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@ -148,3 +148,42 @@ behaviac::EBTStatus AndroidAgent::DoAttack()
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status_ = behaviac::BT_RUNNING;
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status_ = behaviac::BT_RUNNING;
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return status_;
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return status_;
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}
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}
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behaviac::EBTStatus AndroidAgent::DoPursuit()
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{
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if (status_ == behaviac::BT_RUNNING) {
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return status_runing_cb_();
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}
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Human* enemy = GetOwner()->room->FindEnemy(GetOwner()->AsHuman());
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if (!enemy) {
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return behaviac::BT_FAILURE;
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}
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a8::Vec2 dir = enemy->GetPos() - GetOwner()->GetPos();
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dir.Rotate((10 + rand() % 360)/ 180.0f);
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dir.Normalize();
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GetOwner()->SetMoveDir(dir);
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GetOwner()->SetAttackDir(dir);
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bool shot_ok = false;
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a8::Vec2 shot_dir = dir;
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GetOwner()->Shot(shot_dir, shot_ok, 0, 0);
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long long last_frameno = GetOwner()->room->GetFrameNo();
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status_runing_cb_ =
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[this, last_frameno] ()
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{
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if (GetOwner()->room->GetFrameNo() - last_frameno > SERVER_FRAME_RATE * 3) {
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status_ = behaviac::BT_SUCCESS;
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return behaviac::BT_SUCCESS;
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} else {
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bool shot_ok = false;
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a8::Vec2 shot_dir = GetOwner()->GetAttackDir();
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GetOwner()->Shot(shot_dir, shot_ok, 0, 0);
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return behaviac::BT_RUNNING;
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}
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};
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status_ = behaviac::BT_RUNNING;
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return status_;
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}
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@ -18,6 +18,7 @@ public:
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behaviac::EBTStatus DoRandomWalk();
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behaviac::EBTStatus DoRandomWalk();
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behaviac::EBTStatus DoRandomShot();
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behaviac::EBTStatus DoRandomShot();
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behaviac::EBTStatus DoAttack();
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behaviac::EBTStatus DoAttack();
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behaviac::EBTStatus DoPursuit();
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private:
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private:
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Android* owner_ = nullptr;
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Android* owner_ = nullptr;
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@ -2,6 +2,7 @@
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#include "base_agent.h"
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#include "base_agent.h"
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#include "room.h"
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#include "room.h"
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#include "creature.h"
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BaseAgent::BaseAgent():behaviac::Agent()
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BaseAgent::BaseAgent():behaviac::Agent()
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{
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{
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