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@ -13,9 +13,110 @@
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<property Opl="glm::vec3 Self.HeroAgent::tmp_point0" />
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<property Opr="current_target_agent.TargetAgent::GetPos()" />
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</node>
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<node class="Action" id="3">
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<property Method="Self.HeroAgent::CoFindPathEx(glm::vec3 Self.HeroAgent::tmp_point0,float Self.HeroAgent::tmp_val0)" />
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<node class="Assignment" id="13">
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<property CastRight="false" />
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<property Opl="float Self.HeroAgent::tmp_val1" />
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<property Opr="const float 0" />
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</node>
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<node class="Action" id="14">
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<property Method="Self.HeroAgent::DebugOut("ddddd寻路",0,0,0)" />
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<property ResultOption="BT_INVALID" />
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</node>
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<node class="Parallel" id="4">
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<property ChildFinishPolicy="CHILDFINISH_ONCE" />
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<property ExitPolicy="EXIT_NONE" />
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<property FailurePolicy="FAIL_ON_ONE" />
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<property SuccessPolicy="SUCCEED_ON_ONE" />
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<node class="Action" id="3">
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<property Method="Self.HeroAgent::CoFindPathEx(glm::vec3 Self.HeroAgent::tmp_point0,float Self.HeroAgent::tmp_val0)" />
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<property ResultOption="BT_INVALID" />
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<attachment class="Precondition" id="8" flag="precondition">
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<property BinaryOperator="And" />
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<property Operator="Equal" />
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<property Opl="float Self.HeroAgent::tmp_val1" />
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<property Opr2="const float 0" />
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<property Phase="Enter" />
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</attachment>
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<attachment class="Effector" id="12" flag="effector">
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<property Operator="Assign" />
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<property Opl="float Self.HeroAgent::tmp_val1" />
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<property Opr2="const float 1" />
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<property Phase="Success" />
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</attachment>
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</node>
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<node class="DecoratorLoop" id="17">
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<property Count="const int -1" />
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<property DecorateWhenChildEnds="true" />
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<property DoneWithinFrame="false" />
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<attachment class="Precondition" id="33" flag="precondition">
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<property BinaryOperator="And" />
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<property Operator="Equal" />
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<property Opl="float Self.HeroAgent::tmp_val1" />
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<property Opr2="const float 0" />
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<property Phase="Both" />
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</attachment>
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<node class="IfElse" id="18">
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<node class="Or" id="22">
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<node class="Condition" id="20">
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<property Operator="Equal" />
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<property Opl="current_target_agent.TargetAgent::HasBuffEffect(kBET_Hide)" />
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<property Opr="const bool true" />
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</node>
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<node class="Condition" id="21">
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<property Operator="Equal" />
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<property Opl="current_target_agent.TargetAgent::HasBuffEffect(kBET_InGrass)" />
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<property Opr="const bool true" />
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</node>
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</node>
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<node class="Sequence" id="24">
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<node class="Action" id="5">
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<property Method="Self.HeroAgent::DebugOut("ddddd隐身随机走",0,0,0)" />
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<property ResultOption="BT_INVALID" />
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</node>
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<node class="Selector" id="7">
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<node class="SelectorProbability" id="10">
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<node class="DecoratorWeight" id="15">
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<property DecorateWhenChildEnds="false" />
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<property Weight="const int 50" />
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<node class="ReferencedBehavior" id="19">
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<property ReferenceBehavior="const string "task/RandomWalk"" />
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<property Task="Self.HeroAgent::RandomWalk(0,0,{x=0;y=0;z=0;})" />
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</node>
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</node>
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<node class="DecoratorWeight" id="16">
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<property DecorateWhenChildEnds="false" />
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<property Weight="const int 50" />
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<node class="ReferencedBehavior" id="11">
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<property ReferenceBehavior="const string "task/RandomShot"" />
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<property Task="Self.HeroAgent::RandomShot(0,0,{x=0;y=0;z=0;})" />
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</node>
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</node>
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</node>
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<node class="True" id="9" />
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</node>
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<node class="Action" id="6">
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<property Method="Self.HeroAgent::DebugOut("ddddd隐身改变量",0,0,0)" />
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<property ResultOption="BT_INVALID" />
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</node>
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<node class="Assignment" id="26">
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<property CastRight="false" />
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<property Opl="float Self.HeroAgent::tmp_val1" />
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<property Opr="const float 1" />
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</node>
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<node class="Action" id="28">
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<property Method="Self.HeroAgent::DebugOut("ddddd隐身跳出循环",0,0,0)" />
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<property ResultOption="BT_INVALID" />
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</node>
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</node>
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<node class="Sequence" id="29">
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<node class="True" id="23" />
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<node class="Action" id="30">
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<property Method="Self.HeroAgent::DebugOut("ddddd没隐身返回真",0,0,0)" />
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<property ResultOption="BT_INVALID" />
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</node>
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</node>
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</node>
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</node>
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</node>
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</node>
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</behavior>
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@ -50,9 +50,48 @@
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<property Opr="const bool true" />
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</node>
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<node class="IfElse" id="11">
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<node class="Action" id="12">
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<property Method="Self.HeroAgent::CoShotCurrentTargetRaycast()" />
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<property ResultOption="BT_INVALID" />
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<node class="Sequence" id="77">
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<node class="Action" id="80">
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<property Method="Self.HeroAgent::DebugOut("ddddd可射击嘛?",0,0,0)" />
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<property ResultOption="BT_INVALID" />
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</node>
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<node class="Action" id="12">
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<property Method="Self.HeroAgent::CoShotCurrentTargetRaycast()" />
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<property ResultOption="BT_INVALID" />
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</node>
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<node class="Or" id="84">
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<node class="And" id="68">
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<node class="Condition" id="78">
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<property Operator="Equal" />
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<property Opl="current_target_agent.TargetAgent::HasBuffEffect(kBET_InGrass)" />
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<property Opr="const bool false" />
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</node>
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<node class="Condition" id="79">
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<property Operator="Equal" />
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<property Opl="current_target_agent.TargetAgent::HasBuffEffect(kBET_Hide)" />
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<property Opr="const bool false" />
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</node>
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</node>
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<node class="And" id="85">
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<node class="Or" id="86">
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<node class="Condition" id="87">
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<property Operator="Equal" />
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<property Opl="current_target_agent.TargetAgent::HasBuffEffect(kBET_InGrass)" />
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<property Opr="const bool true" />
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</node>
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<node class="Condition" id="88">
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<property Operator="Equal" />
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<property Opl="current_target_agent.TargetAgent::HasBuffEffect(kBET_Hide)" />
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<property Opr="const bool true" />
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</node>
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</node>
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<node class="Condition" id="89">
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<property Operator="LessEqual" />
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<property Opl="Self.HeroAgent::GetTargetManhattanDistance()" />
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<property Opr="const float 80" />
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</node>
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</node>
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</node>
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</node>
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<node class="IfElse" id="13">
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<node class="Condition" id="14">
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@ -61,6 +100,10 @@
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<property Opr="const bool true" />
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</node>
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<node class="Sequence" id="15">
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<node class="Action" id="83">
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<property Method="Self.HeroAgent::DebugOut("ddddd发技能",0,0,0)" />
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<property ResultOption="BT_INVALID" />
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</node>
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<node class="ReferencedBehavior" id="38">
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<property ReferenceBehavior="Self.HeroAgent::GetSkillBtFile()" />
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</node>
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@ -74,6 +117,10 @@
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<node class="IfElse" id="36">
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<node class="True" id="22" />
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<node class="Sequence" id="17">
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<node class="Action" id="76">
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<property Method="Self.HeroAgent::DebugOut("ddddd要战斗走位了",0,0,0)" />
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<property ResultOption="BT_INVALID" />
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</node>
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<node class="Condition" id="28">
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<property Operator="Equal" />
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<property Opl="Self.HeroAgent::IsMoving()" />
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@ -84,12 +131,28 @@
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<property Task="Self.HeroAgent::BattleMove({x=0;y=0;z=0;})" />
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</node>
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</node>
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<node class="Noop" id="37" />
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<node class="Sequence" id="81">
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<node class="Action" id="82">
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<property Method="Self.HeroAgent::DebugOut("ddddd空操作1",0,0,0)" />
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<property ResultOption="BT_INVALID" />
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</node>
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<node class="Noop" id="37" />
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</node>
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</node>
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<node class="IfElse" id="33">
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<node class="False" id="34" />
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<node class="Noop" id="35" />
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<node class="Sequence" id="90">
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<node class="Action" id="91">
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<property Method="Self.HeroAgent::DebugOut("ddddd空操作2",0,0,0)" />
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<property ResultOption="BT_INVALID" />
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</node>
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<node class="Noop" id="35" />
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</node>
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<node class="Sequence" id="16">
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<node class="Action" id="75">
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<property Method="Self.HeroAgent::DebugOut("ddddd要射击了",0,0,0)" />
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<property ResultOption="BT_INVALID" />
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</node>
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<node class="Assignment" id="19">
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<property CastRight="false" />
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<property Opl="glm::vec3 Self.HeroAgent::tmp_point0" />
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@ -113,12 +176,38 @@
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<property Opl="Self.HeroAgent::GetTargetManhattanDistance()" />
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<property Opr="const float 80" />
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</node>
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<node class="ReferencedBehavior" id="31">
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<property ReferenceBehavior="const string "task/RandomWalk"" />
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<property Task="Self.HeroAgent::RandomWalk(0,0,{x=0;y=0;z=0;})" />
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<node class="Sequence" id="92">
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<node class="Action" id="93">
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<property Method="Self.HeroAgent::DebugOut("ddddd不可射击随机走",0,0,0)" />
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<property ResultOption="BT_INVALID" />
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</node>
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<node class="SelectorProbability" id="97">
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<node class="DecoratorWeight" id="98">
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<property DecorateWhenChildEnds="false" />
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<property Weight="const int 50" />
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<node class="ReferencedBehavior" id="31">
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<property ReferenceBehavior="const string "task/RandomWalk"" />
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<property Task="Self.HeroAgent::RandomWalk(0,0,{x=0;y=0;z=0;})" />
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</node>
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</node>
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<node class="DecoratorWeight" id="99">
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<property DecorateWhenChildEnds="false" />
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<property Weight="const int 50" />
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<node class="ReferencedBehavior" id="96">
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<property ReferenceBehavior="const string "task/RandomShot"" />
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<property Task="Self.HeroAgent::RandomShot(0,0,{x=0;y=0;z=0;})" />
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</node>
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</node>
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</node>
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</node>
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<node class="ReferencedBehavior" id="32">
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<property ReferenceBehavior="const string "function/FnFindPathToTarget"" />
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<node class="Sequence" id="94">
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<node class="Action" id="95">
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<property Method="Self.HeroAgent::DebugOut("ddddd不可射击寻路",0,0,0)" />
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<property ResultOption="BT_INVALID" />
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</node>
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<node class="ReferencedBehavior" id="32">
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<property ReferenceBehavior="const string "function/FnFindPathToTarget"" />
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</node>
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</node>
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</node>
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</node>
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@ -54,10 +54,46 @@
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<property Method="Self.HeroAgent::SetAttackDir(glm::vec3 Self.HeroAgent::_$local_task_param_$_2)" />
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<property ResultOption="BT_SUCCESS" />
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</node>
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<node class="Action" id="12">
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<property Method="Self.HeroAgent::RegisterEvents(1:kUnderAttackEvent)" />
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<node class="Action" id="23">
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<property Method="Self.HeroAgent::DebugOut("ddddd随机走要不要切换目标",0,0,0)" />
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<property ResultOption="BT_INVALID" />
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</node>
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<node class="IfElse" id="14">
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<node class="Sequence" id="15">
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<custom>
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<node class="Condition" id="18">
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<property Operator="Greater" />
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<property Opl="Self.HeroAgent::GetNewAttackerPassTime()" />
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<property Opr="const int 200" />
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</node>
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</custom>
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<node class="Condition" id="19">
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<property Operator="Less" />
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<property Opl="Self.HeroAgent::GetNewAttackerPassTime()" />
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<property Opr="const int 2000" />
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</node>
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<node class="Condition" id="20">
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<property Operator="Equal" />
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<property Opl="Self.HeroAgent::GetNewAttackerInRange(350)" />
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<property Opr="const bool true" />
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</node>
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</node>
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<node class="Sequence" id="16">
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<node class="Action" id="21">
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<property Method="Self.HeroAgent::ResetShotTimes()" />
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<property ResultOption="BT_SUCCESS" />
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</node>
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<node class="Action" id="22">
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<property Method="Self.HeroAgent::SwitchToNewAttacker()" />
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<property ResultOption="BT_SUCCESS" />
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</node>
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<node class="Action" id="24">
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<property Method="Self.HeroAgent::DebugOut("ddddd随机走已切换目标",0,0,0)" />
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<property ResultOption="BT_INVALID" />
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</node>
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</node>
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<node class="Noop" id="17" />
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</node>
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<node class="Action" id="11">
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<property Method="Self.HeroAgent::CoMoveForward(150,300)" />
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<property ResultOption="BT_INVALID" />
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