This commit is contained in:
aozhiwei 2023-06-22 11:17:29 +08:00
parent e5f524d1c8
commit 1ecf5ad0c4
13 changed files with 825 additions and 696 deletions

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@ -81,6 +81,18 @@ aux_source_directory(buff
SRC_LIST
)
aux_source_directory(ai/base
SRC_LIST
)
aux_source_directory(ai/hero
SRC_LIST
)
aux_source_directory(ai/android
SRC_LIST
)
execute_process(
COMMAND touch -a cs_proto.pb.h
COMMAND touch -a cs_proto.pb.cc

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@ -0,0 +1,112 @@
#include "precompile.h"
#include "base_agent.h"
#include "creature.h"
#include "room.h"
#include "glmhelper.h"
#include "movement.h"
#include "btcontext.h"
#include "btevent.h"
#include "btcoroutine.h"
behaviac::EBTStatus BaseAgent::CoAttackTarget(int target_id)
{
if (status_ == behaviac::BT_RUNNING) {
return DoRunningCb();
}
Entity* entity = GetOwner()->room->GetEntityByUniId(target_id);
if (!entity || !entity->IsCreature(GetOwner()->room)) {
return behaviac::BT_FAILURE;
}
CreatureWeakPtr target = ((Creature*)entity)->GetWeakPtrRef();
if (target.Get()->dead) {
return behaviac::BT_FAILURE;
}
auto context = MAKE_BTCONTEXT
(
CreatureWeakPtr target;
long long frameno = 0;
long long last_pursuit_frameno = 0;
);
context->target = target;
context->frameno = GetOwner()->room->GetFrameNo();
context->last_pursuit_frameno = GetOwner()->room->GetFrameNo();
auto co = std::make_shared<BtCoroutine>(context, "CoAttackTarget");
co->runing_cb =
[this, context] ()
{
if (GetOwner()->room->GetFrameNo() - context->frameno > SERVER_FRAME_RATE * 10 ||
!context->target.Get() || context->target.Get()->dead) {
GetOwner()->shot_hold = false;
return behaviac::BT_SUCCESS;
} else {
glm::vec3 dir = GetOwner()->GetPos().CalcDir(context->target.Get()->GetPos());
if (GlmHelper::Norm(dir) <= 1.0f) {
GetOwner()->GetMovement()->CalcTargetPos(60);
context->last_pursuit_frameno = GetOwner()->room->GetFrameNo();
} else {
bool is_shot = false;
if (GlmHelper::Norm(dir) > 300) {
if (GetOwner()->GetMovement()->GetPathSize() < 1) {
GlmHelper::Normalize(dir);
GetOwner()->SetMoveDir(dir);
GetOwner()->SetAttackDir(dir);
GetOwner()->GetMovement()->CalcTargetPos(200);
context->last_pursuit_frameno = GetOwner()->room->GetFrameNo();
} else {
if (GetOwner()->room->GetFrameNo() - context->last_pursuit_frameno > SERVER_FRAME_RATE * 1) {
GlmHelper::Normalize(dir);
GetOwner()->SetMoveDir(dir);
GetOwner()->SetAttackDir(dir);
GetOwner()->GetMovement()->CalcTargetPos(200);
context->last_pursuit_frameno = GetOwner()->room->GetFrameNo();
}
}
} else {
GlmHelper::Normalize(dir);
is_shot = true;
}
if (is_shot) {
bool use_skill_ok = false;
if (context->target.Get() &&
!context->target.Get()->dead) {
int skill_id = GetUseableSkill(context->target.Get());
if (skill_id >= 0) {
GetOwner()->shot_hold = false;
int wait_time = 0;
use_skill_ok = InternalUseSkill(skill_id, context->target, wait_time);
if (use_skill_ok) {
Sleep(wait_time);
}
}
}
#ifdef DEBUG1
if (context->target.Get()->IsPlayer()) {
a8::XPrintf("DoAttack %d use_skill_ok:%d time:%d\n",
{GetOwner()->GetUniId(),
use_skill_ok ? 1 : 0,
GetOwner()->GetMainSkill() ? GetOwner()->GetMainSkill()->GetLeftTime() : 0
});
}
#endif
if (!use_skill_ok) {
bool shot_ok = false;
glm::vec3 shot_dir = dir;
GetOwner()->SetAttackDir(dir);
GetOwner()->shot_hold = true;
GetOwner()->Shot(shot_dir, shot_ok, 0, 0);
}
} else {
GetOwner()->shot_hold = false;
}
}
}
return behaviac::BT_RUNNING;
};
return StartCoroutine(co);
}

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@ -0,0 +1,72 @@
#include "precompile.h"
#include "base_agent.h"
#include "creature.h"
#include "room.h"
#include "glmhelper.h"
#include "movement.h"
#include "trigger.h"
#include "btcontext.h"
#include "btevent.h"
#include "btcoroutine.h"
behaviac::EBTStatus BaseAgent::DoIdle(int min_time, int max_time)
{
if (status_ == behaviac::BT_RUNNING) {
return DoRunningCb();
}
if (a8::HasBitFlag(GetOwner()->status, CS_DisableAttackAndroid)) {
return behaviac::BT_FAILURE;
}
auto context = MAKE_BTCONTEXT
(
a8::XTimerWp timer_ptr;
);
context->timer_ptr = GetOwner()->room->xtimer.SetTimeoutWpEx
(
a8::RandEx(min_time, max_time) / FRAME_RATE_MS,
[] (int event, const a8::Args* args)
{
},
&GetOwner()->xtimer_attacher);
context->AddHandler
(
GetOwner()->GetWeakPtrRef(),
GetOwner()->GetTrigger()->AddListener
(
kAttacked,
[context_wp = a8::SpToWp(context)] (const a8::Args& args)
{
if (!context_wp.expired()) {
auto context = context_wp.lock();
Creature* c = args.Get<Creature*>(0);
context->events.push_back
(
BtEvent::Create
(
kBetOnAttack,
a8::Args({
c->GetUniId(),
c->room->GetFrameNo()
}),
[c_wp = c->GetWeakPtrRef(), frameno = c->room->GetFrameNo()] () mutable
{
return c_wp.Get() && !c_wp.Get()->dead;
})
);
}
}));
auto co = std::make_shared<BtCoroutine>(context, "CoIdle");
co->runing_cb =
[this, context] ()
{
if (!context->timer_ptr.expired()) {
return behaviac::BT_RUNNING;
} else {
return behaviac::BT_SUCCESS;
}
};
return StartCoroutine(co);
}

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@ -0,0 +1,16 @@
#include "precompile.h"
#include "base_agent.h"
#include "creature.h"
#include "room.h"
#include "glmhelper.h"
#include "movement.h"
#include "trigger.h"
#include "btcontext.h"
#include "btevent.h"
#include "btcoroutine.h"
behaviac::EBTStatus BaseAgent::DoUseSkill(int skill_id)
{
return behaviac::BT_SUCCESS;
}

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@ -0,0 +1,116 @@
#include "precompile.h"
#include "hero_agent.h"
#include "creature.h"
#include "room.h"
#include "glmhelper.h"
#include "movement.h"
#include "trigger.h"
#include "btcontext.h"
#include "btevent.h"
#include "btcoroutine.h"
#include "hero.h"
behaviac::EBTStatus HeroAgent::DoAttack()
{
if (status_ == behaviac::BT_RUNNING) {
return DoRunningCb();
}
Creature* enemy = GetOwner()->room->FindEnemy(GetOwner(), 300);
if (!enemy) {
return behaviac::BT_FAILURE;
}
if (GlmHelper::IsEqual2D(GetOwner()->GetPos().ToGlmVec3(), enemy->GetPos().ToGlmVec3())) {
return behaviac::BT_FAILURE;
}
#if 0
enemy = ((Hero*)GetOwner())->master.Get();
#endif
glm::vec3 dir = GetOwner()->GetPos().CalcDir(enemy->GetPos());
GlmHelper::Normalize(dir);
GetOwner()->SetMoveDir(dir);
GetOwner()->SetAttackDir(dir);
bool shot_ok = false;
glm::vec3 shot_dir = dir;
if (bullet_trace_mode_) {
GetOwner()->Shot(shot_dir, shot_ok, 0, enemy->GetUniId());
} else {
GetOwner()->Shot(shot_dir, shot_ok, 0, 0);
}
auto context = MAKE_BTCONTEXT
(
CreatureWeakPtr target;
long long last_frameno = 0;
);
context->target = enemy->GetWeakPtrRef();
context->last_frameno = GetOwner()->room->GetFrameNo();
if (GetOwner()->AsHero()->master.Get()) {
context->AddHandler
(GetOwner()->AsHero()->master,
GetOwner()->AsHero()->master.Get()->GetTrigger()->AddListener
(
kBulletHitEvent,
[context_wp = context->GetWp()] (const a8::Args& args)
{
if (!context_wp.expired()) {
auto context = context_wp.lock();
Creature* c = args.Get<Creature*>(0);
context->events.push_back
(
BtEvent::Create
(
kBetOnAttack,
a8::Args({
c->GetUniId(),
c->room->GetFrameNo()
}),
[c_wp = c->GetWeakPtrRef(), frameno = c->room->GetFrameNo()] () mutable
{
return c_wp.Get() && !c_wp.Get()->dead;
})
);
}
}));
}
auto co = std::make_shared<BtCoroutine>(context, "CoAttack");
co->runing_cb =
[this, context] ()
{
if (GetOwner()->room->GetFrameNo() - context->last_frameno > SERVER_FRAME_RATE * 3) {
status_ = behaviac::BT_SUCCESS;
return behaviac::BT_SUCCESS;
} else {
if (!context->target.Get()) {
return behaviac::BT_SUCCESS;
}
if (context->target.Get()->dead) {
return behaviac::BT_SUCCESS;
}
if (GlmHelper::IsEqual2D(GetOwner()->GetPos().ToGlmVec3(),
context->target.Get()->GetPos().ToGlmVec3())) {
return behaviac::BT_FAILURE;
}
if (GetOwner()->dead) {
return behaviac::BT_FAILURE;
}
if (GetOwner()->CanShot(true)) {
bool shot_ok = false;
glm::vec3 shot_dir = GetOwner()->GetPos().CalcDir(context->target.Get()->GetPos());;
GlmHelper::Normalize(shot_dir);
GetOwner()->SetAttackDir(shot_dir);
if (bullet_trace_mode_) {
GetOwner()->Shot(shot_dir, shot_ok, 0, context->target.Get()->GetUniId());
} else {
GetOwner()->Shot(shot_dir, shot_ok, 0, context->target.Get()->GetUniId());
}
}
return behaviac::BT_RUNNING;
}
};
return StartCoroutine(co);
}

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@ -0,0 +1,89 @@
#include "precompile.h"
#include "hero_agent.h"
#include "creature.h"
#include "room.h"
#include "glmhelper.h"
#include "movement.h"
#include "trigger.h"
#include "btcontext.h"
#include "btevent.h"
#include "btcoroutine.h"
#include "mapinstance.h"
#include "hero.h"
behaviac::EBTStatus HeroAgent::DoFlyToMasterAround()
{
if (!GetOwner()->AsHero()->master.Get()) {
return behaviac::BT_FAILURE;
}
glm::vec3 point;
#if 1
glm::vec3 move_dir = GlmHelper::UP;
GlmHelper::RotateY(move_dir, a8::RandAngle());
float move_distance = 30 + rand() % 20;
glm::vec3 start = GetOwner()->AsHero()->master.Get()->GetPos().ToGlmVec3();
glm::vec3 end = start + move_dir * move_distance;
GetOwner()->room->map_instance->Scale(start);
GetOwner()->room->map_instance->Scale(end);
glm::vec3 hit_point = glm::vec3(0.0f, 0.0f, 0.0f);
bool hit_result = false;
bool ret = GetOwner()->room->map_instance->Raycast
(
start,
end,
hit_point,
hit_result);
if (ret) {
GetOwner()->room->map_instance->UnScale(hit_point);
point = hit_point;
} else {
point = GetOwner()->AsHero()->master.Get()->GetPos().ToGlmVec3();
}
#else
glm::vec3 ref_point = GetOwner()->AsHero()->master.Get()->GetPos().ToGlmVec3();
glm::vec3 point = GetOwner()->AsHero()->master.Get()->GetPos().ToGlmVec3();
GetOwner()->room->map_instance->Scale(ref_point);
if (GetOwner()->room->map_instance->FindRandomPointAroundCircle
(
ref_point,
0.21 * GetOwner()->room->GetMapMeta()->scale(),
point
)) {
GetOwner()->room->map_instance->UnScale(point);
#ifdef DEBUG
a8::XPrintf("DoFlyToMasteraround1: %f,%f,%f %f,%f,%f distance:%f\n",
{point.x,
point.y,
point.z,
GetOwner()->GetPos().GetX(),
GetOwner()->GetPos().GetY(),
GetOwner()->GetPos().GetZ(),
GlmHelper::Norm(GetOwner()->GetPos().ToGlmVec3() - point)
});
#endif
} else {
point = GetOwner()->AsHero()->master.Get()->GetPos().ToGlmVec3();
#ifdef DEBUG
a8::XPrintf("DoFlyToMasteraround2: %f,%f,%f %f,%f,%f distance:%f\n",
{point.x,
point.y,
point.z,
GetOwner()->GetPos().GetX(),
GetOwner()->GetPos().GetY(),
GetOwner()->GetPos().GetZ(),
GlmHelper::Norm(GetOwner()->GetPos().ToGlmVec3() - point)
});
#endif
}
#endif
Global::Instance()->verify_set_pos = 1;
GetOwner()->GetMutablePos().FromGlmVec3(point);
Global::Instance()->verify_set_pos = 0;
GetOwner()->GetMovement()->ClearPath();
GetOwner()->room->grid_service->MoveCreature(GetOwner());
GetOwner()->SetAttackDir(GetOwner()->AsHero()->master.Get()->GetAttackDir());
return behaviac::BT_SUCCESS;
}

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@ -0,0 +1,60 @@
#include "precompile.h"
#include "hero_agent.h"
#include "creature.h"
#include "room.h"
#include "glmhelper.h"
#include "movement.h"
#include "trigger.h"
#include "btcontext.h"
#include "btevent.h"
#include "btcoroutine.h"
#include "hero.h"
behaviac::EBTStatus HeroAgent::DoFollowMaster()
{
if (status_ == behaviac::BT_RUNNING) {
return DoRunningCb();
}
if (GetOwner()->AsHero()->master.Get()->dead) {
return behaviac::BT_FAILURE;
}
auto context = MAKE_BTCONTEXT
(
long long last_frameno = 0;
long long last_follow_frameno = 0;
);
context->last_frameno = GetOwner()->room->GetFrameNo();
context->last_follow_frameno = GetOwner()->room->GetFrameNo();
auto co = std::make_shared<BtCoroutine>(context, "CoFollowMaster");
co->runing_cb =
[this, context] ()
{
if (GetOwner()->room->GetFrameNo() - context->last_frameno > SERVER_FRAME_RATE * 10 ||
!GetOwner()->AsHero()->master.Get() || GetOwner()->AsHero()->master.Get()->dead) {
status_ = behaviac::BT_SUCCESS;
return behaviac::BT_SUCCESS;
} else {
if (GlmHelper::IsEqual2D(GetOwner()->GetPos().ToGlmVec3(),
GetOwner()->AsHero()->master.Get()->GetPos().ToGlmVec3())) {
return behaviac::BT_SUCCESS;
}
glm::vec3 dir = GetOwner()->GetPos().CalcDir(GetOwner()->AsHero()->master.Get()->GetPos());
if (GlmHelper::Norm(dir) < 60) {
return behaviac::BT_SUCCESS;
}
if (GlmHelper::Norm(dir) > 60) {
GlmHelper::Normalize(dir);
GetOwner()->SetMoveDir(dir);
GetOwner()->SetAttackDir(dir);
GetOwner()->GetMovement()->CalcTargetPos(60);
context->last_follow_frameno = GetOwner()->room->GetFrameNo();
}
return behaviac::BT_RUNNING;
}
};
return StartCoroutine(co);
}

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@ -0,0 +1,90 @@
#include "precompile.h"
#include "hero_agent.h"
#include "creature.h"
#include "room.h"
#include "glmhelper.h"
#include "movement.h"
#include "trigger.h"
#include "btcontext.h"
#include "btevent.h"
#include "btcoroutine.h"
behaviac::EBTStatus HeroAgent::DoHelpAttack(int target_uniid)
{
if (status_ == behaviac::BT_RUNNING) {
return DoRunningCb();
}
Creature* enemy = GetOwner()->room->GetCreatureByUniId(target_uniid);
if (!enemy) {
return behaviac::BT_FAILURE;
}
if (enemy->dead) {
return behaviac::BT_FAILURE;
}
if (GlmHelper::IsEqual2D(GetOwner()->GetPos().ToGlmVec3(), enemy->GetPos().ToGlmVec3())) {
return behaviac::BT_FAILURE;
}
float distance = enemy->GetPos().Distance2D2(GetOwner()->GetPos());
if (distance > GetAttackRange()) {
return behaviac::BT_FAILURE;
}
glm::vec3 dir = GetOwner()->GetPos().CalcDir(enemy->GetPos());
GlmHelper::Normalize(dir);
GetOwner()->SetMoveDir(dir);
GetOwner()->SetAttackDir(dir);
bool shot_ok = false;
glm::vec3 shot_dir = dir;
if (bullet_trace_mode_) {
GetOwner()->Shot(shot_dir, shot_ok, 0, enemy->GetUniId());
} else {
GetOwner()->Shot(shot_dir, shot_ok, 0, 0);
}
auto context = MAKE_BTCONTEXT
(
CreatureWeakPtr target;
long long last_frameno = 0;
);
context->target = enemy->GetWeakPtrRef();
context->last_frameno = GetOwner()->room->GetFrameNo();
auto co = std::make_shared<BtCoroutine>(context, "CoHelpAttack");
co->runing_cb =
[this, context] ()
{
if (GetOwner()->room->GetFrameNo() - context->last_frameno > SERVER_FRAME_RATE * 3) {
status_ = behaviac::BT_SUCCESS;
return behaviac::BT_SUCCESS;
} else {
if (!context->target.Get()) {
return behaviac::BT_SUCCESS;
}
if (context->target.Get()->dead) {
return behaviac::BT_SUCCESS;
}
if (GlmHelper::IsEqual2D(GetOwner()->GetPos().ToGlmVec3(),
context->target.Get()->GetPos().ToGlmVec3())) {
return behaviac::BT_FAILURE;
}
float distance = context->target.Get()->GetPos().Distance2D2(GetOwner()->GetPos());
if (distance > GetAttackRange()) {
return behaviac::BT_FAILURE;
}
bool shot_ok = false;
glm::vec3 shot_dir = GetOwner()->GetPos().CalcDir(context->target.Get()->GetPos());;
GlmHelper::Normalize(shot_dir);
GetOwner()->SetAttackDir(shot_dir);
if (bullet_trace_mode_) {
GetOwner()->Shot(shot_dir, shot_ok, 0, context->target.Get()->GetUniId());
} else {
GetOwner()->Shot(shot_dir, shot_ok, 0, 0);
}
return behaviac::BT_RUNNING;
}
};
return StartCoroutine(co);
}

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@ -0,0 +1,109 @@
#include "precompile.h"
#include "hero_agent.h"
#include "creature.h"
#include "room.h"
#include "glmhelper.h"
#include "movement.h"
#include "trigger.h"
#include "btcontext.h"
#include "btevent.h"
#include "btcoroutine.h"
behaviac::EBTStatus HeroAgent::DoPursuit()
{
if (status_ == behaviac::BT_RUNNING) {
return DoRunningCb();
}
Creature* enemy = GetOwner()->room->FindEnemy(GetOwner(), 500);
if (!enemy) {
return behaviac::BT_FAILURE;
}
auto context = MAKE_BTCONTEXT
(
CreatureWeakPtr target;
long long last_frameno = 0;
long long last_pursuit_frameno = 0;
);
context->target = enemy->GetWeakPtrRef();
context->last_frameno = GetOwner()->room->GetFrameNo();
context->last_pursuit_frameno = GetOwner()->room->GetFrameNo();
auto co = std::make_shared<BtCoroutine>(context, "CoPursuit");
co->runing_cb =
[this, context] ()
{
if (GetOwner()->room->GetFrameNo() - context->last_frameno > SERVER_FRAME_RATE * 10 ||
!context->target.Get() || context->target.Get()->dead) {
status_ = behaviac::BT_SUCCESS;
return behaviac::BT_SUCCESS;
} else {
glm::vec3 dir = GetOwner()->GetPos().CalcDir(context->target.Get()->GetPos());
if (GlmHelper::Norm(dir) <= 1.0f) {
GetOwner()->GetMovement()->CalcTargetPos(60);
context->last_pursuit_frameno = GetOwner()->room->GetFrameNo();
} else {
bool is_shot = false;
if (GlmHelper::Norm(dir) > 300) {
if (GetOwner()->GetMovement()->GetPathSize() < 1) {
GlmHelper::Normalize(dir);
GetOwner()->SetMoveDir(dir);
GetOwner()->SetAttackDir(dir);
GetOwner()->GetMovement()->CalcTargetPos(200);
context->last_pursuit_frameno = GetOwner()->room->GetFrameNo();
} else {
if (GetOwner()->room->GetFrameNo() - context->last_pursuit_frameno > SERVER_FRAME_RATE * 1) {
GlmHelper::Normalize(dir);
GetOwner()->SetMoveDir(dir);
GetOwner()->SetAttackDir(dir);
GetOwner()->GetMovement()->CalcTargetPos(200);
context->last_pursuit_frameno = GetOwner()->room->GetFrameNo();
}
}
} else {
GlmHelper::Normalize(dir);
is_shot = true;
}
if (is_shot) {
bool use_skill_ok = false;
if (context->target.Get() &&
!context->target.Get()->dead) {
int skill_id = GetUseableSkill(context->target.Get());
if (skill_id >= 0) {
GetOwner()->shot_hold = false;
int wait_time = 0;
use_skill_ok = InternalUseSkill(skill_id, context->target, wait_time);
if (use_skill_ok) {
Sleep(wait_time);
}
}
}
#ifdef DEBUG1
if (context->target.Get()->IsPlayer()) {
a8::XPrintf("DoPursuit %d use_skill_ok:%d time:%d\n",
{GetOwner()->GetUniId(),
use_skill_ok ? 1 : 0,
GetOwner()->GetMainSkill() ? GetOwner()->GetMainSkill()->GetLeftTime() : 0
});
}
#endif
if (!use_skill_ok) {
bool shot_ok = false;
glm::vec3 shot_dir = dir;
GetOwner()->shot_hold = true;
GetOwner()->SetAttackDir(shot_dir);
#if 0
GetOwner()->Shot(AdjustShotDir(shot_dir), shot_ok, 0, 0);
#endif
}
} else {
GetOwner()->shot_hold = false;
}
}
return behaviac::BT_RUNNING;
}
};
return StartCoroutine(co);
}

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#include "precompile.h"
#include "hero_agent.h"
#include "creature.h"
#include "room.h"
#include "glmhelper.h"
#include "movement.h"
#include "trigger.h"
#include "btcontext.h"
#include "btevent.h"
#include "btcoroutine.h"
behaviac::EBTStatus HeroAgent::DoRandomShot()
{
if (status_ == behaviac::BT_RUNNING) {
return DoRunningCb();
}
glm::vec3 dir = GetOwner()->GetMoveDir();
GlmHelper::RotateY(dir, (10 + rand() % 360)/ 180.0f);
GlmHelper::Normalize(dir);
GetOwner()->SetMoveDir(dir);
GetOwner()->SetAttackDir(dir);
bool shot_ok = false;
glm::vec3 shot_dir = dir;
GetOwner()->Shot(shot_dir, shot_ok, 0, 0);
auto context = MAKE_BTCONTEXT
(
long long last_frameno = 0;
std::weak_ptr<EventHandlerPtr> handler;
);
context->last_frameno = GetOwner()->room->GetFrameNo();
context->AddHandler
(GetOwner()->GetWeakPtrRef(),
GetOwner()->GetTrigger()->AddListener
(
kAttacked,
[context_wp = context->GetWp()] (const a8::Args& args)
{
if (!context_wp.expired()) {
auto context = context_wp.lock();
Creature* c = args.Get<Creature*>(0);
context->events.push_back
(
BtEvent::Create
(
kBetOnAttack,
a8::Args({
c->GetUniId(),
c->room->GetFrameNo()
}),
[c_wp = c->GetWeakPtrRef(), frameno = c->room->GetFrameNo()] () mutable
{
return c_wp.Get() && !c_wp.Get()->dead;
})
);
}
}));
auto co = std::make_shared<BtCoroutine>(context, "CoRandomShot");
co->runing_cb =
[this, context] ()
{
if (GetOwner()->room->GetFrameNo() - context->last_frameno > SERVER_FRAME_RATE * 3) {
return behaviac::BT_SUCCESS;
} else {
bool shot_ok = false;
glm::vec3 shot_dir = GetOwner()->GetAttackDir();
GetOwner()->Shot(shot_dir, shot_ok, 0, 0);
return behaviac::BT_RUNNING;
}
};
return StartCoroutine(co);
}

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#include "precompile.h"
#include "hero_agent.h"
#include "creature.h"
#include "room.h"
#include "glmhelper.h"
#include "movement.h"
#include "trigger.h"
#include "btcontext.h"
#include "btevent.h"
#include "btcoroutine.h"
behaviac::EBTStatus HeroAgent::DoRandomWalk()
{
if (status_ == behaviac::BT_RUNNING) {
return DoRunningCb();
}
glm::vec3 dir = GetOwner()->GetMoveDir();
GlmHelper::RotateY(dir, (10 + rand() % 360)/ 180.0f);
GlmHelper::Normalize(dir);
GetOwner()->SetMoveDir(dir);
GetOwner()->SetAttackDir(dir);
GetOwner()->GetMovement()->CalcTargetPos(200);
if (GetOwner()->GetMovement()->GetPathSize() <= 0) {
return behaviac::BT_FAILURE;
}
auto context = MAKE_BTCONTEXT
(
);
context->AddHandler
(
GetOwner()->GetWeakPtrRef(),
GetOwner()->GetTrigger()->AddListener
(
kAttacked,
[context_wp = context->GetWp()] (const a8::Args& args)
{
if (!context_wp.expired()) {
auto context = context_wp.lock();
Creature* c = args.Get<Creature*>(0);
context->events.push_back
(
BtEvent::Create
(
kBetOnAttack,
a8::Args({
c->GetUniId(),
c->room->GetFrameNo()
}),
[c_wp = c->GetWeakPtrRef(), frameno = c->room->GetFrameNo()] () mutable
{
return c_wp.Get() && !c_wp.Get()->dead;
})
);
}
}));
auto co = std::make_shared<BtCoroutine>(context, "CoRandomWalk");
co->runing_cb =
[this, context] ()
{
if (GetOwner()->GetMovement()->GetPathSize() <= 0) {
return behaviac::BT_SUCCESS;
} else {
return behaviac::BT_RUNNING;
}
};
return StartCoroutine(co);
}

View File

@ -115,105 +115,6 @@ behaviac::EBTStatus BaseAgent::StartCoroutine(std::shared_ptr<BtCoroutine> corou
return status_;
}
behaviac::EBTStatus BaseAgent::CoAttackTarget(int target_id)
{
if (status_ == behaviac::BT_RUNNING) {
return DoRunningCb();
}
Entity* entity = GetOwner()->room->GetEntityByUniId(target_id);
if (!entity || !entity->IsCreature(GetOwner()->room)) {
return behaviac::BT_FAILURE;
}
CreatureWeakPtr target = ((Creature*)entity)->GetWeakPtrRef();
if (target.Get()->dead) {
return behaviac::BT_FAILURE;
}
auto context = MAKE_BTCONTEXT
(
CreatureWeakPtr target;
long long frameno = 0;
long long last_pursuit_frameno = 0;
);
context->target = target;
context->frameno = GetOwner()->room->GetFrameNo();
context->last_pursuit_frameno = GetOwner()->room->GetFrameNo();
auto co = std::make_shared<BtCoroutine>(context, "CoAttackTarget");
co->runing_cb =
[this, context] ()
{
if (GetOwner()->room->GetFrameNo() - context->frameno > SERVER_FRAME_RATE * 10 ||
!context->target.Get() || context->target.Get()->dead) {
GetOwner()->shot_hold = false;
return behaviac::BT_SUCCESS;
} else {
glm::vec3 dir = GetOwner()->GetPos().CalcDir(context->target.Get()->GetPos());
if (GlmHelper::Norm(dir) <= 1.0f) {
GetOwner()->GetMovement()->CalcTargetPos(60);
context->last_pursuit_frameno = GetOwner()->room->GetFrameNo();
} else {
bool is_shot = false;
if (GlmHelper::Norm(dir) > 300) {
if (GetOwner()->GetMovement()->GetPathSize() < 1) {
GlmHelper::Normalize(dir);
GetOwner()->SetMoveDir(dir);
GetOwner()->SetAttackDir(dir);
GetOwner()->GetMovement()->CalcTargetPos(200);
context->last_pursuit_frameno = GetOwner()->room->GetFrameNo();
} else {
if (GetOwner()->room->GetFrameNo() - context->last_pursuit_frameno > SERVER_FRAME_RATE * 1) {
GlmHelper::Normalize(dir);
GetOwner()->SetMoveDir(dir);
GetOwner()->SetAttackDir(dir);
GetOwner()->GetMovement()->CalcTargetPos(200);
context->last_pursuit_frameno = GetOwner()->room->GetFrameNo();
}
}
} else {
GlmHelper::Normalize(dir);
is_shot = true;
}
if (is_shot) {
bool use_skill_ok = false;
if (context->target.Get() &&
!context->target.Get()->dead) {
int skill_id = GetUseableSkill(context->target.Get());
if (skill_id >= 0) {
GetOwner()->shot_hold = false;
int wait_time = 0;
use_skill_ok = InternalUseSkill(skill_id, context->target, wait_time);
if (use_skill_ok) {
Sleep(wait_time);
}
}
}
#ifdef DEBUG1
if (context->target.Get()->IsPlayer()) {
a8::XPrintf("DoAttack %d use_skill_ok:%d time:%d\n",
{GetOwner()->GetUniId(),
use_skill_ok ? 1 : 0,
GetOwner()->GetMainSkill() ? GetOwner()->GetMainSkill()->GetLeftTime() : 0
});
}
#endif
if (!use_skill_ok) {
bool shot_ok = false;
glm::vec3 shot_dir = dir;
GetOwner()->SetAttackDir(dir);
GetOwner()->shot_hold = true;
GetOwner()->Shot(shot_dir, shot_ok, 0, 0);
}
} else {
GetOwner()->shot_hold = false;
}
}
}
return behaviac::BT_RUNNING;
};
return StartCoroutine(co);
}
bool BaseAgent::HasBuffEffect(int buff_effect)
{
return owner_->HasBuffEffect(buff_effect);
@ -232,67 +133,6 @@ void BaseAgent::SetBulletTraceMode(bool mode)
bullet_trace_mode_ = mode;
}
behaviac::EBTStatus BaseAgent::DoIdle(int min_time, int max_time)
{
if (status_ == behaviac::BT_RUNNING) {
return DoRunningCb();
}
if (a8::HasBitFlag(GetOwner()->status, CS_DisableAttackAndroid)) {
return behaviac::BT_FAILURE;
}
auto context = MAKE_BTCONTEXT
(
a8::XTimerWp timer_ptr;
);
context->timer_ptr = GetOwner()->room->xtimer.SetTimeoutWpEx
(
a8::RandEx(min_time, max_time) / FRAME_RATE_MS,
[] (int event, const a8::Args* args)
{
},
&GetOwner()->xtimer_attacher);
context->AddHandler
(
GetOwner()->GetWeakPtrRef(),
GetOwner()->GetTrigger()->AddListener
(
kAttacked,
[context_wp = a8::SpToWp(context)] (const a8::Args& args)
{
if (!context_wp.expired()) {
auto context = context_wp.lock();
Creature* c = args.Get<Creature*>(0);
context->events.push_back
(
BtEvent::Create
(
kBetOnAttack,
a8::Args({
c->GetUniId(),
c->room->GetFrameNo()
}),
[c_wp = c->GetWeakPtrRef(), frameno = c->room->GetFrameNo()] () mutable
{
return c_wp.Get() && !c_wp.Get()->dead;
})
);
}
}));
auto co = std::make_shared<BtCoroutine>(context, "CoIdle");
co->runing_cb =
[this, context] ()
{
if (!context->timer_ptr.expired()) {
return behaviac::BT_RUNNING;
} else {
return behaviac::BT_SUCCESS;
}
};
return StartCoroutine(co);
}
bool BaseAgent::CanUseSkill(int skill_id)
{
return false;
@ -338,11 +178,6 @@ int BaseAgent::GetUseableSkill(Creature* target)
return -1;
}
behaviac::EBTStatus BaseAgent::DoUseSkill(int skill_id)
{
return behaviac::BT_SUCCESS;
}
bool BaseAgent::InternalUseSkill(int skill_id, CreatureWeakPtr target, int& wait_time)
{
if (GlmHelper::IsEqual2D(GetOwner()->GetPos().ToGlmVec3(),

View File

@ -27,537 +27,6 @@ HeroAgent::~HeroAgent()
{
}
behaviac::EBTStatus HeroAgent::DoRandomWalk()
{
if (status_ == behaviac::BT_RUNNING) {
return DoRunningCb();
}
glm::vec3 dir = GetOwner()->GetMoveDir();
GlmHelper::RotateY(dir, (10 + rand() % 360)/ 180.0f);
GlmHelper::Normalize(dir);
GetOwner()->SetMoveDir(dir);
GetOwner()->SetAttackDir(dir);
GetOwner()->GetMovement()->CalcTargetPos(200);
if (GetOwner()->GetMovement()->GetPathSize() <= 0) {
return behaviac::BT_FAILURE;
}
auto context = MAKE_BTCONTEXT
(
);
context->AddHandler
(
GetOwner()->GetWeakPtrRef(),
GetOwner()->GetTrigger()->AddListener
(
kAttacked,
[context_wp = context->GetWp()] (const a8::Args& args)
{
if (!context_wp.expired()) {
auto context = context_wp.lock();
Creature* c = args.Get<Creature*>(0);
context->events.push_back
(
BtEvent::Create
(
kBetOnAttack,
a8::Args({
c->GetUniId(),
c->room->GetFrameNo()
}),
[c_wp = c->GetWeakPtrRef(), frameno = c->room->GetFrameNo()] () mutable
{
return c_wp.Get() && !c_wp.Get()->dead;
})
);
}
}));
auto co = std::make_shared<BtCoroutine>(context, "CoRandomWalk");
co->runing_cb =
[this, context] ()
{
if (GetOwner()->GetMovement()->GetPathSize() <= 0) {
return behaviac::BT_SUCCESS;
} else {
return behaviac::BT_RUNNING;
}
};
return StartCoroutine(co);
}
behaviac::EBTStatus HeroAgent::DoRandomShot()
{
if (status_ == behaviac::BT_RUNNING) {
return DoRunningCb();
}
glm::vec3 dir = GetOwner()->GetMoveDir();
GlmHelper::RotateY(dir, (10 + rand() % 360)/ 180.0f);
GlmHelper::Normalize(dir);
GetOwner()->SetMoveDir(dir);
GetOwner()->SetAttackDir(dir);
bool shot_ok = false;
glm::vec3 shot_dir = dir;
GetOwner()->Shot(shot_dir, shot_ok, 0, 0);
auto context = MAKE_BTCONTEXT
(
long long last_frameno = 0;
std::weak_ptr<EventHandlerPtr> handler;
);
context->last_frameno = GetOwner()->room->GetFrameNo();
context->AddHandler
(GetOwner()->GetWeakPtrRef(),
GetOwner()->GetTrigger()->AddListener
(
kAttacked,
[context_wp = context->GetWp()] (const a8::Args& args)
{
if (!context_wp.expired()) {
auto context = context_wp.lock();
Creature* c = args.Get<Creature*>(0);
context->events.push_back
(
BtEvent::Create
(
kBetOnAttack,
a8::Args({
c->GetUniId(),
c->room->GetFrameNo()
}),
[c_wp = c->GetWeakPtrRef(), frameno = c->room->GetFrameNo()] () mutable
{
return c_wp.Get() && !c_wp.Get()->dead;
})
);
}
}));
auto co = std::make_shared<BtCoroutine>(context, "CoRandomShot");
co->runing_cb =
[this, context] ()
{
if (GetOwner()->room->GetFrameNo() - context->last_frameno > SERVER_FRAME_RATE * 3) {
return behaviac::BT_SUCCESS;
} else {
bool shot_ok = false;
glm::vec3 shot_dir = GetOwner()->GetAttackDir();
GetOwner()->Shot(shot_dir, shot_ok, 0, 0);
return behaviac::BT_RUNNING;
}
};
return StartCoroutine(co);
}
behaviac::EBTStatus HeroAgent::DoAttack()
{
if (status_ == behaviac::BT_RUNNING) {
return DoRunningCb();
}
Creature* enemy = GetOwner()->room->FindEnemy(GetOwner(), 300);
if (!enemy) {
return behaviac::BT_FAILURE;
}
if (GlmHelper::IsEqual2D(GetOwner()->GetPos().ToGlmVec3(), enemy->GetPos().ToGlmVec3())) {
return behaviac::BT_FAILURE;
}
#if 0
enemy = ((Hero*)GetOwner())->master.Get();
#endif
glm::vec3 dir = GetOwner()->GetPos().CalcDir(enemy->GetPos());
GlmHelper::Normalize(dir);
GetOwner()->SetMoveDir(dir);
GetOwner()->SetAttackDir(dir);
bool shot_ok = false;
glm::vec3 shot_dir = dir;
if (bullet_trace_mode_) {
GetOwner()->Shot(shot_dir, shot_ok, 0, enemy->GetUniId());
} else {
GetOwner()->Shot(shot_dir, shot_ok, 0, 0);
}
auto context = MAKE_BTCONTEXT
(
CreatureWeakPtr target;
long long last_frameno = 0;
);
context->target = enemy->GetWeakPtrRef();
context->last_frameno = GetOwner()->room->GetFrameNo();
if (GetOwner()->AsHero()->master.Get()) {
context->AddHandler
(GetOwner()->AsHero()->master,
GetOwner()->AsHero()->master.Get()->GetTrigger()->AddListener
(
kBulletHitEvent,
[context_wp = context->GetWp()] (const a8::Args& args)
{
if (!context_wp.expired()) {
auto context = context_wp.lock();
Creature* c = args.Get<Creature*>(0);
context->events.push_back
(
BtEvent::Create
(
kBetOnAttack,
a8::Args({
c->GetUniId(),
c->room->GetFrameNo()
}),
[c_wp = c->GetWeakPtrRef(), frameno = c->room->GetFrameNo()] () mutable
{
return c_wp.Get() && !c_wp.Get()->dead;
})
);
}
}));
}
auto co = std::make_shared<BtCoroutine>(context, "CoAttack");
co->runing_cb =
[this, context] ()
{
if (GetOwner()->room->GetFrameNo() - context->last_frameno > SERVER_FRAME_RATE * 3) {
status_ = behaviac::BT_SUCCESS;
return behaviac::BT_SUCCESS;
} else {
if (!context->target.Get()) {
return behaviac::BT_SUCCESS;
}
if (context->target.Get()->dead) {
return behaviac::BT_SUCCESS;
}
if (GlmHelper::IsEqual2D(GetOwner()->GetPos().ToGlmVec3(),
context->target.Get()->GetPos().ToGlmVec3())) {
return behaviac::BT_FAILURE;
}
if (GetOwner()->dead) {
return behaviac::BT_FAILURE;
}
if (GetOwner()->CanShot(true)) {
bool shot_ok = false;
glm::vec3 shot_dir = GetOwner()->GetPos().CalcDir(context->target.Get()->GetPos());;
GlmHelper::Normalize(shot_dir);
GetOwner()->SetAttackDir(shot_dir);
if (bullet_trace_mode_) {
GetOwner()->Shot(shot_dir, shot_ok, 0, context->target.Get()->GetUniId());
} else {
GetOwner()->Shot(shot_dir, shot_ok, 0, context->target.Get()->GetUniId());
}
}
return behaviac::BT_RUNNING;
}
};
return StartCoroutine(co);
}
behaviac::EBTStatus HeroAgent::DoPursuit()
{
if (status_ == behaviac::BT_RUNNING) {
return DoRunningCb();
}
Creature* enemy = GetOwner()->room->FindEnemy(GetOwner(), 500);
if (!enemy) {
return behaviac::BT_FAILURE;
}
auto context = MAKE_BTCONTEXT
(
CreatureWeakPtr target;
long long last_frameno = 0;
long long last_pursuit_frameno = 0;
);
context->target = enemy->GetWeakPtrRef();
context->last_frameno = GetOwner()->room->GetFrameNo();
context->last_pursuit_frameno = GetOwner()->room->GetFrameNo();
auto co = std::make_shared<BtCoroutine>(context, "CoPursuit");
co->runing_cb =
[this, context] ()
{
if (GetOwner()->room->GetFrameNo() - context->last_frameno > SERVER_FRAME_RATE * 10 ||
!context->target.Get() || context->target.Get()->dead) {
status_ = behaviac::BT_SUCCESS;
return behaviac::BT_SUCCESS;
} else {
glm::vec3 dir = GetOwner()->GetPos().CalcDir(context->target.Get()->GetPos());
if (GlmHelper::Norm(dir) <= 1.0f) {
GetOwner()->GetMovement()->CalcTargetPos(60);
context->last_pursuit_frameno = GetOwner()->room->GetFrameNo();
} else {
bool is_shot = false;
if (GlmHelper::Norm(dir) > 300) {
if (GetOwner()->GetMovement()->GetPathSize() < 1) {
GlmHelper::Normalize(dir);
GetOwner()->SetMoveDir(dir);
GetOwner()->SetAttackDir(dir);
GetOwner()->GetMovement()->CalcTargetPos(200);
context->last_pursuit_frameno = GetOwner()->room->GetFrameNo();
} else {
if (GetOwner()->room->GetFrameNo() - context->last_pursuit_frameno > SERVER_FRAME_RATE * 1) {
GlmHelper::Normalize(dir);
GetOwner()->SetMoveDir(dir);
GetOwner()->SetAttackDir(dir);
GetOwner()->GetMovement()->CalcTargetPos(200);
context->last_pursuit_frameno = GetOwner()->room->GetFrameNo();
}
}
} else {
GlmHelper::Normalize(dir);
is_shot = true;
}
if (is_shot) {
bool use_skill_ok = false;
if (context->target.Get() &&
!context->target.Get()->dead) {
int skill_id = GetUseableSkill(context->target.Get());
if (skill_id >= 0) {
GetOwner()->shot_hold = false;
int wait_time = 0;
use_skill_ok = InternalUseSkill(skill_id, context->target, wait_time);
if (use_skill_ok) {
Sleep(wait_time);
}
}
}
#ifdef DEBUG1
if (context->target.Get()->IsPlayer()) {
a8::XPrintf("DoPursuit %d use_skill_ok:%d time:%d\n",
{GetOwner()->GetUniId(),
use_skill_ok ? 1 : 0,
GetOwner()->GetMainSkill() ? GetOwner()->GetMainSkill()->GetLeftTime() : 0
});
}
#endif
if (!use_skill_ok) {
bool shot_ok = false;
glm::vec3 shot_dir = dir;
GetOwner()->shot_hold = true;
GetOwner()->SetAttackDir(shot_dir);
#if 0
GetOwner()->Shot(AdjustShotDir(shot_dir), shot_ok, 0, 0);
#endif
}
} else {
GetOwner()->shot_hold = false;
}
}
return behaviac::BT_RUNNING;
}
};
return StartCoroutine(co);
}
behaviac::EBTStatus HeroAgent::DoHelpAttack(int target_uniid)
{
if (status_ == behaviac::BT_RUNNING) {
return DoRunningCb();
}
Creature* enemy = GetOwner()->room->GetCreatureByUniId(target_uniid);
if (!enemy) {
return behaviac::BT_FAILURE;
}
if (enemy->dead) {
return behaviac::BT_FAILURE;
}
if (GlmHelper::IsEqual2D(GetOwner()->GetPos().ToGlmVec3(), enemy->GetPos().ToGlmVec3())) {
return behaviac::BT_FAILURE;
}
float distance = enemy->GetPos().Distance2D2(GetOwner()->GetPos());
if (distance > GetAttackRange()) {
return behaviac::BT_FAILURE;
}
glm::vec3 dir = GetOwner()->GetPos().CalcDir(enemy->GetPos());
GlmHelper::Normalize(dir);
GetOwner()->SetMoveDir(dir);
GetOwner()->SetAttackDir(dir);
bool shot_ok = false;
glm::vec3 shot_dir = dir;
if (bullet_trace_mode_) {
GetOwner()->Shot(shot_dir, shot_ok, 0, enemy->GetUniId());
} else {
GetOwner()->Shot(shot_dir, shot_ok, 0, 0);
}
auto context = MAKE_BTCONTEXT
(
CreatureWeakPtr target;
long long last_frameno = 0;
);
context->target = enemy->GetWeakPtrRef();
context->last_frameno = GetOwner()->room->GetFrameNo();
auto co = std::make_shared<BtCoroutine>(context, "CoHelpAttack");
co->runing_cb =
[this, context] ()
{
if (GetOwner()->room->GetFrameNo() - context->last_frameno > SERVER_FRAME_RATE * 3) {
status_ = behaviac::BT_SUCCESS;
return behaviac::BT_SUCCESS;
} else {
if (!context->target.Get()) {
return behaviac::BT_SUCCESS;
}
if (context->target.Get()->dead) {
return behaviac::BT_SUCCESS;
}
if (GlmHelper::IsEqual2D(GetOwner()->GetPos().ToGlmVec3(),
context->target.Get()->GetPos().ToGlmVec3())) {
return behaviac::BT_FAILURE;
}
float distance = context->target.Get()->GetPos().Distance2D2(GetOwner()->GetPos());
if (distance > GetAttackRange()) {
return behaviac::BT_FAILURE;
}
bool shot_ok = false;
glm::vec3 shot_dir = GetOwner()->GetPos().CalcDir(context->target.Get()->GetPos());;
GlmHelper::Normalize(shot_dir);
GetOwner()->SetAttackDir(shot_dir);
if (bullet_trace_mode_) {
GetOwner()->Shot(shot_dir, shot_ok, 0, context->target.Get()->GetUniId());
} else {
GetOwner()->Shot(shot_dir, shot_ok, 0, 0);
}
return behaviac::BT_RUNNING;
}
};
return StartCoroutine(co);
}
behaviac::EBTStatus HeroAgent::DoFlyToMasterAround()
{
if (!GetOwner()->AsHero()->master.Get()) {
return behaviac::BT_FAILURE;
}
glm::vec3 point;
#if 1
glm::vec3 move_dir = GlmHelper::UP;
GlmHelper::RotateY(move_dir, a8::RandAngle());
float move_distance = 30 + rand() % 20;
glm::vec3 start = GetOwner()->AsHero()->master.Get()->GetPos().ToGlmVec3();
glm::vec3 end = start + move_dir * move_distance;
GetOwner()->room->map_instance->Scale(start);
GetOwner()->room->map_instance->Scale(end);
glm::vec3 hit_point = glm::vec3(0.0f, 0.0f, 0.0f);
bool hit_result = false;
bool ret = GetOwner()->room->map_instance->Raycast
(
start,
end,
hit_point,
hit_result);
if (ret) {
GetOwner()->room->map_instance->UnScale(hit_point);
point = hit_point;
} else {
point = GetOwner()->AsHero()->master.Get()->GetPos().ToGlmVec3();
}
#else
glm::vec3 ref_point = GetOwner()->AsHero()->master.Get()->GetPos().ToGlmVec3();
glm::vec3 point = GetOwner()->AsHero()->master.Get()->GetPos().ToGlmVec3();
GetOwner()->room->map_instance->Scale(ref_point);
if (GetOwner()->room->map_instance->FindRandomPointAroundCircle
(
ref_point,
0.21 * GetOwner()->room->GetMapMeta()->scale(),
point
)) {
GetOwner()->room->map_instance->UnScale(point);
#ifdef DEBUG
a8::XPrintf("DoFlyToMasteraround1: %f,%f,%f %f,%f,%f distance:%f\n",
{point.x,
point.y,
point.z,
GetOwner()->GetPos().GetX(),
GetOwner()->GetPos().GetY(),
GetOwner()->GetPos().GetZ(),
GlmHelper::Norm(GetOwner()->GetPos().ToGlmVec3() - point)
});
#endif
} else {
point = GetOwner()->AsHero()->master.Get()->GetPos().ToGlmVec3();
#ifdef DEBUG
a8::XPrintf("DoFlyToMasteraround2: %f,%f,%f %f,%f,%f distance:%f\n",
{point.x,
point.y,
point.z,
GetOwner()->GetPos().GetX(),
GetOwner()->GetPos().GetY(),
GetOwner()->GetPos().GetZ(),
GlmHelper::Norm(GetOwner()->GetPos().ToGlmVec3() - point)
});
#endif
}
#endif
Global::Instance()->verify_set_pos = 1;
GetOwner()->GetMutablePos().FromGlmVec3(point);
Global::Instance()->verify_set_pos = 0;
GetOwner()->GetMovement()->ClearPath();
GetOwner()->room->grid_service->MoveCreature(GetOwner());
GetOwner()->SetAttackDir(GetOwner()->AsHero()->master.Get()->GetAttackDir());
return behaviac::BT_SUCCESS;
}
behaviac::EBTStatus HeroAgent::DoFollowMaster()
{
if (status_ == behaviac::BT_RUNNING) {
return DoRunningCb();
}
if (GetOwner()->AsHero()->master.Get()->dead) {
return behaviac::BT_FAILURE;
}
auto context = MAKE_BTCONTEXT
(
long long last_frameno = 0;
long long last_follow_frameno = 0;
);
context->last_frameno = GetOwner()->room->GetFrameNo();
context->last_follow_frameno = GetOwner()->room->GetFrameNo();
auto co = std::make_shared<BtCoroutine>(context, "CoFollowMaster");
co->runing_cb =
[this, context] ()
{
if (GetOwner()->room->GetFrameNo() - context->last_frameno > SERVER_FRAME_RATE * 10 ||
!GetOwner()->AsHero()->master.Get() || GetOwner()->AsHero()->master.Get()->dead) {
status_ = behaviac::BT_SUCCESS;
return behaviac::BT_SUCCESS;
} else {
if (GlmHelper::IsEqual2D(GetOwner()->GetPos().ToGlmVec3(),
GetOwner()->AsHero()->master.Get()->GetPos().ToGlmVec3())) {
return behaviac::BT_SUCCESS;
}
glm::vec3 dir = GetOwner()->GetPos().CalcDir(GetOwner()->AsHero()->master.Get()->GetPos());
if (GlmHelper::Norm(dir) < 60) {
return behaviac::BT_SUCCESS;
}
if (GlmHelper::Norm(dir) > 60) {
GlmHelper::Normalize(dir);
GetOwner()->SetMoveDir(dir);
GetOwner()->SetAttackDir(dir);
GetOwner()->GetMovement()->CalcTargetPos(60);
context->last_follow_frameno = GetOwner()->room->GetFrameNo();
}
return behaviac::BT_RUNNING;
}
};
return StartCoroutine(co);
}
float HeroAgent::GetMasterDistance()
{
if (!GetOwner()->AsHero()->master.Get()) {