using System.Collections.Generic;
using UnityEngine;
namespace BaseGames.Enemies.Abilities
{
///
/// 多攻击选招器:从候选(category==Attack)里按"射程 + 冷却 + LOS + 着地"过滤,
/// 再按 选一个。纯逻辑、无 MonoBehaviour 依赖,可单测。
///
public sealed class EnemyAttackSelector
{
/// 防重复折扣系数的默认值。EnemyStatsSO 字段初值与 EnemyBase 的兜底分支共用此常量。
public const float DefaultAntiRepeatFactor = 0.3f;
private readonly List _candidates;
// 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
private readonly List _weightBuf;
// 防重复折扣系数:0 = 有替代时绝不连续重复,1 = 不惩罚
private float _antiRepeatFactor;
private IAttackCandidate _lastPicked;
public EnemyAttackSelector(IEnumerable candidates,
float antiRepeatFactor = DefaultAntiRepeatFactor)
{
_candidates = new List(candidates);
_weightBuf = new List(_candidates.Count);
AntiRepeatFactor = antiRepeatFactor; // 经属性赋值,夹紧逻辑只有一处
}
public int Count => _candidates.Count;
/// 防重复折扣系数。与 attackSelectionMode 一样每次选招前由调用方刷新,
/// 使策划在播放模式下调参能立即生效。
public float AntiRepeatFactor
{
get => _antiRepeatFactor;
set => _antiRepeatFactor = Mathf.Clamp01(value);
}
/// 上一次实际选中的招(防重复折扣的作用对象;供测试与调试面板读取)。
public IAttackCandidate LastPicked => _lastPicked;
/// 对象池复用 / 阶段切换时清除防重复记忆。
public void ResetRepeatMemory() => _lastPicked = null;
private static bool Eligible(IAttackCandidate c, bool hasLOS, bool grounded)
=> c != null && c.CanUse && c.InAttackRange()
&& (!c.RequiresLineOfSight || hasLOS)
&& (!c.RequiresGrounded || grounded);
public bool HasEligible(bool hasLOS, bool grounded)
{
for (int i = 0; i < _candidates.Count; i++)
if (Eligible(_candidates[i], hasLOS, grounded)) return true;
return false;
}
public IAttackCandidate Select(bool hasLOS, bool grounded, AttackSelectionMode mode)
{
switch (mode)
{
case AttackSelectionMode.Priority:
return Remember(SelectByPriority(hasLOS, grounded));
case AttackSelectionMode.WeightedRandomAntiRepeat:
return Remember(SelectByWeight(hasLOS, grounded, antiRepeat: true));
default:
return Remember(SelectByWeight(hasLOS, grounded, antiRepeat: false));
}
}
// 只在真选中了东西时更新记忆:选空时保留上一招,避免"空一帧就清掉防重复"。
private IAttackCandidate Remember(IAttackCandidate pick)
{
if (pick != null) _lastPicked = pick;
return pick;
}
private IAttackCandidate SelectByPriority(bool hasLOS, bool grounded)
{
IAttackCandidate best = null;
for (int i = 0; i < _candidates.Count; i++)
{
var c = _candidates[i];
if (!Eligible(c, hasLOS, grounded)) continue;
if (best == null || c.Priority > best.Priority) best = c; // 并列取首个
}
return best;
}
private IAttackCandidate SelectByWeight(bool hasLOS, bool grounded, bool antiRepeat)
{
// 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。
_weightBuf.Clear();
for (int i = 0; i < _candidates.Count; i++)
{
var c = _candidates[i];
float w = Eligible(c, hasLOS, grounded) ? Mathf.Max(0f, c.Weight) : 0f;
// 防重复:上一招权重打折。折扣可把权重压到 0——此时若它是唯一候选,
// 下面的 Priority 退化路径会把它选出来,不会出现"敌人永远不出手"。
if (antiRepeat && w > 0f && ReferenceEquals(c, _lastPicked))
w *= _antiRepeatFactor;
_weightBuf.Add(w);
}
int idx = BaseGames.Core.WeightedPick.Index(_weightBuf);
if (idx >= 0) return _candidates[idx];
// 无正权重(合格候选权重全 0,或全被防重复折扣压平)→ 退化为按 Priority 选(并列取首个)
return SelectByPriority(hasLOS, grounded);
}
}
}