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发布时间:
2025-03-24 12:13
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# Lua游戏AI脚本实现 本文将介绍如何使用Lua实现游戏AI,包括基本的AI行为控制、决策系统以及高级AI技术的应用。 ## AI系统架构 ### 1. 基本组件 ```lua -- AI控制器基类 local AIController = {} AIController.__index = AIController function AIController.new() local self = setmetatable({}, AIController) self.blackboard = {} -- 数据共享 self.behaviors = {} -- 行为列表 return self end function AIController:Update() for _, behavior in ipairs(self.behaviors) do behavior:Execute(self.blackboard) end end -- 行为基类 local Behavior = {} Behavior.__index = Behavior function Behavior.new() return setmetatable({}, Behavior) end function Behavior:Execute(blackboard) -- 由子类实现 end ``` ### 2. 行为树实现 ```lua -- 行为树节点类型 local NodeType = { SEQUENCE = 1, -- 顺序节点 SELECTOR = 2, -- 选择节点 ACTION = 3, -- 动作节点 } -- 行为树节点 local BTNode = {} BTNode.__index = BTNode function BTNode.new(type) local self = setmetatable({}, BTNode) self.type = type self.children = {} return self end function BTNode:AddChild(child) table.insert(self.children, child) end function BTNode:Execute(blackboard) if self.type == NodeType.SEQUENCE then -- 顺序执行所有子节点 for _, child in ipairs(self.children) do if not child:Execute(blackboard) then return false end end return true elseif self.type == NodeType.SELECTOR then -- 选择一个可执行的子节点 for _, child in ipairs(self.children) do if child:Execute(blackboard) then return true end end return false end end ``` ## 实现常见AI行为 ### 1. 巡逻行为 ```lua -- 巡逻行为 local Patrol = {} setmetatable(Patrol, {__index = Behavior}) function Patrol.new(waypoints) local self = Behavior.new() self.waypoints = waypoints self.currentPoint = 1 return setmetatable(self, {__index = Patrol}) end function Patrol:Execute(blackboard) local entity = blackboard.entity local target = self.waypoints[self.currentPoint] -- 移动到目标点 local pos = entity:GetPosition() local dist = Vector.Distance(pos, target) if dist < 0.1 then -- 到达目标点,切换到下一个点 self.currentPoint = self.currentPoint % #self.waypoints + 1 return true else -- 继续移动 local dir = Vector.Normalize(target - pos) entity:Move(dir * blackboard.moveSpeed) return false end end ``` ### 2. 追踪行为 ```lua -- 追踪行为 local Chase = {} setmetatable(Chase, {__index = Behavior}) function Chase.new() local self = Behavior.new() return setmetatable(self, {__index = Chase}) end function Chase:Execute(blackboard) local entity = blackboard.entity local target = blackboard.target if not target then return false end local pos = entity:GetPosition() local targetPos = target:GetPosition() local dist = Vector.Distance(pos, targetPos) if dist < blackboard.attackRange then -- 在攻击范围内 return true else -- 追踪目标 local dir = Vector.Normalize(targetPos - pos) entity:Move(dir * blackboard.moveSpeed) return false end end ``` ### 3. 战斗行为 ```lua -- 战斗行为 local Combat = {} setmetatable(Combat, {__index = Behavior}) function Combat.new() local self = Behavior.new() self.attackTimer = 0 return setmetatable(self, {__index = Combat}) end function Combat:Execute(blackboard) local entity = blackboard.entity local target = blackboard.target if not target then return false end -- 检查攻击冷却 if self.attackTimer > 0 then self.attackTimer = self.attackTimer - Time.deltaTime return false end -- 执行攻击 entity:Attack(target) self.attackTimer = blackboard.attackCooldown return true end ``` ## 决策系统 ### 1. 状态机 ```lua -- 状态机 local StateMachine = {} StateMachine.__index = StateMachine function StateMachine.new() local self = setmetatable({}, StateMachine) self.states = {} self.currentState = nil return self end function StateMachine:AddState(name, state) self.states[name] = state end function StateMachine:SetState(name) if self.currentState then self.currentState:Exit() end self.currentState = self.states[name] if self.currentState then self.currentState:Enter() end end function StateMachine:Update() if self.currentState then self.currentState:Update() end end ``` ### 2. 效用AI ```lua -- 效用计算器 local UtilityAI = {} UtilityAI.__index = UtilityAI function UtilityAI.new() local self = setmetatable({}, UtilityAI) self.actions = {} return self end function UtilityAI:AddAction(action, evaluator) table.insert(self.actions, { action = action, evaluator = evaluator }) end function UtilityAI:SelectBestAction(context) local bestScore = -1 local bestAction = nil for _, action in ipairs(self.actions) do local score = action.evaluator(context) if score > bestScore then bestScore = score bestAction = action.action end end return bestAction end ``` ## 高级AI技术 ### 1. 寻路系统 ```lua -- A*寻路算法 local AStar = {} AStar.__index = AStar function AStar.new(grid) local self = setmetatable({}, AStar) self.grid = grid return self end function AStar:FindPath(start, goal) local openSet = {start} local closedSet = {} local cameFrom = {} local gScore = {[start] = 0} local fScore = {[start] = self:Heuristic(start, goal)} while #openSet > 0 do local current = self:GetLowestFScore(openSet, fScore) if current == goal then return self:ReconstructPath(cameFrom, current) end table.remove(openSet, self:IndexOf(openSet, current)) table.insert(closedSet, current) for _, neighbor in ipairs(self:GetNeighbors(current)) do if not self:Contains(closedSet, neighbor) then local tentativeGScore = gScore[current] + 1 if not self:Contains(openSet, neighbor) then table.insert(openSet, neighbor) elseif tentativeGScore >= gScore[neighbor] then goto continue end cameFrom[neighbor] = current gScore[neighbor] = tentativeGScore fScore[neighbor] = gScore[neighbor] + self:Heuristic(neighbor, goal) ::continue:: end end end return nil -- 没有找到路径 end ``` ### 2. 群体行为 ```lua -- 群体行为控制器 local FlockController = {} FlockController.__index = FlockController function FlockController.new() local self = setmetatable({}, FlockController) self.agents = {} self.separationWeight = 1.5 self.alignmentWeight = 1.0 self.cohesionWeight = 1.0 return self end function FlockController:AddAgent(agent) table.insert(self.agents, agent) end function FlockController:Update() for _, agent in ipairs(self.agents) do local separation = self:CalculateSeparation(agent) local alignment = self:CalculateAlignment(agent) local cohesion = self:CalculateCohesion(agent) -- 合并三个力 local force = separation * self.separationWeight + alignment * self.alignmentWeight + cohesion * self.cohesionWeight agent:ApplyForce(force) end end ``` ## 调试与优化 ### 1. 可视化调试 ```lua -- AI调试器 local AIDebugger = {} AIDebugger.__index = AIDebugger function AIDebugger.new() local self = setmetatable({}, AIDebugger) self.enabled = false return self end function AIDebugger:DrawPath(path) if not self.enabled then return end for i = 1, #path - 1 do local start = path[i] local finish = path[i + 1] Debug.DrawLine(start, finish, Color.yellow) end end function AIDebugger:DrawSensor(position, radius) if not self.enabled then return end Debug.DrawCircle(position, radius, Color.red) end ``` ### 2. 性能优化 ```lua -- 空间分区系统 local SpatialGrid = {} SpatialGrid.__index = SpatialGrid function SpatialGrid.new(cellSize) local self = setmetatable({}, SpatialGrid) self.cellSize = cellSize self.cells = {} return self end function SpatialGrid:GetNearbyEntities(position, radius) local nearby = {} local cellX = math.floor(position.x / self.cellSize) local cellY = math.floor(position.y / self.cellSize) -- 检查周围的格子 for x = -1, 1 do for y = -1, 1 do local key = (cellX + x) .. "," .. (cellY + y) local cell = self.cells[key] if cell then for _, entity in ipairs(cell) do if Vector.Distance(position, entity:GetPosition()) <= radius then table.insert(nearby, entity) end end end end end return nearby end ``` ## 实际应用示例 ### 1. NPC AI控制器 ```lua -- NPC控制器 local NPCController = {} setmetatable(NPCController, {__index = AIController}) function NPCController.new() local self = AIController.new() -- 初始化状态机 self.stateMachine = StateMachine.new() self.stateMachine:AddState("Idle", IdleState.new()) self.stateMachine:AddState("Patrol", PatrolState.new()) self.stateMachine:AddState("Chase", ChaseState.new()) self.stateMachine:AddState("Combat", CombatState.new()) -- 初始化行为树 self.behaviorTree = self:CreateBehaviorTree() return setmetatable(self, {__index = NPCController}) end function NPCController:Update() -- 更新感知系统 self:UpdatePerception() -- 更新状态机 self.stateMachine:Update() -- 执行行为树 self.behaviorTree:Execute(self.blackboard) end function NPCController:CreateBehaviorTree() local root = BTNode.new(NodeType.SELECTOR) -- 战斗序列 local combatSequence = BTNode.new(NodeType.SEQUENCE) combatSequence:AddChild(TargetInRange.new()) combatSequence:AddChild(Combat.new()) -- 追踪序列 local chaseSequence = BTNode.new(NodeType.SEQUENCE) chaseSequence:AddChild(HasTarget.new()) chaseSequence:AddChild(Chase.new()) -- 巡逻行为 local patrol = Patrol.new(self.waypoints) root:AddChild(combatSequence) root:AddChild(chaseSequence) root:AddChild(patrol) return root end ```