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@ -280,75 +280,122 @@ void BaseAgent::Sleep(int time)
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bool BaseAgent::CurrentTargetMoveCanReach()
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{
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if (!current_target_.Get()) {
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return false;
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}
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return GetOwner()->room->MoveCanReach(GetOwner()->GetPos().ToGlmVec3(),
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current_target_.Get()->GetPos().ToGlmVec3());
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}
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behaviac::EBTStatus BaseAgent::DoSkill(int skill_id)
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{
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if (!current_target_.Get()) {
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return behaviac::BT_FAILURE;
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}
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int wait_time = 0;
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if (InternalUseSkill(skill_id, current_target_, wait_time)) {
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return behaviac::BT_SUCCESS;
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}
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return behaviac::BT_FAILURE;
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}
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glm::vec3 BaseAgent::GetPos()
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{
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return GetOwner()->GetPos().ToGlmVec3();
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}
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bool BaseAgent::MoveCanReach(const glm::vec3& pos)
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{
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return GetOwner()->room->MoveCanReach(GetOwner()->GetPos().ToGlmVec3(),
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pos);
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}
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behaviac::EBTStatus BaseAgent::SelectUseableSkill(const behaviac::vector<int> skill_ids)
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{
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selected_skill_id = 0;
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if (!current_target_.Get()) {
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return behaviac::BT_FAILURE;
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}
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for (int skill_id : skill_ids) {
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Skill* skill = GetOwner()->GetSkill(skill_id);
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if (skill && GetOwner()->CanUseSkill(skill->GetSkillId())) {
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if (!skill->GetMinorType()) {
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if (current_target_.Get()->GetPos().Distance2D2(GetOwner()->GetPos()) >
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skill->meta->skill_distance()) {
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continue;
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}
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selected_skill_id = skill->GetSkillId();
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return behaviac::BT_SUCCESS;
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}
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}
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}
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return behaviac::BT_FAILURE;
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}
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behaviac::EBTStatus BaseAgent::CoFindPathToCurrentTarget(float distance)
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{
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if (!current_target_.Get()) {
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return behaviac::BT_FAILURE;
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}
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return behaviac::BT_SUCCESS;
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}
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behaviac::EBTStatus BaseAgent::CoMoveToCurrentTarget(float distance)
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{
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if (!current_target_.Get()) {
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return behaviac::BT_FAILURE;
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}
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return behaviac::BT_SUCCESS;
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}
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bool BaseAgent::CurrentTargetIsValid()
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{
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return current_target_.Get() && !current_target_.Get()->dead;
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}
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behaviac::EBTStatus BaseAgent::FindEnemy(float range)
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{
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Creature* enemy = GetOwner()->room->FindEnemy(GetOwner(), range);
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find_enemy_target_uniid = enemy ? enemy->GetUniId() : 0;
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return enemy ? behaviac::BT_SUCCESS : behaviac::BT_FAILURE;
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}
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float BaseAgent::GetCurrentTargetDistance()
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{
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if (current_target_.Get()) {
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return current_target_.Get()->GetPos().Distance2D2(GetOwner()->GetPos());
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}
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return 0;
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}
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float BaseAgent::GetFindEnemyResultTargetDistance()
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{
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abort();
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return 0;
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}
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glm::vec3 BaseAgent::GetFindEnemyResultTargetPos()
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{
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abort();
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return glm::vec3(0.0f, 0.0f, 0.0f);
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}
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void BaseAgent::SetCurrentTarget(int target_uniid)
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{
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current_target_.Reset();
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Creature* c = GetOwner()->room->GetCreatureByUniId(target_uniid);
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if (c) {
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current_target_ = c->GetWeakPtrRef();
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}
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}
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int BaseAgent::GetFindEnemyResultTargetUniId()
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{
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return find_enemy_target_uniid;
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}
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bool BaseAgent::ShotCanReach(const glm::vec3& target_pos)
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{
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abort();
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return false;
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}
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@ -84,6 +84,7 @@ protected:
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void Sleep(int time);
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protected:
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CreatureWeakPtr current_target_;
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bool bullet_trace_mode_ = false;
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#ifdef DEBUG
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behaviac::EBTStatus last_status_ = behaviac::BT_INVALID;
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@ -832,6 +832,9 @@ bool Creature::CanUseSkill(int skill_id)
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if (!skill) {
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return false;
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}
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if (skill->GetCurrTimes() <= 0) {
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return false;
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}
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if (room->GetGasData().GetGasMode() == GasInactive) {
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return false;
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}
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@ -3513,3 +3513,8 @@ bool Room::BulletCanReach(const glm::vec3& start, const glm::vec3& end)
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}
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return false;
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}
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bool Room::MoveCanReach(const glm::vec3& start, const glm::vec3& end)
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{
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return BulletCanReach(start, end);
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}
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@ -261,6 +261,7 @@ public:
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std::shared_ptr<BatchSync> GetBatchSync() { return batch_sync_; }
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void GMFastForward();
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bool BulletCanReach(const glm::vec3& start, const glm::vec3& end);
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bool MoveCanReach(const glm::vec3& start, const glm::vec3& end);
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private:
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void ShuaAndroid();
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