vampire-like/Assets/GameMain/Scripts/Utility/AIUtility.cs

268 lines
11 KiB
C#

//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using Definition.DataStruct;
using Definition.Enum;
using Entity;
using Entity.Weapon;
using UnityEngine;
using UnityGameFramework.Runtime;
using Random = UnityEngine.Random;
namespace CustomUtility
{
/// <summary>
/// AI 工具类。
/// </summary>
public static class AIUtility
{
private static Dictionary<CampPair, RelationType> s_CampPairToRelation = new();
private static Dictionary<KeyValuePair<CampType, RelationType>, CampType[]> s_CampAndRelationToCamps = new();
static AIUtility()
{
s_CampPairToRelation.Add(new CampPair(CampType.Player, CampType.Player), RelationType.Friendly);
s_CampPairToRelation.Add(new CampPair(CampType.Player, CampType.Enemy), RelationType.Hostile);
s_CampPairToRelation.Add(new CampPair(CampType.Player, CampType.Neutral), RelationType.Neutral);
s_CampPairToRelation.Add(new CampPair(CampType.Player, CampType.Player2), RelationType.Hostile);
s_CampPairToRelation.Add(new CampPair(CampType.Player, CampType.Enemy2), RelationType.Hostile);
s_CampPairToRelation.Add(new CampPair(CampType.Player, CampType.Neutral2), RelationType.Neutral);
s_CampPairToRelation.Add(new CampPair(CampType.Enemy, CampType.Enemy), RelationType.Friendly);
s_CampPairToRelation.Add(new CampPair(CampType.Enemy, CampType.Neutral), RelationType.Neutral);
s_CampPairToRelation.Add(new CampPair(CampType.Enemy, CampType.Player2), RelationType.Hostile);
s_CampPairToRelation.Add(new CampPair(CampType.Enemy, CampType.Enemy2), RelationType.Hostile);
s_CampPairToRelation.Add(new CampPair(CampType.Enemy, CampType.Neutral2), RelationType.Neutral);
s_CampPairToRelation.Add(new CampPair(CampType.Neutral, CampType.Neutral), RelationType.Neutral);
s_CampPairToRelation.Add(new CampPair(CampType.Neutral, CampType.Player2), RelationType.Neutral);
s_CampPairToRelation.Add(new CampPair(CampType.Neutral, CampType.Enemy2), RelationType.Neutral);
s_CampPairToRelation.Add(new CampPair(CampType.Neutral, CampType.Neutral2), RelationType.Hostile);
s_CampPairToRelation.Add(new CampPair(CampType.Player2, CampType.Player2), RelationType.Friendly);
s_CampPairToRelation.Add(new CampPair(CampType.Player2, CampType.Enemy2), RelationType.Hostile);
s_CampPairToRelation.Add(new CampPair(CampType.Player2, CampType.Neutral2), RelationType.Neutral);
s_CampPairToRelation.Add(new CampPair(CampType.Enemy2, CampType.Enemy2), RelationType.Friendly);
s_CampPairToRelation.Add(new CampPair(CampType.Enemy2, CampType.Neutral2), RelationType.Neutral);
s_CampPairToRelation.Add(new CampPair(CampType.Neutral2, CampType.Neutral2), RelationType.Neutral);
}
/// <summary>
/// 获取两个阵营之间的关系。
/// </summary>
/// <param name="first">阵营一。</param>
/// <param name="second">阵营二。</param>
/// <returns>阵营间关系。</returns>
public static RelationType GetRelation(CampType first, CampType second)
{
if (first > second)
{
(first, second) = (second, first);
}
RelationType relationType;
if (s_CampPairToRelation.TryGetValue(new CampPair(first, second), out relationType))
{
return relationType;
}
Log.Warning("Unknown relation between '{0}' and '{1}'.", first.ToString(), second.ToString());
return RelationType.Unknown;
}
/// <summary>
/// 获取和指定具有特定关系的所有阵营。
/// </summary>
/// <param name="camp">指定阵营。</param>
/// <param name="relation">关系。</param>
/// <returns>满足条件的阵营数组。</returns>
public static CampType[] GetCamps(CampType camp, RelationType relation)
{
KeyValuePair<CampType, RelationType> key = new KeyValuePair<CampType, RelationType>(camp, relation);
if (s_CampAndRelationToCamps.TryGetValue(key, out var result))
{
return result;
}
// TODO: GC Alloc
List<CampType> camps = new List<CampType>();
Array campTypes = Enum.GetValues(typeof(CampType));
for (int i = 0; i < campTypes.Length; i++)
{
CampType campType = (CampType)campTypes.GetValue(i);
if (GetRelation(camp, campType) == relation)
{
camps.Add(campType);
}
}
// TODO: GC Alloc
result = camps.ToArray();
s_CampAndRelationToCamps[key] = result;
return result;
}
/// <summary>
/// 获取实体间的距离。
/// </summary>
/// <returns>实体间的距离。</returns>
public static float GetDistance(EntityBase fromEntity, EntityBase toEntity)
{
Transform fromTransform = fromEntity.CachedTransform;
Transform toTransform = toEntity.CachedTransform;
return (toTransform.position - fromTransform.position).magnitude;
}
/// <summary>
/// 获取实体间的平方距离。
/// </summary>
/// <returns>实体间的平方距离。</returns>
public static float GetSqrMagnitude(EntityBase fromEntity, EntityBase toEntity)
{
Transform fromTransform = fromEntity.CachedTransform;
Transform toTransform = toEntity.CachedTransform;
return (toTransform.position - fromTransform.position).sqrMagnitude;
}
/// <summary>
/// 获取实体间在 XZ 平面的距离(忽略 Y 轴)。
/// </summary>
/// <returns>实体间在 XZ 平面的距离。</returns>
public static float GetDistanceXZ(EntityBase fromEntity, EntityBase toEntity)
{
return Mathf.Sqrt(GetSqrMagnitudeXZ(fromEntity, toEntity));
}
/// <summary>
/// 获取实体间在 XZ 平面的平方距离(忽略 Y 轴)。
/// </summary>
/// <returns>实体间在 XZ 平面的平方距离。</returns>
public static float GetSqrMagnitudeXZ(EntityBase fromEntity, EntityBase toEntity)
{
Transform fromTransform = fromEntity.CachedTransform;
Transform toTransform = toEntity.CachedTransform;
Vector3 delta = toTransform.position - fromTransform.position;
delta.y = 0f;
return delta.sqrMagnitude;
}
public static void PerformCollision(TargetableObject entity, EntityBase other)
{
if (entity == null || other == null)
{
return;
}
// TargetableObject target = other as TargetableObject;
// if (target != null)
// {
// ImpactData entityImpactData = entity.GetImpactData();
// ImpactData targetImpactData = target.GetImpactData();
// if (GetRelation(entityImpactData.Camp, targetImpactData.Camp) == RelationType.Friendly)
// {
// return;
// }
//
// int entityDamageHP = CalcDamageHP(targetImpactData.Attack, entityImpactData.Defense);
// int targetDamageHP = CalcDamageHP(entityImpactData.Attack, targetImpactData.Defense);
//
// entity.ApplyDamage(target, entityDamageHP);
// target.ApplyDamage(entity, targetDamageHP);
// return;
// }
// Bullet bullet = other as Bullet;
// if (bullet != null)
// {
// ImpactData entityImpactData = entity.GetImpactData();
// ImpactData bulletImpactData = bullet.GetImpactData();
// if (GetRelation(entityImpactData.Camp, bulletImpactData.Camp) == RelationType.Friendly)
// {
// return;
// }
//
// int entityDamageHP = CalcDamageHP(bulletImpactData.AttackBase, bulletImpactData.AttackStat,
// entityImpactData.DefenseStat, entityImpactData.DodgeStat);
//
// entity.ApplyDamage(bullet, entityDamageHP);
// GameEntry.Entity.HideEntity(bullet);
// return;
// }
WeaponBase weapon = other as WeaponBase;
if (weapon != null)
{
if (!weapon.IsAttacking) return;
ImpactData entityImpactData = entity.GetImpactData();
ImpactData weaponImpactData = weapon.GetImpactData();
if (GetRelation(entityImpactData.Camp, weaponImpactData.Camp) == RelationType.Friendly)
{
return;
}
int entityDamageHP = CalcDamageHP(weaponImpactData.AttackBase, weaponImpactData.AttackStat,
entityImpactData.DefenseStat, entityImpactData.DodgeStat);
entity.ApplyDamage(weapon, entityDamageHP);
return;
}
}
private static int CalcDamageHP(int attack, StatProperty attackStat, StatProperty defenseStat,
StatProperty dodgeStat)
{
// 1. 处理闪避(闪避率取值 (0, 0.9),不允许拉满闪避)
if (dodgeStat != null)
{
if (Random.value < Mathf.Clamp(dodgeStat.Percent, 0, 0.9f)) return 0;
}
// 2. 处理攻击加成 最终伤害 = (基础伤害 + 伤害提升固定值) * 伤害提升率
float damage = attack;
if (attackStat != null)
{
damage = (attack + attackStat.Value) * attackStat.Percent;
}
// 3. 处理防御加成 最终伤害 = (基础伤害 - 防御提升固定值) / 防御提升率
if (defenseStat != null)
{
damage = (damage - defenseStat.Value) / defenseStat.Percent;
}
// 将伤害限制为正整数,避免堆防御导致无法造成伤害
if (damage < 1) return 1;
else return Mathf.CeilToInt(damage);
}
[StructLayout(LayoutKind.Auto)]
private struct CampPair
{
private readonly CampType m_First;
private readonly CampType m_Second;
public CampPair(CampType first, CampType second)
{
m_First = first;
m_Second = second;
}
public CampType First => m_First;
public CampType Second => m_Second;
}
}
}