299 lines
11 KiB
TypeScript
299 lines
11 KiB
TypeScript
import { _decorator, Component, resources, JsonAsset, Vec3 } from 'cc';
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import { BehaviorTree, BehaviorTreeBuilder, Blackboard, BehaviorTreeJSONConfig, ExecutionContext, EventRegistry, ActionResult } from '@esengine/ai';
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import { UnitController } from './UnitController';
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import { RTSBehaviorHandler } from './RTSBehaviorHandler';
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const { ccclass, property } = _decorator;
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/**
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* 游戏执行上下文接口
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* 继承框架的ExecutionContext,添加游戏特定的属性
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*/
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interface GameExecutionContext extends ExecutionContext {
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unitController: UnitController;
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gameObject: any;
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eventRegistry?: EventRegistry;
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// 确保继承索引签名
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[key: string]: unknown;
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}
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/**
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* 行为树管理器 - 使用@esengine/ai包管理行为树
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*/
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@ccclass('BehaviorTreeManager')
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export class BehaviorTreeManager extends Component {
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@property
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debugMode: boolean = true;
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@property
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tickInterval: number = 0.1; // 行为树更新间隔(秒)- 10fps更新频率,平衡性能和响应性
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private behaviorTree: BehaviorTree<GameExecutionContext> | null = null;
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private blackboard: Blackboard | null = null;
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private context: GameExecutionContext | null = 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 lastTickTime: number = 0;
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private unitController: UnitController | null = null;
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private currentBehaviorTreeName: string = '';
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private behaviorHandler: RTSBehaviorHandler | null = null;
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/**
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* 初始化行为树
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*/
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async initializeBehaviorTree(behaviorTreeName: string, unitController: UnitController) {
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this.currentBehaviorTreeName = behaviorTreeName;
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this.unitController = unitController;
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// 获取RTSBehaviorHandler组件
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this.behaviorHandler = this.getComponent(RTSBehaviorHandler);
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if (!this.behaviorHandler) {
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console.error(`BehaviorTreeManager: 未找到RTSBehaviorHandler组件 - ${this.node.name}`);
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return;
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}
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try {
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await this.loadBehaviorTree(behaviorTreeName);
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this.setupBlackboard();
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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(`行为树初始化失败: ${behaviorTreeName}`, error);
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}
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}
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/**
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* 加载行为树文件
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*/
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private async loadBehaviorTree(behaviorTreeName: string): Promise<void> {
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return new Promise((resolve, reject) => {
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const jsonPath = `${behaviorTreeName}.bt`;
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resources.load(jsonPath, JsonAsset, (err, asset) => {
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if (err) {
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console.error(`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 behaviorTreeData = asset.json as BehaviorTreeJSONConfig;
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// 创建执行上下文
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this.blackboard = new Blackboard();
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this.eventRegistry = this.createEventRegistry();
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this.context = {
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blackboard: this.blackboard,
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unitController: this.unitController!,
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gameObject: this.node,
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eventRegistry: this.eventRegistry
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} as GameExecutionContext;
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// 从JSON数据创建行为树
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const buildResult = BehaviorTreeBuilder.fromBehaviorTreeConfig<GameExecutionContext>(behaviorTreeData, this.context);
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this.behaviorTree = buildResult.tree;
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this.blackboard = buildResult.blackboard;
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resolve();
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} catch (parseError) {
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console.error(`创建行为树失败: ${jsonPath}`, parseError);
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reject(parseError);
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}
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});
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});
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}
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/**
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* 创建事件注册表
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*/
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private createEventRegistry(): EventRegistry {
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const registry = new EventRegistry();
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// 注册体力系统矿工行为事件处理器
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const eventHandlers = {
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// 矿工体力系统核心行为
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'mine-gold-ore': (context: any, params?: any) => this.callBehaviorHandler('onMineGoldOre', params),
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'store-ore': (context: any, params?: any) => this.callBehaviorHandler('onStoreOre', params),
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'go-home-rest': (context: any, params?: any) => this.callBehaviorHandler('onGoHomeRest', params),
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'recover-stamina': (context: any, params?: any) => this.callBehaviorHandler('onRecoverStamina', params),
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'idle-behavior': (context: any, params?: any) => this.callBehaviorHandler('onIdleBehavior', params)
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};
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// 将事件处理器注册到EventRegistry
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Object.entries(eventHandlers).forEach(([eventName, handler]) => {
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registry.registerAction(eventName, handler);
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});
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return registry;
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}
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/**
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* 调用行为处理器的方法
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*/
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private callBehaviorHandler(methodName: string, params: any = {}): ActionResult {
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if (!this.behaviorHandler) {
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console.error(`BehaviorTreeManager: RTSBehaviorHandler未初始化 - ${this.node.name}`);
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return 'failure';
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}
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try {
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// 直接调用RTSBehaviorHandler的方法
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const method = (this.behaviorHandler as any)[methodName];
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if (typeof method === 'function') {
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const result = method.call(this.behaviorHandler, params);
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return result || 'success'; // 确保有返回值
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} else {
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console.error(`BehaviorTreeManager: 方法不存在: ${methodName}`);
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return 'failure';
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}
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} catch (error) {
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console.error(`BehaviorTreeManager: 调用方法失败: ${methodName}`, error);
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return 'failure';
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}
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}
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/**
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* 设置黑板基础信息
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*/
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private setupBlackboard() {
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if (!this.unitController || !this.blackboard) return;
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// 设置矿工基础信息
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this.blackboard.setValue('unitType', this.unitController.unitType);
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this.blackboard.setValue('currentHealth', this.unitController.currentHealth);
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this.blackboard.setValue('maxHealth', this.unitController.maxHealth);
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this.blackboard.setValue('currentCommand', 'mine');
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this.blackboard.setValue('hasOre', false);
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this.blackboard.setValue('hasTarget', false);
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this.blackboard.setValue('targetPosition', null);
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this.blackboard.setValue('isMoving', false);
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// 设置体力系统信息
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this.blackboard.setValue('stamina', this.unitController.currentStamina);
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this.blackboard.setValue('maxStamina', this.unitController.maxStamina);
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this.blackboard.setValue('staminaPercentage', this.unitController.currentStamina / this.unitController.maxStamina);
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this.blackboard.setValue('isLowStamina', this.unitController.currentStamina < this.unitController.maxStamina * 0.2);
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this.blackboard.setValue('isResting', false);
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this.blackboard.setValue('homePosition', this.unitController.homePosition);
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}
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/**
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* 更新黑板值
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*/
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updateBlackboardValue(key: string, value: any) {
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if (this.blackboard) {
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this.blackboard.setValue(key, value);
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}
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}
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/**
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* 获取黑板值
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*/
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getBlackboardValue(key: string): any {
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return this.blackboard?.getValue(key);
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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<GameExecutionContext> | null {
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return this.behaviorTree;
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}
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/**
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* 更新行为树
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*/
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update(deltaTime: number) {
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if (!this.isLoaded || !this.isRunning || !this.behaviorTree || !this.blackboard) return;
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// 控制更新频率
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this.lastTickTime += deltaTime;
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if (this.lastTickTime < this.tickInterval) return;
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this.lastTickTime = 0;
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// 更新矿工状态信息
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if (this.unitController) {
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// 基础属性
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this.blackboard.setValue('currentHealth', this.unitController.currentHealth);
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this.blackboard.setValue('currentCommand', this.unitController.currentCommand);
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this.blackboard.setValue('hasTarget', this.unitController.targetPosition && !this.unitController.targetPosition.equals(Vec3.ZERO));
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this.blackboard.setValue('targetPosition', this.unitController.targetPosition);
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this.blackboard.setValue('isMoving', this.unitController.targetPosition && !this.unitController.targetPosition.equals(Vec3.ZERO));
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// 体力系统状态
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this.blackboard.setValue('stamina', this.unitController.currentStamina);
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this.blackboard.setValue('maxStamina', this.unitController.maxStamina);
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this.blackboard.setValue('staminaPercentage', this.unitController.currentStamina / this.unitController.maxStamina);
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this.blackboard.setValue('isLowStamina', this.unitController.currentStamina < this.unitController.maxStamina * 0.2);
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this.blackboard.setValue('homePosition', this.unitController.homePosition);
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}
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// 执行行为树
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try {
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this.behaviorTree.tick(deltaTime);
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} catch (error) {
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console.error(`行为树执行错误: ${this.node.name}`, error);
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}
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}
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/**
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* 暂停行为树
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*/
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pause() {
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this.isRunning = false;
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}
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/**
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* 恢复行为树
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*/
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resume() {
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if (this.isLoaded) {
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this.isRunning = true;
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}
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}
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/**
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* 停止行为树
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*/
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stop() {
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this.isRunning = false;
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}
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/**
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* 重新加载行为树
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*/
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async reloadBehaviorTree() {
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if (this.currentBehaviorTreeName && this.unitController) {
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this.stop();
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await this.initializeBehaviorTree(this.currentBehaviorTreeName, this.unitController);
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}
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}
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/**
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* 重置行为树
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*/
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reset() {
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if (this.behaviorTree) {
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this.behaviorTree.reset();
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}
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}
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onDestroy() {
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this.stop();
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this.behaviorTree = null;
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this.blackboard = null;
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this.context = null;
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}
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}
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