添加老ai兼容代码
This commit is contained in:
parent
22bc63e402
commit
e1758b647f
@ -8,6 +8,8 @@
|
||||
#include "metamgr.h"
|
||||
#include "player.h"
|
||||
|
||||
const int SHUA_RANGE = 580;
|
||||
|
||||
/*
|
||||
目标:ai可切换,降级/升级(根据系统当前负载)
|
||||
|
||||
@ -85,6 +87,23 @@ void AndroidNewAI::Update(int delta_time)
|
||||
|
||||
void AndroidNewAI::DefaultAi()
|
||||
{
|
||||
Human* hum = (Human*)owner;
|
||||
if (a8::HasBitFlag(hum->status, HS_NewBieGuideAndroid)) {
|
||||
UpdateNewBieNpc();
|
||||
return;
|
||||
}
|
||||
if (a8::HasBitFlag(hum->status, HS_LastAndroid)) {
|
||||
UpdateLastNpc();
|
||||
return;
|
||||
}
|
||||
if ((hum->room->GetRoomType() == RT_NewBrid ||
|
||||
hum->room->GetRoomType() == RT_MidBrid) &&
|
||||
hum->room->GetGasData().gas_mode != GasInactive &&
|
||||
hum->team_uuid.empty()
|
||||
) {
|
||||
UpdateNewBieRoomLogic();
|
||||
return;
|
||||
}
|
||||
switch (old_ai_data_.state) {
|
||||
case AS_thinking:
|
||||
{
|
||||
@ -243,3 +262,197 @@ void AndroidNewAI::UpdateAiLevel8()
|
||||
{
|
||||
DefaultAi();
|
||||
}
|
||||
|
||||
void AndroidNewAI::UpdateNewBieNpc()
|
||||
{
|
||||
Human* hum = (Human*)owner;
|
||||
if (hum->room->GetFrameNo() - hum->enable_frameno < 2) {
|
||||
if (hum->GetPos().ManhattanDistance(hum->room->GetFirstNewBie()->GetPos()) > 100) {
|
||||
hum->move_dir = hum->room->GetFirstNewBie()->GetPos() - hum->GetPos();
|
||||
hum->move_dir.Normalize();
|
||||
}
|
||||
hum->attack_dir = hum->move_dir;
|
||||
if (hum->curr_weapon->weapon_idx != 0) {
|
||||
hum->curr_weapon->ammo = MetaMgr::Instance()->newbie_first_robot_ammo;
|
||||
}
|
||||
} else if (hum->room->GetFrameNo() - hum->enable_frameno < SERVER_FRAME_RATE * 1.5) {
|
||||
int speed = std::max(1, (int)hum->GetSpeed());
|
||||
for (int i = 0; i < speed; ++i) {
|
||||
hum->SetPos(hum->GetPos() + hum->move_dir);
|
||||
hum->room->grid_service->MoveHuman(hum);
|
||||
}
|
||||
} else if (hum->room->GetFrameNo() - hum->enable_frameno < SERVER_FRAME_RATE * 3) {
|
||||
Human* enemy = hum->room->GetFirstNewBie();
|
||||
Human* sender = hum;
|
||||
a8::Vec2 shot_dir = enemy->GetPos() - sender->GetPos();
|
||||
if (std::abs(shot_dir.x) > FLT_EPSILON ||
|
||||
std::abs(shot_dir.y) > FLT_EPSILON) {
|
||||
shot_dir.Normalize();
|
||||
shot_dir.Rotate((rand() % 10) / 180.0f);
|
||||
sender->attack_dir = shot_dir;
|
||||
sender->Shot(shot_dir);
|
||||
}
|
||||
} else {
|
||||
a8::UnSetBitFlag(hum->status, HS_NewBieGuideAndroid);
|
||||
}
|
||||
}
|
||||
|
||||
void AndroidNewAI::UpdateLastNpc()
|
||||
{
|
||||
Human* hum = (Human*)owner;
|
||||
if (hum->room->GetFrameNo() - hum->enable_frameno < 2) {
|
||||
if (hum->GetPos().ManhattanDistance(hum->last_human_target->GetPos()) > 100) {
|
||||
hum->move_dir = hum->last_human_target->GetPos() - hum->GetPos();
|
||||
hum->move_dir.Normalize();
|
||||
}
|
||||
hum->attack_dir = hum->move_dir;
|
||||
if (hum->curr_weapon->weapon_idx != 0) {
|
||||
hum->curr_weapon->ammo = MetaMgr::Instance()->newbie_first_robot_ammo * 2;
|
||||
}
|
||||
} else if (hum->room->GetFrameNo() - hum->enable_frameno < SERVER_FRAME_RATE * 1.5) {
|
||||
int speed = std::max(1, (int)hum->GetSpeed());
|
||||
for (int i = 0; i < speed; ++i) {
|
||||
a8::Vec2 old_pos = hum->GetPos();
|
||||
hum->SetPos(hum->GetPos() + hum->move_dir);
|
||||
if (!hum->room->OverBorder(hum->GetPos(), hum->meta->i->radius())) {
|
||||
hum->room->grid_service->MoveHuman(hum);
|
||||
} else {
|
||||
hum->SetPos(old_pos);
|
||||
break;
|
||||
}
|
||||
}
|
||||
} else if (hum->room->GetFrameNo() - hum->enable_frameno < SERVER_FRAME_RATE * 3) {
|
||||
Human* enemy = hum->last_human_target;
|
||||
Human* sender = hum;
|
||||
a8::Vec2 shot_dir = enemy->GetPos() - sender->GetPos();
|
||||
if (std::abs(shot_dir.x) > FLT_EPSILON ||
|
||||
std::abs(shot_dir.y) > FLT_EPSILON) {
|
||||
shot_dir.Normalize();
|
||||
shot_dir.Rotate((rand() % 10) / 180.0f);
|
||||
sender->attack_dir = shot_dir;
|
||||
sender->Shot(shot_dir);
|
||||
}
|
||||
} else {
|
||||
a8::UnSetBitFlag(hum->status, HS_LastAndroid);
|
||||
}
|
||||
}
|
||||
|
||||
void AndroidNewAI::UpdateNewBieRoomLogic()
|
||||
{
|
||||
Human* hum = (Human*)owner;
|
||||
Human* old_last_target = old_ai_data_.last_target;
|
||||
Human* target = old_ai_data_.last_target;
|
||||
if ((old_ai_data_.last_target && old_ai_data_.last_target->real_dead) || !old_ai_data_.last_target) {
|
||||
if (hum->last_human_target && !hum->last_human_target->dead) {
|
||||
target = hum->last_human_target;
|
||||
} else {
|
||||
if (rand() % 100 < 70) {
|
||||
hum->room->TouchPlayerList
|
||||
(
|
||||
a8::XParams(),
|
||||
[hum, &target] (Player* player, a8::XParams& param)
|
||||
{
|
||||
if (!player->dead && hum->team_id != player->team_id) {
|
||||
if (!target) {
|
||||
target = player;
|
||||
} else {
|
||||
if (hum->GetPos().ManhattanDistance(player->GetPos()) <
|
||||
hum->GetPos().ManhattanDistance(target->GetPos())) {
|
||||
target = player;
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
} else {
|
||||
hum->room->TouchHumanList
|
||||
(
|
||||
a8::XParams(),
|
||||
[hum, &target] (Human* huma, a8::XParams& param)
|
||||
{
|
||||
if (!huma->dead &&
|
||||
huma->IsAndroid() &&
|
||||
hum->team_id != huma->team_id &&
|
||||
!a8::HasBitFlag(huma->status, HS_Disable)) {
|
||||
if (!target) {
|
||||
target = huma;
|
||||
} else {
|
||||
if (hum->GetPos().ManhattanDistance(huma->GetPos()) <
|
||||
hum->GetPos().ManhattanDistance(target->GetPos())) {
|
||||
target = huma;
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
});
|
||||
}
|
||||
}
|
||||
old_ai_data_.last_target = target;
|
||||
}
|
||||
if (!target) {
|
||||
return;
|
||||
}
|
||||
if (target->IsPlayer()) {
|
||||
if (hum->room->AliveCount() < 15) {
|
||||
if (hum->GetPos().ManhattanDistance(target->GetPos()) > 1000) {
|
||||
a8::Vec2 pos = target->GetPos();
|
||||
a8::Vec2 dir = target->move_dir;
|
||||
dir = a8::Vec2::UP;
|
||||
if (rand() % 100 < 1) {
|
||||
dir.Rotate(a8::RandAngle() / 2.0f);
|
||||
} else {
|
||||
dir.Rotate(a8::RandAngle());
|
||||
}
|
||||
pos = pos + dir * SHUA_RANGE;
|
||||
if (hum->room->OverBorder(pos, hum->GetRadius())) {
|
||||
pos.x = target->GetPos().x;
|
||||
if (hum->room->OverBorder(pos, hum->GetRadius())) {
|
||||
pos = target->GetPos();
|
||||
}
|
||||
}
|
||||
hum->SetPos(pos);
|
||||
hum->room->grid_service->MoveHuman(hum);
|
||||
hum->FindLocation();
|
||||
hum->RefreshView();
|
||||
}
|
||||
}
|
||||
}
|
||||
if (hum->GetPos().ManhattanDistance(target->GetPos()) > 180) {
|
||||
if (hum->GetPos().ManhattanDistance(target->GetPos()) > 650 &&
|
||||
hum->room->GetFrameNo() - old_ai_data_.last_findenemy_frameno > SERVER_FRAME_RATE * 3) {
|
||||
old_ai_data_.last_findenemy_frameno = hum->room->GetFrameNo();
|
||||
old_ai_data_.last_target = nullptr;
|
||||
} else {
|
||||
int speed = std::max(1, (int)hum->GetSpeed());
|
||||
hum->move_dir = target->GetPos() - hum->GetPos();
|
||||
hum->move_dir.Normalize();
|
||||
hum->attack_dir = hum->move_dir;
|
||||
speed *= 0.7;
|
||||
for (int i = 0; i < speed; ++i) {
|
||||
hum->SetPos(hum->GetPos() + hum->move_dir);
|
||||
hum->room->grid_service->MoveHuman(hum);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (hum->room->GetFrameNo() - old_ai_data_.last_attack_frameno > SERVER_FRAME_RATE + (rand() % 15)) {
|
||||
old_ai_data_.last_attack_frameno = hum->room->GetFrameNo();
|
||||
Human* sender = (Human*)owner;
|
||||
a8::Vec2 shot_dir = target->GetPos() - sender->GetPos();
|
||||
if (std::abs(shot_dir.x) > FLT_EPSILON ||
|
||||
std::abs(shot_dir.y) > FLT_EPSILON) {
|
||||
shot_dir.Normalize();
|
||||
shot_dir.Rotate((rand() % 10) / 180.0f);
|
||||
sender->attack_dir = shot_dir;
|
||||
sender->Shot(shot_dir);
|
||||
}
|
||||
}
|
||||
if (old_last_target && old_ai_data_.last_target && old_last_target == old_ai_data_.last_target) {
|
||||
++old_ai_data_.series_attack_frames;
|
||||
} else {
|
||||
old_ai_data_.series_attack_frames = 0;
|
||||
}
|
||||
if (old_ai_data_.series_attack_frames > SERVER_FRAME_RATE * 10 &&
|
||||
old_ai_data_.last_target && old_ai_data_.last_target->IsAndroid()) {
|
||||
old_ai_data_.last_target = nullptr;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -8,6 +8,9 @@ struct OldAiData
|
||||
AndroidState_e state = AS_thinking;
|
||||
int state_elapsed_time = 0;
|
||||
Human* last_target = nullptr;
|
||||
long long last_attack_frameno = 0;
|
||||
long long last_findenemy_frameno = 0;
|
||||
long long series_attack_frames = 0;
|
||||
};
|
||||
|
||||
class Human;
|
||||
@ -23,6 +26,9 @@ private:
|
||||
void ChangeToStateOldAI(AndroidState_e to_state);
|
||||
void DoMoveOldAI();
|
||||
void DoAttackOldAI();
|
||||
void UpdateNewBieNpc();
|
||||
void UpdateLastNpc();
|
||||
void UpdateNewBieRoomLogic();
|
||||
|
||||
void UpdateAiLevel1();
|
||||
void UpdateAiLevel2();
|
||||
|
Loading…
x
Reference in New Issue
Block a user