444 lines
11 KiB
C++
444 lines
11 KiB
C++
#include "precompile.h"
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#include <float.h>
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#include "hero.ai.h"
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#include "hero.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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HeroAI::~HeroAI()
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{
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}
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void HeroAI::Update(int delta_time)
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{
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Hero* hero = (Hero*)owner;
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#if 0
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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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#endif
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if (hero->dead) {
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return;
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}
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UpdateAI();
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}
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float HeroAI::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 HeroAI::UpdateAI()
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{
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Hero* hero = (Hero*)owner;
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if (!ai_meta && GetAiLevel() != 0) {
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ai_meta = MetaMgr::Instance()->GetAI(GetAiLevel(), 0);
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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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hero->shot_hold = false;
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switch (node_.main_state) {
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case HSE_Idle:
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{
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UpdateIdle();
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}
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break;
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case HSE_Thinking:
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{
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UpdateThinking();
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}
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break;
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case HSE_Attack:
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{
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UpdateAttack();
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}
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break;
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case HSE_RandomWalk:
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{
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UpdateRandomWalk();
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}
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break;
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case HSE_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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DoMoveAI();
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}
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}
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void HeroAI::UpdateIdle()
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{
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Hero* hero = (Hero*)owner;
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if (hero->room->GetFrameNo() > node_.frameno + node_.param1) {
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ChangeToStateAI(HSE_Thinking);
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}
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}
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void HeroAI::UpdateThinking()
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{
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#if 1
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ChangeToStateAI(HSE_RandomWalk);
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return ;
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#endif
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Hero* hero = (Hero*)owner;
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if (hero->room->GetGasData().gas_mode == GasInactive ||
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hero->room->IsWaitingStart() ||
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hero->HasBuffEffect(kBET_Jump)
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) {
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if (hero->room->IsWaitingStart()) {
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ChangeToStateAI(HSE_Idle);
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} else {
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ChangeToStateAI(HSE_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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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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if ((rand() % 7) < 4) {
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ChangeToStateAI(HSE_Idle);
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} else {
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ChangeToStateAI(HSE_RandomWalk);
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}
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} else {
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ChangeToStateAI(HSE_Idle);
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node_.param1 = node_.next_random_move_frameno - hero->room->GetFrameNo();
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}
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}
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}
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}
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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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ChangeToStateAI(HSE_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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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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if (distance > GetAttackRange()) {
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if (ai_meta->i->pursuit_radius() <= 0) {
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//站桩
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ChangeToStateAI(HSE_Thinking);
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} else {
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if (distance < ai_meta->i->pursuit_radius()) {
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//追击
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ChangeToStateAI(HSE_Pursuit);
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} else {
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ChangeToStateAI(HSE_Thinking);
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}
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}
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return;
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}
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//攻击逻辑
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switch (ai_meta->i->attack_type()) {
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case kShotClick:
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{
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if (ai_meta->i->attack_interval() > 0) {
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if (node_.shot_times < GetAttackTimes()) {
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DoShotAI();
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} else {
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ChangeToStateAI(HSE_Idle);
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node_.next_total_shot_times = node_.total_shot_times;
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node_.param1 = ai_meta->i->attack_interval() / 1000 * SERVER_FRAME_RATE;
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}
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} else {
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myself->shot_hold = true;
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DoShotAI();
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}
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}
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break;
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case kShotHold:
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{
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myself->shot_hold = true;
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DoShotAI();
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}
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break;
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default:
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{
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ChangeToStateAI(HSE_Idle);
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}
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break;
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}
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}
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void HeroAI::UpdateRandomWalk()
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{
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Hero* hero = (Hero*)owner;
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if (hero->room->GetFrameNo() > node_.frameno + node_.param1) {
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ChangeToStateAI(HSE_Thinking);
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}
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}
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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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if (!myself->HasBuffEffect(kBET_Jump) &&
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distance < GetAttackRange()) {
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ChangeToStateAI(HSE_Attack);
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} else {
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if (node_.exec_frame_num > 100 * 2) {
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ChangeToStateAI(HSE_RandomWalk);
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}
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}
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}
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void HeroAI::DoMoveAI()
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{
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Hero* hero = (Hero*)owner;
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if (std::abs(hero->move_dir.x) > FLT_EPSILON ||
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std::abs(hero->move_dir.y) > FLT_EPSILON) {
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hero->on_move_collision =
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[this] () {
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ChangeToStateAI(HSE_RandomWalk);
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return false;
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};
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int speed = std::max(1, (int)hero->GetSpeed()) * 1;
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hero->_UpdateMove(speed);
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hero->on_move_collision = nullptr;
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}
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}
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void HeroAI::ChangeToStateAI(HeroState_e to_state)
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{
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Hero* hero = (Hero*)owner;
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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_.param1 = 0;
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node_.start_shot_frameno = 0;
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node_.shot_times = 0;
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moving_ = false;
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if (hero->room->GetGasData().gas_mode == GasInactive ||
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hero->room->IsWaitingStart() ||
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hero->HasBuffEffect(kBET_Jump)) {
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node_.param1 = rand() % (3 * SERVER_FRAME_RATE);
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} else {
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node_.param1 = rand() % (2 * SERVER_FRAME_RATE);
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}
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}
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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_.param1 = 0;
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node_.start_shot_frameno = 0;
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node_.shot_times = 0;
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moving_ = false;
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}
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break;
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case HSE_Attack:
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{
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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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moving_ = false;
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node_.shot_times = 0;
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}
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break;
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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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#if 1
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node_.param1 = SERVER_FRAME_RATE * ai_meta->GetMoveTime();
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#else
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node_.param1 = SERVER_FRAME_RATE * 5 + rand() % (SERVER_FRAME_RATE * 3);
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#endif
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node_.start_shot_frameno = 0;
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node_.shot_times = 0;
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node_.next_random_move_frameno = hero->room->GetFrameNo() +
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SERVER_FRAME_RATE * ai_meta->GetMoveIdleTime();
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hero->move_dir = a8::Vec2(1.0f, 0);
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hero->move_dir.Rotate(a8::RandAngle());
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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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#endif
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if (node_.param1 <= 1) {
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moving_ = false;
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}
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}
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break;
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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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hero->move_dir.Normalize();
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#if 0
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hero->attack_dir = hero->move_dir;
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#endif
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}
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}
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break;
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}
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node_.main_state = to_state;
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node_.frameno = hero->room->GetFrameNo();
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node_.exec_frame_num = 0;
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}
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Human* HeroAI::GetTarget()
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{
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if (GetAiLevel() <= 1) {
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return nullptr;
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}
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Hero* myself = (Hero*)owner;
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if (myself->room->GetGasData().gas_mode == GasInactive) {
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return nullptr;
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}
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Human* target = nullptr;
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myself->TouchAllLayerHumanList
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(
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[myself, &target] (Human* hum, bool& stop)
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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 (a8::HasBitFlag(hum->status, HS_Disable)) {
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return;
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}
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if (myself->team_id == hum->team_id) {
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return;
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}
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if (target) {
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if (myself->GetPos().ManhattanDistance(target->GetPos()) >
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myself->GetPos().ManhattanDistance(hum->GetPos())) {
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target = hum;
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}
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} else {
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target = hum;
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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_.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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target = nullptr;
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}
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}
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return target;
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}
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float HeroAI::GetAttackRange()
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{
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float attack_range = 0;
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Hero* myself = (Hero*)owner;
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#if 0
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if (myself->curr_weapon && myself->curr_weapon->meta) {
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attack_range = myself->curr_weapon->meta->i->range();
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}
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#endif
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attack_range = std::min(ai_meta->i->attack_range(), (int)attack_range);
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return attack_range;
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}
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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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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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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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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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if (ai_meta->i->shot_offset_angle() > 0) {
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int shot_offset_angle = a8::RandEx(ai_meta->i->shot_offset_angle(),
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1);
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if (rand() % 10 < 3) {
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shot_dir.Rotate(shot_offset_angle / 180.0f);
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} else {
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shot_dir.Rotate(shot_offset_angle / -180.0f);
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}
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}
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a8::Vec2 old_attack_dir = myself->attack_dir;
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myself->attack_dir = shot_dir;
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#if 0
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myself->Shot(shot_dir, shot_ok);
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#endif
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myself->attack_dir = old_attack_dir;
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if (shot_ok) {
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if (node_.shot_times <= 0) {
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node_.start_shot_frameno = myself->room->GetFrameNo();
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}
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++node_.shot_times;
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++node_.total_shot_times;
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}
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}
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}
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int HeroAI::GetAttackTimes()
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{
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Hero* myself = (Hero*)owner;
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#if 0
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if (myself->curr_weapon) {
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return std::min(ai_meta->i->attack_times(), myself->curr_weapon->GetClipVolume());
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} else {
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return ai_meta->i->attack_times();
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}
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#endif
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return 0;
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}
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