- 补充游戏核心逻辑
- 完成 TodOList P0
- 添加游戏内控制台便于调试
- 增加敌人互斥机制提高运算负载
- 优化互斥算法将游戏性能基准线拉到 1k 敌人
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+49
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using System.Collections.Generic;
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using Components;
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using CustomUtility;
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namespace Entity.Weapon
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{
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public sealed class HighestHealthTargetSelector : ITargetSelector
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{
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public EntityBase SelectTarget(WeaponBase weapon, IEnumerable<EntityBase> candidates, float maxSqrRange)
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{
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if (weapon == null || candidates == null)
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{
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return null;
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}
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EntityBase target = null;
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float maxHp = float.MinValue;
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float maxSqr = maxSqrRange > 0f ? maxSqrRange : float.MaxValue;
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foreach (var candidate in candidates)
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{
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if (candidate == null || !candidate.Available) continue;
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if (maxSqrRange > 0f && AIUtility.GetSqrMagnitudeXZ(weapon, candidate) >= maxSqr) continue;
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if (!TryGetCurrentHealth(candidate, out var hp)) continue;
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if (hp <= maxHp) continue;
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maxHp = hp;
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target = candidate;
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}
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return target;
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}
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private static bool TryGetCurrentHealth(EntityBase target, out float health)
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{
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health = 0f;
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if (target == null) return false;
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var healthComponent = target.GetComponent<HealthComponent>();
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if (healthComponent == null) return false;
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health = healthComponent.CurrentHealth;
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return true;
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}
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}
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}
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+11
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@@ -0,0 +1,9 @@
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using System.Collections.Generic;
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namespace Entity.Weapon
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{
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public interface ITargetSelector
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{
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EntityBase SelectTarget(WeaponBase weapon, IEnumerable<EntityBase> candidates, float maxSqrRange);
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}
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}
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+11
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fileFormatVersion: 2
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+53
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using System.Collections.Generic;
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using Components;
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using Definition.Enum;
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using CustomUtility;
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namespace Entity.Weapon
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{
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public sealed class LowestHealthTargetSelector : ITargetSelector
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{
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public EntityBase SelectTarget(WeaponBase weapon, IEnumerable<EntityBase> candidates, float maxSqrRange)
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{
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if (weapon == null || candidates == null)
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{
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return null;
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}
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EntityBase target = null;
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float minHp = float.MaxValue;
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float maxSqr = maxSqrRange > 0f ? maxSqrRange : float.MaxValue;
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foreach (var candidate in candidates)
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{
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if (candidate == null || !candidate.Available) continue;
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if (maxSqrRange > 0f && AIUtility.GetSqrMagnitudeXZ(weapon, candidate) >= maxSqr) continue;
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if (!TryGetHealth(candidate, out var hp)) continue;
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if (hp >= minHp) continue;
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minHp = hp;
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target = candidate;
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}
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return target;
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}
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private static bool TryGetHealth(EntityBase target, out float health)
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{
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health = 0f;
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if (target == null) return false;
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var statComponent = target.GetComponent<StatComponent>();
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if (statComponent == null) return false;
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var hpStat = statComponent.GetStat(StatType.MaxHealth);
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if (hpStat == null) return false;
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health = hpStat.Value;
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return true;
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}
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}
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}
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+11
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+32
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using System.Collections.Generic;
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using CustomUtility;
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namespace Entity.Weapon
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{
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public sealed class NearestTargetSelector : ITargetSelector
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{
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public EntityBase SelectTarget(WeaponBase weapon, IEnumerable<EntityBase> candidates, float maxSqrRange)
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{
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if (weapon == null || candidates == null)
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{
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return null;
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}
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EntityBase target = null;
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float minSqrMagnitude = maxSqrRange > 0f ? maxSqrRange : float.MaxValue;
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foreach (var candidate in candidates)
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{
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if (candidate == null || !candidate.Available) continue;
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float sqrMagnitude = AIUtility.GetSqrMagnitudeXZ(weapon, candidate);
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if (sqrMagnitude >= minSqrMagnitude) continue;
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minSqrMagnitude = sqrMagnitude;
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target = candidate;
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}
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return target;
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}
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}
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}
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+11
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@@ -0,0 +1,9 @@
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namespace Entity.Weapon
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{
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public enum TargetSelectorType
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{
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Nearest = 0,
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HighestHealth = 1,
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LowestHealth = 2
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}
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}
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+11
@@ -0,0 +1,11 @@
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