//------------------------------------------------------------ // 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 UnityEngine; using UnityGameFramework.Runtime; namespace MetaClient { /// /// AI 工具类。 /// public static class AIUtility { private static Dictionary s_CampPairToRelation = new Dictionary(); private static Dictionary, CampType[]> s_CampAndRelationToCamps = new Dictionary, CampType[]>(); 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); } /// /// 获取两个阵营之间的关系。 /// /// 阵营一。 /// 阵营二。 /// 阵营间关系。 public static RelationType GetRelation(CampType first, CampType second) { if (first > second) { CampType temp = first; first = second; second = temp; } 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; } /// /// 获取和指定具有特定关系的所有阵营。 /// /// 指定阵营。 /// 关系。 /// 满足条件的阵营数组。 public static CampType[] GetCamps(CampType camp, RelationType relation) { KeyValuePair key = new KeyValuePair(camp, relation); CampType[] result = null; if (s_CampAndRelationToCamps.TryGetValue(key, out result)) { return result; } // TODO: GC Alloc List camps = new List(); 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; } /// /// 获取实体间的距离。 /// /// 实体间的距离。 public static float GetDistance(Entity fromEntity, Entity toEntity) { Transform fromTransform = fromEntity.CachedTransform; Transform toTransform = toEntity.CachedTransform; return (toTransform.position - fromTransform.position).magnitude; } public static void PerformCollision(TargetableObject entity, Entity 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); int delta = Mathf.Min(entityImpactData.HP - entityDamageHP, targetImpactData.HP - targetDamageHP); if (delta > 0) { entityDamageHP += delta; targetDamageHP += delta; } 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.Attack, entityImpactData.Defense); entity.ApplyDamage(bullet, entityDamageHP); GameEntry.Entity.HideEntity(bullet); return; } } private static int CalcDamageHP(int attack, int defense) { if (attack <= 0) { return 0; } if (defense < 0) { defense = 0; } return attack * attack / (attack + defense); } [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 { get { return m_First; } } public CampType Second { get { return m_Second; } } } } }