613 lines
18 KiB
TypeScript
613 lines
18 KiB
TypeScript
import { Node, resources, JsonAsset, Component, _decorator, Vec3, tween, instantiate, Prefab } from 'cc';
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import { BehaviorTree, BehaviorTreeBuilder, Blackboard, TaskStatus, BehaviorTreeJSONConfig, EventRegistry, IBehaviorTreeContext, ActionResult } from '@esengine/ai';
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import { MinerStatusUI } from './MinerStatusUI';
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import { StatusUIManager } from './StatusUIManager';
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const { ccclass, property } = _decorator;
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/**
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* 行为树组件 - 纯Cocos Creator组件,管理单个节点的行为树
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*/
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@ccclass('BehaviorTreeComponent')
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export class BehaviorTreeComponent extends Component {
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@property
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behaviorTreeFile: string = '';
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@property
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autoStart: boolean = true;
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@property
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debugMode: boolean = false;
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@property
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showStatusUI: boolean = true;
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@property(Prefab)
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statusUIPrefab: Prefab | null = null;
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private behaviorTree: BehaviorTree<any> | null = null;
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private statusUI: MinerStatusUI | null = null;
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private blackboard: Blackboard | null = null;
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private context: any = null;
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private eventRegistry: EventRegistry | null = null;
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private isLoaded: boolean = false;
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private isRunning: boolean = false;
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private actionStates: Map<string, {
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isExecuting: boolean;
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startTime: number;
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duration: number;
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}> = new Map();
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start() {
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if (this.autoStart && this.behaviorTreeFile) {
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this.initialize();
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}
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if (this.showStatusUI) {
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this.createStatusUI();
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}
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}
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/**
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* 初始化行为树
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*/
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async initialize() {
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if (!this.behaviorTreeFile) {
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console.error(`[${this.node.name}] 行为树文件路径未设置`);
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return;
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}
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try {
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await this.loadBehaviorTree();
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this.isLoaded = true;
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this.isRunning = true;
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} catch (error) {
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console.error(`[${this.node.name}] 行为树组件初始化失败: ${this.behaviorTreeFile}`, error);
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}
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}
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/**
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* 加载行为树文件
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*/
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private async loadBehaviorTree(): Promise<void> {
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return new Promise((resolve, reject) => {
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let jsonPath = this.behaviorTreeFile;
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resources.load(jsonPath, JsonAsset, (err, asset) => {
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if (err) {
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console.error(`[${this.node.name}] 加载行为树文件失败: ${jsonPath}`, err);
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reject(err);
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return;
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}
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try {
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const treeData = asset.json as BehaviorTreeJSONConfig;
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this.buildBehaviorTree(treeData);
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resolve();
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} catch (buildError) {
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console.error(`[${this.node.name}] 构建行为树失败: ${jsonPath}`, buildError);
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reject(buildError);
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}
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});
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});
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}
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/**
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* 构建行为树
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*/
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private buildBehaviorTree(treeData: BehaviorTreeJSONConfig) {
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// 创建事件注册表并注册基础动作
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this.eventRegistry = new EventRegistry();
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this.setupEventHandlers();
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// 创建基础执行上下文
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const baseContext = {
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node: this.node,
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component: this,
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eventRegistry: this.eventRegistry
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};
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// 使用@esengine/ai的BehaviorTreeBuilder构建行为树
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const result = BehaviorTreeBuilder.fromBehaviorTreeConfig(treeData, baseContext);
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this.behaviorTree = result.tree;
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this.blackboard = result.blackboard;
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this.context = result.context;
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// 初始化黑板变量
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this.initializeBlackboard();
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}
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/**
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* 设置事件处理器 - 根据行为树文件中实际使用的事件名称注册
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*/
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private setupEventHandlers() {
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if (!this.eventRegistry) return;
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// 根据miner-stamina-ai.bt.json中的实际事件名称注册处理器
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this.eventRegistry.registerAction('go-home-rest', (context, params) => {
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return this.handleGoHomeRest(context, params);
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});
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this.eventRegistry.registerAction('recover-stamina', (context, params) => {
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return this.handleRecoverStamina(context, params);
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});
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this.eventRegistry.registerAction('store-ore', (context, params) => {
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return this.handleStoreOre(context, params);
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});
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this.eventRegistry.registerAction('mine-gold-ore', (context, params) => {
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return this.handleMineGoldOre(context, params);
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});
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this.eventRegistry.registerAction('idle-behavior', (context, params) => {
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return this.handleIdleBehavior(context, params);
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});
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}
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/**
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* 初始化黑板变量 - 简化版本
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*/
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private initializeBlackboard() {
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if (!this.blackboard) return;
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// 简单初始化矿工状态
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this.blackboard.setValue('stamina', 100);
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this.blackboard.setValue('staminaPercentage', 1.0);
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this.blackboard.setValue('isLowStamina', false);
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this.blackboard.setValue('hasOre', false);
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this.blackboard.setValue('isResting', false);
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this.blackboard.setValue('homePosition', this.node.worldPosition);
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}
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/**
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* 创建状态UI
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*/
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private createStatusUI() {
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if (!this.statusUIPrefab) {
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this.createSimpleStatusUI();
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return;
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}
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const uiNode = instantiate(this.statusUIPrefab);
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const canvas = this.node.scene?.getChildByName('Canvas');
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if (canvas) {
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canvas.addChild(uiNode);
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this.statusUI = uiNode.getComponent(MinerStatusUI);
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if (this.statusUI) {
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this.statusUI.setFollowTarget(this.node);
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}
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}
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}
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private createSimpleStatusUI() {
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this.statusUI = StatusUIManager.createStatusUIForMiner(this.node);
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if (!this.statusUI) {
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console.warn(`[${this.node.name}] 状态UI创建失败`);
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}
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}
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/**
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* 更新状态UI显示
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*/
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private updateStatusUI() {
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if (!this.statusUI || !this.blackboard) return;
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const stamina = this.blackboard.getValue('stamina') || 0;
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const maxStamina = this.blackboard.getValue('maxStamina') || 100;
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const hasOre = this.blackboard.getValue('hasOre') || false;
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const isResting = this.blackboard.getValue('isResting') || false;
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// 更新体力
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this.statusUI.updateStamina(stamina, maxStamina);
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// 更新状态文本
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let status = '';
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if (isResting) {
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status = '😴休息中';
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} else if (hasOre) {
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status = '🚚运输中';
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} else {
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status = '⛏️挖矿中';
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}
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this.statusUI.updateStatus(status);
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// 获取仓库矿石总数
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const gameManager = this.node.parent?.getComponent('SimpleMinerDemo');
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const warehouseTotal = (gameManager as any)?.getTotalOresCollected() || 0;
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// 更新矿石数量显示
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this.statusUI.updateOreCount(hasOre, warehouseTotal);
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// 更新动作进度
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this.updateActionProgressUI();
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}
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/**
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* 更新动作进度UI
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*/
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private updateActionProgressUI() {
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if (!this.statusUI) return;
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let actionName = '';
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let progress = 0;
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// 检查当前正在执行的动作
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for (const [key, state] of this.actionStates.entries()) {
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if (state.isExecuting) {
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const elapsed = Date.now() - state.startTime;
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progress = Math.min(elapsed / state.duration, 1.0);
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switch (key) {
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case 'mine-gold-ore':
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actionName = '⛏️ 挖掘中';
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break;
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case 'store-ore':
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actionName = '📦 存储中';
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break;
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case 'recover-stamina':
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actionName = '💤 恢复体力';
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break;
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default:
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actionName = key;
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}
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break; // 只显示第一个正在执行的动作
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}
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}
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// 如果没有正在执行的动作,清空进度显示
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this.statusUI.updateActionProgress(actionName, progress);
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}
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// ==================== 行为树事件处理器 ====================
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/**
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* 清理动作状态 - 当动作被中止时调用
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*/
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private clearActionState(actionKey: string) {
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if (this.actionStates.has(actionKey)) {
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this.actionStates.delete(actionKey);
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}
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}
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/**
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* 回家休息 - 简化版本
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*/
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private handleGoHomeRest(context: any, params: any): ActionResult {
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const blackboard = this.blackboard;
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if (!blackboard) return 'failure';
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// 清理其他动作状态
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this.clearActionState('mine-gold-ore');
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this.clearActionState('store-ore');
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// 回到出生点休息
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const homePos = blackboard.getValue('homePosition') || this.node.worldPosition;
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this.moveToPosition(homePos, 2.0);
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blackboard.setValue('isResting', true);
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return 'success';
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}
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/**
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* 恢复体力 - 优化版本,缓慢恢复
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*/
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private handleRecoverStamina(context: any, params: any): ActionResult {
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const blackboard = this.blackboard;
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if (!blackboard) return 'failure';
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const actionKey = 'recover-stamina';
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const currentTime = Date.now();
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// 初始化动作状态
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if (!this.actionStates.has(actionKey)) {
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this.actionStates.set(actionKey, {
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isExecuting: true,
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startTime: currentTime,
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duration: 2000 // 2秒恢复一次
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});
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// 设置休息状态,确保不会被其他任务中断
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blackboard.setValue('isResting', true);
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return 'running';
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}
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const actionState = this.actionStates.get(actionKey)!;
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const elapsed = currentTime - actionState.startTime;
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// 检查是否到了恢复时间
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if (elapsed >= actionState.duration) {
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// 恢复体力
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const currentStamina = blackboard.getValue('stamina');
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const newStamina = Math.min(100, currentStamina + 10); // 每次恢复10点
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blackboard.setValue('stamina', newStamina);
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blackboard.setValue('staminaPercentage', newStamina / 100);
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blackboard.setValue('isLowStamina', newStamina < 20);
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// 体力满了就完成休息
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if (newStamina >= 100) {
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blackboard.setValue('isResting', false); // 只有完全恢复后才结束休息状态
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this.actionStates.delete(actionKey);
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return 'success';
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}
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// 重置计时器继续恢复,保持休息状态
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actionState.startTime = currentTime;
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}
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return 'running';
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}
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/**
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* 挖掘金矿 - 优化版本,需要时间挖掘
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*/
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private handleMineGoldOre(context: any, params: any): ActionResult {
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const blackboard = this.blackboard;
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if (!blackboard) return 'failure';
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// 检查是否应该执行挖矿
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const hasOre = blackboard.getValue('hasOre');
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const isLowStamina = blackboard.getValue('isLowStamina');
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if (hasOre || isLowStamina) {
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return 'failure';
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}
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// 找到最近的金矿
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const gameManager = this.node.parent?.getComponent('SimpleMinerDemo');
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const goldMines = (gameManager as any)?.getAllGoldMines();
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if (!goldMines?.length) return 'failure';
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// 简单找最近的矿
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let nearestMine = goldMines[0];
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let minDistance = Vec3.distance(this.node.worldPosition, nearestMine.worldPosition);
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for (const mine of goldMines) {
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const distance = Vec3.distance(this.node.worldPosition, mine.worldPosition);
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if (distance < minDistance) {
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minDistance = distance;
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nearestMine = mine;
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}
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}
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if (minDistance > 2.0) {
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// 还没到金矿,继续移动
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this.moveToPosition(nearestMine.worldPosition, 2.0);
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return 'running';
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} else {
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// 到了金矿,开始挖掘流程
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const actionKey = 'mine-gold-ore';
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const currentTime = Date.now();
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// 初始化挖掘状态
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if (!this.actionStates.has(actionKey)) {
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this.actionStates.set(actionKey, {
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isExecuting: true,
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startTime: currentTime,
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duration: 3000 // 3秒挖掘时间
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});
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return 'running';
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}
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const actionState = this.actionStates.get(actionKey)!;
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const elapsed = currentTime - actionState.startTime;
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// 挖掘完成
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if (elapsed >= actionState.duration) {
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const currentStamina = blackboard.getValue('stamina');
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const newStamina = Math.max(0, currentStamina - 15);
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blackboard.setValue('stamina', newStamina);
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blackboard.setValue('staminaPercentage', newStamina / 100);
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blackboard.setValue('hasOre', true);
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blackboard.setValue('isLowStamina', newStamina < 20);
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this.actionStates.delete(actionKey);
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return 'failure'; // 让选择器重新评估条件
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}
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return 'running';
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}
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}
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/**
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* 存储矿石 - 优化版本,需要时间存储
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*/
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private handleStoreOre(context: any, params: any): ActionResult {
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const blackboard = this.blackboard;
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if (!blackboard) return 'failure';
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const hasOre = blackboard.getValue('hasOre');
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if (!hasOre) {
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return 'failure';
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}
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// 清理其他动作状态
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this.clearActionState('mine-gold-ore');
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this.clearActionState('recover-stamina');
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// 找到仓库并移动过去
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const gameManager = this.node.parent?.getComponent('SimpleMinerDemo');
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const warehouse = (gameManager as any)?.getWarehouse();
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if (!warehouse) return 'failure';
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const distance = Vec3.distance(this.node.worldPosition, warehouse.worldPosition);
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if (distance > 2.0) {
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// 还没到仓库,继续移动
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this.moveToPosition(warehouse.worldPosition, 2.0);
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return 'running';
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} else {
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// 到了仓库,开始存储流程
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const actionKey = 'store-ore';
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const currentTime = Date.now();
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// 初始化存储状态
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if (!this.actionStates.has(actionKey)) {
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this.actionStates.set(actionKey, {
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isExecuting: true,
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startTime: currentTime,
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duration: 1500 // 1.5秒存储时间
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});
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return 'running';
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}
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const actionState = this.actionStates.get(actionKey)!;
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const elapsed = currentTime - actionState.startTime;
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// 存储完成
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if (elapsed >= actionState.duration) {
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blackboard.setValue('hasOre', false);
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(gameManager as any).mineGoldOre(this.node);
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this.actionStates.delete(actionKey);
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return 'success';
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}
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return 'running';
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}
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}
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/**
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* 默认待机行为
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*/
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private handleIdleBehavior(context: any, params: any): ActionResult {
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return 'success';
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}
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// ==================== 辅助方法 ====================
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private moveToPosition(targetPos: Vec3, duration: number) {
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tween(this.node).stop(); // 停止之前的移动
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tween(this.node).to(duration, { worldPosition: targetPos }).start();
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}
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/**
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* 更新行为树 - 简化版本
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*/
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update(deltaTime: number) {
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// 简单执行行为树
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if (this.behaviorTree && this.isRunning) {
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this.behaviorTree.tick(deltaTime);
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}
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// 更新UI显示
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if (this.showStatusUI) {
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this.updateStatusUI();
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}
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}
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/**
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* 设置更新频率 - 已废弃,现在每帧执行
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*/
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setTickInterval(interval: number) {
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// 方法保留以保持兼容性,但不再有实际作用
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console.warn(`[${this.node.name}] setTickInterval已废弃,行为树现在每帧执行`);
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}
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/**
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* 获取黑板
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*/
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getBlackboard(): Blackboard | null {
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return this.blackboard;
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}
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/**
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* 获取行为树
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*/
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getBehaviorTree(): BehaviorTree<any> | null {
|
||
return this.behaviorTree;
|
||
}
|
||
|
||
/**
|
||
* 暂停行为树
|
||
*/
|
||
pause() {
|
||
this.isRunning = false;
|
||
if (this.debugMode) {
|
||
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 恢复行为树
|
||
*/
|
||
resume() {
|
||
if (this.isLoaded) {
|
||
this.isRunning = true;
|
||
if (this.debugMode) {
|
||
|
||
}
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 停止行为树
|
||
*/
|
||
stop() {
|
||
this.isRunning = false;
|
||
if (this.behaviorTree) {
|
||
this.behaviorTree.reset();
|
||
}
|
||
if (this.debugMode) {
|
||
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 重新加载行为树
|
||
*/
|
||
async reload() {
|
||
this.stop();
|
||
await this.initialize();
|
||
}
|
||
|
||
/**
|
||
* 重置行为树状态
|
||
*/
|
||
reset() {
|
||
if (this.behaviorTree) {
|
||
this.behaviorTree.reset();
|
||
}
|
||
if (this.debugMode) {
|
||
|
||
}
|
||
}
|
||
|
||
onDestroy() {
|
||
this.stop();
|
||
if (this.eventRegistry) {
|
||
this.eventRegistry.clear();
|
||
}
|
||
|
||
// 清理UI
|
||
if (this.statusUI) {
|
||
this.statusUI.node.destroy();
|
||
this.statusUI = null;
|
||
}
|
||
|
||
this.behaviorTree = null;
|
||
this.blackboard = null;
|
||
this.context = null;
|
||
this.eventRegistry = null;
|
||
}
|
||
}
|