完成寻路基础模块
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@ -3163,6 +3163,14 @@ int Human::GetItemNum(int item_id)
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return itr != items_.end() ? itr->second : 0;
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}
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void Human::ClearFindPathStatus()
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{
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if (findpath_status_) {
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room->map_service->DelFindPathRequest(this, findpath_status_);
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findpath_status_ = nullptr;
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}
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}
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void Human::AddItem(int item_id, int item_num)
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{
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auto itr = items_.find(item_id);
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@ -265,6 +265,8 @@ class Human : public MoveableEntity
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int GetLevel() {return level_;};
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int GetExp() {return exp_;};
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FindPathStatus* GetFindPathStatus() { return findpath_status_; }
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void SetFindPathStatus(FindPathStatus* status) { findpath_status_ = status; }
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void ClearFindPathStatus();
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void OnAttack() {};
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void OnHit() {};
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int GetItemNum(int item_id);
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46
server/gameserver/mapsearchnode.cc
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46
server/gameserver/mapsearchnode.cc
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@ -0,0 +1,46 @@
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#include "precompile.h"
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#include "mapsearchnode.h"
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float MapSearchNode::GoalDistanceEstimate(MapSearchNode &node_goal)
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{
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float xd = float(((float)x - (float)node_goal.x));
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float yd = float(((float)y - (float)node_goal.y));
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return xd + yd;
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}
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bool MapSearchNode::IsGoal(MapSearchNode &node_goal)
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{
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if (x == node_goal.x && y == node_goal.y) {
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return true;
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} else {
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return false;
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}
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}
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bool MapSearchNode::GetSuccessors(AStarSearch<MapSearchNode> *astarsearch, MapSearchNode *parent_node)
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{
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return false;
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}
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float MapSearchNode::GetCost(MapSearchNode &successor)
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{
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#if 1
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return 1.0f;
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#else
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if (x != successor.x && y != successor.y) {
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return (float) (NavTileHandle::pCurrNavTileHandle->getMap( x, y ) + 0.41421356/* ±¾ÉíÓÐÖÁÉÙ1µÄÖµ */); //sqrt(2)
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}
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return (float) NavTileHandle::pCurrNavTileHandle->getMap( x, y );
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#endif
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}
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bool MapSearchNode::IsSameState(MapSearchNode &rhs)
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{
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if (x == rhs.x && y == rhs.y) {
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return true;
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} else {
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return false;
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}
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}
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19
server/gameserver/mapsearchnode.h
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19
server/gameserver/mapsearchnode.h
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@ -0,0 +1,19 @@
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#pragma once
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#include "framework/stlastar.h"
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class MapSearchNode
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{
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public:
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int x = 0; // the (x,y) positions of the node
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int y = 0;
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MapSearchNode(int px, int py) {x = px; y = py; }
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float GoalDistanceEstimate(MapSearchNode &node_goal);
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bool IsGoal(MapSearchNode &node_goal);
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bool GetSuccessors(AStarSearch<MapSearchNode> *astarsearch, MapSearchNode *parent_node);
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float GetCost(MapSearchNode &successor);
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bool IsSameState(MapSearchNode &rhs);
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};
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@ -263,3 +263,56 @@ void MapService::DelFindPathRequest(Human* hum, FindPathStatus* status)
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A8_SAFE_DELETE(status);
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findpath_requests_hash_.erase(itr);
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}
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void MapService::FindPathUpdate(FindPathStatus* find_status)
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{
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}
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bool MapService::FindOk(FindPathStatus* find_status)
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{
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return false;
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}
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bool MapService::MoveDone(FindPathStatus* find_status)
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{
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if (find_status->path_index >= (int)find_status->out_points.size() ||
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find_status->out_points.empty()) {
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abort();
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}
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if (find_status->path_index + 1 == (int)find_status->out_points.size()) {
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MovePathPoint* point = &find_status->out_points[find_status->path_index];
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if (point->pos.ManhattanDistance(find_status->hum->GetPos()) > 2.0f) {
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return false;
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}
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float distance = point->pos.Distance(find_status->hum->GetPos());
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if (distance < 0.000001f) {
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return true;
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} else {
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return false;
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}
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} else {
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return false;
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}
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}
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void MapService::DoMove(FindPathStatus* find_status)
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{
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if (find_status->path_index >= (int)find_status->out_points.size() ||
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find_status->out_points.empty()) {
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abort();
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}
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Human* myself = find_status->hum;
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MovePathPoint* point = &find_status->out_points[find_status->path_index];
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myself->move_dir = point->pos - myself->GetPos();
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myself->move_dir.Normalize();
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float target_distance = point->pos.Distance(myself->GetPos());
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float speed = std::min(myself->GetSpeed(), target_distance);
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a8::Vec2 new_pos = myself->GetPos() + myself->move_dir * speed;
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myself->SetPos(new_pos);
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target_distance = point->pos.Distance(myself->GetPos());
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if (target_distance < 1.0001f) {
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myself->SetPos(point->pos);
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++find_status->path_index;
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}
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}
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@ -1,5 +1,7 @@
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#pragma once
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#include "framework/stlastar.h"
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class Human;
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class ColliderComponent;
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@ -24,7 +26,8 @@ struct FindPathStatus
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a8::Vec2 end_pos;
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int curr_step = 0;
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int max_step_num = 0;
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std::vector<MovePathPoint> out_ponits;
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int path_index = 0;
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std::vector<MovePathPoint> out_points;
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list_head entry;
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FindPathStatus()
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@ -49,11 +52,16 @@ class MapService
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float world_x,
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float world_y,
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std::set<ColliderComponent*>& colliders);
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FindPathStatus* AddFindPathRequest(Human* hum,
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const a8::Vec2& start_pos,
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const a8::Vec2& end_pos,
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int max_step_num);
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void DelFindPathRequest(Human* hum, FindPathStatus* status);
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void FindPathUpdate(FindPathStatus* find_status);
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bool FindOk(FindPathStatus* find_status);
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bool MoveDone(FindPathStatus* find_status);
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void DoMove(FindPathStatus* find_status);
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private:
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int GetGridId(float world_x, float world_y);
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@ -125,6 +125,11 @@ void ZombieModeAI::UpdateAI()
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UpdateFindPath();
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}
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break;
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case ZSE_FindPathMoving:
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{
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UpdateFindPathMoving();
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}
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break;
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default:
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{
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abort();
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@ -203,14 +208,14 @@ void ZombieModeAI::UpdateAttack()
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//站桩
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ChangeToState(ZSE_Thinking);
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} else {
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#if 1
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#if 0
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ChangeToState(ZSE_Pursuit);
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#else
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if (distance < node_->ai_meta->i->pursuit_radius()) {
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//追击
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ChangeToState(ZSE_Pursuit);
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} else {
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ChangeToState(ZSE_Thinking);
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ChangeToState(ZSE_FindPath);
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}
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#endif
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}
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@ -276,7 +281,34 @@ void ZombieModeAI::UpdatePursuit()
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void ZombieModeAI::UpdateFindPath()
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{
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Human* myself = (Human*)owner;
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FindPathStatus* find_status = myself->GetFindPathStatus();
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if (!find_status) {
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ChangeToState(ZSE_Thinking);
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} else {
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if (myself->room->map_service->FindOk(find_status)) {
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ChangeToState(ZSE_FindPathMoving);
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} else {
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myself->room->map_service->FindPathUpdate(find_status);
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}
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}
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}
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void ZombieModeAI::UpdateFindPathMoving()
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{
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Human* myself = (Human*)owner;
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FindPathStatus* find_status = myself->GetFindPathStatus();
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if (!find_status) {
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ChangeToState(ZSE_Thinking);
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} else {
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if (myself->room->map_service->MoveDone(find_status)) {
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myself->ClearFindPathStatus();
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ChangeToState(ZSE_Thinking);
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} else {
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node_->moving = false;
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myself->room->map_service->DoMove(find_status);
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}
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}
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}
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void ZombieModeAI::DoMove()
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@ -372,6 +404,21 @@ void ZombieModeAI::ChangeToState(ZombieState_e to_state)
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}
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break;
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case ZSE_FindPath:
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{
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hum->ClearFindPathStatus();
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FindPathStatus* status = hum->room->map_service->AddFindPathRequest
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(
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hum,
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hum->GetPos(),
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node_->target->GetPos(),
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1000
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);
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if (status) {
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hum->SetFindPathStatus(status);
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}
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}
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break;
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case ZSE_FindPathMoving:
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{
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}
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@ -9,7 +9,8 @@ enum ZombieState_e
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ZSE_Attack = 2,
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ZSE_RandomWalk = 3,
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ZSE_Pursuit = 4,
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ZSE_FindPath = 5
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ZSE_FindPath = 5,
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ZSE_FindPathMoving = 6
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};
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class Human;
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@ -32,6 +33,7 @@ private:
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void UpdateRandomWalk();
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void UpdatePursuit();
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void UpdateFindPath();
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void UpdateFindPathMoving();
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void DoMove();
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void ChangeToState(ZombieState_e to_state);
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void DoShot();
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