777 lines
24 KiB
C++
777 lines
24 KiB
C++
#include "precompile.h"
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#include <float.h>
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#include "android.ai.h"
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#include "android.h"
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#include "room.h"
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#include "metamgr.h"
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#include "player.h"
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const int SHUA_RANGE = 580;
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enum ShotType_e
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{
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kShotNone = 0,
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kShotClick = 1,
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kShotHold = 2,
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};
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/*
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nn目标:ai可切换,降级/升级(根据系统当前负载)
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ai级别
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1: 木桩(不射击)
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2: 站桩间隔开枪
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3: 站桩描边射击
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4: 站桩扫射(连续射击)
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5: 跑动间隔开枪
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6: 跑动描边射击
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7: 跑动扫射
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8: 跑动射击
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*/
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AndroidNewAI::~AndroidNewAI()
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{
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}
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void AndroidNewAI::Update(int delta_time)
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{
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old_ai_data_.state_elapsed_time += delta_time;
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Human* hum = (Human*)owner;
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if (hum->poisoning) {
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hum->poisoning_time += delta_time;
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}
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if (hum->poisoning) {
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hum->UpdatePoisoning();
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}
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if (hum->dead) {
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return;
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}
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#if 1
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{
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if (a8::HasBitFlag(hum->status, HS_NewBieGuideAndroid)) {
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UpdateNewBieNpc();
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return;
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}
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if (a8::HasBitFlag(hum->status, HS_LastAndroid)) {
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UpdateLastNpc();
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return;
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}
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if ((hum->room->GetRoomType() == RT_NewBrid ||
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hum->room->GetRoomType() == RT_MidBrid) &&
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hum->room->GetGasData().gas_mode != GasInactive &&
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hum->team_uuid.empty()
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) {
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UpdateNewBieRoomLogic();
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return;
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}
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}
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#endif
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if (hum->room->GetGasData().gas_mode == GasInactive) {
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DefaultAi();
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return;
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}
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UpdateNewAI();
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}
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float AndroidNewAI::GetAttackRate()
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{
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if (!ai_meta) {
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return 1;
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} else {
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return ai_meta->i->attack_rate();
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}
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}
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void AndroidNewAI::DefaultAi()
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{
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switch (old_ai_data_.state) {
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case AS_thinking:
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{
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if (old_ai_data_.state_elapsed_time > 1500 + rand() % 3000) {
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int rnd = rand();
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if (rnd % 100 < 30) {
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ChangeToStateOldAI(AS_moving);
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} else if (rnd % 100 < 50) {
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ChangeToStateOldAI(AS_attack);
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}
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}
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}
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break;
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case AS_moving:
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{
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if (old_ai_data_.state_elapsed_time < 1000 + rand() % 2000) {
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DoMoveOldAI();
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} else {
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int rnd = rand();
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if (rnd % 100 < 30) {
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ChangeToStateOldAI(AS_thinking);
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} else if (rnd % 100 < 50) {
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ChangeToStateOldAI(AS_attack);
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}
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}
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}
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break;
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case AS_attack:
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{
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if ((old_ai_data_.state_elapsed_time < 3000 && old_ai_data_.last_target) ||
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(old_ai_data_.state_elapsed_time < 1100)) {
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DoAttackOldAI();
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} else {
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int rnd = rand();
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if (rnd % 100 < 30) {
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ChangeToStateOldAI(AS_moving);
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} else if (rnd % 100 < 50) {
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ChangeToStateOldAI(AS_thinking);
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}
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}
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}
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break;
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}
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}
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void AndroidNewAI::ChangeToStateOldAI(AndroidState_e to_state)
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{
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old_ai_data_.state = to_state;
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old_ai_data_.state_elapsed_time = 0;
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switch (old_ai_data_.state) {
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case AS_moving:
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{
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Human* hum = (Human*)owner;
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hum->move_dir = a8::Vec2(1.0f, 0);
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hum->move_dir.Rotate(a8::RandAngle());
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hum->move_dir.Normalize();
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hum->attack_dir = hum->move_dir;
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}
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break;
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default:
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break;
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}
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}
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void AndroidNewAI::DoMoveOldAI()
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{
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Human* hum = (Human*)owner;
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if (hum->room->IsWaitingStart()) {
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return;
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}
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if (owner->UpdatedTimes() % 2 == 0) {
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Human* hum = (Human*)owner;
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int speed = std::max(1, (int)hum->GetSpeed());
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if (a8::HasBitFlag(hum->status, HS_NewBieGuideAndroid) &&
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hum->room->GetFrameNo() - hum->enable_frameno < SERVER_FRAME_RATE * 8) {
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hum->move_dir = hum->room->GetFirstNewBie()->GetPos() - hum->GetPos();
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hum->move_dir.Normalize();
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}
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for (int i = 0; i < speed; ++i) {
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a8::Vec2 old_pos = hum->GetPos();
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hum->SetPos(hum->GetPos() + hum->move_dir);
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if (hum->IsCollisionInMapService()) {
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hum->SetPos(old_pos);
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if (i == 0) {
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hum->FindPathInMapService();
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}
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break;
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}
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hum->room->grid_service->MoveHuman(hum);
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}
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}
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}
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void AndroidNewAI::DoAttackOldAI()
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{
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Human* hum = (Human*)owner;
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if (hum->room->IsWaitingStart()) {
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return;
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}
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if (hum->room->GetGasData().gas_mode == GasInactive) {
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return;
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}
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if (owner->UpdatedTimes() % 10 == 0) {
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Human* enemy = owner->room->FindEnemy((Human*)owner);
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if (enemy) {
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Human* sender = (Human*)owner;
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a8::Vec2 shot_dir = enemy->GetPos() - sender->GetPos();
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if (std::abs(shot_dir.x) > FLT_EPSILON ||
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std::abs(shot_dir.y) > FLT_EPSILON) {
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shot_dir.Normalize();
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shot_dir.Rotate((rand() % 10) / 180.0f);
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sender->attack_dir = shot_dir;
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bool shot_ok = false;
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sender->Shot(shot_dir, shot_ok);
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}
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}
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old_ai_data_.last_target = enemy;
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}
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}
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void AndroidNewAI::UpdateNewBieNpc()
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{
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Human* hum = (Human*)owner;
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if (hum->room->GetFrameNo() - hum->enable_frameno < 2) {
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if (hum->GetPos().ManhattanDistance(hum->room->GetFirstNewBie()->GetPos()) > 100) {
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hum->move_dir = hum->room->GetFirstNewBie()->GetPos() - hum->GetPos();
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hum->move_dir.Normalize();
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}
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hum->attack_dir = hum->move_dir;
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if (hum->curr_weapon->weapon_idx != 0) {
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hum->curr_weapon->ammo = MetaMgr::Instance()->newbie_first_robot_ammo;
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}
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} else if (hum->room->GetFrameNo() - hum->enable_frameno < SERVER_FRAME_RATE * 1.5) {
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int speed = std::max(1, (int)hum->GetSpeed());
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for (int i = 0; i < speed; ++i) {
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hum->SetPos(hum->GetPos() + hum->move_dir);
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hum->room->grid_service->MoveHuman(hum);
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}
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} else if (hum->room->GetFrameNo() - hum->enable_frameno < SERVER_FRAME_RATE * 3) {
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Human* enemy = hum->room->GetFirstNewBie();
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Human* sender = hum;
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a8::Vec2 shot_dir = enemy->GetPos() - sender->GetPos();
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if (std::abs(shot_dir.x) > FLT_EPSILON ||
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std::abs(shot_dir.y) > FLT_EPSILON) {
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shot_dir.Normalize();
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shot_dir.Rotate((rand() % 10) / 180.0f);
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sender->attack_dir = shot_dir;
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bool shot_ok = false;
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sender->Shot(shot_dir, shot_ok);
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}
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} else {
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a8::UnSetBitFlag(hum->status, HS_NewBieGuideAndroid);
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}
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}
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void AndroidNewAI::UpdateLastNpc()
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{
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Human* hum = (Human*)owner;
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if (hum->room->GetFrameNo() - hum->enable_frameno < 2) {
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if (hum->GetPos().ManhattanDistance(hum->last_human_target->GetPos()) > 100) {
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hum->move_dir = hum->last_human_target->GetPos() - hum->GetPos();
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hum->move_dir.Normalize();
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}
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hum->attack_dir = hum->move_dir;
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if (hum->curr_weapon->weapon_idx != 0) {
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hum->curr_weapon->ammo = MetaMgr::Instance()->newbie_first_robot_ammo * 2;
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}
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} else if (hum->room->GetFrameNo() - hum->enable_frameno < SERVER_FRAME_RATE * 1.5) {
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int speed = std::max(1, (int)hum->GetSpeed());
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for (int i = 0; i < speed; ++i) {
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a8::Vec2 old_pos = hum->GetPos();
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hum->SetPos(hum->GetPos() + hum->move_dir);
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if (!hum->room->OverBorder(hum->GetPos(), hum->meta->i->radius())) {
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hum->room->grid_service->MoveHuman(hum);
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} else {
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hum->SetPos(old_pos);
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break;
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}
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}
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} else if (hum->room->GetFrameNo() - hum->enable_frameno < SERVER_FRAME_RATE * 3) {
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Human* enemy = hum->last_human_target;
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Human* sender = hum;
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a8::Vec2 shot_dir = enemy->GetPos() - sender->GetPos();
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if (std::abs(shot_dir.x) > FLT_EPSILON ||
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std::abs(shot_dir.y) > FLT_EPSILON) {
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shot_dir.Normalize();
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shot_dir.Rotate((rand() % 10) / 180.0f);
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sender->attack_dir = shot_dir;
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bool shot_ok = false;
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sender->Shot(shot_dir, shot_ok);
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}
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} else {
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a8::UnSetBitFlag(hum->status, HS_LastAndroid);
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}
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}
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void AndroidNewAI::UpdateNewBieRoomLogic()
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{
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Human* hum = (Human*)owner;
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Human* old_last_target = old_ai_data_.last_target;
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Human* target = old_ai_data_.last_target;
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if ((old_ai_data_.last_target && old_ai_data_.last_target->real_dead) || !old_ai_data_.last_target) {
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if (hum->last_human_target && !hum->last_human_target->dead) {
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target = hum->last_human_target;
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} else {
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if (rand() % 100 < 70) {
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hum->room->TouchPlayerList
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(
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a8::XParams(),
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[hum, &target] (Player* player, a8::XParams& param)
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{
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if (!player->dead && hum->team_id != player->team_id) {
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if (!target) {
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target = player;
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} else {
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if (hum->GetPos().ManhattanDistance(player->GetPos()) <
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hum->GetPos().ManhattanDistance(target->GetPos())) {
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target = player;
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}
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}
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}
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});
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} else {
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hum->room->TouchHumanList
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(
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a8::XParams(),
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[hum, &target] (Human* huma, a8::XParams& param)
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{
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if (!huma->dead &&
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huma->IsAndroid() &&
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hum->team_id != huma->team_id &&
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!a8::HasBitFlag(huma->status, HS_Disable)) {
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if (!target) {
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target = huma;
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} else {
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if (hum->GetPos().ManhattanDistance(huma->GetPos()) <
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hum->GetPos().ManhattanDistance(target->GetPos())) {
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target = huma;
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}
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}
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}
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return true;
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});
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}
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}
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old_ai_data_.last_target = target;
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}
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if (!target) {
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return;
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}
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if (target->IsPlayer()) {
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if (hum->room->AliveCount() < 15) {
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if (hum->GetPos().ManhattanDistance(target->GetPos()) > 1000) {
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a8::Vec2 pos = target->GetPos();
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a8::Vec2 dir = target->move_dir;
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dir = a8::Vec2::UP;
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if (rand() % 100 < 1) {
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dir.Rotate(a8::RandAngle() / 2.0f);
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} else {
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dir.Rotate(a8::RandAngle());
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}
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pos = pos + dir * SHUA_RANGE;
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if (hum->room->OverBorder(pos, hum->GetRadius())) {
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pos.x = target->GetPos().x;
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if (hum->room->OverBorder(pos, hum->GetRadius())) {
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pos = target->GetPos();
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}
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}
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hum->SetPos(pos);
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hum->room->grid_service->MoveHuman(hum);
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hum->FindLocation();
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hum->RefreshView();
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}
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}
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}
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if (hum->GetPos().ManhattanDistance(target->GetPos()) > 180) {
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if (hum->GetPos().ManhattanDistance(target->GetPos()) > 650 &&
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hum->room->GetFrameNo() - old_ai_data_.last_findenemy_frameno > SERVER_FRAME_RATE * 3) {
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old_ai_data_.last_findenemy_frameno = hum->room->GetFrameNo();
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old_ai_data_.last_target = nullptr;
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} else {
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int speed = std::max(1, (int)hum->GetSpeed());
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hum->move_dir = target->GetPos() - hum->GetPos();
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hum->move_dir.Normalize();
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hum->attack_dir = hum->move_dir;
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speed *= 0.7;
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for (int i = 0; i < speed; ++i) {
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hum->SetPos(hum->GetPos() + hum->move_dir);
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hum->room->grid_service->MoveHuman(hum);
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}
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}
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} else {
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if (hum->room->GetFrameNo() - old_ai_data_.last_attack_frameno > SERVER_FRAME_RATE + (rand() % 15)) {
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old_ai_data_.last_attack_frameno = hum->room->GetFrameNo();
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Human* sender = (Human*)owner;
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a8::Vec2 shot_dir = target->GetPos() - sender->GetPos();
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if (std::abs(shot_dir.x) > FLT_EPSILON ||
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std::abs(shot_dir.y) > FLT_EPSILON) {
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shot_dir.Normalize();
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shot_dir.Rotate((rand() % 10) / 180.0f);
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sender->attack_dir = shot_dir;
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bool shot_ok = false;
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sender->Shot(shot_dir, shot_ok);
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}
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}
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if (old_last_target && old_ai_data_.last_target && old_last_target == old_ai_data_.last_target) {
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++old_ai_data_.series_attack_frames;
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} else {
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old_ai_data_.series_attack_frames = 0;
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}
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if (old_ai_data_.series_attack_frames > SERVER_FRAME_RATE * 10 &&
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old_ai_data_.last_target && old_ai_data_.last_target->IsAndroid()) {
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old_ai_data_.last_target = nullptr;
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}
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}
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}
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void AndroidNewAI::UpdateNewAI()
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{
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Human* hum = (Human*)owner;
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if (a8::HasBitFlag(hum->status, HS_Disable)) {
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return;
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}
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if (!ai_meta && GetAiLevel() != 0) {
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ai_meta = MetaMgr::Instance()->GetAI(GetAiLevel());
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if (!ai_meta) {
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abort();
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}
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}
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++node_.exec_frame_num;
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hum->shot_hold = false;
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switch (node_.main_state) {
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case ASE_Idle:
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{
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UpdateIdle();
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}
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break;
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case ASE_Thinking:
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{
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UpdateThinking();
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}
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break;
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case ASE_Attack:
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{
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UpdateAttack();
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}
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break;
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case ASE_RandomWalk:
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{
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UpdateRandomWalk();
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}
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break;
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case ASE_Pursuit:
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{
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UpdatePursuit();
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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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}
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break;
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}
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if (moving_) {
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DoMoveNewAI();
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}
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}
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void AndroidNewAI::UpdateIdle()
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{
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Human* hum = (Human*)owner;
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if (hum->room->GetFrameNo() > node_.frameno + node_.param1) {
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ChangeToStateNewAI(ASE_Thinking);
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}
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}
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void AndroidNewAI::UpdateThinking()
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{
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Human* hum = (Human*)owner;
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if (hum->room->GetGasData().gas_mode == GasInactive ||
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hum->room->IsWaitingStart()) {
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if (hum->room->IsWaitingStart()) {
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ChangeToStateNewAI(ASE_Idle);
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} else {
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ChangeToStateNewAI(ASE_RandomWalk);
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}
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} else {
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Human* target = GetTarget();
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if (target) {
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node_.target = target;
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ChangeToStateNewAI(ASE_Attack);
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} else {
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if (hum->room->GetFrameNo() >= node_.next_random_move_frameno) {
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if ((rand() % 7) < 4) {
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ChangeToStateNewAI(ASE_Idle);
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} else {
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ChangeToStateNewAI(ASE_RandomWalk);
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}
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} else {
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ChangeToStateNewAI(ASE_Idle);
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node_.param1 = node_.next_random_move_frameno - hum->room->GetFrameNo();
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}
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}
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}
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}
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void AndroidNewAI::UpdateAttack()
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{
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Human* myself = (Human*)owner;
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if (!node_.target || node_.target->dead) {
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ChangeToStateNewAI(ASE_Thinking);
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return;
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}
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if (node_.exec_frame_num > SERVER_FRAME_RATE * 8) {
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ChangeToStateNewAI(ASE_Thinking);
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return;
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||
}
|
||
float distance = myself->GetPos().Distance(node_.target->GetPos());
|
||
if (distance > GetAttackRange()) {
|
||
if (ai_meta->i->pursuit_radius() <= 0) {
|
||
//站桩
|
||
ChangeToStateNewAI(ASE_Thinking);
|
||
} else {
|
||
if (distance < ai_meta->i->pursuit_radius()) {
|
||
//追击
|
||
ChangeToStateNewAI(ASE_Pursuit);
|
||
} else {
|
||
ChangeToStateNewAI(ASE_Thinking);
|
||
}
|
||
}
|
||
return;
|
||
}
|
||
//攻击逻辑
|
||
switch (ai_meta->i->attack_type()) {
|
||
case kShotClick:
|
||
{
|
||
if (ai_meta->i->attack_interval() > 0) {
|
||
if (node_.shot_times < GetAttackTimes()) {
|
||
DoShotNewAI();
|
||
} else {
|
||
ChangeToStateNewAI(ASE_Idle);
|
||
node_.next_total_shot_times = node_.total_shot_times;
|
||
node_.param1 = ai_meta->i->attack_interval() / 1000 * SERVER_FRAME_RATE;
|
||
}
|
||
} else {
|
||
myself->shot_hold = true;
|
||
DoShotNewAI();
|
||
}
|
||
}
|
||
break;
|
||
case kShotHold:
|
||
{
|
||
myself->shot_hold = true;
|
||
DoShotNewAI();
|
||
}
|
||
break;
|
||
default:
|
||
{
|
||
ChangeToStateNewAI(ASE_Idle);
|
||
}
|
||
break;
|
||
}
|
||
}
|
||
|
||
void AndroidNewAI::UpdateRandomWalk()
|
||
{
|
||
Human* hum = (Human*)owner;
|
||
if (hum->room->GetFrameNo() > node_.frameno + node_.param1) {
|
||
ChangeToStateNewAI(ASE_Thinking);
|
||
}
|
||
}
|
||
|
||
void AndroidNewAI::UpdatePursuit()
|
||
{
|
||
Human* myself = (Human*)owner;
|
||
float distance = myself->GetPos().Distance(node_.target->GetPos());
|
||
if (distance < GetAttackRange()) {
|
||
ChangeToStateNewAI(ASE_Attack);
|
||
} else {
|
||
if (node_.exec_frame_num > 100 * 2) {
|
||
ChangeToStateNewAI(ASE_RandomWalk);
|
||
}
|
||
}
|
||
}
|
||
|
||
void AndroidNewAI::DoMoveNewAI()
|
||
{
|
||
Human* hum = (Human*)owner;
|
||
if (std::abs(hum->move_dir.x) > FLT_EPSILON ||
|
||
std::abs(hum->move_dir.y) > FLT_EPSILON) {
|
||
hum->on_move_collision =
|
||
[this] () {
|
||
ChangeToStateNewAI(ASE_RandomWalk);
|
||
return false;
|
||
};
|
||
int speed = std::max(1, (int)hum->GetSpeed()) * 1;
|
||
hum->_UpdateMove(speed);
|
||
hum->on_move_collision = nullptr;
|
||
if (node_.nearest_human) {
|
||
if (node_.main_state != ASE_Pursuit &&
|
||
hum->GetPos().ManhattanDistance(node_.nearest_human->GetPos()) < 200) {
|
||
ChangeToStateNewAI(ASE_Thinking);
|
||
} else if (hum->GetPos().ManhattanDistance(node_.nearest_human->GetPos()) > 800) {
|
||
GetTarget();
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
void AndroidNewAI::ChangeToStateNewAI(AndroidStateEx_e to_state)
|
||
{
|
||
Human* hum = (Human*)owner;
|
||
switch (to_state) {
|
||
case ASE_Idle:
|
||
{
|
||
node_.target = nullptr;
|
||
node_.param1 = 0;
|
||
node_.start_shot_frameno = 0;
|
||
node_.shot_times = 0;
|
||
moving_ = false;
|
||
if (hum->room->GetGasData().gas_mode == GasInactive ||
|
||
hum->room->IsWaitingStart()) {
|
||
node_.param1 = rand() % (3 * SERVER_FRAME_RATE);
|
||
} else {
|
||
node_.param1 = rand() % (2 * SERVER_FRAME_RATE);
|
||
}
|
||
}
|
||
break;
|
||
case ASE_Thinking:
|
||
{
|
||
node_.target = nullptr;
|
||
node_.param1 = 0;
|
||
node_.start_shot_frameno = 0;
|
||
node_.shot_times = 0;
|
||
moving_ = false;
|
||
}
|
||
break;
|
||
case ASE_Attack:
|
||
{
|
||
node_.param1 = 0;
|
||
node_.start_shot_frameno = 0;
|
||
node_.shot_times = 0;
|
||
moving_ = false;
|
||
node_.shot_times = 0;
|
||
}
|
||
break;
|
||
case ASE_RandomWalk:
|
||
{
|
||
moving_ = true;
|
||
node_.target = nullptr;
|
||
#if 1
|
||
node_.param1 = SERVER_FRAME_RATE * ai_meta->GetMoveTime();
|
||
#else
|
||
node_.param1 = SERVER_FRAME_RATE * 5 + rand() % (SERVER_FRAME_RATE * 3);
|
||
#endif
|
||
node_.start_shot_frameno = 0;
|
||
node_.shot_times = 0;
|
||
node_.next_random_move_frameno = hum->room->GetFrameNo() +
|
||
SERVER_FRAME_RATE * ai_meta->GetMoveIdleTime();
|
||
hum->move_dir = a8::Vec2(1.0f, 0);
|
||
hum->move_dir.Rotate(a8::RandAngle());
|
||
hum->move_dir.Normalize();
|
||
hum->attack_dir = hum->move_dir;
|
||
if (node_.param1 <= 1) {
|
||
moving_ = false;
|
||
}
|
||
}
|
||
break;
|
||
case ASE_Pursuit:
|
||
{
|
||
moving_ = true;
|
||
if (node_.target) {
|
||
hum->move_dir = node_.target->GetPos() - hum->GetPos();
|
||
hum->move_dir.Normalize();
|
||
hum->attack_dir = hum->move_dir;
|
||
}
|
||
}
|
||
break;
|
||
}
|
||
node_.main_state = to_state;
|
||
node_.frameno = hum->room->GetFrameNo();
|
||
node_.exec_frame_num = 0;
|
||
}
|
||
|
||
Human* AndroidNewAI::GetTarget()
|
||
{
|
||
if (GetAiLevel() <= 1) {
|
||
return nullptr;
|
||
}
|
||
Human* myself = (Human*)owner;
|
||
if (myself->room->GetGasData().gas_mode == GasInactive) {
|
||
return nullptr;
|
||
}
|
||
|
||
Human* target = nullptr;
|
||
myself->TouchAllLayerHumanList
|
||
(
|
||
[myself, &target] (Human* hum, bool& stop)
|
||
{
|
||
if (hum->dead) {
|
||
return;
|
||
}
|
||
if (a8::HasBitFlag(hum->status, HS_Disable)) {
|
||
return;
|
||
}
|
||
if (myself->team_id == hum->team_id) {
|
||
return;
|
||
}
|
||
if (target) {
|
||
if (myself->GetPos().ManhattanDistance(target->GetPos()) >
|
||
myself->GetPos().ManhattanDistance(hum->GetPos())) {
|
||
target = hum;
|
||
}
|
||
} else {
|
||
target = hum;
|
||
}
|
||
});
|
||
if (target) {
|
||
node_.nearest_human = target;
|
||
node_.last_check_nearest_human_frameno = myself->room->GetFrameNo();
|
||
float distance = myself->GetPos().Distance(target->GetPos());
|
||
if (distance > GetAttackRange()) {
|
||
target = nullptr;
|
||
}
|
||
}
|
||
return target;
|
||
}
|
||
|
||
float AndroidNewAI::GetAttackRange()
|
||
{
|
||
float attack_range = 0;
|
||
Human* myself = (Human*)owner;
|
||
if (myself->curr_weapon && myself->curr_weapon->meta) {
|
||
attack_range = myself->curr_weapon->meta->i->range();
|
||
}
|
||
attack_range = std::min(ai_meta->i->attack_range(), (int)attack_range);
|
||
return attack_range;
|
||
}
|
||
|
||
void AndroidNewAI::DoShotNewAI()
|
||
{
|
||
Human* myself = (Human*)owner;
|
||
if (!node_.target) {
|
||
return;
|
||
}
|
||
|
||
bool shot_ok = false;
|
||
a8::Vec2 shot_dir = myself->attack_dir;
|
||
if (node_.total_shot_times >= node_.next_total_shot_times) {
|
||
shot_dir = node_.target->GetPos() - myself->GetPos();
|
||
node_.next_total_shot_times += 7 + (rand() % 6);
|
||
myself->attack_dir = shot_dir;
|
||
}
|
||
if (std::abs(shot_dir.x) > FLT_EPSILON ||
|
||
std::abs(shot_dir.y) > FLT_EPSILON) {
|
||
shot_dir.Normalize();
|
||
if (ai_meta->i->shot_offset_angle() > 0) {
|
||
int shot_offset_angle = a8::RandEx(ai_meta->i->shot_offset_angle(),
|
||
1);
|
||
if (rand() % 10 < 3) {
|
||
shot_dir.Rotate(shot_offset_angle / 180.0f);
|
||
} else {
|
||
shot_dir.Rotate(shot_offset_angle / -180.0f);
|
||
}
|
||
}
|
||
a8::Vec2 old_attack_dir = myself->attack_dir;
|
||
myself->attack_dir = shot_dir;
|
||
myself->Shot(shot_dir, shot_ok);
|
||
myself->attack_dir = old_attack_dir;
|
||
if (shot_ok) {
|
||
if (node_.shot_times <= 0) {
|
||
node_.start_shot_frameno = myself->room->GetFrameNo();
|
||
}
|
||
++node_.shot_times;
|
||
++node_.total_shot_times;
|
||
}
|
||
}
|
||
}
|
||
|
||
int AndroidNewAI::GetAttackTimes()
|
||
{
|
||
Human* myself = (Human*)owner;
|
||
if (myself->curr_weapon) {
|
||
return std::min(ai_meta->i->attack_times(), myself->curr_weapon->GetClipVolume());
|
||
} else {
|
||
return ai_meta->i->attack_times();
|
||
}
|
||
}
|