300 lines
10 KiB
C#
300 lines
10 KiB
C#
using System;
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using Framework;
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using System.Linq;
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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 cfg.CharacterCfg;
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using Gameplay.Character;
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using System.Collections.Generic;
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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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#region 寻找敌人
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/// <summary>
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/// 寻找视野内的最近敌人 range为-1则为索敌范围
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/// </summary>
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public static GameUnit FindNearestTarget(GameUnit owner, int range = -1, Ejob job = Ejob.Job_Other)
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{
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try
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{
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var inSightDistanceDic = FindEnemiesInRange(owner, range, job);
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return GetNearestUnit(inSightDistanceDic);
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}
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catch (Exception e)
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{
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DebugUtil.LogError("AIUtils.FindNearestTarget 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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/// 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,
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Ejob job = Ejob.Job_Other, uint targetID = 0)
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{
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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);
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return AITargetFinder.FindUnits(owner, enemies, filter);
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}
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/// <summary>
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/// 获取最近的单位
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/// </summary>
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public static GameUnit GetNearestUnit(Dictionary<GameUnit, int> units)
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{
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var minDistance = float.MaxValue;
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GameUnit nearestUnit = null;
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foreach (var pair in units)
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{
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if (minDistance > pair.Value)
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{
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minDistance = pair.Value;
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nearestUnit = pair.Key;
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}
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}
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return nearestUnit;
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}
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/// <summary>
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/// 获取更近的攻击来源单位
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/// </summary>
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public static GameUnit GetNearestAttackGameUnit(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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#endregion
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#region 寻找友军
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/// <summary>
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/// 通过MonsterID寻找友军 只返回第一个Monster
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/// </summary>
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public static GameUnit FindFriendByMonsterID(int id)
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{
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foreach (var unit in GameUnitManager.instance.totalUnits.unitList)
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{
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if (unit.unitLevelData != null && !unit.statusData.isDead && unit.unitLevelData.monsterId == id)
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{
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return unit;
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}
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}
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return null;
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}
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/// <summary>
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/// 寻找视野内的最近敌人 range为-1则为索敌范围
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/// </summary>
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public static GameUnit FindNearestFriend(GameUnit owner, int range = -1, Ejob job = Ejob.Job_Other)
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{
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try
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{
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var inSightDistanceDic = FindFriendInRange(owner, range, job);
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return GetNearestUnit(inSightDistanceDic);
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}
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catch (Exception e)
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{
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DebugUtil.LogError("AIUtils.FindNearestFriend 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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/// 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,
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Ejob job = Ejob.Job_Other)
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{
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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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}
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/// <summary>
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/// 检测某个地格是否有友军单位
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/// </summary>
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public static GameUnit FindFriendByCellIndex(int cellIndex)
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{
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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 == ETroopsId.Enemy)
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{
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return unit;
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}
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}
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return null;
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}
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#endregion
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#region 寻找随机目标
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public static int FindRandomCell(GameUnit owner, int maxStep = 0)
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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 || owner == null) return -1;
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var cellIndex = owner.transData.cellIndex;
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if (!AreaManager.instance.CheckContainsMoveUnit(cellIndex))
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return -1;
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var randomCells = new List<int>();
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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 (!CheckCellCanSelect(cell)) continue;
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if (!PathFinder.CanBasePass(cell, owner)) continue;
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if (AreaManager.instance.CheckContainsMoveUnit(cell)) continue;
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if (maxSteps > 1)
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{
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if (CheckPathExits(owner, cell))
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{
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randomCells.Add(cell);
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}
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}
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else
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{
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randomCells.Add(cell);
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}
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}
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}
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if (randomCells.Count == 0)
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return -1;
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var randomIndex = UnityEngine.Random.Range(0, randomCells.Count);
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return randomCells[randomIndex];
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}
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catch (Exception e)
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{
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DebugUtil.LogError("AIUtils.FindRandomCell 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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/// 寻找随机单位
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/// </summary>
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public static GameUnit FindRandomTarget(GameUnit owner, uint enemy, int range = -1)
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{
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try
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{
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var targetID = enemy;
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var inSightDistanceDic = FindEnemiesInRange(owner, range, targetID: targetID);
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return GetRandomUnit(inSightDistanceDic);
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}
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catch (Exception e)
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{
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DebugUtil.LogError("AIUtils.FindRandomTarget 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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/// 获取随机单位
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/// </summary>
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private static GameUnit GetRandomUnit(Dictionary<GameUnit, int> units)
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{
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if (units == null || units.Count == 0)
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return null;
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var unitList = units.Keys.ToList();
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var randomUnit = unitList[UnityEngine.Random.Range(0, unitList.Count)];
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return randomUnit;
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}
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#endregion
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#region 组内单位 寻找 判断
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public static bool GroupTargetInRange(GameUnit owner, List<int> group)
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{
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var inRange = false;
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var groupFriends = FindGroupUnits(owner, group);
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foreach (var groupFriend in groupFriends)
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{
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var targetID = groupFriend.unitLevelData.AIBattleInfo.Value.targetID;
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if (targetID == Constants.INVALID_UINT_ID) continue;
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var target = GameUnitManager.instance.infightUnits.Search(targetID);
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var distance = GetDistance(owner.transData.cellIndex, target.transData.cellIndex);
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if (distance <= groupFriend.fightData.trackRange)
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{
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inRange = true;
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break;
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}
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}
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return inRange;
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}
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public static List<GameUnit> FindGroupUnits(GameUnit owner, List<int> group)
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{
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var groupUnits = new List<GameUnit>();
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if (owner == null || group == null || group.Count == 0)
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return groupUnits;
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var friends = GameUnitManager.instance.SearchFriends(owner);
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foreach (var friend in friends)
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{
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if (friend.unitLevelData == null || friend.unitLevelData.AIBattleInfo == null) continue;
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var unitGroups = friend.unitLevelData.AIBattleInfo.Value.groupInfo;
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if (unitGroups == null || unitGroups.Count <= 0) continue;
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// 检查当前单位的组ID列表与传入的组ID列表是否有交集
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foreach (var groupId in unitGroups)
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{
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if (group.Contains(groupId))
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{
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groupUnits.Add(friend);
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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
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}
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}
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}
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return groupUnits;
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}
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#endregion
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}
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} |