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@ -115,7 +115,7 @@ void AndroidNewAI::DefaultAi()
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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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if ((old_ai_data_.state_elapsed_time < 3000 && old_ai_data_.last_target.Get()) ||
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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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@ -208,7 +208,7 @@ void AndroidNewAI::DoAttackOldAI()
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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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old_ai_data_.last_target.Attach(enemy);
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}
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}
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@ -291,9 +291,10 @@ void AndroidNewAI::UpdateLastNpc()
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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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Creature* old_last_target = old_ai_data_.last_target.Get();
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Creature* target = old_ai_data_.last_target.Get();
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if ((old_ai_data_.last_target.Get() && old_ai_data_.last_target.Get()->real_dead) ||
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!old_ai_data_.last_target.Get()) {
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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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@ -337,7 +338,7 @@ void AndroidNewAI::UpdateNewBieRoomLogic()
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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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old_ai_data_.last_target.Attach(target);
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}
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if (!target) {
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return;
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@ -371,7 +372,7 @@ void AndroidNewAI::UpdateNewBieRoomLogic()
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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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old_ai_data_.last_target.Reset();
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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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@ -397,14 +398,14 @@ void AndroidNewAI::UpdateNewBieRoomLogic()
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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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if (old_last_target && old_ai_data_.last_target.Get() && old_last_target == old_ai_data_.last_target.Get()) {
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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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old_ai_data_.last_target.Get() && old_ai_data_.last_target.Get()->IsAndroid()) {
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old_ai_data_.last_target.Reset();
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}
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}
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}
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@ -483,7 +484,7 @@ void AndroidNewAI::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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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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@ -503,7 +504,7 @@ void AndroidNewAI::UpdateThinking()
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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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if (!node_.target.Get() || node_.target.Get()->dead) {
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ChangeToStateNewAI(ASE_Thinking);
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return;
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}
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@ -511,7 +512,7 @@ void AndroidNewAI::UpdateAttack()
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ChangeToStateNewAI(ASE_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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@ -569,7 +570,7 @@ void AndroidNewAI::UpdateRandomWalk()
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void AndroidNewAI::UpdatePursuit()
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{
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Human* myself = (Human*)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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!a8::HasBitFlag(myself->status, HS_DisableAttack) &&
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distance < GetAttackRange()) {
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@ -594,11 +595,11 @@ void AndroidNewAI::DoMoveNewAI()
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int speed = std::max(1, (int)hum->GetSpeed()) * 1;
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hum->_UpdateMove(speed);
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hum->on_move_collision = nullptr;
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if (node_.nearest_human) {
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if (node_.nearest_human.Get()) {
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if (node_.main_state != ASE_Pursuit &&
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hum->GetPos().ManhattanDistance(node_.nearest_human->GetPos()) < 200) {
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hum->GetPos().ManhattanDistance(node_.nearest_human.Get()->GetPos()) < 200) {
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ChangeToStateNewAI(ASE_Thinking);
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} else if (hum->GetPos().ManhattanDistance(node_.nearest_human->GetPos()) > 800) {
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} else if (hum->GetPos().ManhattanDistance(node_.nearest_human.Get()->GetPos()) > 800) {
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GetTarget();
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}
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}
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@ -611,7 +612,7 @@ void AndroidNewAI::ChangeToStateNewAI(AndroidStateEx_e to_state)
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switch (to_state) {
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case ASE_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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@ -627,7 +628,7 @@ void AndroidNewAI::ChangeToStateNewAI(AndroidStateEx_e to_state)
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break;
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case ASE_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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@ -646,7 +647,7 @@ void AndroidNewAI::ChangeToStateNewAI(AndroidStateEx_e to_state)
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case ASE_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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@ -668,8 +669,8 @@ void AndroidNewAI::ChangeToStateNewAI(AndroidStateEx_e to_state)
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case ASE_Pursuit:
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{
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moving_ = true;
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if (node_.target) {
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hum->move_dir = node_.target->GetPos() - hum->GetPos();
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if (node_.target.Get()) {
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hum->move_dir = node_.target.Get()->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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}
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@ -715,7 +716,7 @@ Human* AndroidNewAI::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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@ -739,14 +740,14 @@ float AndroidNewAI::GetAttackRange()
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void AndroidNewAI::DoShotNewAI()
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{
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Human* myself = (Human*)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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enum AndroidState_e
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{
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@ -32,8 +33,8 @@ 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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@ -42,7 +43,7 @@ struct OldAiData
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{
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AndroidState_e state = AS_thinking;
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int state_elapsed_time = 0;
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Human* last_target = nullptr;
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CreatureWeakPtr last_target;
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long long last_attack_frameno = 0;
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long long last_findenemy_frameno = 0;
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long long series_attack_frames = 0;
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@ -21,6 +21,7 @@ class Creature : public MoveableEntity
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int status = 0;
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bool dead = false;
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bool real_dead = false;
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int team_id = 0;
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bool aiming = false;
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a8::Vec2 attack_dir;
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@ -87,7 +87,6 @@ class Human : public Creature
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int emoji2 = 0;
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int parachute = 0;
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bool has_pass = 0;
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bool real_dead = false;
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xtimer_list* revive_timer = nullptr;
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int dead_times = 0;
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long long dead_frameno = 0;
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