488 lines
13 KiB
C++
488 lines
13 KiB
C++
#include "precompile.h"
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#include <float.h>
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#include "zombiemode.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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#include "skill.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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class ZombieAINode
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{
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public:
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ZombieState_e main_state = ZSE_Idle;
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long long frameno = 0;
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long long exec_frame_num = 0;
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long long start_shot_frameno = 0;
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long long next_random_move_frameno = 0;
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int shot_times = 0;
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int total_shot_times = 0;
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int next_total_shot_times = 0;
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long long param1 = 0;
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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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bool moving = false;
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MetaData::AI* ai_meta = nullptr;
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};
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ZombieModeAI::ZombieModeAI()
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{
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node_ = new ZombieAINode();
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}
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ZombieModeAI::~ZombieModeAI()
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{
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A8_SAFE_DELETE(node_);
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}
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void ZombieModeAI::Update(int delta_time)
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{
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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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UpdateAI();
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}
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void ZombieModeAI::Reset()
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{
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ChangeToState(ZSE_Idle);
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node_->param1 = 2;
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node_->ai_meta = nullptr;
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}
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float ZombieModeAI::GetAttackRate()
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{
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if (!node_->ai_meta) {
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return 1;
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} else {
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return node_->ai_meta->i->attack_rate();
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}
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}
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void ZombieModeAI::UpdateAI()
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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 (!node_->ai_meta && GetAiLevel() != 0) {
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node_->ai_meta = MetaMgr::Instance()->GetAI(GetAiLevel(), GetAiMode());
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if (!node_->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 ZSE_Idle:
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{
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UpdateIdle();
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}
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break;
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case ZSE_Thinking:
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{
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UpdateThinking();
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}
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break;
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case ZSE_Attack:
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{
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UpdateAttack();
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}
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break;
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case ZSE_RandomWalk:
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{
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UpdateRandomWalk();
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}
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break;
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case ZSE_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 (hum->HasSpecMove()) {
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hum->_UpdateSpecMove();
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} else {
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if (node_->moving) {
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DoMove();
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}
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}
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}
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void ZombieModeAI::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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ChangeToState(ZSE_Thinking);
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}
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}
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void ZombieModeAI::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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ChangeToState(ZSE_Idle);
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} else {
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ChangeToState(ZSE_RandomWalk);
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}
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} else {
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Creature* target = GetTarget();
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if (target) {
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node_->target.Attach(target);
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ChangeToState(ZSE_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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ChangeToState(ZSE_Idle);
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} else {
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ChangeToState(ZSE_RandomWalk);
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}
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} else {
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ChangeToState(ZSE_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 ZombieModeAI::UpdateAttack()
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{
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Human* myself = (Human*)owner;
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if (myself->HasBuffEffect(kBET_Vertigo)) {
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return;
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}
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if (!node_->target.Get() || node_->target.Get()->dead) {
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ChangeToState(ZSE_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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myself->GetRace() == node_->target.Get()->GetRace()) {
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ChangeToState(ZSE_Thinking);
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return;
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}
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float distance = myself->GetPos().Distance(node_->target.Get()->GetPos());
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if (distance > GetAttackRange()) {
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Skill* skill = myself->SelectSkill();
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if (myself->CanUseSkill(skill->meta->i->skill_id()) &&
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skill->meta->i->skill_id() != TURN_OVER_SKILL_ID &&
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distance < skill->meta->i->skill_distance()) {
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DoSkill(skill->meta->i->skill_id());
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} else if (node_->ai_meta->i->pursuit_radius() <= 0) {
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//站桩
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ChangeToState(ZSE_Thinking);
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} else {
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#if 1
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ChangeToState(ZSE_Pursuit);
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#else
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if (distance < node_->ai_meta->i->pursuit_radius()) {
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//追击
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ChangeToState(ZSE_Pursuit);
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} else {
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ChangeToState(ZSE_Thinking);
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}
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#endif
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}
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return;
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}
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#if 0
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if (myself->GetRace() == kHumanRace) {
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return;
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}
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#endif
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//攻击逻辑
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switch (node_->ai_meta->i->attack_type()) {
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case kShotClick:
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{
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if (node_->ai_meta->i->attack_interval() > 0) {
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if (node_->shot_times < GetAttackTimes()) {
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DoShot();
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} else {
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ChangeToState(ZSE_Idle);
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node_->next_total_shot_times = node_->total_shot_times;
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node_->param1 = node_->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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DoShot();
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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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DoShot();
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}
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break;
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default:
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{
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ChangeToState(ZSE_Idle);
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}
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break;
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}
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}
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void ZombieModeAI::UpdateRandomWalk()
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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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ChangeToState(ZSE_Thinking);
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}
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}
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void ZombieModeAI::UpdatePursuit()
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{
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Human* myself = (Human*)owner;
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float distance = myself->GetPos().Distance(node_->target.Get()->GetPos());
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if (distance < GetAttackRange()) {
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ChangeToState(ZSE_Attack);
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} else {
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if (node_->exec_frame_num > SERVER_FRAME_RATE * 3) {
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ChangeToState(ZSE_RandomWalk);
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}
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}
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}
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void ZombieModeAI::DoMove()
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{
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Human* hum = (Human*)owner;
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if (hum->HasBuffEffect(kBET_Vertigo)) {
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return;
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}
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if (std::abs(hum->move_dir.x) > FLT_EPSILON ||
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std::abs(hum->move_dir.y) > FLT_EPSILON) {
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hum->on_move_collision =
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[this] () {
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ChangeToState(ZSE_RandomWalk);
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return false;
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};
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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.Get()) {
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if (node_->main_state != ZSE_Pursuit &&
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hum->GetPos().ManhattanDistance(node_->nearest_human.Get()->GetPos()) < 200) {
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ChangeToState(ZSE_Thinking);
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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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}
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}
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void ZombieModeAI::ChangeToState(ZombieState_e to_state)
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{
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Human* hum = (Human*)owner;
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switch (to_state) {
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case ZSE_Idle:
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{
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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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node_->moving = false;
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if (hum->room->GetGasData().gas_mode == GasInactive ||
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hum->room->IsWaitingStart()) {
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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 ZSE_Thinking:
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{
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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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node_->moving = false;
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}
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break;
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case ZSE_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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node_->moving = false;
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node_->shot_times = 0;
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}
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break;
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case ZSE_RandomWalk:
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{
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node_->moving = true;
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node_->target.Reset();
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node_->param1 = SERVER_FRAME_RATE * node_->ai_meta->GetMoveTime();
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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 = hum->room->GetFrameNo() +
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SERVER_FRAME_RATE * node_->ai_meta->GetMoveIdleTime();
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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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if (node_->param1 <= 1) {
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node_->moving = false;
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}
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}
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break;
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case ZSE_Pursuit:
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{
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node_->moving = true;
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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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}
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break;
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}
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node_->main_state = to_state;
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node_->frameno = hum->room->GetFrameNo();
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node_->exec_frame_num = 0;
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}
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Creature* ZombieModeAI::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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Human* myself = (Human*)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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Creature* target = nullptr;
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myself->TouchProperTargets
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(
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[myself, &target] (Creature* c, bool& stop)
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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(c->GetPos())) {
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target = c;
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}
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} else {
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target = c;
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}
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});
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if (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 0
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if (distance > GetAttackRange()) {
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target = nullptr;
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}
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#endif
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#if 0
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if (target->IsPlayer()) {
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target = nullptr;
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}
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#endif
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}
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return target;
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}
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float ZombieModeAI::GetAttackRange()
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{
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float attack_range = 0;
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Human* myself = (Human*)owner;
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if (myself->curr_weapon && myself->curr_weapon->meta) {
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attack_range = myself->curr_weapon->meta->i->range() + 10;
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} else {
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abort();
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}
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attack_range = std::min(node_->ai_meta->i->attack_range(), (int)attack_range);
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return attack_range;
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}
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void ZombieModeAI::DoShot()
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{
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Human* myself = (Human*)owner;
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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.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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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 (node_->ai_meta->i->shot_offset_angle() > 0) {
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int shot_offset_angle = a8::RandEx(node_->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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myself->Shot(shot_dir, shot_ok);
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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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void ZombieModeAI::DoSkill(int skill_id)
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{
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Human* myself = (Human*)owner;
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myself->DoSkill(skill_id, node_->target.Get()->GetEntityUniId(), a8::Vec2(), node_->target.Get()->GetPos());
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}
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int ZombieModeAI::GetAttackTimes()
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{
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Human* myself = (Human*)owner;
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int attack_times = 0;
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if (myself->curr_weapon) {
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attack_times = std::min(node_->ai_meta->i->attack_times(), myself->curr_weapon->GetClipVolume());
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} else {
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attack_times = node_->ai_meta->i->attack_times();
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}
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if (attack_times <= 0) {
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return node_->ai_meta->i->attack_times();
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} else {
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return 0;
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}
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}
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