refactor(enemy): 小怪选招改用 WeightedPick 共享原语(权重缓冲复用,零 GC)
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@@ -10,9 +10,14 @@ namespace BaseGames.Enemies.Abilities
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public sealed class EnemyAttackSelector
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{
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private readonly List<IAttackCandidate> _candidates;
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// 权重缓冲区(与 _candidates 等长,每次选招复用):避免每次选招 new List 造成 GC
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private readonly List<float> _weightBuf;
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public EnemyAttackSelector(IEnumerable<IAttackCandidate> candidates)
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=> _candidates = new List<IAttackCandidate>(candidates);
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{
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_candidates = new List<IAttackCandidate>(candidates);
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_weightBuf = new List<float>(_candidates.Count);
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}
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public int Count => _candidates.Count;
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@@ -47,22 +52,19 @@ namespace BaseGames.Enemies.Abilities
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private IAttackCandidate SelectByWeight(bool hasLOS, bool grounded)
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{
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float total = 0f;
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// 有效权重:不合格候选填 0(由共享原语保证零权重项绝不被选中)。缓冲区复用 → 选招零 GC。
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_weightBuf.Clear();
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for (int i = 0; i < _candidates.Count; i++)
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{
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var c = _candidates[i];
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if (Eligible(c, hasLOS, grounded)) total += Mathf.Max(0f, c.Weight);
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_weightBuf.Add(Eligible(c, hasLOS, grounded) ? Mathf.Max(0f, c.Weight) : 0f);
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}
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if (total <= 0f) return SelectByPriority(hasLOS, grounded); // 权重全 0 → 退化为按 Priority 选(并列取首个)
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float roll = Random.value * total;
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for (int i = 0; i < _candidates.Count; i++)
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{
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var c = _candidates[i];
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if (!Eligible(c, hasLOS, grounded)) continue;
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roll -= Mathf.Max(0f, c.Weight);
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if (roll <= 0f) return c;
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}
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return null; // 理论不达(浮点边界兜底)
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int idx = BaseGames.Core.WeightedPick.Index(_weightBuf);
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if (idx >= 0) return _candidates[idx];
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// 无正权重(合格候选权重全 0)→ 退化为按 Priority 选(并列取首个)
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return SelectByPriority(hasLOS, grounded);
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}
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}
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}
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