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Co-authored-by: m0_75251201 <m0_75251201@noreply.gitcode.com> Reviewed-on: http://47.107.252.169:3000/Roguelite-Game-Developing-Team/Gen_Hack-and-Slash-Roguelite/pulls/60
120 lines
5.4 KiB
C#
120 lines
5.4 KiB
C#
using UnityEngine;
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namespace AI
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{
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public class JobNode_Wander : LeafNodeBase
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{
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private const int _maxStuckFrames = 5; // 超过此帧数认为卡住
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private readonly int _maxTargetSearchAttempts = 20; // 寻找可达目标点的最大尝试次数
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private readonly float _minWanderDistance = 2f; // 随机目标点距离当前位置的最小距离,避免原地踏步
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private readonly float _positionCheckThreshold = 0.001f; // 检测是否卡住的距离阈值
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private readonly float _wanderRange = 10f; // 徘徊的最大范围
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private Vector3 _lastPosition; // 上一帧的实体位置
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private int _stuckFrameCount; // 累计在同一位置的帧数
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private Vector3 _wanderTargetPosition; // 当前徘徊的目标点
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/// <summary>
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/// 核心业务逻辑,用于执行随机徘徊。
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/// LeafNodeBase 会在计时器管理后调用此方法。
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/// </summary>
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/// <returns>节点的执行状态(Running, Success, Failure)。</returns>
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protected override Status ExecuteLeafLogic()
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{
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// 如果没有目标点,尝试寻找一个
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if (_wanderTargetPosition == Vector3.zero) // Vector3.zero 作为未设置目标的标志
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{
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if (!FindRandomWanderTarget()) return Status.Failure;
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// 找到目标并成功生成路径后,设置初始上一帧位置,并重置卡住计数
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_lastPosition = SelfEntity.Position;
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_stuckFrameCount = 0;
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}
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if (SelfEntity.AttributesNow.moveSpeed <= 0)
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return Status.Success;
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// 尝试沿着路径移动
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SelfEntity.TryMove();
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// 检查是否到达目标点
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if (SelfEntity.OnTargetPoint) return Status.Success;
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// 检查是否卡住
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var currentPosition = SelfEntity.Position;
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// 使用 SqrMagnitude 比 Distance 略快,因为它避免了开方根运算
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if (Vector3.SqrMagnitude(currentPosition - _lastPosition) <
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_positionCheckThreshold * _positionCheckThreshold)
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{
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_stuckFrameCount++;
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if (_stuckFrameCount > _maxStuckFrames)
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{
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_wanderTargetPosition = Vector3.zero; // 清除可能导致卡住的目标点
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return Status.Failure;
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}
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}
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else
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{
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_stuckFrameCount = 0; // 位置发生变化,重置卡住计数
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_lastPosition = currentPosition;
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}
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// 既未成功也未失败,继续运行
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return Status.Running;
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}
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/// <summary>
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/// 寻找一个随机且可达的徘徊目标点,并尝试生成路径。
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/// </summary>
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/// <returns>如果成功找到并设置目标点且路径生成成功,则返回true;否则返回false。</returns>
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private bool FindRandomWanderTarget()
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{
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var currentEntityPosition = SelfEntity.Position;
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var currentDimensionId = SelfEntity.currentDimensionId;
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for (var i = 0; i < _maxTargetSearchAttempts; i++)
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{
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// 生成相对当前位置的随机偏移
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var randomOffset = Random.insideUnitCircle * _wanderRange;
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var potentialTarget =
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currentEntityPosition + new Vector3(randomOffset.x, randomOffset.y, 0); // 假定2D平面,Z轴不变
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// 确保新目标点与当前位置有足够的距离
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if (Vector3.Distance(potentialTarget, currentEntityPosition) < _minWanderDistance) continue; // 距离太近,重试
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// 检查目标点的地貌可达性
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var travelCost = Program.Instance.GetDimension(currentDimensionId).landform
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.GetTravelCost(potentialTarget);
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if (travelCost < 1.0f) // 小于1表示地貌允许通过
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{
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_wanderTargetPosition = potentialTarget; // 暂定此为目标
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// 尝试设置目标并生成路径,路径规划也可能失败
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if (SelfEntity.SetTarget(_wanderTargetPosition))
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// 目标点地貌可达且路径成功生成
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return true;
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// 目标点地貌可达,但路径生成失败(例如,路径被其他临时障碍物阻挡,或路径计算失败)
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// 重置_wanderTargetPosition,以便在下一次循环中尝试新的目标点
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_wanderTargetPosition = Vector3.zero;
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}
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}
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_wanderTargetPosition = Vector3.zero; // 最终未能找到有效目标,确保目标点被清空
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return false; // 达到最大尝试次数仍未找到有效目标或路径
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}
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/// <summary>
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/// 重置叶节点的状态,包括基类状态和内部计时器。
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/// </summary>
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public override void Reset()
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{
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base.Reset(); // 调用基类的Reset方法,将CurrentStatus设为Ready并重置_elapsedFrames
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_wanderTargetPosition = Vector3.zero; // 重置目标点
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_lastPosition = Vector3.zero; // 重置上一帧位置
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_stuckFrameCount = 0; // 重置卡住计数
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}
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}
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} |