level.Level level)
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{
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if (level == null) return false;
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return level.IsPreparing() || level.IsEnd() || Math.Abs(level.GetSpeed() - 0f) < 0.01f;
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}
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/// <summary>
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/// 激活AI攻击
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/// </summary>
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public static void ActiveAIAttack(GameUnit owner)
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{
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try
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{
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if (owner == null) return;
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if (owner.statusData.isAttackActive) return;
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var map = LevelManager.Instance.CurrentLevel.Map;
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if (map == null) return;
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if (owner.controlData.targetEnemy != null)
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{
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owner.statusData.isAttackActive = true;
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owner.statusData.isInFight = true;
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}
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}
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catch (Exception e)
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{
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DebugUtil.LogError("AIUtils.ActiveAIAttack error: {0}", e);
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}
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}
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/// <summary>
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/// 单位撤退
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/// </summary>
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/// <returns></returns>
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public static bool MoveAway(GameUnit owner, GameUnit enemyUnit, bool cancelFollow = true)
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{
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try
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{
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if (enemyUnit == null) return false;
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var map = LevelManager.Instance.CurrentLevel.Map;
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if (map == null) return false;
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var mapData = map.MapData;
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if (mapData == null) return false;
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map.WorldPosition2BlockPosition(enemyUnit.Node.GetPosition(), out var targetEnemy2IntPos);
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var self2IntPos = map.TGSCellIndex2BlockPosition(owner.transData.cellIndex);
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var newSelf2IntPos = self2IntPos;
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newSelf2IntPos.x = Math.Clamp(
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(self2IntPos.x - targetEnemy2IntPos.x) > 0 ? self2IntPos.x + 1 : self2IntPos.x - 1, 0,
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map.MapData.Height - 1);
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newSelf2IntPos.y = Math.Clamp(
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(self2IntPos.y - targetEnemy2IntPos.y) > 0 ? self2IntPos.y + 1 : self2IntPos.y - 1, 0,
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map.MapData.Width - 1);
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if (self2IntPos == newSelf2IntPos) return false;
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var cellIndex = map.BlockPosition2TGSCellIndex(newSelf2IntPos);
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if (PathFinder.CanPass(cellIndex, owner))
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{
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owner.MoveTo(cellIndex, cancelFollow);
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return true;
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}
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return false;
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}
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catch (Exception e)
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{
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DebugUtil.LogError("AIUtils.MoveAway error: {0}", e);
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return false;
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}
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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>
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public static void CheckAndMove(GameUnit owner, int cellIndex, bool cancelFollow = true)
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{
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try
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{
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if (!AIMoveHelper.MoveToCell(owner, cellIndex, cancelFollow)) return;
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if (owner.gameunitType != EGameUnitType.Character &&
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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)
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{
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}
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else
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{
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// 如果是敌人, 则设置敌人目标
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if (unit.statusData.CheckCanBeTarget(owner, -1))
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{
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owner.controlData.markEnemy = unit;
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owner.controlData.forceUpdateTarget = true;
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return;
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}
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}
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}
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// 走到这里,说明没有目标,清空标记
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owner.controlData.markVehicle = null;
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owner.controlData.markEnemy = null;
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}
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catch (Exception e)
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{
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DebugUtil.LogError("AIUtils.CheckAndMove error: {0}", e);
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}
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}
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/// <summary>
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/// 计算当前位置与出生点位置是否超过防守距离
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/// </summary>
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public static bool CheckDistanceIsOver(GameUnit owner)
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{
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try
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{
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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.transData.bornCellIndex;
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var distance = MapUtils.Distance(map, curPos, bornPos);
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return owner.unitLevelData.DefensiveDistance < distance;
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}
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catch (Exception e)
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{
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DebugUtil.LogError("AIUtils.CheckDistanceIsOver error: {0}", e);
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// 默认超出
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return true;
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}
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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);
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foreach (var cellIndex in cellList)
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{
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var blockData = map.GetBlockData(cellIndex);
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if (blockData == null) continue;
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var typeProperty = blockData.GetTerrainTypeProperty();
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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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}
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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>
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public static bool CheckPathExits(GameUnit owner, int cellIndex)
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{
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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);
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return path != null && path.Count > 0;
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}
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/// <summary>
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/// 设置cellIndex周围的通行级别
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/// </summary>
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/// <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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{
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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);
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var crossLevel = owner.commonData.crossLevel + 1;
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foreach (var cell in cellList)
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{
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var blockData = map.GetBlockData(cell);
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if (blockData == null) continue;
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map.GetRuntimeBlockProperty(cell, out var data);
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var oldCrossLevel = data.crossLevel;
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if (data.crossLevel > crossLevel) continue;
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data.crossLevel = crossLevel + 1;
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map.SetRuntimeBlockProperty(cell, data);
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cells[cell] = oldCrossLevel;
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//DebugUtil.LogWarning("设置地格{0}的通行级别为:{1}", cell, crossLevel);
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}
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return cells;
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}
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/// <summary>
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/// 设置cellList通行级别
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/// </summary>
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public static void SetCellCrossLevel(Map map, Dictionary<int, int> cells)
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{
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if (map == null) return;
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foreach (var cell in cells)
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{
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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);
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data.crossLevel = cell.Value;
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map.SetRuntimeBlockProperty(cell.Key, data);
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//DebugUtil.LogError("还原格子:{0}到{1}", cell.Key, cell.Value);
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}
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}
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/// <summary>
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/// 获得周围格子
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/// </summary>
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private static List<int> GetAroundCells(int centerIndex, int step = 1)
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{
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var cellList = new List<int>();
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AroundHelper.GetAround(centerIndex, step, cellList);
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return cellList;
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}
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// -------------------- New -------------------- //
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#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
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{
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var map = LevelManager.Instance.CurrentLevel?.Map;
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if (map == null) return -1;
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for (var i = 1; i <= maxStep; i++)
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{
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var minSteps = i - 1;
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var maxSteps = i;
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var cells = map.TerrainGridSystem.CellGetNeighboursWithinRange(cellIndex, minSteps, maxSteps,
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canCrossCheckType: TGS.CanCrossCheckType.IgnoreCanCrossCheckOnAllCells);
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foreach (var cell in cells)
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{
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if (!PathFinder.CanBasePass(cell, unit)) continue;
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if (AreaManager.instance.CheckContainsMoveUnit(cell)) continue;
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return cell;
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}
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}
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// 无处可去
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return -1;
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}
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catch (Exception e)
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{
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DebugUtil.LogError("AIUtils.FindCanReachCell error: {0}", e);
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return -1;
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}
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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
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{
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var inSightDistanceDic = new Dictionary<GameUnit, int>();
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foreach (var unit in GameUnitManager.instance.infightUnits.GetListByTroop(ETroopsId.Enemy))
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{
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if (unit.gameunitType == EGameUnitType.Vehicle)
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{
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inSightDistanceDic.Add(unit, GetDistance(owner.transData.cellIndex, unit.transData.cellIndex));
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}
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}
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var gameUnit = GetNearestUnit(inSightDistanceDic);
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return gameUnit as NormalVehicle;
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}
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catch (Exception e)
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{
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DebugUtil.LogError("AIUtils.FindNearestVehicle error: {0}", e);
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return null;
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}
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}
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#endregion
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#region 巡逻相关
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/// <summary>
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/// 寻找最近的巡逻点位
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/// </summary>
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public static int FindNearestPatrolInfoIndex(GameUnit owner, List<PatrolInfo> patrolInfos)
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{
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return NearestSearchUtils.FindNearestIndex(owner, patrolInfos, patrolInfo =>
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{
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var map = LevelManager.Instance.CurrentLevel?.Map;
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return map?.BlockPosition2TGSCellIndex(patrolInfo.patrolPoint) ?? Constants.INVALID_ID;
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});
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}
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/// <summary>
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/// 巡逻点位转换为格子索引
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/// </summary>
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public static int GetPatrolPointIndex(int patrolIndex, List<PatrolInfo> patrolInfos)
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{
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var map = LevelManager.Instance.CurrentLevel.Map;
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if (map == null || patrolIndex >= patrolInfos.Count) return -1;
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var patrolInfo = patrolInfos[patrolIndex];
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if (patrolInfo == null) return -1;
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return map.BlockPosition2TGSCellIndex(patrolInfo.patrolPoint);
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}
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/// <summary>
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/// 寻找最近的路点点位
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/// </summary>
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public static int FindNearestRoadInfoIndex(GameUnit owner, List<int> cells)
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{
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return NearestSearchUtils.FindNearestIndex(owner, cells, cellIndex => cellIndex);
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}
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/// <summary>
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/// 获取点位等待时间
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/// </summary>
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public static float GetPatrolPointWaitTime(int patrolIndex, List<PatrolInfo> patrolInfos)
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{
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if (patrolIndex < 0 || patrolIndex >= patrolInfos.Count) return 0;
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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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private const float MIN_AVOID_DELAY = 0f;
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private const float MAX_AVOID_DELAY = 1f;
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/// <summary>
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/// AI避让逻辑
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/// </summary>
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public static void TryAvoidOtherUnit(GameUnit owner)
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{
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if (IsNeedStop(owner) || owner.unitLevelData.AIBattleInfo == null) return;
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var targetId = owner.unitLevelData.AIBattleInfo.Value.targetID;
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/*// 移动中:准备检测避让
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var context = owner.unitLevelData.AvoidanceData;
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if (owner.statusData.isMoveing && !context.NeedAvoidCheck)
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{
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context.NeedAvoidCheck = true;
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context.CurrentAvoidDelay = UnityEngine.Random.Range(MIN_AVOID_DELAY, MAX_AVOID_DELAY);
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context.AvoidCheckTimer = 0f;
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}
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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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}
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}*/
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// 没有目标位置检测避让
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if (owner.controlData.targetCellIndex == -1)
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{
|
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CheckAreaHasOtherUnit(owner, targetId);
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}
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}
|
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|
|
/// <summary>
|
|
/// 判断是否有敌人重合
|
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/// </summary>
|
|
private static void CheckAreaHasOtherUnit(GameUnit owner, uint target)
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{
|
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try
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|
{
|
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if (owner == null) return;
|
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var cellIndex = owner.transData.cellIndex;
|
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var units = AreaManager.instance.GetUnitsByCellIndex(cellIndex);
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|
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>
|
|
public static void MoveToOtherCell(GameUnit owner, int centerCell = -1, int maxStep = 2)
|
|
{
|
|
try
|
|
{
|
|
var map = LevelManager.Instance.CurrentLevel?.Map;
|
|
if (map == null || owner == null) return;
|
|
var cellIndex = centerCell == -1 ? owner.transData.cellIndex : centerCell;
|
|
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);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 移动至可以攻击到目标的周围格子
|
|
/// </summary>
|
|
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
|
|
|
|
#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;
|
|
}
|
|
|
|
/// <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;
|
|
}
|
|
|
|
/// <summary>
|
|
/// 范围限制
|
|
/// </summary>
|
|
public static int ClampCoord(int value, int min, int max) => Mathf.Clamp(value, min, max);
|
|
|
|
#endregion
|
|
}
|
|
} |