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92
server/gameserver/ai/android/do_attack.cc
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92
server/gameserver/ai/android/do_attack.cc
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@ -0,0 +1,92 @@
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#include "precompile.h"
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include "android_agent.h"
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#include "android.h"
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#include "room.h"
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#include "movement.h"
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#include "trigger.h"
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#include "glmhelper.h"
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#include "skill.h"
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#include "btcontext.h"
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#include "btevent.h"
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#include "btcoroutine.h"
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#include "mt/Robot.h"
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behaviac::EBTStatus AndroidAgent::DoAttack()
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{
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if (status_ == behaviac::BT_RUNNING) {
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return DoRunningCb();
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}
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Human* enemy = GetOwner()->room->FindEnemy(GetOwner()->AsHuman(), 300);
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if (!enemy) {
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return behaviac::BT_FAILURE;
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}
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if (GlmHelper::IsEqual2D(GetOwner()->GetPos().ToGlmVec3(),
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enemy->GetPos().ToGlmVec3())) {
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return behaviac::BT_FAILURE;
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}
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glm::vec3 dir = GetOwner()->GetPos().CalcDir(enemy->GetPos());
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GlmHelper::Normalize(dir);
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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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glm::vec3 shot_dir = dir;
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GetOwner()->Shot(AdjustShotDir(shot_dir), shot_ok, 0, 0);
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auto context = MAKE_BTCONTEXT
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(
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CreatureWeakPtr target;
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long long last_frameno = 0;
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);
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context->target = enemy->GetWeakPtrRef();
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context->last_frameno = GetOwner()->room->GetFrameNo();
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auto co = std::make_shared<BtCoroutine>(context, "CoAttack");
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co->runing_cb =
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[this, context] ()
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{
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if (GetOwner()->room->GetFrameNo() - context->last_frameno > SERVER_FRAME_RATE * 3) {
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status_ = behaviac::BT_SUCCESS;
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GetOwner()->shot_hold = false;
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return behaviac::BT_SUCCESS;
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} else {
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bool use_skill_ok = false;
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if (context->target.Get() &&
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!context->target.Get()->dead) {
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int skill_id = GetUseableSkill(context->target.Get());
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if (skill_id >= 0) {
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GetOwner()->shot_hold = false;
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int wait_time = 0;
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use_skill_ok = InternalUseSkill(skill_id, context->target, wait_time);
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if (use_skill_ok) {
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Sleep(wait_time);
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}
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}
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}
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#ifdef DEBUG1
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if (context->target.Get()->IsPlayer()) {
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a8::XPrintf("DoAttack %d use_skill_ok:%d time:%d\n",
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{GetOwner()->GetUniId(),
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use_skill_ok ? 1 : 0,
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GetOwner()->GetMainSkill() ? GetOwner()->GetMainSkill()->GetLeftTime() : 0
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});
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}
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#endif
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if (!use_skill_ok) {
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bool shot_ok = false;
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glm::vec3 shot_dir = GetOwner()->GetAttackDir();
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GetOwner()->shot_hold = true;
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GetOwner()->Shot(AdjustShotDir(shot_dir), shot_ok, 0, 0);
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}
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return behaviac::BT_RUNNING;
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}
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};
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return StartCoroutine(co);
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}
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116
server/gameserver/ai/android/do_pursuit.cc
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116
server/gameserver/ai/android/do_pursuit.cc
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@ -0,0 +1,116 @@
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#include "precompile.h"
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include "android_agent.h"
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#include "android.h"
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#include "room.h"
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#include "movement.h"
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#include "trigger.h"
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#include "glmhelper.h"
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#include "skill.h"
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#include "btcontext.h"
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#include "btevent.h"
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#include "btcoroutine.h"
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#include "mt/Robot.h"
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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 DoRunningCb();
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}
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Human* enemy = GetOwner()->room->FindEnemy(GetOwner()->AsHuman(), 500);
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if (!enemy) {
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return behaviac::BT_FAILURE;
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}
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auto context = MAKE_BTCONTEXT
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(
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CreatureWeakPtr target;
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long long last_frameno = 0;
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long long last_pursuit_frameno = 0;
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);
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context->target = enemy->GetWeakPtrRef();
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context->last_frameno = GetOwner()->room->GetFrameNo();
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context->last_pursuit_frameno = GetOwner()->room->GetFrameNo();
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auto co = std::make_shared<BtCoroutine>(context, "CoPursuit");
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co->runing_cb =
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[this, context] ()
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{
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if (GetOwner()->room->GetFrameNo() - context->last_frameno > SERVER_FRAME_RATE * 10 ||
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!context->target.Get() || context->target.Get()->dead) {
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status_ = behaviac::BT_SUCCESS;
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GetOwner()->shot_hold = false;
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return behaviac::BT_SUCCESS;
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} else {
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glm::vec3 dir = GetOwner()->GetPos().CalcDir(context->target.Get()->GetPos());
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if (GlmHelper::Norm(dir) <= 1.0f) {
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GetOwner()->GetMovement()->CalcTargetPos(60);
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context->last_pursuit_frameno = GetOwner()->room->GetFrameNo();
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} else {
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bool is_shot = false;
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float distance = GlmHelper::Norm(dir) - GetAttackRange();
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if (distance > 0.001f) {
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if (GetOwner()->GetMovement()->GetPathSize() < 1) {
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GlmHelper::Normalize(dir);
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GetOwner()->SetMoveDir(dir);
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GetOwner()->SetAttackDir(dir);
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GetOwner()->GetMovement()->CalcTargetPos(distance + 60);
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context->last_pursuit_frameno = GetOwner()->room->GetFrameNo();
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} else {
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if (GetOwner()->room->GetFrameNo() - context->last_pursuit_frameno > SERVER_FRAME_RATE * 1) {
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GlmHelper::Normalize(dir);
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GetOwner()->SetMoveDir(dir);
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GetOwner()->SetAttackDir(dir);
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GetOwner()->GetMovement()->CalcTargetPos(distance + 60);
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context->last_pursuit_frameno = GetOwner()->room->GetFrameNo();
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}
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}
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} else {
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GlmHelper::Normalize(dir);
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is_shot = true;
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}
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if (is_shot) {
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bool use_skill_ok = false;
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if (context->target.Get() &&
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!context->target.Get()->dead) {
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int skill_id = GetUseableSkill(context->target.Get());
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if (skill_id >= 0) {
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GetOwner()->shot_hold = false;
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int wait_time = 0;
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use_skill_ok = InternalUseSkill(skill_id, context->target, wait_time);
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if (use_skill_ok) {
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Sleep(wait_time);
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}
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}
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}
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#ifdef DEBUG1
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if (context->target.Get()->IsPlayer()) {
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a8::XPrintf("DoPursuit %d use_skill_ok:%d time:%d\n",
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{GetOwner()->GetUniId(),
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use_skill_ok ? 1 : 0,
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GetOwner()->GetMainSkill() ? GetOwner()->GetMainSkill()->GetLeftTime() : 0
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});
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}
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#endif
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if (!use_skill_ok) {
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bool shot_ok = false;
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glm::vec3 shot_dir = dir;
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GetOwner()->shot_hold = true;
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GetOwner()->SetAttackDir(shot_dir);
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GetOwner()->Shot(AdjustShotDir(shot_dir), shot_ok, 0, 0);
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}
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} else {
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GetOwner()->shot_hold = false;
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}
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}
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return behaviac::BT_RUNNING;
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}
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};
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return StartCoroutine(co);
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}
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92
server/gameserver/ai/android/do_random_shot.cc
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92
server/gameserver/ai/android/do_random_shot.cc
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#include "precompile.h"
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include "android_agent.h"
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#include "android.h"
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#include "room.h"
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#include "movement.h"
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#include "trigger.h"
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#include "glmhelper.h"
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#include "skill.h"
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#include "btcontext.h"
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#include "btevent.h"
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#include "btcoroutine.h"
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#include "mt/Robot.h"
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behaviac::EBTStatus AndroidAgent::DoRandomShot()
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{
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if (status_ == behaviac::BT_RUNNING) {
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return DoRunningCb();
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}
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if (a8::HasBitFlag(GetOwner()->status, CS_DisableAttackAndroid)) {
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return behaviac::BT_FAILURE;
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}
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glm::vec3 dir = GetOwner()->GetMoveDir();
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GlmHelper::RotateY(dir, (10 + rand() % 360)/ 180.0f);
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GlmHelper::Normalize(dir);
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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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glm::vec3 shot_dir = dir;
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GetOwner()->Shot(AdjustShotDir(shot_dir), shot_ok, 0, 0);
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auto context = MAKE_BTCONTEXT
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(
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CreatureWeakPtr last_attacker;
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long long last_attacked_frameno = 0;
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long long last_frameno = 0;
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);
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context->last_frameno = GetOwner()->room->GetFrameNo();
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context->AddHandler
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(
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GetOwner()->GetWeakPtrRef(),
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GetOwner()->GetTrigger()->AddListener
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(
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kAttacked,
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[context_wp = context->GetWp()] (const a8::Args& args)
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{
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if (!context_wp.expired()) {
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auto context = context_wp.lock();
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Creature* c = args.Get<Creature*>(0);
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context->events.push_back
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(
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BtEvent::Create
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(
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kBetOnAttack,
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a8::Args({
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c->GetUniId(),
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c->room->GetFrameNo()
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}),
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[c_wp = c->GetWeakPtrRef(), frameno = c->room->GetFrameNo()] () mutable
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{
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return c_wp.Get() && !c_wp.Get()->dead;
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})
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);
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}
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}));
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auto co = std::make_shared<BtCoroutine>(context, "CoRandomShot");
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co->runing_cb =
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[this, context] ()
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{
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if (GetOwner()->room->GetFrameNo() - context->last_frameno > SERVER_FRAME_RATE * 3) {
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GetOwner()->shot_hold = false;
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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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glm::vec3 shot_dir = GetOwner()->GetAttackDir();
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GetOwner()->shot_hold = true;
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GetOwner()->Shot(AdjustShotDir(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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return StartCoroutine(co);
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}
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78
server/gameserver/ai/android/do_random_walk.cc
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78
server/gameserver/ai/android/do_random_walk.cc
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#include "precompile.h"
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include "android_agent.h"
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#include "android.h"
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#include "room.h"
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#include "movement.h"
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#include "trigger.h"
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#include "glmhelper.h"
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#include "skill.h"
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#include "btcontext.h"
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#include "btevent.h"
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#include "btcoroutine.h"
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behaviac::EBTStatus AndroidAgent::DoRandomWalk()
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{
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if (status_ == behaviac::BT_RUNNING) {
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return DoRunningCb();
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}
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glm::vec3 dir = GetOwner()->GetMoveDir();
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GlmHelper::RotateY(dir, (10 + rand() % 360)/ 180.0f);
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GlmHelper::Normalize(dir);
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GetOwner()->SetMoveDir(dir);
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GetOwner()->SetAttackDir(dir);
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GetOwner()->GetMovement()->CalcTargetPos(200);
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if (GetOwner()->GetMovement()->GetPathSize() <= 0) {
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return behaviac::BT_FAILURE;
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}
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auto context = MAKE_BTCONTEXT
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(
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CreatureWeakPtr last_attacker;
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long long last_attacked_frameno = 0;
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);
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context->AddHandler
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(
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GetOwner()->GetWeakPtrRef(),
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GetOwner()->GetTrigger()->AddListener
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(
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kAttacked,
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[context_wp = a8::SpToWp(context)] (const a8::Args& args)
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{
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if (!context_wp.expired()) {
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auto context = context_wp.lock();
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Creature* c = args.Get<Creature*>(0);
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context->events.push_back
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(
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BtEvent::Create
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(
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kBetOnAttack,
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a8::Args({
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c->GetUniId(),
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c->room->GetFrameNo()
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}),
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[c_wp = c->GetWeakPtrRef(), frameno = c->room->GetFrameNo()] () mutable
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{
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return c_wp.Get() && !c_wp.Get()->dead;
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})
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);
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}
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}));
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auto co = std::make_shared<BtCoroutine>(context, "CoRandomWalk");
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co->runing_cb =
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[this, context] ()
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{
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if (GetOwner()->GetMovement()->GetPathSize() <= 0) {
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return behaviac::BT_SUCCESS;
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} else {
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return behaviac::BT_RUNNING;
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}
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};
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return StartCoroutine(co);
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}
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@ -33,314 +33,6 @@ State_e AndroidAgent::GetState()
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return kPreBattle;
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}
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behaviac::EBTStatus AndroidAgent::DoRandomWalk()
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{
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if (status_ == behaviac::BT_RUNNING) {
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return DoRunningCb();
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}
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glm::vec3 dir = GetOwner()->GetMoveDir();
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GlmHelper::RotateY(dir, (10 + rand() % 360)/ 180.0f);
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GlmHelper::Normalize(dir);
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GetOwner()->SetMoveDir(dir);
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GetOwner()->SetAttackDir(dir);
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GetOwner()->GetMovement()->CalcTargetPos(200);
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if (GetOwner()->GetMovement()->GetPathSize() <= 0) {
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return behaviac::BT_FAILURE;
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}
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auto context = MAKE_BTCONTEXT
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(
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CreatureWeakPtr last_attacker;
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long long last_attacked_frameno = 0;
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);
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context->AddHandler
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(
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GetOwner()->GetWeakPtrRef(),
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GetOwner()->GetTrigger()->AddListener
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(
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kAttacked,
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[context_wp = a8::SpToWp(context)] (const a8::Args& args)
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{
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if (!context_wp.expired()) {
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auto context = context_wp.lock();
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Creature* c = args.Get<Creature*>(0);
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context->events.push_back
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(
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BtEvent::Create
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(
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kBetOnAttack,
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a8::Args({
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c->GetUniId(),
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c->room->GetFrameNo()
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}),
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[c_wp = c->GetWeakPtrRef(), frameno = c->room->GetFrameNo()] () mutable
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{
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return c_wp.Get() && !c_wp.Get()->dead;
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})
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);
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}
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}));
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auto co = std::make_shared<BtCoroutine>(context, "CoRandomWalk");
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co->runing_cb =
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[this, context] ()
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{
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if (GetOwner()->GetMovement()->GetPathSize() <= 0) {
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return behaviac::BT_SUCCESS;
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} else {
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return behaviac::BT_RUNNING;
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}
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};
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return StartCoroutine(co);
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}
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behaviac::EBTStatus AndroidAgent::DoRandomShot()
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{
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if (status_ == behaviac::BT_RUNNING) {
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return DoRunningCb();
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}
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if (a8::HasBitFlag(GetOwner()->status, CS_DisableAttackAndroid)) {
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return behaviac::BT_FAILURE;
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}
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glm::vec3 dir = GetOwner()->GetMoveDir();
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GlmHelper::RotateY(dir, (10 + rand() % 360)/ 180.0f);
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GlmHelper::Normalize(dir);
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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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glm::vec3 shot_dir = dir;
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GetOwner()->Shot(AdjustShotDir(shot_dir), shot_ok, 0, 0);
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auto context = MAKE_BTCONTEXT
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(
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CreatureWeakPtr last_attacker;
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long long last_attacked_frameno = 0;
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long long last_frameno = 0;
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);
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|
||||
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) {
|
||||
GetOwner()->shot_hold = false;
|
||||
return behaviac::BT_SUCCESS;
|
||||
} else {
|
||||
bool shot_ok = false;
|
||||
glm::vec3 shot_dir = GetOwner()->GetAttackDir();
|
||||
GetOwner()->shot_hold = true;
|
||||
GetOwner()->Shot(AdjustShotDir(shot_dir), shot_ok, 0, 0);
|
||||
|
||||
return behaviac::BT_RUNNING;
|
||||
}
|
||||
};
|
||||
return StartCoroutine(co);
|
||||
}
|
||||
|
||||
behaviac::EBTStatus AndroidAgent::DoAttack()
|
||||
{
|
||||
if (status_ == behaviac::BT_RUNNING) {
|
||||
return DoRunningCb();
|
||||
}
|
||||
Human* enemy = GetOwner()->room->FindEnemy(GetOwner()->AsHuman(), 300);
|
||||
if (!enemy) {
|
||||
return behaviac::BT_FAILURE;
|
||||
}
|
||||
if (GlmHelper::IsEqual2D(GetOwner()->GetPos().ToGlmVec3(),
|
||||
enemy->GetPos().ToGlmVec3())) {
|
||||
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;
|
||||
GetOwner()->Shot(AdjustShotDir(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, "CoAttack");
|
||||
co->runing_cb =
|
||||
[this, context] ()
|
||||
{
|
||||
if (GetOwner()->room->GetFrameNo() - context->last_frameno > SERVER_FRAME_RATE * 3) {
|
||||
status_ = behaviac::BT_SUCCESS;
|
||||
GetOwner()->shot_hold = false;
|
||||
return behaviac::BT_SUCCESS;
|
||||
} else {
|
||||
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 = GetOwner()->GetAttackDir();
|
||||
GetOwner()->shot_hold = true;
|
||||
GetOwner()->Shot(AdjustShotDir(shot_dir), shot_ok, 0, 0);
|
||||
}
|
||||
return behaviac::BT_RUNNING;
|
||||
}
|
||||
};
|
||||
return StartCoroutine(co);
|
||||
}
|
||||
|
||||
behaviac::EBTStatus AndroidAgent::DoPursuit()
|
||||
{
|
||||
if (status_ == behaviac::BT_RUNNING) {
|
||||
return DoRunningCb();
|
||||
}
|
||||
Human* enemy = GetOwner()->room->FindEnemy(GetOwner()->AsHuman(), 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;
|
||||
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;
|
||||
float distance = GlmHelper::Norm(dir) - GetAttackRange();
|
||||
if (distance > 0.001f) {
|
||||
if (GetOwner()->GetMovement()->GetPathSize() < 1) {
|
||||
GlmHelper::Normalize(dir);
|
||||
GetOwner()->SetMoveDir(dir);
|
||||
GetOwner()->SetAttackDir(dir);
|
||||
GetOwner()->GetMovement()->CalcTargetPos(distance + 60);
|
||||
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(distance + 60);
|
||||
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);
|
||||
GetOwner()->Shot(AdjustShotDir(shot_dir), shot_ok, 0, 0);
|
||||
}
|
||||
} else {
|
||||
GetOwner()->shot_hold = false;
|
||||
}
|
||||
}
|
||||
return behaviac::BT_RUNNING;
|
||||
}
|
||||
};
|
||||
return StartCoroutine(co);
|
||||
}
|
||||
|
||||
glm::vec3& AndroidAgent::AdjustShotDir(glm::vec3& shot_dir)
|
||||
{
|
||||
|
Loading…
x
Reference in New Issue
Block a user