vampire-like/Assets/GameMain/Scripts/Simulation/SimulationWorld.EnemyJobs.cs

652 lines
27 KiB
C#

using CustomDebugger;
using Unity.Burst;
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
using UnityEngine;
namespace Simulation
{
public sealed partial class SimulationWorld
{
[Header("敌人互斥参数")] [Tooltip("敌人互斥分桶使用的网格尺寸。小于等于 0 时,将根据敌人体积半径自动计算。")] [SerializeField]
private float _enemySeparationCellSize = 0f;
[Tooltip("每次迭代对互斥推力累积值的阻尼系数。数值越大,分离速度越快。")] [SerializeField]
private float _enemySeparationPushDamping = 0.75f;
[Tooltip("每次迭代允许的最大互斥位移步长(按敌人体积半径倍率计算)。")] [SerializeField]
private float _enemySeparationMaxStepScale = 1f;
[Tooltip("敌人进入攻击范围后,互斥位移是否保持为相对玩家方向的切向分量(避免被径向推离玩家)。")] [SerializeField]
private bool _enemySeparationUseTangentialInAttackRange = true;
[Tooltip("互斥推力方向突变时的时间平滑系数。越大越稳定,但响应越慢。")] [SerializeField]
private float _enemySeparationPushSmoothing = 0.55f;
[BurstCompile]
private struct EnemyMovementBurstJob : IJobParallelFor
{
[ReadOnly] public NativeArray<EnemyJobInputData> Inputs;
public NativeArray<EnemyJobOutputData> Outputs;
public float DeltaTime;
public float3 PlayerPosition;
public void Execute(int index)
{
ExecuteEnemyMovement(index, Inputs, Outputs, DeltaTime, PlayerPosition);
}
}
private struct EnemyMovementJob : IJobParallelFor
{
[ReadOnly] public NativeArray<EnemyJobInputData> Inputs;
public NativeArray<EnemyJobOutputData> Outputs;
public float DeltaTime;
public float3 PlayerPosition;
public void Execute(int index)
{
ExecuteEnemyMovement(index, Inputs, Outputs, DeltaTime, PlayerPosition);
}
}
[BurstCompile]
private struct BuildEnemySeparationBucketsBurstJob : IJobParallelFor
{
[ReadOnly] public NativeArray<EnemyJobOutputData> Inputs;
public NativeParallelMultiHashMap<long, int>.ParallelWriter Buckets;
public float CellSize;
public void Execute(int index)
{
BuildEnemySeparationBucket(index, Inputs, Buckets, CellSize);
}
}
private struct BuildEnemySeparationBucketsJob : IJobParallelFor
{
[ReadOnly] public NativeArray<EnemyJobOutputData> Inputs;
public NativeParallelMultiHashMap<long, int>.ParallelWriter Buckets;
public float CellSize;
public void Execute(int index)
{
BuildEnemySeparationBucket(index, Inputs, Buckets, CellSize);
}
}
[BurstCompile]
private struct EnemySeparationBurstJob : IJobParallelFor
{
[ReadOnly] public NativeArray<EnemyJobOutputData> Inputs;
[ReadOnly] public NativeParallelMultiHashMap<long, int> Buckets;
[ReadOnly] public NativeArray<float2> PreviousPushes;
public NativeArray<EnemyJobOutputData> Outputs;
public NativeArray<float2> CurrentPushes;
public float CellSize;
public float MaxRadius;
public float3 PlayerPosition;
public float PushDamping;
public float MaxStepScale;
public bool UseTangentialInAttackRange;
public float PushSmoothing;
public void Execute(int index)
{
ExecuteEnemySeparation(index, Inputs, Buckets, Outputs, CellSize, MaxRadius, PlayerPosition,
PushDamping, MaxStepScale, UseTangentialInAttackRange, PreviousPushes, CurrentPushes,
PushSmoothing);
}
}
private struct EnemySeparationJob : IJobParallelFor
{
[ReadOnly] public NativeArray<EnemyJobOutputData> Inputs;
[ReadOnly] public NativeParallelMultiHashMap<long, int> Buckets;
[ReadOnly] public NativeArray<float2> PreviousPushes;
public NativeArray<EnemyJobOutputData> Outputs;
public NativeArray<float2> CurrentPushes;
public float CellSize;
public float MaxRadius;
public float3 PlayerPosition;
public float PushDamping;
public float MaxStepScale;
public bool UseTangentialInAttackRange;
public float PushSmoothing;
public void Execute(int index)
{
ExecuteEnemySeparation(index, Inputs, Buckets, Outputs, CellSize, MaxRadius, PlayerPosition,
PushDamping, MaxStepScale, UseTangentialInAttackRange, PreviousPushes, CurrentPushes,
PushSmoothing);
}
}
private void TickEnemiesJobified(in SimulationTickContext context)
{
if (context.DeltaTime <= 0f)
{
PrepareCollisionCandidateChannels(0, 0, 0);
ResetCollisionRuntimeStats();
ClearAreaCollisionFrameBuffers();
return;
}
JobHandle enemyMovementHandle = default;
JobHandle projectileMovementHandle = default;
JobHandle enemySeparationHandle = default;
bool hasEnemySeparationJob = false;
bool hasEnemySeparationCandidates = false;
int enemySeparationCount = 0;
float enemySeparationMaxRadius = 0.45f;
using (CustomProfilerMarker.TickEnemies_BuildInput.Auto())
{
SyncSimulationToJobInput();
int enemyCount = _enemyJobInputs.Length;
int projectileCount = _projectileJobInputs.Length;
PrepareEnemyJobOutputBuffer(enemyCount);
PrepareProjectileJobOutputBuffer(projectileCount);
enemySeparationCount = enemyCount;
for (int i = 0; i < enemyCount; i++)
{
EnemyJobInputData input = _enemyJobInputs[i];
if (!input.AvoidEnemyOverlap)
{
continue;
}
hasEnemySeparationCandidates = true;
float radius = input.EnemyBodyRadius > 0f ? input.EnemyBodyRadius : 0.45f;
if (radius > enemySeparationMaxRadius)
{
enemySeparationMaxRadius = radius;
}
}
if (hasEnemySeparationCandidates)
{
int separationBucketCapacity = Mathf.Max(128, enemyCount * 2);
PrepareEnemySeparationJobBuffers(enemyCount, separationBucketCapacity);
}
int projectileQueryCount = _projectiles.Count;
int areaQueryCount = GetPendingAreaCollisionQueryCount();
int queryCount = projectileQueryCount + areaQueryCount;
int projectileExpectedCount = projectileQueryCount * Mathf.Max(1, _projectileMaxCandidatesPerQuery);
int areaExpectedCount = EstimatePendingAreaCollisionCandidateCount();
int expectedCandidateCount = Mathf.Max(16, projectileExpectedCount + areaExpectedCount);
int bucketCapacity = Mathf.Max(256, _enemies.Count * 2 + queryCount);
PrepareCollisionCandidateChannels(queryCount, expectedCandidateCount, bucketCapacity);
}
using (CustomProfilerMarker.TickEnemies_StateUpdate.Auto())
{
enemyMovementHandle = ExecuteEnemyMovementJob(in context);
projectileMovementHandle = ExecuteProjectileMovementJob(in context);
}
JobHandle simulationHandle;
using (CustomProfilerMarker.TickEnemies_Schedule.Auto())
{
hasEnemySeparationJob = TryScheduleEnemySeparationForJobOutput(
in context,
enemyMovementHandle,
hasEnemySeparationCandidates,
enemySeparationCount,
enemySeparationMaxRadius,
out enemySeparationHandle);
JobHandle enemyHandle = hasEnemySeparationJob ? enemySeparationHandle : enemyMovementHandle;
simulationHandle = JobHandle.CombineDependencies(enemyHandle, projectileMovementHandle);
}
using (CustomProfilerMarker.TickEnemies_Complete.Auto())
{
simulationHandle.Complete();
}
using (CustomProfilerMarker.TickEnemies_MoveSeparation.Auto())
{
if (hasEnemySeparationJob)
{
CommitEnemySeparationForJobOutput(enemySeparationCount);
}
BuildProjectileCollisionCandidates();
}
using (CustomProfilerMarker.TickEnemies_WriteBack.Auto())
{
using (CustomProfilerMarker.TickEnemies_MainThreadCommit.Auto())
{
ApplyJobOutputToSimulation();
ResolveProjectileCollisionCandidatesMainThread();
RecycleInactiveProjectiles();
}
}
}
private JobHandle ExecuteEnemyMovementJob(in SimulationTickContext context)
{
int enemyCount = _enemyJobInputs.Length;
if (enemyCount == 0)
{
return default;
}
if (context.DeltaTime <= 0f)
{
CopyEnemyInputToOutput();
return default;
}
float3 playerPosition = new float3(context.PlayerPosition.x, 0f, context.PlayerPosition.z);
NativeArray<EnemyJobInputData> inputArray = _enemyJobInputs.AsArray();
NativeArray<EnemyJobOutputData> outputArray = _enemyJobOutputs.AsArray();
if (_useBurstJobs)
{
EnemyMovementBurstJob burstJob = new EnemyMovementBurstJob
{
Inputs = inputArray,
Outputs = outputArray,
DeltaTime = context.DeltaTime,
PlayerPosition = playerPosition
};
return burstJob.Schedule(enemyCount, 64);
}
EnemyMovementJob job = new EnemyMovementJob
{
Inputs = inputArray,
Outputs = outputArray,
DeltaTime = context.DeltaTime,
PlayerPosition = playerPosition
};
return job.Schedule(enemyCount, 64);
}
private void CopyEnemyInputToOutput()
{
for (int i = 0; i < _enemyJobInputs.Length; i++)
{
EnemyJobInputData input = _enemyJobInputs[i];
_enemyJobOutputs[i] = new EnemyJobOutputData
{
EntityId = input.EntityId,
Position = input.Position,
Forward = input.Forward,
Rotation = input.Rotation,
Speed = input.Speed,
AttackRange = input.AttackRange,
AvoidEnemyOverlap = input.AvoidEnemyOverlap,
EnemyBodyRadius = input.EnemyBodyRadius,
SeparationIterations = input.SeparationIterations,
TargetType = input.TargetType,
State = input.State
};
}
}
private bool TryScheduleEnemySeparationForJobOutput(in SimulationTickContext context, JobHandle dependency,
bool hasSeparationCandidates, int enemyCount, float maxRadius, out JobHandle separationHandle)
{
separationHandle = dependency;
if (enemyCount <= 0 || !hasSeparationCandidates)
{
return false;
}
float autoCellSize = maxRadius * 2f;
float configuredCellSize = _enemySeparationCellSize > 0f ? _enemySeparationCellSize : autoCellSize;
float cellSize = Mathf.Max(0.1f, configuredCellSize);
float3 playerPosition = new float3(context.PlayerPosition.x, 0f, context.PlayerPosition.z);
float pushDamping = Mathf.Clamp(_enemySeparationPushDamping, 0f, 2f);
float maxStepScale = Mathf.Max(0.1f, _enemySeparationMaxStepScale);
bool useTangentialInAttackRange = _enemySeparationUseTangentialInAttackRange;
float pushSmoothing = Mathf.Clamp01(_enemySeparationPushSmoothing);
NativeArray<EnemyJobOutputData> inputArray = _enemyJobOutputs.AsArray();
NativeArray<EnemyJobOutputData> separatedOutputArray = _enemyJobSeparationOutputs.AsArray();
NativeArray<float2> previousPushes = _enemySeparationPreviousPushes.AsArray();
NativeArray<float2> currentPushes = _enemySeparationCurrentPushes.AsArray();
if (_useBurstJobs)
{
BuildEnemySeparationBucketsBurstJob buildJob = new BuildEnemySeparationBucketsBurstJob
{
Inputs = inputArray,
Buckets = _enemySeparationBuckets.AsParallelWriter(),
CellSize = cellSize
};
JobHandle buildHandle = buildJob.Schedule(enemyCount, 64, dependency);
EnemySeparationBurstJob separationJob = new EnemySeparationBurstJob
{
Inputs = inputArray,
Buckets = _enemySeparationBuckets,
PreviousPushes = previousPushes,
Outputs = separatedOutputArray,
CurrentPushes = currentPushes,
CellSize = cellSize,
MaxRadius = maxRadius,
PlayerPosition = playerPosition,
PushDamping = pushDamping,
MaxStepScale = maxStepScale,
UseTangentialInAttackRange = useTangentialInAttackRange,
PushSmoothing = pushSmoothing
};
separationHandle = separationJob.Schedule(enemyCount, 64, buildHandle);
return true;
}
BuildEnemySeparationBucketsJob nonBurstBuildJob = new BuildEnemySeparationBucketsJob
{
Inputs = inputArray,
Buckets = _enemySeparationBuckets.AsParallelWriter(),
CellSize = cellSize
};
JobHandle nonBurstBuildHandle = nonBurstBuildJob.Schedule(enemyCount, 64, dependency);
EnemySeparationJob nonBurstSeparationJob = new EnemySeparationJob
{
Inputs = inputArray,
Buckets = _enemySeparationBuckets,
PreviousPushes = previousPushes,
Outputs = separatedOutputArray,
CurrentPushes = currentPushes,
CellSize = cellSize,
MaxRadius = maxRadius,
PlayerPosition = playerPosition,
PushDamping = pushDamping,
MaxStepScale = maxStepScale,
UseTangentialInAttackRange = useTangentialInAttackRange,
PushSmoothing = pushSmoothing
};
separationHandle = nonBurstSeparationJob.Schedule(enemyCount, 64, nonBurstBuildHandle);
return true;
}
private void CommitEnemySeparationForJobOutput(int enemyCount)
{
if (enemyCount <= 0)
{
return;
}
CommitEnemySeparationTemporalBuffers(enemyCount);
for (int i = 0; i < enemyCount; i++)
{
_enemyJobOutputs[i] = _enemyJobSeparationOutputs[i];
}
}
private static void BuildEnemySeparationBucket(int index, NativeArray<EnemyJobOutputData> inputs,
NativeParallelMultiHashMap<long, int>.ParallelWriter buckets, float cellSize)
{
EnemyJobOutputData output = inputs[index];
if (!output.AvoidEnemyOverlap)
{
return;
}
float3 position = output.Position;
position.y = 0f;
int cellX = (int)math.floor(position.x / cellSize);
int cellZ = (int)math.floor(position.z / cellSize);
buckets.Add(SeparationCellKey(cellX, cellZ), index);
}
private static void ExecuteEnemySeparation(int index, NativeArray<EnemyJobOutputData> inputs,
NativeParallelMultiHashMap<long, int> buckets, NativeArray<EnemyJobOutputData> outputs,
float cellSize, float maxRadius, float3 playerPosition, float pushDamping, float maxStepScale,
bool useTangentialInAttackRange, NativeArray<float2> previousPushes,
NativeArray<float2> currentPushes, float pushSmoothing)
{
currentPushes[index] = float2.zero;
EnemyJobOutputData self = inputs[index];
if (!self.AvoidEnemyOverlap)
{
outputs[index] = self;
return;
}
float3 candidate = self.Position;
candidate.y = 0f;
float3 original = candidate;
float3 fallback =
math.normalizesafe(new float3(self.Forward.x, 0f, self.Forward.z), new float3(1f, 0f, 0f));
float selfRadius = self.EnemyBodyRadius > 0f ? self.EnemyBodyRadius : 0.45f;
int iterations = self.SeparationIterations > 0 ? self.SeparationIterations : 1;
int queryRange = math.max(1, (int)math.ceil((selfRadius + maxRadius) / cellSize));
for (int iter = 0; iter < iterations; iter++)
{
int cellX = (int)math.floor(candidate.x / cellSize);
int cellZ = (int)math.floor(candidate.z / cellSize);
float3 pushAccumulation = float3.zero;
for (int dx = -queryRange; dx <= queryRange; dx++)
{
for (int dz = -queryRange; dz <= queryRange; dz++)
{
long key = SeparationCellKey(cellX + dx, cellZ + dz);
if (!buckets.TryGetFirstValue(key, out int otherIndex,
out NativeParallelMultiHashMapIterator<long> iterator))
{
continue;
}
do
{
if (otherIndex == index)
{
continue;
}
EnemyJobOutputData other = inputs[otherIndex];
if (!other.AvoidEnemyOverlap)
{
continue;
}
float otherRadius = other.EnemyBodyRadius > 0f ? other.EnemyBodyRadius : 0.45f;
float minDistance = selfRadius + otherRadius;
float minDistanceSqr = minDistance * minDistance;
float3 otherPosition = other.Position;
otherPosition.y = 0f;
float3 toSelf = candidate - otherPosition;
float sqrDistance = math.lengthsq(toSelf);
if (sqrDistance <= float.Epsilon)
{
float3 zeroDistanceAxis = GetZeroDistanceSeparationAxis(index, otherIndex);
float directionSign = index < otherIndex ? 1f : -1f;
pushAccumulation += zeroDistanceAxis * (selfRadius * 0.25f * directionSign);
continue;
}
if (sqrDistance >= minDistanceSqr)
{
continue;
}
float distance = math.sqrt(sqrDistance);
float penetration = minDistance - distance;
pushAccumulation += (toSelf / distance) * penetration;
} while (buckets.TryGetNextValue(out otherIndex, ref iterator));
}
}
if (math.lengthsq(pushAccumulation) <= float.Epsilon)
{
continue;
}
float3 resolvedPush = pushAccumulation * pushDamping;
float maxStep = selfRadius * maxStepScale;
float pushLength = math.length(resolvedPush);
if (pushLength > maxStep && pushLength > float.Epsilon)
{
resolvedPush = resolvedPush / pushLength * maxStep;
}
candidate += resolvedPush;
}
float3 framePush = candidate - original;
float2 previousPush2 = previousPushes[index];
float3 previousPush = new float3(previousPush2.x, 0f, previousPush2.y);
float3 smoothedPush = SmoothSeparationPush(framePush, previousPush, pushSmoothing);
if (useTangentialInAttackRange && self.State == EnemyStateInAttackRange)
{
smoothedPush = ProjectToTangential(smoothedPush, playerPosition, original);
}
float maxTotalStep = selfRadius * maxStepScale * iterations;
float smoothedLength = math.length(smoothedPush);
if (smoothedLength > maxTotalStep && smoothedLength > float.Epsilon)
{
smoothedPush = smoothedPush / smoothedLength * maxTotalStep;
}
float3 finalPosition = original + smoothedPush;
currentPushes[index] = new float2(smoothedPush.x, smoothedPush.z);
self.Position = new float3(finalPosition.x, self.Position.y, finalPosition.z);
if (math.lengthsq(smoothedPush) > float.Epsilon)
{
self.Forward = new float3(fallback.x, self.Forward.y, fallback.z);
}
outputs[index] = self;
}
private static float3 SmoothSeparationPush(float3 framePush, float3 previousPush, float pushSmoothing)
{
float frameLengthSqr = math.lengthsq(framePush);
float previousLengthSqr = math.lengthsq(previousPush);
if (frameLengthSqr <= float.Epsilon)
{
return float3.zero;
}
if (previousLengthSqr <= float.Epsilon || pushSmoothing <= 0f)
{
return framePush;
}
float frameLength = math.sqrt(frameLengthSqr);
float previousLength = math.sqrt(previousLengthSqr);
float3 frameDirection = framePush / frameLength;
float3 previousDirection = previousPush / previousLength;
float directionAlignment = math.dot(frameDirection, previousDirection);
if (directionAlignment >= 0.35f)
{
return framePush;
}
float directionalFactor = math.saturate((0.35f - directionAlignment) / 1.35f);
float smoothingStrength = pushSmoothing * directionalFactor;
return math.lerp(framePush, previousPush, smoothingStrength);
}
private static float3 ProjectToTangential(float3 push, float3 playerPosition, float3 currentPosition)
{
if (math.lengthsq(push) <= float.Epsilon)
{
return push;
}
float3 toPlayer = playerPosition - currentPosition;
float toPlayerSqr = math.lengthsq(toPlayer);
if (toPlayerSqr <= float.Epsilon)
{
return push;
}
float3 radialDirection = toPlayer / math.sqrt(toPlayerSqr);
float radialOffset = math.dot(push, radialDirection);
return push - radialDirection * radialOffset;
}
private static long SeparationCellKey(int x, int z)
{
return ((long)x << 32) ^ (uint)z;
}
private static float3 GetZeroDistanceSeparationAxis(int index, int otherIndex)
{
int lowIndex = math.min(index, otherIndex);
int highIndex = math.max(index, otherIndex);
uint pairHash = (uint)(lowIndex * 73856093) ^ (uint)(highIndex * 19349663);
float axisX = (pairHash & 1023u) / 511.5f - 1f;
float axisZ = ((pairHash >> 10) & 1023u) / 511.5f - 1f;
float3 axis = new float3(axisX, 0f, axisZ);
return math.normalizesafe(axis, new float3(1f, 0f, 0f));
}
private static void ExecuteEnemyMovement(int index, NativeArray<EnemyJobInputData> inputs,
NativeArray<EnemyJobOutputData> outputs, float deltaTime, float3 playerPosition)
{
EnemyJobInputData input = inputs[index];
float attackRange = input.AttackRange > 0f ? input.AttackRange : DefaultAttackRange;
float attackRangeSqr = attackRange * attackRange;
float3 currentPosition = input.Position;
float3 horizontalPosition = new float3(currentPosition.x, 0f, currentPosition.z);
float3 toPlayer = playerPosition - horizontalPosition;
float sqrDistance = math.lengthsq(toPlayer);
bool isInAttackRange = sqrDistance <= attackRangeSqr;
bool canChase = !isInAttackRange && input.Speed > 0f && sqrDistance > float.Epsilon;
float3 forward = input.Forward;
float3 desiredPosition = currentPosition;
quaternion rotation = input.Rotation;
if (canChase)
{
forward = math.normalizesafe(toPlayer, forward);
desiredPosition = currentPosition + forward * input.Speed * deltaTime;
if (math.lengthsq(forward) > float.Epsilon)
{
rotation = quaternion.LookRotationSafe(forward, math.up());
}
}
int nextState;
if (isInAttackRange)
{
nextState = EnemyStateInAttackRange;
}
else if (canChase)
{
nextState = EnemyStateChasing;
}
else
{
nextState = EnemyStateIdle;
}
outputs[index] = new EnemyJobOutputData
{
EntityId = input.EntityId,
Position = desiredPosition,
Forward = forward,
Rotation = rotation,
Speed = input.Speed,
AttackRange = attackRange,
AvoidEnemyOverlap = input.AvoidEnemyOverlap,
EnemyBodyRadius = input.EnemyBodyRadius,
SeparationIterations = input.SeparationIterations,
TargetType = input.TargetType,
State = nextState
};
}
}
}