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@ -136,7 +136,7 @@ void HeroAI::UpdateThinking()
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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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node_.target.Attach(target);
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ChangeToStateAI(HSE_Attack);
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} else {
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if (hero->room->GetFrameNo() >= node_.next_random_move_frameno) {
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@ -156,7 +156,7 @@ void HeroAI::UpdateThinking()
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void HeroAI::UpdateAttack()
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{
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Hero* myself = (Hero*)owner;
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if (!node_.target || node_.target->dead) {
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if (!node_.target.Get() || node_.target.Get()->dead) {
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ChangeToStateAI(HSE_Thinking);
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return;
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}
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@ -164,7 +164,7 @@ void HeroAI::UpdateAttack()
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ChangeToStateAI(HSE_Thinking);
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return;
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}
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float distance = myself->GetPos().Distance(node_.target->GetPos());
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float distance = myself->GetPos().Distance(node_.target.Get()->GetPos());
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if (distance > GetAttackRange()) {
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if (ai_meta->i->pursuit_radius() <= 0) {
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//站桩
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@ -222,7 +222,7 @@ void HeroAI::UpdateRandomWalk()
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void HeroAI::UpdatePursuit()
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{
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Hero* myself = (Hero*)owner;
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float distance = myself->GetPos().Distance(node_.target->GetPos());
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float distance = myself->GetPos().Distance(node_.target.Get()->GetPos());
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if (!myself->HasBuffEffect(kBET_Jump) &&
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distance < GetAttackRange()) {
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ChangeToStateAI(HSE_Attack);
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@ -255,7 +255,7 @@ void HeroAI::ChangeToStateAI(HeroState_e to_state)
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switch (to_state) {
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case HSE_Idle:
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{
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node_.target = nullptr;
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node_.target.Reset();
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node_.param1 = 0;
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node_.start_shot_frameno = 0;
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node_.shot_times = 0;
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@ -271,7 +271,7 @@ void HeroAI::ChangeToStateAI(HeroState_e to_state)
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break;
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case HSE_Thinking:
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{
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node_.target = nullptr;
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node_.target.Reset();
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node_.param1 = 0;
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node_.start_shot_frameno = 0;
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node_.shot_times = 0;
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@ -290,7 +290,7 @@ void HeroAI::ChangeToStateAI(HeroState_e to_state)
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case HSE_RandomWalk:
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{
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moving_ = true;
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node_.target = nullptr;
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node_.target.Reset();
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#if 1
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node_.param1 = SERVER_FRAME_RATE * ai_meta->GetMoveTime();
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#else
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@ -314,8 +314,8 @@ void HeroAI::ChangeToStateAI(HeroState_e to_state)
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case HSE_Pursuit:
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{
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moving_ = true;
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if (node_.target) {
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hero->move_dir = node_.target->GetPos() - hero->GetPos();
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if (node_.target.Get()) {
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hero->move_dir = node_.target.Get()->GetPos() - hero->GetPos();
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hero->move_dir.Normalize();
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#if 0
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hero->attack_dir = hero->move_dir;
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@ -363,7 +363,7 @@ Human* HeroAI::GetTarget()
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}
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});
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if (target) {
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node_.nearest_human = target;
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node_.nearest_human.Attach(target);
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node_.last_check_nearest_human_frameno = myself->room->GetFrameNo();
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float distance = myself->GetPos().Distance(target->GetPos());
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if (distance > GetAttackRange()) {
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@ -389,14 +389,14 @@ float HeroAI::GetAttackRange()
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void HeroAI::DoShotAI()
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{
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Hero* myself = (Hero*)owner;
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if (!node_.target) {
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if (!node_.target.Get()) {
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return;
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}
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bool shot_ok = false;
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a8::Vec2 shot_dir = myself->attack_dir;
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if (node_.total_shot_times >= node_.next_total_shot_times) {
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shot_dir = node_.target->GetPos() - myself->GetPos();
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shot_dir = node_.target.Get()->GetPos() - myself->GetPos();
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node_.next_total_shot_times += 7 + (rand() % 6);
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myself->attack_dir = shot_dir;
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}
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@ -1,6 +1,7 @@
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#pragma once
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#include "aicomponent.h"
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#include "weakptr.h"
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namespace MetaData
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{
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@ -30,8 +31,8 @@ public:
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int next_total_shot_times = 0;
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long long param1 = 0;
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Human* target = nullptr;
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Human* nearest_human = nullptr;
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CreatureWeakPtr target;
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CreatureWeakPtr nearest_human;
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long long last_check_nearest_human_frameno = 0;
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a8::Vec2 shot_dir;
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};
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