using System.Collections.Generic; using UnityEngine; namespace TKS { /// 피해 공식과 전장 기하 질의(경로 위 적·이동 가능 거리·최종 목표점 명중). public static class Combat { const float CastRadiusScale = 0.9f; const float Epsilon = 0.02f; // ---------- 피해 공식 ---------- public static int Damage(BalanceConfig cfg, Unit attacker, Unit defender, bool crit, System.Random rng) { float mult = cfg.Matchup(attacker.Type, defender.Type); float raw = attacker.Atk * mult * (crit ? cfg.critMultiplier : 1f) - defender.Def * cfg.defenseFactor; float variance = 1f + ((float)rng.NextDouble() * 2f - 1f) * cfg.damageVariance; return Mathf.Max(1, Mathf.RoundToInt(raw * variance)); } public static int CounterDamage(BalanceConfig cfg, Unit defender, Unit attacker, System.Random rng) { int baseDmg = Damage(cfg, defender, attacker, false, rng); return Mathf.Max(1, Mathf.RoundToInt(baseDmg * cfg.counterRatio)); } public static int OverwatchDamage(BalanceConfig cfg, Unit spear, Unit mover, System.Random rng) { int baseDmg = Damage(cfg, spear, mover, false, rng); return Mathf.Max(1, Mathf.RoundToInt(baseDmg * cfg.overwatchDamageRatio)); } // ---------- 기하 질의 ---------- static RaycastHit2D[] Cast(Unit actor, Vector2 origin, Vector2 dir, float dist) { Physics2D.SyncTransforms(); var hits = Physics2D.CircleCastAll(origin, actor.Radius * CastRadiusScale, dir, dist); System.Array.Sort(hits, (a, b) => a.distance.CompareTo(b.distance)); return hits; } static Unit UnitOf(Collider2D c) { return c != null ? c.GetComponent() : null; } /// 경로(원 캐스트) 위 가장 가까운 적. hitDist = 그 적에 닿기까지 이동 거리. public static Unit FirstEnemyOnPath(Unit actor, Vector2 origin, Vector2 dir, float dist, out float hitDist) { hitDist = 0f; foreach (var h in Cast(actor, origin, dir, dist)) { var u = UnitOf(h.collider); if (u == null || u == actor || !u.IsAlive || u.Faction == actor.Faction) continue; hitDist = h.distance; return u; } return null; } /// 경로 위의 모든 적(가까운 순)과 각 접촉 거리. public static List EnemiesOnPath(Unit actor, Vector2 origin, Vector2 dir, float dist, List distances) { var list = new List(); distances.Clear(); foreach (var h in Cast(actor, origin, dir, dist)) { var u = UnitOf(h.collider); if (u == null || u == actor || !u.IsAlive || u.Faction == actor.Faction) continue; if (list.Contains(u)) continue; list.Add(u); distances.Add(h.distance); } return list; } /// 벽·(옵션) 유닛에 막히기 전까지 실제로 나아갈 수 있는 거리. public static float FreeTravel(Unit actor, Vector2 origin, Vector2 dir, float dist, bool enemiesBlock, bool friendsBlock = true) { float min = dist; foreach (var h in Cast(actor, origin, dir, dist)) { if (h.collider.GetComponent() != null) { min = Mathf.Min(min, h.distance); continue; } var u = UnitOf(h.collider); if (u == null || u == actor || !u.IsAlive) continue; bool enemy = u.Faction != actor.Faction; if (enemy && !enemiesBlock) continue; if (!enemy && !friendsBlock) continue; min = Mathf.Min(min, h.distance); } return Mathf.Max(0f, min - Epsilon); } /// 목표점이 적 원 안(여유 포함)에 들어왔으면 그 적. public static Unit EnemyAtPoint(Unit actor, Vector2 point, float tolerance) { Physics2D.SyncTransforms(); Unit best = null; float bestD = float.MaxValue; foreach (var c in Physics2D.OverlapCircleAll(point, tolerance)) { var u = UnitOf(c); if (u == null || u == actor || !u.IsAlive || u.Faction == actor.Faction) continue; float d = Vector2.Distance(point, u.Position); if (d < bestD) { bestD = d; best = u; } } return best; } /// 점 p 에서 가장 가까운 지정 진영 유닛(터치 여유 extra 포함). public static Unit UnitNear(IEnumerable units, Vector2 p, Faction? faction, float extra) { Unit best = null; float bestD = float.MaxValue; foreach (var u in units) { if (!u.IsAlive) continue; if (faction.HasValue && u.Faction != faction.Value) continue; float d = Vector2.Distance(p, u.Position); if (d <= u.Radius + extra && d < bestD) { bestD = d; best = u; } } return best; } /// 선분 ab 와 점 p 의 최단 거리. public static float SegmentPointDistance(Vector2 a, Vector2 b, Vector2 p) { Vector2 ab = b - a; float len2 = ab.sqrMagnitude; if (len2 < 1e-6f) return Vector2.Distance(a, p); float t = Mathf.Clamp01(Vector2.Dot(p - a, ab) / len2); return Vector2.Distance(a + ab * t, p); } } }