This commit is contained in:
aozhiwei 2023-06-22 11:40:26 +08:00
parent 1ecf5ad0c4
commit ed4b8b09aa
5 changed files with 378 additions and 308 deletions

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@ -0,0 +1,92 @@
#include "precompile.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "android_agent.h"
#include "android.h"
#include "room.h"
#include "movement.h"
#include "trigger.h"
#include "glmhelper.h"
#include "skill.h"
#include "btcontext.h"
#include "btevent.h"
#include "btcoroutine.h"
#include "mt/Robot.h"
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);
}

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@ -0,0 +1,116 @@
#include "precompile.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "android_agent.h"
#include "android.h"
#include "room.h"
#include "movement.h"
#include "trigger.h"
#include "glmhelper.h"
#include "skill.h"
#include "btcontext.h"
#include "btevent.h"
#include "btcoroutine.h"
#include "mt/Robot.h"
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);
}

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@ -0,0 +1,92 @@
#include "precompile.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "android_agent.h"
#include "android.h"
#include "room.h"
#include "movement.h"
#include "trigger.h"
#include "glmhelper.h"
#include "skill.h"
#include "btcontext.h"
#include "btevent.h"
#include "btcoroutine.h"
#include "mt/Robot.h"
behaviac::EBTStatus AndroidAgent::DoRandomShot()
{
if (status_ == behaviac::BT_RUNNING) {
return DoRunningCb();
}
if (a8::HasBitFlag(GetOwner()->status, CS_DisableAttackAndroid)) {
return behaviac::BT_FAILURE;
}
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(AdjustShotDir(shot_dir), shot_ok, 0, 0);
auto context = MAKE_BTCONTEXT
(
CreatureWeakPtr last_attacker;
long long last_attacked_frameno = 0;
long long last_frameno = 0;
);
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);
}

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@ -0,0 +1,78 @@
#include "precompile.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "android_agent.h"
#include "android.h"
#include "room.h"
#include "movement.h"
#include "trigger.h"
#include "glmhelper.h"
#include "skill.h"
#include "btcontext.h"
#include "btevent.h"
#include "btcoroutine.h"
behaviac::EBTStatus AndroidAgent::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
(
CreatureWeakPtr last_attacker;
long long last_attacked_frameno = 0;
);
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, "CoRandomWalk");
co->runing_cb =
[this, context] ()
{
if (GetOwner()->GetMovement()->GetPathSize() <= 0) {
return behaviac::BT_SUCCESS;
} else {
return behaviac::BT_RUNNING;
}
};
return StartCoroutine(co);
}

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@ -33,314 +33,6 @@ State_e AndroidAgent::GetState()
return kPreBattle; return kPreBattle;
} }
behaviac::EBTStatus AndroidAgent::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
(
CreatureWeakPtr last_attacker;
long long last_attacked_frameno = 0;
);
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, "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 AndroidAgent::DoRandomShot()
{
if (status_ == behaviac::BT_RUNNING) {
return DoRunningCb();
}
if (a8::HasBitFlag(GetOwner()->status, CS_DisableAttackAndroid)) {
return behaviac::BT_FAILURE;
}
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(AdjustShotDir(shot_dir), shot_ok, 0, 0);
auto context = MAKE_BTCONTEXT
(
CreatureWeakPtr last_attacker;
long long last_attacked_frameno = 0;
long long last_frameno = 0;
);
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) glm::vec3& AndroidAgent::AdjustShotDir(glm::vec3& shot_dir)
{ {