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81 Commits

Author SHA1 Message Date
azw
48807ffa1b 1 2023-11-06 02:34:49 +00:00
azw
c78c11d4b0 1 2023-08-24 08:06:52 +08:00
azw
cf75c3276d 1 2023-08-24 07:17:54 +08:00
azw
2053312e2b 1 2023-08-19 16:07:20 +08:00
azw
aa2105b30c 1 2023-08-19 16:00:12 +08:00
azw
7bdd79eb3a 1 2023-08-19 15:44:46 +08:00
azw
d692c51efa 1 2023-08-19 15:40:22 +08:00
azw
3af700f035 1 2023-08-19 15:32:49 +08:00
azw
dcd3c603f3 1 2023-08-19 15:10:10 +08:00
azw
d6f90cd4cb 1 2023-08-19 15:03:23 +08:00
azw
7bf02217b7 1 2023-08-19 14:59:08 +08:00
azw
65829307d6 1 2023-08-19 14:34:51 +08:00
azw
48c2919dc7 1 2023-08-19 14:06:38 +08:00
azw
c07aed183e 1 2023-08-19 14:03:06 +08:00
azw
0d795ff0dc 1 2023-08-19 11:23:33 +08:00
azw
8be63ace09 1 2023-08-19 10:30:54 +08:00
azw
523420bb8f 1 2023-08-19 10:29:04 +08:00
azw
39989d56da 1 2023-08-19 00:04:40 +08:00
azw
a20f329c6d 1 2023-08-18 15:42:16 +00:00
azw
08ad1ade1c 1 2023-08-18 07:39:45 +00:00
azw
2739cd3f9f 1 2023-08-18 07:36:54 +00:00
azw
6d2528d470 1 2023-08-17 11:12:26 +00:00
azw
196646803e 1 2023-08-17 09:58:20 +00:00
azw
fa680f707d 1 2023-07-24 14:30:16 +00:00
aozhiwei
dabecaffaf 1 2023-06-18 12:59:23 +08:00
aozhiwei
ef58abcb27 1 2023-06-12 13:32:36 +08:00
aozhiwei
c22f7b1c7d 1 2023-06-05 22:14:35 +08:00
aozhiwei
749e0f19cb 1 2023-05-31 21:36:31 +08:00
aozhiwei
2d8089254c 1 2023-05-28 15:49:11 +08:00
aozhiwei
608fd18c26 1 2023-05-28 15:44:19 +08:00
aozhiwei
d81957040e 1 2023-05-28 15:38:23 +08:00
aozhiwei
e3dc89e56d 1 2023-05-28 15:12:33 +08:00
aozhiwei
b67aa400f8 1 2023-05-28 14:53:46 +08:00
aozhiwei
da56c8447d 1 2023-05-28 14:48:33 +08:00
aozhiwei
824e4dbe5d 1 2023-05-28 14:46:56 +08:00
aozhiwei
50fd07946c 1 2023-05-28 10:22:29 +08:00
aozhiwei
122db4bef3 1 2023-05-28 09:14:41 +08:00
aozhiwei
869ba41905 1 2023-05-27 18:03:29 +08:00
aozhiwei
ba2b5ee8d7 1 2023-05-27 17:23:58 +08:00
aozhiwei
be058c8a41 1 2023-05-27 17:19:28 +08:00
aozhiwei
17f8ecccb0 1 2023-05-27 17:15:10 +08:00
aozhiwei
095e35f7e0 1 2023-05-27 17:04:27 +08:00
aozhiwei
fb441acc87 1 2023-05-27 17:00:26 +08:00
aozhiwei
e9b56610ba 1 2023-05-27 16:45:48 +08:00
aozhiwei
24a2508473 1 2023-05-27 15:43:10 +08:00
aozhiwei
aaac15a155 1 2023-05-27 15:07:14 +08:00
aozhiwei
1d7e8a1087 1 2023-05-27 14:52:52 +08:00
aozhiwei
1607ee5487 1 2023-05-27 14:44:43 +08:00
aozhiwei
9f0679adc2 1 2023-05-27 14:34:57 +08:00
aozhiwei
79d7cce34b 1 2023-05-27 14:31:17 +08:00
aozhiwei
bdb5e79713 1 2023-05-27 14:27:39 +08:00
aozhiwei
7e2f4181b8 1 2023-05-27 14:11:06 +08:00
aozhiwei
8683150ce8 1 2023-05-27 14:08:27 +08:00
aozhiwei
c85563a289 1 2023-05-27 14:02:25 +08:00
aozhiwei
e1e32e2800 1 2023-05-24 22:42:20 +08:00
aozhiwei
15ea46ca30 1 2023-05-24 22:38:19 +08:00
aozhiwei
43ee63e993 1 2023-05-24 22:07:19 +08:00
aozhiwei
a713a90c9e 1 2023-05-24 22:01:02 +08:00
aozhiwei
c1a4452086 1 2023-05-24 21:58:41 +08:00
aozhiwei
1632a294c9 1 2023-05-24 21:47:41 +08:00
aozhiwei
dc6b6ac09d 1 2023-05-24 21:40:08 +08:00
aozhiwei
beed72f3a9 1 2023-05-24 21:31:53 +08:00
aozhiwei
fd1386e1be 1 2023-05-24 21:21:42 +08:00
aozhiwei
3d6b01a527 1 2023-05-24 07:49:09 +08:00
aozhiwei
10c9ce7c68 1 2023-05-18 23:23:33 +08:00
aozhiwei
97fb0f0aa6 1 2023-05-18 23:00:34 +08:00
aozhiwei
2ddbc831ec 1 2023-05-18 22:51:09 +08:00
aozhiwei
a3c22feb24 1 2023-05-18 22:50:06 +08:00
aozhiwei
93c3442442 1 2023-05-18 22:45:45 +08:00
aozhiwei
a1a58f1dee 1 2023-05-18 22:32:51 +08:00
aozhiwei
755fd5dcd0 1 2023-05-18 22:25:42 +08:00
aozhiwei
edcd30b9e0 1 2023-05-18 22:12:02 +08:00
aozhiwei
99cae679b9 1 2023-05-16 22:44:48 +08:00
aozhiwei
c8f08c2975 1 2023-05-16 22:41:05 +08:00
aozhiwei
1b43f53bb2 1 2023-05-16 22:04:50 +08:00
aozhiwei
685a81bc54 1 2023-05-15 21:55:33 +08:00
aozhiwei
07b3d684ff 1 2023-05-14 16:20:27 +08:00
aozhiwei
1fc68a5d59 1 2023-05-14 15:54:52 +08:00
aozhiwei
f8c7e083bf 1 2023-05-14 09:11:59 +08:00
aozhiwei
d58896c69a 1 2023-05-14 08:52:35 +08:00
aozhiwei
08a2a26b5a 1 2023-05-14 08:47:31 +08:00
486 changed files with 14410 additions and 31261 deletions

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@ -1,17 +0,0 @@
# 拾取逻辑(涵盖上机甲)
| 函数名 | 函数说明 | 返回值 | 输出参数1 | 输出参数2 | 输出参数3 |
|------------------|--------------------------|--------------------------------------|----------------------|-----------|-----------|
| SearchPickupObj | 查询可以拾取的对象 | 0:无可拾取对象 1:机甲 2:宝箱 3其他 | out_point0对象坐标 | | |
| PickupObjIsValid | 可拾取对象当前是否有效 | true: 有效 false:已失效 | | | |
| AbandonPickup | 放弃拾取当前物件一段时间 | | | | |
| Pickup | 开始拾取 | BT_FAILURE:失败 BT_SUCCESS:成功 | | | |
# 观战
SMJoinedNotify
SMMapInfo
SMUiUpdate
https://www.cnblogs.com/fellow1988/p/17263427.html
export ASAN_OPTIONS=halt_on_error=false:print_scariness=true:fast_unwind_on_malloc=true:detect_leak=1

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@ -0,0 +1,17 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: android_attack.xml-->
<behavior name="android_attack" agenttype="AndroidAgent" version="5">
<pars>
<par name="_$local_task_param_$_0" type="int" value="0" />
<par name="_$local_task_param_$_1" type="int" value="0" />
</pars>
<node class="Task" id="0">
<property Prototype="Self.BaseAgent::OnAttacked(0,0)" />
<property IsHTN="false" />
<node class="Action" id="1">
<property Method="Self.BaseAgent::CoAttackTarget(int Self.AndroidAgent::_$local_task_param_$_0)" />
<property ResultOption="BT_INVALID" />
</node>
</node>
</behavior>

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@ -0,0 +1,106 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: android_pvp.xml-->
<behavior name="android_pvp" agenttype="AndroidAgent" version="5">
<node class="IfElse" id="17">
<node class="Condition" id="18">
<property Operator="Equal" />
<property Opl="Self.BaseAgent::IsGameOver()" />
<property Opr="const bool true" />
</node>
<node class="False" id="7" />
<node class="Selector" id="0">
<node class="IfElse" id="4">
<node class="Condition" id="1">
<property Operator="Equal" />
<property Opl="Self.AndroidAgent::GetState()" />
<property Opr="const State_e kPreBattle" />
</node>
<node class="SelectorProbability" id="6">
<node class="DecoratorWeight" id="8">
<property DecorateWhenChildEnds="false" />
<property Weight="const int 30" />
<attachment class="Event" id="16" flag="event">
<property ReferenceFilename="android_attack" />
<property Task="Self.BaseAgent::OnAttacked(0,0)" />
<property TriggeredOnce="false" />
<property TriggerMode="Return" />
</attachment>
<node class="Action" id="9">
<property Method="Self.AndroidAgent::DoIdle(2000,4000)" />
<property ResultOption="BT_INVALID" />
</node>
</node>
<node class="DecoratorWeight" id="10">
<property DecorateWhenChildEnds="false" />
<property Weight="const int 50" />
<attachment class="Event" id="25" flag="event">
<property ReferenceFilename="android_attack" />
<property Task="Self.BaseAgent::OnAttacked(0,0)" />
<property TriggeredOnce="false" />
<property TriggerMode="Return" />
</attachment>
<node class="Action" id="11">
<property Method="Self.AndroidAgent::DoRandomWalk()" />
<property ResultOption="BT_INVALID" />
</node>
</node>
<node class="DecoratorWeight" id="12">
<property DecorateWhenChildEnds="false" />
<property Weight="const int 20" />
<attachment class="Event" id="26" flag="event">
<property ReferenceFilename="android_attack" />
<property Task="Self.BaseAgent::OnAttacked(0,0)" />
<property TriggeredOnce="false" />
<property TriggerMode="Return" />
</attachment>
<node class="Action" id="13">
<property Method="Self.AndroidAgent::DoRandomShot()" />
<property ResultOption="BT_INVALID" />
</node>
</node>
<node class="DecoratorWeight" id="14">
<property DecorateWhenChildEnds="false" />
<property Weight="const int 5" />
<node class="Action" id="15">
<property Method="Self.AndroidAgent::DoAttack()" />
<property ResultOption="BT_INVALID" />
</node>
</node>
<node class="DecoratorWeight" id="20">
<property DecorateWhenChildEnds="false" />
<property Weight="const int 80" />
<node class="IfElse" id="21">
<node class="Condition" id="22">
<property Operator="Equal" />
<property Opl="Self.BaseAgent::HasTarget(300)" />
<property Opr="const bool true" />
</node>
<node class="Action" id="23">
<property Method="Self.AndroidAgent::DoPursuit()" />
<property ResultOption="BT_INVALID" />
</node>
<node class="False" id="24" />
</node>
</node>
</node>
<node class="True" id="19" />
</node>
<node class="Condition" id="2">
<property Operator="Equal" />
<property Opl="Self.AndroidAgent::GetState()" />
<property Opr="const State_e kFly" />
</node>
<node class="Condition" id="3">
<property Operator="Equal" />
<property Opl="Self.AndroidAgent::GetState()" />
<property Opr="const State_e kJump" />
</node>
<node class="Condition" id="5">
<property Operator="Equal" />
<property Opl="Self.AndroidAgent::GetState()" />
<property Opr="const State_e kBattling" />
</node>
</node>
</node>
</behavior>

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@ -10,329 +10,54 @@
// Agent property and method handlers
struct METHOD_TYPE_BaseAgent_AbortCoroutine { };
template<> inline void BaseAgent::_Execute_Method_<METHOD_TYPE_BaseAgent_AbortCoroutine>(CoId_e p0)
struct METHOD_TYPE_BaseAgent_HasBuffEffect { };
template<> inline bool BaseAgent::_Execute_Method_<METHOD_TYPE_BaseAgent_HasBuffEffect>(int p0)
{
this->BaseAgent::AbortCoroutine(p0);
return this->BaseAgent::HasBuffEffect(p0);
}
struct METHOD_TYPE_BaseAgent_CoTest { };
template<> inline behaviac::EBTStatus BaseAgent::_Execute_Method_<METHOD_TYPE_BaseAgent_CoTest>(int p0)
struct METHOD_TYPE_BaseAgent_HasTarget { };
template<> inline bool BaseAgent::_Execute_Method_<METHOD_TYPE_BaseAgent_HasTarget>(float p0)
{
return this->BaseAgent::CoTest(p0);
return this->BaseAgent::HasTarget(p0);
}
struct METHOD_TYPE_BaseAgent_CoTest1 { };
template<> inline behaviac::EBTStatus BaseAgent::_Execute_Method_<METHOD_TYPE_BaseAgent_CoTest1>(int p0)
struct METHOD_TYPE_BaseAgent_SetBulletTraceMode { };
template<> inline void BaseAgent::_Execute_Method_<METHOD_TYPE_BaseAgent_SetBulletTraceMode>(bool p0)
{
return this->BaseAgent::CoTest1(p0);
}
struct METHOD_TYPE_BaseAgent_Rand { };
template<> inline int BaseAgent::_Execute_Method_<METHOD_TYPE_BaseAgent_Rand>()
{
return this->BaseAgent::Rand();
}
struct METHOD_TYPE_BaseAgent_RandRange { };
template<> inline int BaseAgent::_Execute_Method_<METHOD_TYPE_BaseAgent_RandRange>(int p0, int p1)
{
return this->BaseAgent::RandRange(p0, p1);
}
struct METHOD_TYPE_BaseAgent_Test { };
template<> inline int BaseAgent::_Execute_Method_<METHOD_TYPE_BaseAgent_Test>(int p0)
{
return this->BaseAgent::Test(p0);
this->BaseAgent::SetBulletTraceMode(p0);
}
struct METHOD_TYPE_RoomAgent_GetHumanNum { };
template<> inline int RoomAgent::_Execute_Method_<METHOD_TYPE_RoomAgent_GetHumanNum>()
struct METHOD_TYPE_AndroidAgent_DoRandomShot { };
template<> inline behaviac::EBTStatus AndroidAgent::_Execute_Method_<METHOD_TYPE_AndroidAgent_DoRandomShot>()
{
return this->RoomAgent::GetHumanNum();
return this->AndroidAgent::DoRandomShot();
}
struct METHOD_TYPE_RoomAgent_GetPlayerNum { };
template<> inline int RoomAgent::_Execute_Method_<METHOD_TYPE_RoomAgent_GetPlayerNum>()
struct METHOD_TYPE_AndroidAgent_GetState { };
template<> inline State_e AndroidAgent::_Execute_Method_<METHOD_TYPE_AndroidAgent_GetState>()
{
return this->RoomAgent::GetPlayerNum();
return this->AndroidAgent::GetState();
}
struct METHOD_TYPE_HeroAgent_AbandonPickup { };
template<> inline void HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_AbandonPickup>(int p0, int p1)
struct METHOD_TYPE_HeroAgent_DoAttack { };
template<> inline behaviac::EBTStatus HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_DoAttack>()
{
this->HeroAgent::AbandonPickup(p0, p1);
return this->HeroAgent::DoAttack();
}
struct METHOD_TYPE_HeroAgent_Abort { };
template<> inline void HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_Abort>(behaviac::string p0, behaviac::vector<int> p1)
struct METHOD_TYPE_HeroAgent_DoFlyToMasterAround { };
template<> inline behaviac::EBTStatus HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_DoFlyToMasterAround>()
{
this->HeroAgent::Abort(p0, p1);
return this->HeroAgent::DoFlyToMasterAround();
}
struct METHOD_TYPE_HeroAgent_CanThrowItem { };
template<> inline bool HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_CanThrowItem>(InventorySlot_e p0)
struct METHOD_TYPE_HeroAgent_DoFollowMaster { };
template<> inline behaviac::EBTStatus HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_DoFollowMaster>()
{
return this->HeroAgent::CanThrowItem(p0);
}
struct METHOD_TYPE_HeroAgent_CarHasBuffEffect { };
template<> inline bool HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_CarHasBuffEffect>(int p0)
{
return this->HeroAgent::CarHasBuffEffect(p0);
}
struct METHOD_TYPE_HeroAgent_CarHasOil { };
template<> inline bool HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_CarHasOil>()
{
return this->HeroAgent::CarHasOil();
}
struct METHOD_TYPE_HeroAgent_ClearEvents { };
template<> inline behaviac::EBTStatus HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_ClearEvents>()
{
return this->HeroAgent::ClearEvents();
}
struct METHOD_TYPE_HeroAgent_CoUseSkill { };
template<> inline behaviac::EBTStatus HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_CoUseSkill>(int p0)
{
return this->HeroAgent::CoUseSkill(p0);
}
struct METHOD_TYPE_HeroAgent_DecV { };
template<> inline void HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_DecV>(int p0, int p1)
{
this->HeroAgent::DecV(p0, p1);
}
struct METHOD_TYPE_HeroAgent_GetCarCurOil { };
template<> inline bool HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_GetCarCurOil>()
{
return this->HeroAgent::GetCarCurOil();
}
struct METHOD_TYPE_HeroAgent_GetCarMaxOil { };
template<> inline float HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_GetCarMaxOil>()
{
return this->HeroAgent::GetCarMaxOil();
}
struct METHOD_TYPE_HeroAgent_GetDown { };
template<> inline void HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_GetDown>()
{
this->HeroAgent::GetDown();
}
struct METHOD_TYPE_HeroAgent_GetTeammateManhattanDistance { };
template<> inline float HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_GetTeammateManhattanDistance>()
{
return this->HeroAgent::GetTeammateManhattanDistance();
}
struct METHOD_TYPE_HeroAgent_GetTodayBattleTimes { };
template<> inline int HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_GetTodayBattleTimes>()
{
return this->HeroAgent::GetTodayBattleTimes();
}
struct METHOD_TYPE_HeroAgent_IsSingleCar { };
template<> inline bool HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_IsSingleCar>()
{
return this->HeroAgent::IsSingleCar();
}
struct METHOD_TYPE_HeroAgent_Pickup { };
template<> inline behaviac::EBTStatus HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_Pickup>()
{
return this->HeroAgent::Pickup();
}
struct METHOD_TYPE_HeroAgent_PickupObjIsValid { };
template<> inline bool HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_PickupObjIsValid>()
{
return this->HeroAgent::PickupObjIsValid();
}
struct METHOD_TYPE_HeroAgent_ResetUseSkillTimes { };
template<> inline void HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_ResetUseSkillTimes>()
{
this->HeroAgent::ResetUseSkillTimes();
}
struct METHOD_TYPE_HeroAgent_SearchHumanEnemy { };
template<> inline behaviac::EBTStatus HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_SearchHumanEnemy>(int p0)
{
return this->HeroAgent::SearchHumanEnemy(p0);
}
struct METHOD_TYPE_HeroAgent_SearchPickupObj { };
template<> inline int HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_SearchPickupObj>()
{
return this->HeroAgent::SearchPickupObj();
}
struct METHOD_TYPE_HeroAgent_SearchTeammate { };
template<> inline bool HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_SearchTeammate>(int p0)
{
return this->HeroAgent::SearchTeammate(p0);
}
struct METHOD_TYPE_HeroAgent_SendEmote { };
template<> inline void HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_SendEmote>(int p0)
{
this->HeroAgent::SendEmote(p0);
}
struct METHOD_TYPE_HeroAgent_SetAttackDir { };
template<> inline void HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_SetAttackDir>(const glm::vec3& p0)
{
this->HeroAgent::SetAttackDir(p0);
}
struct METHOD_TYPE_HeroAgent_SetBulletAngleOffset { };
template<> inline void HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_SetBulletAngleOffset>(int p0, int p1)
{
this->HeroAgent::SetBulletAngleOffset(p0, p1);
}
struct METHOD_TYPE_HeroAgent_SetMoveDir { };
template<> inline void HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_SetMoveDir>(const glm::vec3& p0)
{
this->HeroAgent::SetMoveDir(p0);
}
struct METHOD_TYPE_HeroAgent_SetV { };
template<> inline void HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_SetV>(int p0, int p1)
{
this->HeroAgent::SetV(p0, p1);
}
struct METHOD_TYPE_HeroAgent_ShotNormal { };
template<> inline void HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_ShotNormal>(const glm::vec3& p0)
{
this->HeroAgent::ShotNormal(p0);
}
struct METHOD_TYPE_HeroAgent_SwitchSeat { };
template<> inline void HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_SwitchSeat>(int p0)
{
this->HeroAgent::SwitchSeat(p0);
}
struct METHOD_TYPE_HeroAgent_TargetInShotRange { };
template<> inline bool HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_TargetInShotRange>()
{
return this->HeroAgent::TargetInShotRange();
}
struct METHOD_TYPE_HeroAgent_TeammateIsValid { };
template<> inline bool HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_TeammateIsValid>()
{
return this->HeroAgent::TeammateIsValid();
}
struct METHOD_TYPE_HeroAgent_ThrowItem { };
template<> inline behaviac::EBTStatus HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_ThrowItem>(InventorySlot_e p0)
{
return this->HeroAgent::ThrowItem(p0);
}
struct METHOD_TYPE_HeroAgent_TrySearchTeammate { };
template<> inline behaviac::EBTStatus HeroAgent::_Execute_Method_<METHOD_TYPE_HeroAgent_TrySearchTeammate>(int p0)
{
return this->HeroAgent::TrySearchTeammate(p0);
}
struct METHOD_TYPE_MasterAgent_IsValid { };
template<> inline bool MasterAgent::_Execute_Method_<METHOD_TYPE_MasterAgent_IsValid>()
{
return this->MasterAgent::IsValid();
}
struct METHOD_TYPE_TeammateAgent_Abandon { };
template<> inline void TeammateAgent::_Execute_Method_<METHOD_TYPE_TeammateAgent_Abandon>(int p0, int p1)
{
this->TeammateAgent::Abandon(p0, p1);
}
struct METHOD_TYPE_TeammateAgent_ClearAbandon { };
template<> inline void TeammateAgent::_Execute_Method_<METHOD_TYPE_TeammateAgent_ClearAbandon>()
{
this->TeammateAgent::ClearAbandon();
}
struct METHOD_TYPE_TeammateAgent_GetHeroId { };
template<> inline int TeammateAgent::_Execute_Method_<METHOD_TYPE_TeammateAgent_GetHeroId>()
{
return this->TeammateAgent::GetHeroId();
}
struct METHOD_TYPE_TeammateAgent_GetHp { };
template<> inline float TeammateAgent::_Execute_Method_<METHOD_TYPE_TeammateAgent_GetHp>()
{
return this->TeammateAgent::GetHp();
}
struct METHOD_TYPE_TeammateAgent_GetHPRate { };
template<> inline float TeammateAgent::_Execute_Method_<METHOD_TYPE_TeammateAgent_GetHPRate>()
{
return this->TeammateAgent::GetHPRate();
}
struct METHOD_TYPE_TeammateAgent_GetLevel { };
template<> inline int TeammateAgent::_Execute_Method_<METHOD_TYPE_TeammateAgent_GetLevel>()
{
return this->TeammateAgent::GetLevel();
}
struct METHOD_TYPE_TeammateAgent_GetMaxHp { };
template<> inline float TeammateAgent::_Execute_Method_<METHOD_TYPE_TeammateAgent_GetMaxHp>()
{
return this->TeammateAgent::GetMaxHp();
}
struct METHOD_TYPE_TeammateAgent_GetPos { };
template<> inline glm::vec3 TeammateAgent::_Execute_Method_<METHOD_TYPE_TeammateAgent_GetPos>()
{
return this->TeammateAgent::GetPos();
}
struct METHOD_TYPE_TeammateAgent_GetShotRange { };
template<> inline float TeammateAgent::_Execute_Method_<METHOD_TYPE_TeammateAgent_GetShotRange>()
{
return this->TeammateAgent::GetShotRange();
}
struct METHOD_TYPE_TeammateAgent_GetUniId { };
template<> inline int TeammateAgent::_Execute_Method_<METHOD_TYPE_TeammateAgent_GetUniId>()
{
return this->TeammateAgent::GetUniId();
}
struct METHOD_TYPE_TeammateAgent_HasBuffEffect { };
template<> inline bool TeammateAgent::_Execute_Method_<METHOD_TYPE_TeammateAgent_HasBuffEffect>(int p0)
{
return this->TeammateAgent::HasBuffEffect(p0);
}
struct METHOD_TYPE_TeammateAgent_IsDead { };
template<> inline bool TeammateAgent::_Execute_Method_<METHOD_TYPE_TeammateAgent_IsDead>()
{
return this->TeammateAgent::IsDead();
}
struct METHOD_TYPE_TeammateAgent_IsValid { };
template<> inline bool TeammateAgent::_Execute_Method_<METHOD_TYPE_TeammateAgent_IsValid>()
{
return this->TeammateAgent::IsValid();
return this->HeroAgent::DoFollowMaster();
}

View File

@ -16,448 +16,45 @@ namespace behaviac
// ---------------------------------------------------------------------
inline void FunctionPointer_behaviac_Agent_LogMessage(char* param0) { behaviac::Agent::LogMessage(param0); }
inline void FunctionPointer_BaseAgent_AbortCoroutine(Agent* self, CoId_e co_id) { ((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_AbortCoroutine, void, CoId_e >(co_id); }
inline behaviac::EBTStatus FunctionPointer_BaseAgent_CoTest(Agent* self, int time) { return (behaviac::EBTStatus)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_CoTest, behaviac::EBTStatus, int >(time); }
inline behaviac::EBTStatus FunctionPointer_BaseAgent_CoTest1(Agent* self, int time) { return (behaviac::EBTStatus)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_CoTest1, behaviac::EBTStatus, int >(time); }
inline int FunctionPointer_BaseAgent_DeltaTime(Agent* self, int time) { return ((BaseAgent*)self)->DeltaTime(time); }
inline int FunctionPointer_BaseAgent_GetTickCount(Agent* self) { return ((BaseAgent*)self)->GetTickCount(); }
inline behaviac::EBTStatus FunctionPointer_BaseAgent_CoAttackTarget(Agent* self, int target_id) { return ((BaseAgent*)self)->CoAttackTarget(target_id); }
inline float FunctionPointer_BaseAgent_GetAttackRange(Agent* self) { return ((BaseAgent*)self)->GetAttackRange(); }
inline bool FunctionPointer_BaseAgent_HasBuffEffect(Agent* self, int buff_effect) { return (bool)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_HasBuffEffect, bool, int >(buff_effect); }
inline bool FunctionPointer_BaseAgent_HasTarget(Agent* self, float range) { return (bool)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_HasTarget, bool, float >(range); }
inline bool FunctionPointer_BaseAgent_IsGameOver(Agent* self) { return ((BaseAgent*)self)->IsGameOver(); }
inline void FunctionPointer_BaseAgent_LogMessage(char* param0) { BaseAgent::LogMessage(param0); }
inline int FunctionPointer_BaseAgent_Rand(Agent* self) { return (int)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_Rand, int >(); }
inline int FunctionPointer_BaseAgent_RandRange(Agent* self, int min_val, int max_val) { return (int)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_RandRange, int, int, int >(min_val, max_val); }
inline float FunctionPointer_BaseAgent_RandRangeAsFloat(Agent* self, float min_val, float max_val) { return ((BaseAgent*)self)->RandRangeAsFloat(min_val, max_val); }
inline int FunctionPointer_BaseAgent_Test(Agent* self, int p1) { return (int)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_Test, int, int >(p1); }
inline void FunctionPointer_RoomAgent_AbortCoroutine(Agent* self, CoId_e co_id) { ((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_AbortCoroutine, void, CoId_e >(co_id); }
inline behaviac::EBTStatus FunctionPointer_RoomAgent_CoTest(Agent* self, int time) { return (behaviac::EBTStatus)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_CoTest, behaviac::EBTStatus, int >(time); }
inline behaviac::EBTStatus FunctionPointer_RoomAgent_CoTest1(Agent* self, int time) { return (behaviac::EBTStatus)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_CoTest1, behaviac::EBTStatus, int >(time); }
inline int FunctionPointer_RoomAgent_DeltaTime(Agent* self, int time) { return ((RoomAgent*)self)->DeltaTime(time); }
inline HeroAgent* FunctionPointer_RoomAgent_FindHero(Agent* self, int hero_uniid) { return ((RoomAgent*)self)->FindHero(hero_uniid); }
inline int FunctionPointer_RoomAgent_GetAliveHumanNum(Agent* self) { return ((RoomAgent*)self)->GetAliveHumanNum(); }
inline int FunctionPointer_RoomAgent_GetAlivePlayerNum(Agent* self) { return ((RoomAgent*)self)->GetAlivePlayerNum(); }
inline int FunctionPointer_RoomAgent_GetAliveTeamNum(Agent* self) { return ((RoomAgent*)self)->GetAliveTeamNum(); }
inline GasMode_e FunctionPointer_RoomAgent_GetGasMode(Agent* self) { return ((RoomAgent*)self)->GetGasMode(); }
inline int FunctionPointer_RoomAgent_GetHumanNum(Agent* self) { return (int)((RoomAgent*)self)->_Execute_Method_<METHOD_TYPE_RoomAgent_GetHumanNum, int >(); }
inline int FunctionPointer_RoomAgent_GetMapId(Agent* self) { return ((RoomAgent*)self)->GetMapId(); }
inline int FunctionPointer_RoomAgent_GetPlayerNum(Agent* self) { return (int)((RoomAgent*)self)->_Execute_Method_<METHOD_TYPE_RoomAgent_GetPlayerNum, int >(); }
inline int FunctionPointer_RoomAgent_GetTeamNum(Agent* self) { return ((RoomAgent*)self)->GetTeamNum(); }
inline int FunctionPointer_RoomAgent_GetTickCount(Agent* self) { return ((RoomAgent*)self)->GetTickCount(); }
inline bool FunctionPointer_RoomAgent_IsGameOver(Agent* self) { return ((RoomAgent*)self)->IsGameOver(); }
inline void FunctionPointer_RoomAgent_LogMessage(char* param0) { RoomAgent::LogMessage(param0); }
inline int FunctionPointer_RoomAgent_Rand(Agent* self) { return (int)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_Rand, int >(); }
inline int FunctionPointer_RoomAgent_RandRange(Agent* self, int min_val, int max_val) { return (int)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_RandRange, int, int, int >(min_val, max_val); }
inline float FunctionPointer_RoomAgent_RandRangeAsFloat(Agent* self, float min_val, float max_val) { return ((RoomAgent*)self)->RandRangeAsFloat(min_val, max_val); }
inline int FunctionPointer_RoomAgent_Test(Agent* self, int p1) { return (int)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_Test, int, int >(p1); }
inline int FunctionPointer_TeamAgent_GetAlivePlayerNum(Agent* self) { return ((TeamAgent*)self)->GetAlivePlayerNum(); }
inline int FunctionPointer_TeamAgent_GetMemberNum(Agent* self) { return ((TeamAgent*)self)->GetMemberNum(); }
inline int FunctionPointer_TeamAgent_GetPlayerNum(Agent* self) { return ((TeamAgent*)self)->GetPlayerNum(); }
inline void FunctionPointer_TeamAgent_LogMessage(char* param0) { TeamAgent::LogMessage(param0); }
inline void FunctionPointer_TargetAgent_Abandon(Agent* self, int min_time, int max_time) { ((TargetAgent*)self)->Abandon(min_time, max_time); }
inline void FunctionPointer_TargetAgent_AbortCoroutine(Agent* self, CoId_e co_id) { ((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_AbortCoroutine, void, CoId_e >(co_id); }
inline void FunctionPointer_TargetAgent_ClearAbandon(Agent* self) { ((TargetAgent*)self)->ClearAbandon(); }
inline behaviac::EBTStatus FunctionPointer_TargetAgent_CoTest(Agent* self, int time) { return (behaviac::EBTStatus)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_CoTest, behaviac::EBTStatus, int >(time); }
inline behaviac::EBTStatus FunctionPointer_TargetAgent_CoTest1(Agent* self, int time) { return (behaviac::EBTStatus)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_CoTest1, behaviac::EBTStatus, int >(time); }
inline int FunctionPointer_TargetAgent_DeltaTime(Agent* self, int time) { return ((TargetAgent*)self)->DeltaTime(time); }
inline int FunctionPointer_TargetAgent_GetHeroId(Agent* self) { return ((TargetAgent*)self)->GetHeroId(); }
inline float FunctionPointer_TargetAgent_GetHp(Agent* self) { return ((TargetAgent*)self)->GetHp(); }
inline float FunctionPointer_TargetAgent_GetHPRate(Agent* self) { return ((TargetAgent*)self)->GetHPRate(); }
inline int FunctionPointer_TargetAgent_GetLevel(Agent* self) { return ((TargetAgent*)self)->GetLevel(); }
inline float FunctionPointer_TargetAgent_GetMaxHp(Agent* self) { return ((TargetAgent*)self)->GetMaxHp(); }
inline glm::vec3 FunctionPointer_TargetAgent_GetPos(Agent* self) { return ((TargetAgent*)self)->GetPos(); }
inline int FunctionPointer_TargetAgent_GetTickCount(Agent* self) { return ((TargetAgent*)self)->GetTickCount(); }
inline int FunctionPointer_TargetAgent_GetUniId(Agent* self) { return ((TargetAgent*)self)->GetUniId(); }
inline bool FunctionPointer_TargetAgent_HasBuffEffect(Agent* self, BuffEffectType_e effect_id) { return ((TargetAgent*)self)->HasBuffEffect(effect_id); }
inline bool FunctionPointer_TargetAgent_IsDead(Agent* self) { return ((TargetAgent*)self)->IsDead(); }
inline bool FunctionPointer_TargetAgent_IsGameOver(Agent* self) { return ((TargetAgent*)self)->IsGameOver(); }
inline bool FunctionPointer_TargetAgent_IsValid(Agent* self) { return ((TargetAgent*)self)->IsValid(); }
inline void FunctionPointer_TargetAgent_LogMessage(char* param0) { TargetAgent::LogMessage(param0); }
inline int FunctionPointer_TargetAgent_Rand(Agent* self) { return (int)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_Rand, int >(); }
inline int FunctionPointer_TargetAgent_RandRange(Agent* self, int min_val, int max_val) { return (int)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_RandRange, int, int, int >(min_val, max_val); }
inline float FunctionPointer_TargetAgent_RandRangeAsFloat(Agent* self, float min_val, float max_val) { return ((TargetAgent*)self)->RandRangeAsFloat(min_val, max_val); }
inline int FunctionPointer_TargetAgent_Test(Agent* self, int p1) { return (int)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_Test, int, int >(p1); }
inline void Set_HeroAgent_current_target_agent(Agent* self, TargetAgent* value) { ((HeroAgent*)self)->current_target_agent = value; };
inline const void* Get_HeroAgent_current_target_agent(Agent* self) { return &((HeroAgent*)self)->current_target_agent; };
inline void Set_HeroAgent_current_teammate_agent(Agent* self, TeammateAgent* value) { ((HeroAgent*)self)->current_teammate_agent = value; };
inline const void* Get_HeroAgent_current_teammate_agent(Agent* self) { return &((HeroAgent*)self)->current_teammate_agent; };
inline void Set_HeroAgent_master_agent(Agent* self, MasterAgent* value) { ((HeroAgent*)self)->master_agent = value; };
inline const void* Get_HeroAgent_master_agent(Agent* self) { return &((HeroAgent*)self)->master_agent; };
inline void Set_HeroAgent_out_errno(Agent* self, int value) { ((HeroAgent*)self)->out_errno = value; };
inline const void* Get_HeroAgent_out_errno(Agent* self) { return &((HeroAgent*)self)->out_errno; };
inline void Set_HeroAgent_out_point0(Agent* self, glm::vec3 value) { ((HeroAgent*)self)->out_point0 = value; };
inline const void* Get_HeroAgent_out_point0(Agent* self) { return &((HeroAgent*)self)->out_point0; };
inline void Set_HeroAgent_out_point1(Agent* self, glm::vec3 value) { ((HeroAgent*)self)->out_point1 = value; };
inline const void* Get_HeroAgent_out_point1(Agent* self) { return &((HeroAgent*)self)->out_point1; };
inline void Set_HeroAgent_out_point2(Agent* self, glm::vec3 value) { ((HeroAgent*)self)->out_point2 = value; };
inline const void* Get_HeroAgent_out_point2(Agent* self) { return &((HeroAgent*)self)->out_point2; };
inline void Set_HeroAgent_out_val0(Agent* self, int value) { ((HeroAgent*)self)->out_val0 = value; };
inline const void* Get_HeroAgent_out_val0(Agent* self) { return &((HeroAgent*)self)->out_val0; };
inline void Set_HeroAgent_out_val1(Agent* self, float value) { ((HeroAgent*)self)->out_val1 = value; };
inline const void* Get_HeroAgent_out_val1(Agent* self) { return &((HeroAgent*)self)->out_val1; };
inline void Set_HeroAgent_out_val2(Agent* self, float value) { ((HeroAgent*)self)->out_val2 = value; };
inline const void* Get_HeroAgent_out_val2(Agent* self) { return &((HeroAgent*)self)->out_val2; };
inline void Set_HeroAgent_out_val3(Agent* self, float value) { ((HeroAgent*)self)->out_val3 = value; };
inline const void* Get_HeroAgent_out_val3(Agent* self) { return &((HeroAgent*)self)->out_val3; };
inline void Set_HeroAgent_out_val4(Agent* self, float value) { ((HeroAgent*)self)->out_val4 = value; };
inline const void* Get_HeroAgent_out_val4(Agent* self) { return &((HeroAgent*)self)->out_val4; };
inline void Set_HeroAgent_room_agent(Agent* self, RoomAgent* value) { ((HeroAgent*)self)->room_agent = value; };
inline const void* Get_HeroAgent_room_agent(Agent* self) { return &((HeroAgent*)self)->room_agent; };
inline void Set_HeroAgent_task_param0(Agent* self, float value) { ((HeroAgent*)self)->task_param0 = value; };
inline const void* Get_HeroAgent_task_param0(Agent* self) { return &((HeroAgent*)self)->task_param0; };
inline void Set_HeroAgent_task_param1(Agent* self, float value) { ((HeroAgent*)self)->task_param1 = value; };
inline const void* Get_HeroAgent_task_param1(Agent* self) { return &((HeroAgent*)self)->task_param1; };
inline void Set_HeroAgent_task_param2(Agent* self, float value) { ((HeroAgent*)self)->task_param2 = value; };
inline const void* Get_HeroAgent_task_param2(Agent* self) { return &((HeroAgent*)self)->task_param2; };
inline void Set_HeroAgent_task_param3(Agent* self, float value) { ((HeroAgent*)self)->task_param3 = value; };
inline const void* Get_HeroAgent_task_param3(Agent* self) { return &((HeroAgent*)self)->task_param3; };
inline void Set_HeroAgent_task_param4(Agent* self, float value) { ((HeroAgent*)self)->task_param4 = value; };
inline const void* Get_HeroAgent_task_param4(Agent* self) { return &((HeroAgent*)self)->task_param4; };
inline void Set_HeroAgent_team_agent(Agent* self, TeamAgent* value) { ((HeroAgent*)self)->team_agent = value; };
inline const void* Get_HeroAgent_team_agent(Agent* self) { return &((HeroAgent*)self)->team_agent; };
inline void Set_HeroAgent_tmp_point0(Agent* self, glm::vec3 value) { ((HeroAgent*)self)->tmp_point0 = value; };
inline const void* Get_HeroAgent_tmp_point0(Agent* self) { return &((HeroAgent*)self)->tmp_point0; };
inline void Set_HeroAgent_tmp_point1(Agent* self, glm::vec3 value) { ((HeroAgent*)self)->tmp_point1 = value; };
inline const void* Get_HeroAgent_tmp_point1(Agent* self) { return &((HeroAgent*)self)->tmp_point1; };
inline void Set_HeroAgent_tmp_point2(Agent* self, glm::vec3 value) { ((HeroAgent*)self)->tmp_point2 = value; };
inline const void* Get_HeroAgent_tmp_point2(Agent* self) { return &((HeroAgent*)self)->tmp_point2; };
inline void Set_HeroAgent_tmp_val0(Agent* self, float value) { ((HeroAgent*)self)->tmp_val0 = value; };
inline const void* Get_HeroAgent_tmp_val0(Agent* self) { return &((HeroAgent*)self)->tmp_val0; };
inline void Set_HeroAgent_tmp_val1(Agent* self, float value) { ((HeroAgent*)self)->tmp_val1 = value; };
inline const void* Get_HeroAgent_tmp_val1(Agent* self) { return &((HeroAgent*)self)->tmp_val1; };
inline void Set_HeroAgent_tmp_val2(Agent* self, float value) { ((HeroAgent*)self)->tmp_val2 = value; };
inline const void* Get_HeroAgent_tmp_val2(Agent* self) { return &((HeroAgent*)self)->tmp_val2; };
inline void Set_HeroAgent_tmp_val3(Agent* self, float value) { ((HeroAgent*)self)->tmp_val3 = value; };
inline const void* Get_HeroAgent_tmp_val3(Agent* self) { return &((HeroAgent*)self)->tmp_val3; };
inline void Set_HeroAgent_tmp_val4(Agent* self, float value) { ((HeroAgent*)self)->tmp_val4 = value; };
inline const void* Get_HeroAgent_tmp_val4(Agent* self) { return &((HeroAgent*)self)->tmp_val4; };
inline void FunctionPointer_HeroAgent_AbandonPickup(Agent* self, int min_time, int max_time) { ((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_AbandonPickup, void, int, int >(min_time, max_time); }
inline void FunctionPointer_HeroAgent_Abort(Agent* self, behaviac::string msg, behaviac::vector<int> args) { ((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_Abort, void, behaviac::string, behaviac::vector<int> >(msg, args); }
inline void FunctionPointer_HeroAgent_AbortCoroutine(Agent* self, CoId_e co_id) { ((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_AbortCoroutine, void, CoId_e >(co_id); }
inline void FunctionPointer_HeroAgent_BattleMove(Agent* self, glm::vec3& loc_point0) { } /* BattleMove */
inline bool FunctionPointer_HeroAgent_CanAttack(Agent* self) { return ((HeroAgent*)self)->CanAttack(); }
inline bool FunctionPointer_HeroAgent_CanShot(Agent* self) { return ((HeroAgent*)self)->CanShot(); }
inline bool FunctionPointer_HeroAgent_CanThrowItem(Agent* self, InventorySlot_e slot) { return (bool)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_CanThrowItem, bool, InventorySlot_e >(slot); }
inline bool FunctionPointer_HeroAgent_CanUseSkill(Agent* self, int skill_id) { return ((HeroAgent*)self)->CanUseSkill(skill_id); }
inline bool FunctionPointer_HeroAgent_CarHasBuffEffect(Agent* self, int effect_id) { return (bool)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_CarHasBuffEffect, bool, int >(effect_id); }
inline bool FunctionPointer_HeroAgent_CarHasOil(Agent* self) { return (bool)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_CarHasOil, bool >(); }
inline void FunctionPointer_HeroAgent_ChaseToKill(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* ChaseToKill */
inline void FunctionPointer_HeroAgent_ChiMode(Agent* self) { } /* ChiMode */
inline behaviac::EBTStatus FunctionPointer_HeroAgent_ClearEvents(Agent* self) { return (behaviac::EBTStatus)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_ClearEvents, behaviac::EBTStatus >(); }
inline void FunctionPointer_HeroAgent_CloseBulletTraceMode(Agent* self) { ((HeroAgent*)self)->CloseBulletTraceMode(); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_CoGetNextMobaModeRoadPoint(Agent* self) { return ((HeroAgent*)self)->CoGetNextMobaModeRoadPoint(); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_CoGetRunAwayPoint(Agent* self) { return ((HeroAgent*)self)->CoGetRunAwayPoint(); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_CoIdle(Agent* self, int min_val, int max_val) { return ((HeroAgent*)self)->CoIdle(min_val, max_val); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_CoMoveCurrentTargetRaycast(Agent* self) { return ((HeroAgent*)self)->CoMoveCurrentTargetRaycast(); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_CoMoveForward(Agent* self, int min_val, int max_val) { return ((HeroAgent*)self)->CoMoveForward(min_val, max_val); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_CoMoveMasterRaycast(Agent* self) { return ((HeroAgent*)self)->CoMoveMasterRaycast(); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_CoShotCurrentTargetRaycast(Agent* self) { return ((HeroAgent*)self)->CoShotCurrentTargetRaycast(); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_CoSleep(Agent* self, int time) { return ((HeroAgent*)self)->CoSleep(time); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_CoStartMove(Agent* self, int min_val, int max_val) { return ((HeroAgent*)self)->CoStartMove(min_val, max_val); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_CoTest(Agent* self, int time) { return (behaviac::EBTStatus)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_CoTest, behaviac::EBTStatus, int >(time); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_CoTest1(Agent* self, int time) { return (behaviac::EBTStatus)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_CoTest1, behaviac::EBTStatus, int >(time); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_CoUseSkill(Agent* self, int skill_id) { return (behaviac::EBTStatus)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_CoUseSkill, behaviac::EBTStatus, int >(skill_id); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_DebugOut(Agent* self, behaviac::string msg, int arg0, int arg1, int arg2) { return ((HeroAgent*)self)->DebugOut(msg, arg0, arg1, arg2); }
inline void FunctionPointer_HeroAgent_DecV(Agent* self, int id, int val) { ((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_DecV, void, int, int >(id, val); }
inline int FunctionPointer_HeroAgent_DeltaTime(Agent* self, int time) { return ((HeroAgent*)self)->DeltaTime(time); }
inline void FunctionPointer_HeroAgent_FollowMaster(Agent* self, glm::vec3& loc_point0, float loc_val0) { } /* FollowMaster */
inline void FunctionPointer_HeroAgent_FollowTeammate(Agent* self, glm::vec3& loc_point0, float loc_val0) { } /* FollowTeammate */
inline int FunctionPointer_HeroAgent_GetAgentType(Agent* self) { return ((HeroAgent*)self)->GetAgentType(); }
inline int FunctionPointer_HeroAgent_GetAliveEnemyNum(Agent* self) { return ((HeroAgent*)self)->GetAliveEnemyNum(); }
inline int FunctionPointer_HeroAgent_GetBattleTimes(Agent* self) { return ((HeroAgent*)self)->GetBattleTimes(); }
inline bool FunctionPointer_HeroAgent_GetCarCurOil(Agent* self) { return (bool)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_GetCarCurOil, bool >(); }
inline float FunctionPointer_HeroAgent_GetCarMaxOil(Agent* self) { return (float)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_GetCarMaxOil, float >(); }
inline void FunctionPointer_HeroAgent_GetDown(Agent* self) { ((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_GetDown, void >(); }
inline int FunctionPointer_HeroAgent_GetHeroId(Agent* self) { return ((HeroAgent*)self)->GetHeroId(); }
inline float FunctionPointer_HeroAgent_GetHp(Agent* self) { return ((HeroAgent*)self)->GetHp(); }
inline float FunctionPointer_HeroAgent_GetHPRate(Agent* self) { return ((HeroAgent*)self)->GetHPRate(); }
inline int FunctionPointer_HeroAgent_GetLastAttackPassTime(Agent* self) { return ((HeroAgent*)self)->GetLastAttackPassTime(); }
inline int FunctionPointer_HeroAgent_GetLastShotPassTime(Agent* self) { return ((HeroAgent*)self)->GetLastShotPassTime(); }
inline int FunctionPointer_HeroAgent_GetLastUseSkillPassTime(Agent* self) { return ((HeroAgent*)self)->GetLastUseSkillPassTime(); }
inline int FunctionPointer_HeroAgent_GetLevel(Agent* self) { return ((HeroAgent*)self)->GetLevel(); }
inline float FunctionPointer_HeroAgent_GetMaxHp(Agent* self) { return ((HeroAgent*)self)->GetMaxHp(); }
inline float FunctionPointer_HeroAgent_GetNewAttackerHPRate(Agent* self) { return ((HeroAgent*)self)->GetNewAttackerHPRate(); }
inline bool FunctionPointer_HeroAgent_GetNewAttackerInRange(Agent* self, float range) { return ((HeroAgent*)self)->GetNewAttackerInRange(range); }
inline int FunctionPointer_HeroAgent_GetNewAttackerPassTime(Agent* self) { return ((HeroAgent*)self)->GetNewAttackerPassTime(); }
inline glm::vec3 FunctionPointer_HeroAgent_GetPos(Agent* self) { return ((HeroAgent*)self)->GetPos(); }
inline glm::vec3 FunctionPointer_HeroAgent_GetRandomDir(Agent* self) { return ((HeroAgent*)self)->GetRandomDir(); }
inline int FunctionPointer_HeroAgent_GetReviveCount(Agent* self) { return ((HeroAgent*)self)->GetReviveCount(); }
inline glm::vec3 FunctionPointer_HeroAgent_GetSafeAreaCenter(Agent* self) { return ((HeroAgent*)self)->GetSafeAreaCenter(); }
inline float FunctionPointer_HeroAgent_GetSafeAreaRadius(Agent* self) { return ((HeroAgent*)self)->GetSafeAreaRadius(); }
inline float FunctionPointer_HeroAgent_GetShotRange(Agent* self) { return ((HeroAgent*)self)->GetShotRange(); }
inline int FunctionPointer_HeroAgent_GetShotTimes(Agent* self) { return ((HeroAgent*)self)->GetShotTimes(); }
inline behaviac::string FunctionPointer_HeroAgent_GetSkillBtFile(Agent* self) { return ((HeroAgent*)self)->GetSkillBtFile(); }
inline glm::vec3 FunctionPointer_HeroAgent_GetTargetDir(Agent* self) { return ((HeroAgent*)self)->GetTargetDir(); }
inline float FunctionPointer_HeroAgent_GetTargetManhattanDistance(Agent* self) { return ((HeroAgent*)self)->GetTargetManhattanDistance(); }
inline float FunctionPointer_HeroAgent_GetTeammateManhattanDistance(Agent* self) { return (float)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_GetTeammateManhattanDistance, float >(); }
inline int FunctionPointer_HeroAgent_GetTickCount(Agent* self) { return ((HeroAgent*)self)->GetTickCount(); }
inline int FunctionPointer_HeroAgent_GetTodayBattleTimes(Agent* self) { return (int)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_GetTodayBattleTimes, int >(); }
inline int FunctionPointer_HeroAgent_GetUniId(Agent* self) { return ((HeroAgent*)self)->GetUniId(); }
inline int FunctionPointer_HeroAgent_GetUseSkillTimes(Agent* self) { return ((HeroAgent*)self)->GetUseSkillTimes(); }
inline int FunctionPointer_HeroAgent_GetV(Agent* self, int id) { return ((HeroAgent*)self)->GetV(id); }
inline bool FunctionPointer_HeroAgent_HasBuffEffect(Agent* self, BuffEffectType_e buff_effect) { return ((HeroAgent*)self)->HasBuffEffect(buff_effect); }
inline bool FunctionPointer_HeroAgent_HasNewAttacker(Agent* self) { return ((HeroAgent*)self)->HasNewAttacker(); }
inline bool FunctionPointer_HeroAgent_HasObserver(Agent* self) { return ((HeroAgent*)self)->HasObserver(); }
inline bool FunctionPointer_HeroAgent_HasUseableSkill(Agent* self) { return ((HeroAgent*)self)->HasUseableSkill(); }
inline void FunctionPointer_HeroAgent_IncV(Agent* self, int id, int val) { ((HeroAgent*)self)->IncV(id, val); }
inline bool FunctionPointer_HeroAgent_InTargetShotRange(Agent* self) { return ((HeroAgent*)self)->InTargetShotRange(); }
inline bool FunctionPointer_HeroAgent_IsChiJiMode(Agent* self) { return ((HeroAgent*)self)->IsChiJiMode(); }
inline bool FunctionPointer_HeroAgent_IsDead(Agent* self) { return ((HeroAgent*)self)->IsDead(); }
inline bool FunctionPointer_HeroAgent_IsGameOver(Agent* self) { return ((HeroAgent*)self)->IsGameOver(); }
inline bool FunctionPointer_HeroAgent_IsMobaMode(Agent* self) { return ((HeroAgent*)self)->IsMobaMode(); }
inline bool FunctionPointer_HeroAgent_IsMoving(Agent* self) { return ((HeroAgent*)self)->IsMoving(); }
inline bool FunctionPointer_HeroAgent_IsNearGas(Agent* self, float anti_range) { return ((HeroAgent*)self)->IsNearGas(anti_range); }
inline bool FunctionPointer_HeroAgent_IsSingleCar(Agent* self) { return (bool)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_IsSingleCar, bool >(); }
inline void FunctionPointer_HeroAgent_LogMessage(char* param0) { HeroAgent::LogMessage(param0); }
inline void FunctionPointer_HeroAgent_MasterHelpAttack(Agent* self) { } /* MasterHelpAttack */
inline bool FunctionPointer_HeroAgent_MasterInRange(Agent* self, float range) { return ((HeroAgent*)self)->MasterInRange(range); }
inline void FunctionPointer_HeroAgent_MobaMode(Agent* self, int loc_val0, int loc_val1) { } /* MobaMode */
inline bool FunctionPointer_HeroAgent_NewAttackerIsHuman(Agent* self) { return ((HeroAgent*)self)->NewAttackerIsHuman(); }
inline void FunctionPointer_HeroAgent_OnMobaModeRevive(Agent* self) { } /* OnMobaModeRevive */
inline void FunctionPointer_HeroAgent_OnMobaRevive(Agent* self) { } /* OnMobaRevive */
inline void FunctionPointer_HeroAgent_OnUnderAttack(Agent* self, int enemy_uniid) { } /* OnUnderAttack */
inline void FunctionPointer_HeroAgent_OpenBulletTraceMode(Agent* self) { ((HeroAgent*)self)->OpenBulletTraceMode(); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_Pickup(Agent* self) { return (behaviac::EBTStatus)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_Pickup, behaviac::EBTStatus >(); }
inline void FunctionPointer_HeroAgent_PickupItem(Agent* self, int loc_val0, int loc_val1, glm::vec3& loc_val2) { } /* PickupItem */
inline bool FunctionPointer_HeroAgent_PickupObjIsValid(Agent* self) { return (bool)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_PickupObjIsValid, bool >(); }
inline int FunctionPointer_HeroAgent_Rand(Agent* self) { return (int)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_Rand, int >(); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_RandomSafeZonePoint(Agent* self, int try_count, int step_len) { return ((HeroAgent*)self)->RandomSafeZonePoint(try_count, step_len); }
inline void FunctionPointer_HeroAgent_RandomShot(Agent* self, int loc_val0, int loc_val1, glm::vec3& loc_point0) { } /* RandomShot */
inline void FunctionPointer_HeroAgent_RandomWalk(Agent* self, int loc_val0, int loc_val1, glm::vec3& loc_point0) { } /* RandomWalk */
inline int FunctionPointer_HeroAgent_RandRange(Agent* self, int min_val, int max_val) { return (int)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_RandRange, int, int, int >(min_val, max_val); }
inline float FunctionPointer_HeroAgent_RandRangeAsFloat(Agent* self, float min_val, float max_val) { return ((HeroAgent*)self)->RandRangeAsFloat(min_val, max_val); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_RegisterEvents(Agent* self, behaviac::vector<BtEvent_e> events) { return ((HeroAgent*)self)->RegisterEvents(events); }
inline void FunctionPointer_HeroAgent_ResetShotTimes(Agent* self) { ((HeroAgent*)self)->ResetShotTimes(); }
inline void FunctionPointer_HeroAgent_ResetUseSkillTimes(Agent* self) { ((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_ResetUseSkillTimes, void >(); }
inline void FunctionPointer_HeroAgent_RunAway(Agent* self, glm::vec3& loc_point0) { } /* RunAway */
inline void FunctionPointer_HeroAgent_RunGas(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* RunGas */
inline behaviac::EBTStatus FunctionPointer_HeroAgent_SearchEnemy(Agent* self, float range) { return ((HeroAgent*)self)->SearchEnemy(range); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_SearchHumanEnemy(Agent* self, int range) { return (behaviac::EBTStatus)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_SearchHumanEnemy, behaviac::EBTStatus, int >(range); }
inline int FunctionPointer_HeroAgent_SearchPickupObj(Agent* self) { return (int)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_SearchPickupObj, int >(); }
inline bool FunctionPointer_HeroAgent_SearchTeammate(Agent* self, int range) { return (bool)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_SearchTeammate, bool, int >(range); }
inline void FunctionPointer_HeroAgent_SendEmote(Agent* self, int emote) { ((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_SendEmote, void, int >(emote); }
inline void FunctionPointer_HeroAgent_SetBulletAngleOffset(Agent* self, int min_val, int max_val) { ((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_SetBulletAngleOffset, void, int, int >(min_val, max_val); }
inline void FunctionPointer_HeroAgent_SetV(Agent* self, int id, int val) { ((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_SetV, void, int, int >(id, val); }
inline void FunctionPointer_HeroAgent_ShotTrace(Agent* self) { ((HeroAgent*)self)->ShotTrace(); }
inline void FunctionPointer_HeroAgent_StayPutAttack(Agent* self) { } /* StayPutAttack */
inline void FunctionPointer_HeroAgent_SwitchSeat(Agent* self, int seat) { ((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_SwitchSeat, void, int >(seat); }
inline bool FunctionPointer_HeroAgent_SwitchToNewAttacker(Agent* self) { return ((HeroAgent*)self)->SwitchToNewAttacker(); }
inline bool FunctionPointer_HeroAgent_TargetInRange(Agent* self, float range) { return ((HeroAgent*)self)->TargetInRange(range); }
inline bool FunctionPointer_HeroAgent_TargetInShotRange(Agent* self) { return (bool)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_TargetInShotRange, bool >(); }
inline void FunctionPointer_HeroAgent_TeammateHelpAttack(Agent* self) { } /* TeammateHelpAttack */
inline bool FunctionPointer_HeroAgent_TeammateIsValid(Agent* self) { return (bool)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_TeammateIsValid, bool >(); }
inline int FunctionPointer_HeroAgent_Test(Agent* self, int p1) { return (int)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_Test, int, int >(p1); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_ThrowItem(Agent* self, InventorySlot_e slot) { return (behaviac::EBTStatus)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_ThrowItem, behaviac::EBTStatus, InventorySlot_e >(slot); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_TrySearchEnemy(Agent* self, float range, int min_interval, int max_interval) { return ((HeroAgent*)self)->TrySearchEnemy(range, min_interval, max_interval); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_TrySearchTeammate(Agent* self, int range) { return (behaviac::EBTStatus)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_TrySearchTeammate, behaviac::EBTStatus, int >(range); }
inline void FunctionPointer_HeroAgent_UseNormalSkill(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* UseNormalSkill */
inline void FunctionPointer_HeroAgent_UseSkill30100(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* UseSkill30100 */
inline void FunctionPointer_HeroAgent_UseSkill30200(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* UseSkill30200 */
inline void FunctionPointer_HeroAgent_UseSkill30300(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* UseSkill30300 */
inline void FunctionPointer_HeroAgent_UseSkill30400(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* UseSkill30400 */
inline void FunctionPointer_HeroAgent_UseSkill30500(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* UseSkill30500 */
inline void FunctionPointer_HeroAgent_UseSkill30600(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* UseSkill30600 */
inline void FunctionPointer_HeroAgent_UseSkill30700(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* UseSkill30700 */
inline void FunctionPointer_HeroAgent_UseSkill30800(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* UseSkill30800 */
inline void FunctionPointer_HeroAgent_UseSkill30900(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* UseSkill30900 */
inline void FunctionPointer_HeroAgent_UseSkill31000(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* UseSkill31000 */
inline void FunctionPointer_AndroidAgent_AbandonPickup(Agent* self, int min_time, int max_time) { ((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_AbandonPickup, void, int, int >(min_time, max_time); }
inline void FunctionPointer_AndroidAgent_Abort(Agent* self, behaviac::string msg, behaviac::vector<int> args) { ((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_Abort, void, behaviac::string, behaviac::vector<int> >(msg, args); }
inline void FunctionPointer_AndroidAgent_AbortCoroutine(Agent* self, CoId_e co_id) { ((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_AbortCoroutine, void, CoId_e >(co_id); }
inline void FunctionPointer_AndroidAgent_BattleMove(Agent* self, glm::vec3& loc_point0) { } /* BattleMove */
inline bool FunctionPointer_AndroidAgent_CanAttack(Agent* self) { return ((AndroidAgent*)self)->CanAttack(); }
inline bool FunctionPointer_AndroidAgent_CanShot(Agent* self) { return ((AndroidAgent*)self)->CanShot(); }
inline bool FunctionPointer_AndroidAgent_CanThrowItem(Agent* self, InventorySlot_e slot) { return (bool)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_CanThrowItem, bool, InventorySlot_e >(slot); }
inline bool FunctionPointer_AndroidAgent_CanUseSkill(Agent* self, int skill_id) { return ((AndroidAgent*)self)->CanUseSkill(skill_id); }
inline bool FunctionPointer_AndroidAgent_CarHasBuffEffect(Agent* self, int effect_id) { return (bool)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_CarHasBuffEffect, bool, int >(effect_id); }
inline bool FunctionPointer_AndroidAgent_CarHasOil(Agent* self) { return (bool)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_CarHasOil, bool >(); }
inline void FunctionPointer_AndroidAgent_ChaseToKill(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* ChaseToKill */
inline void FunctionPointer_AndroidAgent_ChiMode(Agent* self) { } /* ChiMode */
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_ClearEvents(Agent* self) { return (behaviac::EBTStatus)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_ClearEvents, behaviac::EBTStatus >(); }
inline void FunctionPointer_AndroidAgent_CloseBulletTraceMode(Agent* self) { ((AndroidAgent*)self)->CloseBulletTraceMode(); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_CoGetNextMobaModeRoadPoint(Agent* self) { return ((AndroidAgent*)self)->CoGetNextMobaModeRoadPoint(); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_CoGetRunAwayPoint(Agent* self) { return ((AndroidAgent*)self)->CoGetRunAwayPoint(); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_CoIdle(Agent* self, int min_val, int max_val) { return ((AndroidAgent*)self)->CoIdle(min_val, max_val); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_CoMoveCurrentTargetRaycast(Agent* self) { return ((AndroidAgent*)self)->CoMoveCurrentTargetRaycast(); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_CoMoveForward(Agent* self, int min_val, int max_val) { return ((AndroidAgent*)self)->CoMoveForward(min_val, max_val); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_CoMoveMasterRaycast(Agent* self) { return ((AndroidAgent*)self)->CoMoveMasterRaycast(); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_CoShotCurrentTargetRaycast(Agent* self) { return ((AndroidAgent*)self)->CoShotCurrentTargetRaycast(); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_CoSleep(Agent* self, int time) { return ((AndroidAgent*)self)->CoSleep(time); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_CoStartMove(Agent* self, int min_val, int max_val) { return ((AndroidAgent*)self)->CoStartMove(min_val, max_val); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_CoTest(Agent* self, int time) { return (behaviac::EBTStatus)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_CoTest, behaviac::EBTStatus, int >(time); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_CoTest1(Agent* self, int time) { return (behaviac::EBTStatus)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_CoTest1, behaviac::EBTStatus, int >(time); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_CoUseSkill(Agent* self, int skill_id) { return (behaviac::EBTStatus)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_CoUseSkill, behaviac::EBTStatus, int >(skill_id); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_DebugOut(Agent* self, behaviac::string msg, int arg0, int arg1, int arg2) { return ((AndroidAgent*)self)->DebugOut(msg, arg0, arg1, arg2); }
inline void FunctionPointer_AndroidAgent_DecV(Agent* self, int id, int val) { ((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_DecV, void, int, int >(id, val); }
inline int FunctionPointer_AndroidAgent_DeltaTime(Agent* self, int time) { return ((AndroidAgent*)self)->DeltaTime(time); }
inline void FunctionPointer_AndroidAgent_FollowMaster(Agent* self, glm::vec3& loc_point0, float loc_val0) { } /* FollowMaster */
inline void FunctionPointer_AndroidAgent_FollowTeammate(Agent* self, glm::vec3& loc_point0, float loc_val0) { } /* FollowTeammate */
inline behaviac::string FunctionPointer_AndroidAgent_GetAccountId(Agent* self) { return ((AndroidAgent*)self)->GetAccountId(); }
inline int FunctionPointer_AndroidAgent_GetAgentType(Agent* self) { return ((AndroidAgent*)self)->GetAgentType(); }
inline int FunctionPointer_AndroidAgent_GetAliveEnemyNum(Agent* self) { return ((AndroidAgent*)self)->GetAliveEnemyNum(); }
inline int FunctionPointer_AndroidAgent_GetBattleTimes(Agent* self) { return ((AndroidAgent*)self)->GetBattleTimes(); }
inline bool FunctionPointer_AndroidAgent_GetCarCurOil(Agent* self) { return (bool)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_GetCarCurOil, bool >(); }
inline float FunctionPointer_AndroidAgent_GetCarMaxOil(Agent* self) { return (float)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_GetCarMaxOil, float >(); }
inline void FunctionPointer_AndroidAgent_GetDown(Agent* self) { ((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_GetDown, void >(); }
inline int FunctionPointer_AndroidAgent_GetHeroId(Agent* self) { return ((AndroidAgent*)self)->GetHeroId(); }
inline float FunctionPointer_AndroidAgent_GetHp(Agent* self) { return ((AndroidAgent*)self)->GetHp(); }
inline float FunctionPointer_AndroidAgent_GetHPRate(Agent* self) { return ((AndroidAgent*)self)->GetHPRate(); }
inline int FunctionPointer_AndroidAgent_GetLastAttackPassTime(Agent* self) { return ((AndroidAgent*)self)->GetLastAttackPassTime(); }
inline int FunctionPointer_AndroidAgent_GetLastShotPassTime(Agent* self) { return ((AndroidAgent*)self)->GetLastShotPassTime(); }
inline int FunctionPointer_AndroidAgent_GetLastUseSkillPassTime(Agent* self) { return ((AndroidAgent*)self)->GetLastUseSkillPassTime(); }
inline int FunctionPointer_AndroidAgent_GetLevel(Agent* self) { return ((AndroidAgent*)self)->GetLevel(); }
inline float FunctionPointer_AndroidAgent_GetMaxHp(Agent* self) { return ((AndroidAgent*)self)->GetMaxHp(); }
inline float FunctionPointer_AndroidAgent_GetNewAttackerHPRate(Agent* self) { return ((AndroidAgent*)self)->GetNewAttackerHPRate(); }
inline bool FunctionPointer_AndroidAgent_GetNewAttackerInRange(Agent* self, float range) { return ((AndroidAgent*)self)->GetNewAttackerInRange(range); }
inline int FunctionPointer_AndroidAgent_GetNewAttackerPassTime(Agent* self) { return ((AndroidAgent*)self)->GetNewAttackerPassTime(); }
inline glm::vec3 FunctionPointer_AndroidAgent_GetPos(Agent* self) { return ((AndroidAgent*)self)->GetPos(); }
inline glm::vec3 FunctionPointer_AndroidAgent_GetRandomDir(Agent* self) { return ((AndroidAgent*)self)->GetRandomDir(); }
inline int FunctionPointer_AndroidAgent_GetReviveCount(Agent* self) { return ((AndroidAgent*)self)->GetReviveCount(); }
inline glm::vec3 FunctionPointer_AndroidAgent_GetSafeAreaCenter(Agent* self) { return ((AndroidAgent*)self)->GetSafeAreaCenter(); }
inline float FunctionPointer_AndroidAgent_GetSafeAreaRadius(Agent* self) { return ((AndroidAgent*)self)->GetSafeAreaRadius(); }
inline float FunctionPointer_AndroidAgent_GetShotRange(Agent* self) { return ((AndroidAgent*)self)->GetShotRange(); }
inline int FunctionPointer_AndroidAgent_GetShotTimes(Agent* self) { return ((AndroidAgent*)self)->GetShotTimes(); }
inline behaviac::string FunctionPointer_AndroidAgent_GetSkillBtFile(Agent* self) { return ((AndroidAgent*)self)->GetSkillBtFile(); }
inline glm::vec3 FunctionPointer_AndroidAgent_GetTargetDir(Agent* self) { return ((AndroidAgent*)self)->GetTargetDir(); }
inline float FunctionPointer_AndroidAgent_GetTargetManhattanDistance(Agent* self) { return ((AndroidAgent*)self)->GetTargetManhattanDistance(); }
inline float FunctionPointer_AndroidAgent_GetTeammateManhattanDistance(Agent* self) { return (float)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_GetTeammateManhattanDistance, float >(); }
inline int FunctionPointer_AndroidAgent_GetTickCount(Agent* self) { return ((AndroidAgent*)self)->GetTickCount(); }
inline int FunctionPointer_AndroidAgent_GetTodayBattleTimes(Agent* self) { return (int)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_GetTodayBattleTimes, int >(); }
inline int FunctionPointer_AndroidAgent_GetUniId(Agent* self) { return ((AndroidAgent*)self)->GetUniId(); }
inline int FunctionPointer_AndroidAgent_GetUseSkillTimes(Agent* self) { return ((AndroidAgent*)self)->GetUseSkillTimes(); }
inline int FunctionPointer_AndroidAgent_GetV(Agent* self, int id) { return ((AndroidAgent*)self)->GetV(id); }
inline bool FunctionPointer_AndroidAgent_HasBuffEffect(Agent* self, BuffEffectType_e buff_effect) { return ((AndroidAgent*)self)->HasBuffEffect(buff_effect); }
inline bool FunctionPointer_AndroidAgent_HasNewAttacker(Agent* self) { return ((AndroidAgent*)self)->HasNewAttacker(); }
inline bool FunctionPointer_AndroidAgent_HasObserver(Agent* self) { return ((AndroidAgent*)self)->HasObserver(); }
inline bool FunctionPointer_AndroidAgent_HasUseableSkill(Agent* self) { return ((AndroidAgent*)self)->HasUseableSkill(); }
inline void FunctionPointer_AndroidAgent_IncV(Agent* self, int id, int val) { ((AndroidAgent*)self)->IncV(id, val); }
inline bool FunctionPointer_AndroidAgent_InTargetShotRange(Agent* self) { return ((AndroidAgent*)self)->InTargetShotRange(); }
inline bool FunctionPointer_AndroidAgent_IsChiJiMode(Agent* self) { return ((AndroidAgent*)self)->IsChiJiMode(); }
inline bool FunctionPointer_AndroidAgent_IsDead(Agent* self) { return ((AndroidAgent*)self)->IsDead(); }
inline void FunctionPointer_BaseAgent_OnAttacked(Agent* self, int sender, int time) { } /* OnAttacked */
inline void FunctionPointer_BaseAgent_SetBulletTraceMode(Agent* self, bool mode) { ((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_SetBulletTraceMode, void, bool >(mode); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_CoAttackTarget(Agent* self, int target_id) { return ((AndroidAgent*)self)->CoAttackTarget(target_id); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_DoAttack(Agent* self) { return ((AndroidAgent*)self)->DoAttack(); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_DoIdle(Agent* self, int min_time, int max_time) { return ((AndroidAgent*)self)->DoIdle(min_time, max_time); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_DoPursuit(Agent* self) { return ((AndroidAgent*)self)->DoPursuit(); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_DoRandomShot(Agent* self) { return (behaviac::EBTStatus)((AndroidAgent*)self)->_Execute_Method_<METHOD_TYPE_AndroidAgent_DoRandomShot, behaviac::EBTStatus >(); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_DoRandomWalk(Agent* self) { return ((AndroidAgent*)self)->DoRandomWalk(); }
inline float FunctionPointer_AndroidAgent_GetAttackRange(Agent* self) { return ((AndroidAgent*)self)->GetAttackRange(); }
inline State_e FunctionPointer_AndroidAgent_GetState(Agent* self) { return (State_e)((AndroidAgent*)self)->_Execute_Method_<METHOD_TYPE_AndroidAgent_GetState, State_e >(); }
inline bool FunctionPointer_AndroidAgent_HasBuffEffect(Agent* self, int buff_effect) { return (bool)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_HasBuffEffect, bool, int >(buff_effect); }
inline bool FunctionPointer_AndroidAgent_HasTarget(Agent* self, float range) { return (bool)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_HasTarget, bool, float >(range); }
inline bool FunctionPointer_AndroidAgent_IsGameOver(Agent* self) { return ((AndroidAgent*)self)->IsGameOver(); }
inline bool FunctionPointer_AndroidAgent_IsMobaMode(Agent* self) { return ((AndroidAgent*)self)->IsMobaMode(); }
inline bool FunctionPointer_AndroidAgent_IsMoving(Agent* self) { return ((AndroidAgent*)self)->IsMoving(); }
inline bool FunctionPointer_AndroidAgent_IsNearGas(Agent* self, float anti_range) { return ((AndroidAgent*)self)->IsNearGas(anti_range); }
inline bool FunctionPointer_AndroidAgent_IsSingleCar(Agent* self) { return (bool)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_IsSingleCar, bool >(); }
inline void FunctionPointer_AndroidAgent_LogMessage(char* param0) { AndroidAgent::LogMessage(param0); }
inline void FunctionPointer_AndroidAgent_MasterHelpAttack(Agent* self) { } /* MasterHelpAttack */
inline bool FunctionPointer_AndroidAgent_MasterInRange(Agent* self, float range) { return ((AndroidAgent*)self)->MasterInRange(range); }
inline void FunctionPointer_AndroidAgent_MobaMode(Agent* self, int loc_val0, int loc_val1) { } /* MobaMode */
inline bool FunctionPointer_AndroidAgent_NewAttackerIsHuman(Agent* self) { return ((AndroidAgent*)self)->NewAttackerIsHuman(); }
inline void FunctionPointer_AndroidAgent_OnMobaModeRevive(Agent* self) { } /* OnMobaModeRevive */
inline void FunctionPointer_AndroidAgent_OnMobaRevive(Agent* self) { } /* OnMobaRevive */
inline void FunctionPointer_AndroidAgent_OnUnderAttack(Agent* self, int enemy_uniid) { } /* OnUnderAttack */
inline void FunctionPointer_AndroidAgent_OpenBulletTraceMode(Agent* self) { ((AndroidAgent*)self)->OpenBulletTraceMode(); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_Pickup(Agent* self) { return (behaviac::EBTStatus)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_Pickup, behaviac::EBTStatus >(); }
inline void FunctionPointer_AndroidAgent_PickupItem(Agent* self, int loc_val0, int loc_val1, glm::vec3& loc_val2) { } /* PickupItem */
inline bool FunctionPointer_AndroidAgent_PickupObjIsValid(Agent* self) { return (bool)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_PickupObjIsValid, bool >(); }
inline int FunctionPointer_AndroidAgent_Rand(Agent* self) { return (int)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_Rand, int >(); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_RandomSafeZonePoint(Agent* self, int try_count, int step_len) { return ((AndroidAgent*)self)->RandomSafeZonePoint(try_count, step_len); }
inline void FunctionPointer_AndroidAgent_RandomShot(Agent* self, int loc_val0, int loc_val1, glm::vec3& loc_point0) { } /* RandomShot */
inline void FunctionPointer_AndroidAgent_RandomWalk(Agent* self, int loc_val0, int loc_val1, glm::vec3& loc_point0) { } /* RandomWalk */
inline int FunctionPointer_AndroidAgent_RandRange(Agent* self, int min_val, int max_val) { return (int)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_RandRange, int, int, int >(min_val, max_val); }
inline float FunctionPointer_AndroidAgent_RandRangeAsFloat(Agent* self, float min_val, float max_val) { return ((AndroidAgent*)self)->RandRangeAsFloat(min_val, max_val); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_RegisterEvents(Agent* self, behaviac::vector<BtEvent_e> events) { return ((AndroidAgent*)self)->RegisterEvents(events); }
inline void FunctionPointer_AndroidAgent_ResetShotTimes(Agent* self) { ((AndroidAgent*)self)->ResetShotTimes(); }
inline void FunctionPointer_AndroidAgent_ResetUseSkillTimes(Agent* self) { ((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_ResetUseSkillTimes, void >(); }
inline void FunctionPointer_AndroidAgent_RunAway(Agent* self, glm::vec3& loc_point0) { } /* RunAway */
inline void FunctionPointer_AndroidAgent_RunGas(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* RunGas */
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_SearchEnemy(Agent* self, float range) { return ((AndroidAgent*)self)->SearchEnemy(range); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_SearchHumanEnemy(Agent* self, int range) { return (behaviac::EBTStatus)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_SearchHumanEnemy, behaviac::EBTStatus, int >(range); }
inline int FunctionPointer_AndroidAgent_SearchPickupObj(Agent* self) { return (int)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_SearchPickupObj, int >(); }
inline bool FunctionPointer_AndroidAgent_SearchTeammate(Agent* self, int range) { return (bool)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_SearchTeammate, bool, int >(range); }
inline void FunctionPointer_AndroidAgent_SendEmote(Agent* self, int emote) { ((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_SendEmote, void, int >(emote); }
inline void FunctionPointer_AndroidAgent_SetBulletAngleOffset(Agent* self, int min_val, int max_val) { ((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_SetBulletAngleOffset, void, int, int >(min_val, max_val); }
inline void FunctionPointer_AndroidAgent_SetV(Agent* self, int id, int val) { ((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_SetV, void, int, int >(id, val); }
inline void FunctionPointer_AndroidAgent_ShotTrace(Agent* self) { ((AndroidAgent*)self)->ShotTrace(); }
inline void FunctionPointer_AndroidAgent_StayPutAttack(Agent* self) { } /* StayPutAttack */
inline void FunctionPointer_AndroidAgent_SwitchSeat(Agent* self, int seat) { ((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_SwitchSeat, void, int >(seat); }
inline bool FunctionPointer_AndroidAgent_SwitchToNewAttacker(Agent* self) { return ((AndroidAgent*)self)->SwitchToNewAttacker(); }
inline bool FunctionPointer_AndroidAgent_TargetInRange(Agent* self, float range) { return ((AndroidAgent*)self)->TargetInRange(range); }
inline bool FunctionPointer_AndroidAgent_TargetInShotRange(Agent* self) { return (bool)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_TargetInShotRange, bool >(); }
inline void FunctionPointer_AndroidAgent_TeammateHelpAttack(Agent* self) { } /* TeammateHelpAttack */
inline bool FunctionPointer_AndroidAgent_TeammateIsValid(Agent* self) { return (bool)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_TeammateIsValid, bool >(); }
inline int FunctionPointer_AndroidAgent_Test(Agent* self, int p1) { return (int)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_Test, int, int >(p1); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_ThrowItem(Agent* self, InventorySlot_e slot) { return (behaviac::EBTStatus)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_ThrowItem, behaviac::EBTStatus, InventorySlot_e >(slot); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_TrySearchEnemy(Agent* self, float range, int min_interval, int max_interval) { return ((AndroidAgent*)self)->TrySearchEnemy(range, min_interval, max_interval); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_TrySearchTeammate(Agent* self, int range) { return (behaviac::EBTStatus)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_TrySearchTeammate, behaviac::EBTStatus, int >(range); }
inline void FunctionPointer_AndroidAgent_UseNormalSkill(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* UseNormalSkill */
inline void FunctionPointer_AndroidAgent_UseSkill30100(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* UseSkill30100 */
inline void FunctionPointer_AndroidAgent_UseSkill30200(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* UseSkill30200 */
inline void FunctionPointer_AndroidAgent_UseSkill30300(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* UseSkill30300 */
inline void FunctionPointer_AndroidAgent_UseSkill30400(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* UseSkill30400 */
inline void FunctionPointer_AndroidAgent_UseSkill30500(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* UseSkill30500 */
inline void FunctionPointer_AndroidAgent_UseSkill30600(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* UseSkill30600 */
inline void FunctionPointer_AndroidAgent_UseSkill30700(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* UseSkill30700 */
inline void FunctionPointer_AndroidAgent_UseSkill30800(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* UseSkill30800 */
inline void FunctionPointer_AndroidAgent_UseSkill30900(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* UseSkill30900 */
inline void FunctionPointer_AndroidAgent_UseSkill31000(Agent* self, int loc_val0, int loc_val1, int loc_val2) { } /* UseSkill31000 */
inline void FunctionPointer_MasterAgent_AbortCoroutine(Agent* self, CoId_e co_id) { ((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_AbortCoroutine, void, CoId_e >(co_id); }
inline behaviac::EBTStatus FunctionPointer_MasterAgent_CoTest(Agent* self, int time) { return (behaviac::EBTStatus)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_CoTest, behaviac::EBTStatus, int >(time); }
inline behaviac::EBTStatus FunctionPointer_MasterAgent_CoTest1(Agent* self, int time) { return (behaviac::EBTStatus)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_CoTest1, behaviac::EBTStatus, int >(time); }
inline int FunctionPointer_MasterAgent_DeltaTime(Agent* self, int time) { return ((MasterAgent*)self)->DeltaTime(time); }
inline int FunctionPointer_MasterAgent_GetHeroId(Agent* self) { return ((MasterAgent*)self)->GetHeroId(); }
inline float FunctionPointer_MasterAgent_GetHP(Agent* self) { return ((MasterAgent*)self)->GetHP(); }
inline int FunctionPointer_MasterAgent_GetLevel(Agent* self) { return ((MasterAgent*)self)->GetLevel(); }
inline float FunctionPointer_MasterAgent_GetMaxHP(Agent* self) { return ((MasterAgent*)self)->GetMaxHP(); }
inline glm::vec3 FunctionPointer_MasterAgent_GetPos(Agent* self) { return ((MasterAgent*)self)->GetPos(); }
inline int FunctionPointer_MasterAgent_GetTickCount(Agent* self) { return ((MasterAgent*)self)->GetTickCount(); }
inline int FunctionPointer_MasterAgent_GetUniId(Agent* self) { return ((MasterAgent*)self)->GetUniId(); }
inline bool FunctionPointer_MasterAgent_IsDead(Agent* self) { return ((MasterAgent*)self)->IsDead(); }
inline bool FunctionPointer_MasterAgent_IsGameOver(Agent* self) { return ((MasterAgent*)self)->IsGameOver(); }
inline bool FunctionPointer_MasterAgent_IsValid(Agent* self) { return (bool)((MasterAgent*)self)->_Execute_Method_<METHOD_TYPE_MasterAgent_IsValid, bool >(); }
inline void FunctionPointer_MasterAgent_LogMessage(char* param0) { MasterAgent::LogMessage(param0); }
inline int FunctionPointer_MasterAgent_Rand(Agent* self) { return (int)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_Rand, int >(); }
inline int FunctionPointer_MasterAgent_RandRange(Agent* self, int min_val, int max_val) { return (int)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_RandRange, int, int, int >(min_val, max_val); }
inline float FunctionPointer_MasterAgent_RandRangeAsFloat(Agent* self, float min_val, float max_val) { return ((MasterAgent*)self)->RandRangeAsFloat(min_val, max_val); }
inline int FunctionPointer_MasterAgent_Test(Agent* self, int p1) { return (int)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_Test, int, int >(p1); }
inline void FunctionPointer_TeammateAgent_Abandon(Agent* self, int min_time, int max_time) { ((TeammateAgent*)self)->_Execute_Method_<METHOD_TYPE_TeammateAgent_Abandon, void, int, int >(min_time, max_time); }
inline void FunctionPointer_TeammateAgent_ClearAbandon(Agent* self) { ((TeammateAgent*)self)->_Execute_Method_<METHOD_TYPE_TeammateAgent_ClearAbandon, void >(); }
inline int FunctionPointer_TeammateAgent_GetHeroId(Agent* self) { return (int)((TeammateAgent*)self)->_Execute_Method_<METHOD_TYPE_TeammateAgent_GetHeroId, int >(); }
inline float FunctionPointer_TeammateAgent_GetHp(Agent* self) { return (float)((TeammateAgent*)self)->_Execute_Method_<METHOD_TYPE_TeammateAgent_GetHp, float >(); }
inline float FunctionPointer_TeammateAgent_GetHPRate(Agent* self) { return (float)((TeammateAgent*)self)->_Execute_Method_<METHOD_TYPE_TeammateAgent_GetHPRate, float >(); }
inline int FunctionPointer_TeammateAgent_GetLevel(Agent* self) { return (int)((TeammateAgent*)self)->_Execute_Method_<METHOD_TYPE_TeammateAgent_GetLevel, int >(); }
inline float FunctionPointer_TeammateAgent_GetMaxHp(Agent* self) { return (float)((TeammateAgent*)self)->_Execute_Method_<METHOD_TYPE_TeammateAgent_GetMaxHp, float >(); }
inline glm::vec3 FunctionPointer_TeammateAgent_GetPos(Agent* self) { return (glm::vec3)((TeammateAgent*)self)->_Execute_Method_<METHOD_TYPE_TeammateAgent_GetPos, glm::vec3 >(); }
inline float FunctionPointer_TeammateAgent_GetShotRange(Agent* self) { return (float)((TeammateAgent*)self)->_Execute_Method_<METHOD_TYPE_TeammateAgent_GetShotRange, float >(); }
inline int FunctionPointer_TeammateAgent_GetUniId(Agent* self) { return (int)((TeammateAgent*)self)->_Execute_Method_<METHOD_TYPE_TeammateAgent_GetUniId, int >(); }
inline bool FunctionPointer_TeammateAgent_HasBuffEffect(Agent* self, int effect_id) { return (bool)((TeammateAgent*)self)->_Execute_Method_<METHOD_TYPE_TeammateAgent_HasBuffEffect, bool, int >(effect_id); }
inline bool FunctionPointer_TeammateAgent_IsDead(Agent* self) { return (bool)((TeammateAgent*)self)->_Execute_Method_<METHOD_TYPE_TeammateAgent_IsDead, bool >(); }
inline bool FunctionPointer_TeammateAgent_IsValid(Agent* self) { return (bool)((TeammateAgent*)self)->_Execute_Method_<METHOD_TYPE_TeammateAgent_IsValid, bool >(); }
inline void FunctionPointer_TeammateAgent_LogMessage(char* param0) { TeammateAgent::LogMessage(param0); }
inline void Set_glm_vec3_x(Agent* self, float value) { ((glm::vec3*)self)->x = value; };
inline const void* Get_glm_vec3_x(Agent* self) { return &((glm::vec3*)self)->x; };
inline void Set_glm_vec3_y(Agent* self, float value) { ((glm::vec3*)self)->y = value; };
inline const void* Get_glm_vec3_y(Agent* self) { return &((glm::vec3*)self)->y; };
inline void Set_glm_vec3_z(Agent* self, float value) { ((glm::vec3*)self)->z = value; };
inline const void* Get_glm_vec3_z(Agent* self) { return &((glm::vec3*)self)->z; };
inline void FunctionPointer_AndroidAgent_OnAttacked(Agent* self, int sender, int time) { } /* OnAttacked */
inline void FunctionPointer_AndroidAgent_SetBulletTraceMode(Agent* self, bool mode) { ((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_SetBulletTraceMode, void, bool >(mode); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_CoAttackTarget(Agent* self, int target_id) { return ((HeroAgent*)self)->CoAttackTarget(target_id); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_DoAttack(Agent* self) { return (behaviac::EBTStatus)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_DoAttack, behaviac::EBTStatus >(); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_DoFlyToMasterAround(Agent* self) { return (behaviac::EBTStatus)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_DoFlyToMasterAround, behaviac::EBTStatus >(); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_DoFollowMaster(Agent* self) { return (behaviac::EBTStatus)((HeroAgent*)self)->_Execute_Method_<METHOD_TYPE_HeroAgent_DoFollowMaster, behaviac::EBTStatus >(); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_DoHelpAttack(Agent* self, int target_uniid) { return ((HeroAgent*)self)->DoHelpAttack(target_uniid); }
inline EBTStatus FunctionPointer_HeroAgent_DoIdle(Agent* self, int min_time, int max_time) { return ((HeroAgent*)self)->DoIdle(min_time, max_time); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_DoPursuit(Agent* self) { return ((HeroAgent*)self)->DoPursuit(); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_DoRandomShot(Agent* self) { return ((HeroAgent*)self)->DoRandomShot(); }
inline behaviac::EBTStatus FunctionPointer_HeroAgent_DoRandomWalk(Agent* self) { return ((HeroAgent*)self)->DoRandomWalk(); }
inline float FunctionPointer_HeroAgent_GetAttackRange(Agent* self) { return ((HeroAgent*)self)->GetAttackRange(); }
inline float FunctionPointer_HeroAgent_GetMasterDistance(Agent* self) { return ((HeroAgent*)self)->GetMasterDistance(); }
inline bool FunctionPointer_HeroAgent_HasBuffEffect(Agent* self, int buff_effect) { return (bool)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_HasBuffEffect, bool, int >(buff_effect); }
inline bool FunctionPointer_HeroAgent_HasTarget(Agent* self, float range) { return (bool)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_HasTarget, bool, float >(range); }
inline bool FunctionPointer_HeroAgent_IsGameOver(Agent* self) { return ((HeroAgent*)self)->IsGameOver(); }
inline void FunctionPointer_HeroAgent_LogMessage(char* param0) { HeroAgent::LogMessage(param0); }
inline void FunctionPointer_HeroAgent_OnAttacked(Agent* self, int sender, int time) { } /* OnAttacked */
inline void FunctionPointer_HeroAgent_OnMasterAttackTarget(Agent* self, int target_uniid) { } /* OnMasterAttackTarget */
inline void FunctionPointer_HeroAgent_SetBulletTraceMode(Agent* self, bool mode) { ((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_SetBulletTraceMode, void, bool >(mode); }
}
#endif // _BEHAVIAC_AGENT_PROPERTIES_H_

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@ -8,71 +8,14 @@
// Customized enums
// -------------------
BEHAVIAC_BEGIN_ENUM_EX(SkillIdx_e, SkillIdx_e)
BEHAVIAC_BEGIN_ENUM_EX(State_e, State_e)
{
BEHAVIAC_ENUMCLASS_DISPLAY_INFO_EX(L"SkillIdx_e", L"");
BEHAVIAC_ENUMCLASS_DISPLAY_INFO_EX(L"State_e", L"");
BEHAVIAC_ENUM_ITEM_EX(kSkillIdx0, "kSkillIdx0");
BEHAVIAC_ENUM_ITEM_EX(kSkillIdx1, "kSkillIdx1");
BEHAVIAC_ENUM_ITEM_EX(kSkillIdx2, "kSkillIdx2");
}
BEHAVIAC_END_ENUM_EX()
BEHAVIAC_BEGIN_ENUM_EX(BuffEffectType_e, BuffEffectType_e)
{
BEHAVIAC_ENUMCLASS_DISPLAY_INFO_EX(L"BuffEffectType_e", L"");
BEHAVIAC_ENUM_ITEM_EX(kBET_Building, "kBET_Building");
BEHAVIAC_ENUM_ITEM_EX(kBET_Invincible, "kBET_Invincible");
BEHAVIAC_ENUM_ITEM_EX(kBET_Vertigo, "kBET_Vertigo");
BEHAVIAC_ENUM_ITEM_EX(kBET_HunLuan, "kBET_HunLuan");
BEHAVIAC_ENUM_ITEM_EX(kBET_Hide, "kBET_Hide");
BEHAVIAC_ENUM_ITEM_EX(kBET_Poisoning, "kBET_Poisoning");
BEHAVIAC_ENUM_ITEM_EX(kBET_Driver, "kBET_Driver");
BEHAVIAC_ENUM_ITEM_EX(kBET_Passenger, "kBET_Passenger");
BEHAVIAC_ENUM_ITEM_EX(kBET_InGrass, "kBET_InGrass");
BEHAVIAC_ENUM_ITEM_EX(kBET_InWater, "kBET_InWater");
BEHAVIAC_ENUM_ITEM_EX(kBET_HoldShield, "kBET_HoldShield");
}
BEHAVIAC_END_ENUM_EX()
BEHAVIAC_BEGIN_ENUM_EX(BtEvent_e, BtEvent_e)
{
BEHAVIAC_ENUMCLASS_DISPLAY_INFO_EX(L"BtEvent_e", L"");
BEHAVIAC_ENUM_ITEM_EX(kUnderAttackEvent, "kUnderAttackEvent");
BEHAVIAC_ENUM_ITEM_EX(kMasterUnderAttackEvent, "kMasterUnderAttackEvent");
BEHAVIAC_ENUM_ITEM_EX(kMobaModeReviveEvent, "kMobaModeReviveEvent");
}
BEHAVIAC_END_ENUM_EX()
BEHAVIAC_BEGIN_ENUM_EX(GasMode_e, GasMode_e)
{
BEHAVIAC_ENUMCLASS_DISPLAY_INFO_EX(L"GasMode_e", L"");
BEHAVIAC_ENUM_ITEM_EX(GasInactive, "GasInactive");
BEHAVIAC_ENUM_ITEM_EX(GasWaiting, "GasWaiting");
BEHAVIAC_ENUM_ITEM_EX(GasMoving, "GasMoving");
BEHAVIAC_ENUM_ITEM_EX(GasJump, "GasJump");
}
BEHAVIAC_END_ENUM_EX()
BEHAVIAC_BEGIN_ENUM_EX(CoId_e, CoId_e)
{
BEHAVIAC_ENUMCLASS_DISPLAY_INFO_EX(L"CoId_e", L"");
BEHAVIAC_ENUM_ITEM_EX(kCoFindPath, "kCoFindPath");
BEHAVIAC_ENUM_ITEM_EX(kCoFindPathEx, "kCoFindPathEx");
}
BEHAVIAC_END_ENUM_EX()
BEHAVIAC_BEGIN_ENUM_EX(InventorySlot_e, InventorySlot_e)
{
BEHAVIAC_ENUMCLASS_DISPLAY_INFO_EX(L"InventorySlot_e", L"");
BEHAVIAC_ENUM_ITEM_EX(IS_FRAG, "IS_FRAG");
BEHAVIAC_ENUM_ITEM_EX(IS_SMOKE, "IS_SMOKE");
BEHAVIAC_ENUM_ITEM_EX(IS_MOLOTOR_COCKTAIL, "IS_MOLOTOR_COCKTAIL");
BEHAVIAC_ENUM_ITEM_EX(kPreBattle, "kPreBattle");
BEHAVIAC_ENUM_ITEM_EX(kFly, "kFly");
BEHAVIAC_ENUM_ITEM_EX(kJump, "kJump");
BEHAVIAC_ENUM_ITEM_EX(kBattling, "kBattling");
}
BEHAVIAC_END_ENUM_EX()

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@ -11,63 +11,16 @@
// Customized enums
// -------------------
DECLARE_BEHAVIAC_ENUM_EX(SkillIdx_e, SkillIdx_e);
BEHAVIAC_DECLARE_TYPE_VECTOR_HANDLER(SkillIdx_e);
DECLARE_BEHAVIAC_ENUM_EX(BuffEffectType_e, BuffEffectType_e);
BEHAVIAC_DECLARE_TYPE_VECTOR_HANDLER(BuffEffectType_e);
DECLARE_BEHAVIAC_ENUM_EX(BtEvent_e, BtEvent_e);
BEHAVIAC_DECLARE_TYPE_VECTOR_HANDLER(BtEvent_e);
DECLARE_BEHAVIAC_ENUM_EX(GasMode_e, GasMode_e);
BEHAVIAC_DECLARE_TYPE_VECTOR_HANDLER(GasMode_e);
enum CoId_e
enum State_e
{
kCoFindPath = 0,
kCoFindPathEx = 1,
kPreBattle = 1,
kFly = 2,
kJump = 3,
kBattling = 4,
};
DECLARE_BEHAVIAC_ENUM_EX(CoId_e, CoId_e);
BEHAVIAC_DECLARE_TYPE_VECTOR_HANDLER(CoId_e);
DECLARE_BEHAVIAC_ENUM_EX(State_e, State_e);
BEHAVIAC_DECLARE_TYPE_VECTOR_HANDLER(State_e);
DECLARE_BEHAVIAC_ENUM_EX(InventorySlot_e, InventorySlot_e);
BEHAVIAC_DECLARE_TYPE_VECTOR_HANDLER(InventorySlot_e);
// -------------------
// Customized structs
// -------------------
BEHAVIAC_EXTEND_EXISTING_TYPE_EX(glm::vec3, false);
BEHAVIAC_DECLARE_TYPE_VECTOR_HANDLER(glm::vec3);
template< typename SWAPPER >
inline void SwapByteImplement(glm::vec3& v)
{
SwapByteImplement< SWAPPER >(v.x);
SwapByteImplement< SWAPPER >(v.y);
SwapByteImplement< SWAPPER >(v.z);
}
namespace behaviac
{
namespace PrivateDetails
{
template<>
inline bool Equal(const glm::vec3& lhs, const glm::vec3& rhs)
{
return Equal(lhs.x, rhs.x)
&& Equal(lhs.y, rhs.y)
&& Equal(lhs.z, rhs.z);
}
}
}
#endif // _BEHAVIAC_CUSTOMIZED_TYPES_H_

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@ -8,13 +8,9 @@
#include "behaviac/behaviac.h"
// YOU SHOULD SET THE HEADER FILES OF YOUR GAME WHEN EXPORTING CPP FILES ON THE BEHAVIAC EDITOR:
#include "base_agent.h"
#include "android_agent.h"
#include "hero_agent.h"
#include "room_agent.h"
#include "target_agent.h"
#include "team_agent.h"
#include "teammate_agent.h"
#include "master_agent.h"
#include "behaviac_customized_types.h"

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@ -1,51 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: boss\60100_leo.xml-->
<behavior name="boss/60100_leo" agenttype="HeroAgent" version="5">
<node class="IfElse" id="0">
<node class="Action" id="1">
<property Method="Self.HeroAgent::SearchEnemy(590)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="ReferencedBehavior" id="2">
<property ReferenceBehavior="const string &quot;task/ChaseToKill&quot;" />
<property Task="Self.HeroAgent::ChaseToKill(0,0,0)" />
</node>
<node class="IfElse" id="3">
<node class="Sequence" id="11">
<node class="Condition" id="13">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::IsNearGas(0)" />
<property Opr="const bool true" />
</node>
<node class="Condition" id="12">
<property Operator="Greater" />
<property Opl="Self.HeroAgent::GetSafeAreaRadius()" />
<property Opr="const float 300" />
</node>
</node>
<node class="ReferencedBehavior" id="5">
<property ReferenceBehavior="const string &quot;task/RunGas&quot;" />
<property Task="Self.HeroAgent::RunGas(0,0,0)" />
</node>
<node class="SelectorProbability" id="6">
<node class="DecoratorWeight" id="7">
<property DecorateWhenChildEnds="false" />
<property Weight="const int 80" />
<node class="Action" id="8">
<property Method="Self.HeroAgent::CoIdle(1500,3000)" />
<property ResultOption="BT_INVALID" />
</node>
</node>
<node class="DecoratorWeight" id="9">
<property DecorateWhenChildEnds="false" />
<property Weight="const int 20" />
<node class="ReferencedBehavior" id="10">
<property ReferenceBehavior="const string &quot;task/RandomWalk&quot;" />
<property Task="Self.HeroAgent::RandomWalk(0,0,{x=0;y=0;z=0;})" />
</node>
</node>
</node>
</node>
</node>
</behavior>

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@ -1,122 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: function\FnFindPathToTarget.xml-->
<behavior name="function/FnFindPathToTarget" agenttype="HeroAgent" version="5">
<node class="Sequence" id="0">
<node class="Assignment" id="1">
<property CastRight="false" />
<property Opl="float Self.HeroAgent::tmp_val0" />
<property Opr="Self.BaseAgent::RandRangeAsFloat(50,125)" />
</node>
<node class="Assignment" id="2">
<property CastRight="false" />
<property Opl="glm::vec3 Self.HeroAgent::tmp_point0" />
<property Opr="current_target_agent.TargetAgent::GetPos()" />
</node>
<node class="Assignment" id="13">
<property CastRight="false" />
<property Opl="float Self.HeroAgent::tmp_val1" />
<property Opr="const float 0" />
</node>
<node class="Action" id="14">
<property Method="Self.HeroAgent::DebugOut(&quot;ddddd寻路&quot;,0,0,0)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="Parallel" id="4">
<property ChildFinishPolicy="CHILDFINISH_ONCE" />
<property ExitPolicy="EXIT_NONE" />
<property FailurePolicy="FAIL_ON_ONE" />
<property SuccessPolicy="SUCCEED_ON_ONE" />
<node class="Action" id="3">
<property Method="Self.HeroAgent::CoFindPathEx(glm::vec3 Self.HeroAgent::tmp_point0,float Self.HeroAgent::tmp_val0)" />
<property ResultOption="BT_INVALID" />
<attachment class="Precondition" id="8" flag="precondition">
<property BinaryOperator="And" />
<property Operator="Equal" />
<property Opl="float Self.HeroAgent::tmp_val1" />
<property Opr2="const float 0" />
<property Phase="Enter" />
</attachment>
<attachment class="Effector" id="12" flag="effector">
<property Operator="Assign" />
<property Opl="float Self.HeroAgent::tmp_val1" />
<property Opr2="const float 1" />
<property Phase="Success" />
</attachment>
</node>
<node class="DecoratorLoop" id="17">
<property Count="const int -1" />
<property DecorateWhenChildEnds="true" />
<property DoneWithinFrame="false" />
<attachment class="Precondition" id="33" flag="precondition">
<property BinaryOperator="And" />
<property Operator="Equal" />
<property Opl="float Self.HeroAgent::tmp_val1" />
<property Opr2="const float 0" />
<property Phase="Both" />
</attachment>
<node class="IfElse" id="18">
<node class="Or" id="22">
<node class="Condition" id="20">
<property Operator="Equal" />
<property Opl="current_target_agent.TargetAgent::HasBuffEffect(kBET_Hide)" />
<property Opr="const bool true" />
</node>
<node class="Condition" id="21">
<property Operator="Equal" />
<property Opl="current_target_agent.TargetAgent::HasBuffEffect(kBET_InGrass)" />
<property Opr="const bool true" />
</node>
</node>
<node class="Sequence" id="24">
<node class="Action" id="5">
<property Method="Self.HeroAgent::DebugOut(&quot;ddddd隐身随机走&quot;,0,0,0)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="Selector" id="7">
<node class="SelectorProbability" id="10">
<node class="DecoratorWeight" id="15">
<property DecorateWhenChildEnds="false" />
<property Weight="const int 50" />
<node class="ReferencedBehavior" id="19">
<property ReferenceBehavior="const string &quot;task/RandomWalk&quot;" />
<property Task="Self.HeroAgent::RandomWalk(0,0,{x=0;y=0;z=0;})" />
</node>
</node>
<node class="DecoratorWeight" id="16">
<property DecorateWhenChildEnds="false" />
<property Weight="const int 50" />
<node class="ReferencedBehavior" id="11">
<property ReferenceBehavior="const string &quot;task/RandomShot&quot;" />
<property Task="Self.HeroAgent::RandomShot(0,0,{x=0;y=0;z=0;})" />
</node>
</node>
</node>
<node class="True" id="9" />
</node>
<node class="Action" id="6">
<property Method="Self.HeroAgent::DebugOut(&quot;ddddd隐身改变量&quot;,0,0,0)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="Assignment" id="26">
<property CastRight="false" />
<property Opl="float Self.HeroAgent::tmp_val1" />
<property Opr="const float 1" />
</node>
<node class="Action" id="28">
<property Method="Self.HeroAgent::DebugOut(&quot;ddddd隐身跳出循环&quot;,0,0,0)" />
<property ResultOption="BT_INVALID" />
</node>
</node>
<node class="Sequence" id="29">
<node class="True" id="23" />
<node class="Action" id="30">
<property Method="Self.HeroAgent::DebugOut(&quot;ddddd没隐身返回真&quot;,0,0,0)" />
<property ResultOption="BT_INVALID" />
</node>
</node>
</node>
</node>
</node>
</node>
</behavior>

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@ -1,6 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: function\FnSelectSkill.xml-->
<behavior name="function/FnSelectSkill" agenttype="HeroAgent" version="5">
<node class="False" id="0" />
</behavior>

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@ -1,6 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: hero\30100_hill.xml-->
<behavior name="hero/30100_hill" agenttype="HeroAgent" version="5">
<node class="Noop" id="0" />
</behavior>

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@ -1,6 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: hero\30200_yamada.xml-->
<behavior name="hero/30200_yamada" agenttype="HeroAgent" version="5">
<node class="Noop" id="0" />
</behavior>

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@ -1,6 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: hero\30300_aoi.xml-->
<behavior name="hero/30300_aoi" agenttype="HeroAgent" version="5">
<node class="Noop" id="0" />
</behavior>

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@ -1,6 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: hero\30400_astral.xml-->
<behavior name="hero/30400_astral" agenttype="HeroAgent" version="5">
<node class="Noop" id="0" />
</behavior>

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@ -1,6 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: hero\30500_miffy.xml-->
<behavior name="hero/30500_miffy" agenttype="HeroAgent" version="5">
<node class="Noop" id="0" />
</behavior>

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@ -1,6 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: hero\30600_canoe.xml-->
<behavior name="hero/30600_canoe" agenttype="HeroAgent" version="5">
<node class="Noop" id="0" />
</behavior>

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@ -1,6 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: hero\30700_mariana.xml-->
<behavior name="hero/30700_mariana" agenttype="HeroAgent" version="5">
<node class="Noop" id="0" />
</behavior>

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@ -1,6 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: hero\30800_dragonscale.xml-->
<behavior name="hero/30800_dragonscale" agenttype="HeroAgent" version="5">
<node class="Noop" id="0" />
</behavior>

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@ -1,6 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: hero\30900_lazar.xml-->
<behavior name="hero/30900_lazar" agenttype="HeroAgent" version="5">
<node class="Noop" id="0" />
</behavior>

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@ -1,6 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: hero\31000_kurosawa.xml-->
<behavior name="hero/31000_kurosawa" agenttype="HeroAgent" version="5">
<node class="Noop" id="0" />
</behavior>

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@ -1,59 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: hero\standard.xml-->
<behavior name="hero/standard" agenttype="HeroAgent" version="5">
<node class="IfElse" id="4">
<attachment class="Precondition" id="11" flag="precondition">
<property BinaryOperator="And" />
<property Operator="Equal" />
<property Opl="Self.HeroAgent::IsDead()" />
<property Opr2="const bool false" />
<property Phase="Both" />
</attachment>
<attachment class="Precondition" id="12" flag="precondition">
<property BinaryOperator="And" />
<property Operator="Equal" />
<property Opl="Self.BaseAgent::IsGameOver()" />
<property Opr2="const bool false" />
<property Phase="Both" />
</attachment>
<node class="Condition" id="5">
<property Operator="Equal" />
<property Opl="room_agent.RoomAgent::GetGasMode()" />
<property Opr="const GasMode_e GasInactive" />
</node>
<node class="SelectorProbability" id="8">
<node class="DecoratorWeight" id="7">
<property DecorateWhenChildEnds="false" />
<property Weight="const int 30" />
<node class="ReferencedBehavior" id="6">
<property ReferenceBehavior="const string &quot;task/RandomWalk&quot;" />
<property Task="Self.HeroAgent::RandomWalk(0,0,{x=0;y=0;z=0;})" />
</node>
</node>
<node class="DecoratorWeight" id="9">
<property DecorateWhenChildEnds="false" />
<property Weight="const int 70" />
<node class="Action" id="10">
<property Method="Self.HeroAgent::CoIdle(2000,4000)" />
<property ResultOption="BT_INVALID" />
</node>
</node>
</node>
<node class="IfElse" id="0">
<node class="Condition" id="1">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::IsMobaMode()" />
<property Opr="const bool true" />
</node>
<node class="ReferencedBehavior" id="2">
<property ReferenceBehavior="const string &quot;task/MobaMode&quot;" />
<property Task="Self.HeroAgent::MobaMode(0,0)" />
</node>
<node class="ReferencedBehavior" id="3">
<property ReferenceBehavior="const string &quot;task/ChiJiMode&quot;" />
<property Task="Self.HeroAgent::ChiMode()" />
</node>
</node>
</node>
</behavior>

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@ -0,0 +1,29 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: hero_9011.xml-->
<behavior name="hero_9011" agenttype="HeroAgent" version="5">
<node class="IfElse" id="0">
<node class="Condition" id="1">
<property Operator="NotEqual" />
<property Opl="Self.BaseAgent::HasBuffEffect(3)" />
<property Opr="const bool true" />
</node>
<node class="Sequence" id="5">
<node class="Action" id="6">
<property Method="Self.BaseAgent::SetBulletTraceMode(true)" />
<property ResultOption="BT_SUCCESS" />
</node>
<node class="Action" id="2">
<property Method="Self.HeroAgent::DoAttack()" />
<property ResultOption="BT_INVALID" />
<attachment class="Event" id="4" flag="event">
<property ReferenceFilename="hero_help_attack" />
<property Task="Self.HeroAgent::OnMasterAttackTarget(0)" />
<property TriggeredOnce="false" />
<property TriggerMode="Return" />
</attachment>
</node>
</node>
<node class="True" id="3" />
</node>
</behavior>

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@ -0,0 +1,42 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: hero_9012.xml-->
<behavior name="hero_9012" agenttype="HeroAgent" version="5">
<node class="IfElse" id="0">
<node class="Condition" id="1">
<property Operator="Greater" />
<property Opl="Self.HeroAgent::GetMasterDistance()" />
<property Opr="const float 300" />
</node>
<node class="Action" id="2">
<property Method="Self.HeroAgent::DoFlyToMasterAround()" />
<property ResultOption="BT_INVALID" />
</node>
<node class="IfElse" id="3">
<node class="Condition" id="4">
<property Operator="Equal" />
<property Opl="Self.BaseAgent::HasTarget(300)" />
<property Opr="const bool true" />
</node>
<node class="Action" id="5">
<property Method="Self.HeroAgent::DoPursuit()" />
<property ResultOption="BT_INVALID" />
</node>
<node class="IfElse" id="6">
<node class="Condition" id="7">
<property Operator="Greater" />
<property Opl="Self.HeroAgent::GetMasterDistance()" />
<property Opr="const float 150" />
</node>
<node class="Action" id="8">
<property Method="Self.HeroAgent::DoFollowMaster()" />
<property ResultOption="BT_INVALID" />
</node>
<node class="Action" id="9">
<property Method="Self.HeroAgent::DoIdle(500,1500)" />
<property ResultOption="BT_SUCCESS" />
</node>
</node>
</node>
</node>
</behavior>

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@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: hero_help_attack.xml-->
<behavior name="hero_help_attack" agenttype="HeroAgent" version="5">
<pars>
<par name="_$local_task_param_$_0" type="int" value="0" />
</pars>
<node class="Task" id="0">
<property Prototype="Self.HeroAgent::OnMasterAttackTarget(0)" />
<property IsHTN="false" />
<node class="Action" id="1">
<property Method="Self.HeroAgent::DoHelpAttack(int Self.HeroAgent::_$local_task_param_$_0)" />
<property ResultOption="BT_INVALID" />
</node>
</node>
</behavior>

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@ -0,0 +1,9 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: hero_pve_01.xml-->
<behavior name="hero_pve_01" agenttype="HeroAgent" version="5">
<node class="Action" id="0">
<property Method="Self.HeroAgent::DoRandomWalk()" />
<property ResultOption="BT_INVALID" />
</node>
</behavior>

View File

@ -0,0 +1,9 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: hero_pve_02.xml-->
<behavior name="hero_pve_02" agenttype="HeroAgent" version="5">
<node class="Action" id="0">
<property Method="Self.HeroAgent::DoPursuit()" />
<property ResultOption="BT_INVALID" />
</node>
</behavior>

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@ -1,66 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<agents version="1" signature="2686576916">
<agent type="HeroAgent" base="BaseAgent" signature="1955586164">
<properties>
<property name="current_target_agent" type="TargetAgent*" member="false" static="false" defaultvalue="null" />
<property name="current_teammate_agent" type="TeammateAgent*" member="false" static="false" defaultvalue="null" />
<property name="master_agent" type="MasterAgent*" member="false" static="false" defaultvalue="null" />
<property name="out_errno" type="int" member="false" static="false" defaultvalue="0" />
<property name="out_point0" type="glm::vec3" member="false" static="false" defaultvalue="{x=0;y=0;z=0;}" />
<property name="out_point1" type="glm::vec3" member="false" static="false" defaultvalue="{x=0;y=0;z=0;}" />
<property name="out_point2" type="glm::vec3" member="false" static="false" defaultvalue="{x=0;y=0;z=0;}" />
<property name="out_val0" type="int" member="false" static="false" defaultvalue="0" />
<property name="out_val1" type="float" member="false" static="false" defaultvalue="0" />
<property name="out_val2" type="float" member="false" static="false" defaultvalue="0" />
<property name="out_val3" type="float" member="false" static="false" defaultvalue="0" />
<property name="out_val4" type="float" member="false" static="false" defaultvalue="0" />
<property name="room_agent" type="RoomAgent*" member="false" static="false" defaultvalue="null" />
<property name="task_param0" type="float" member="false" static="false" defaultvalue="0" />
<property name="task_param1" type="float" member="false" static="false" defaultvalue="0" />
<property name="task_param2" type="float" member="false" static="false" defaultvalue="0" />
<property name="task_param3" type="float" member="false" static="false" defaultvalue="0" />
<property name="task_param4" type="float" member="false" static="false" defaultvalue="0" />
<property name="team_agent" type="TeamAgent*" member="false" static="false" defaultvalue="null" />
<property name="tmp_point0" type="glm::vec3" member="false" static="false" defaultvalue="{x=0;y=0;z=0;}" />
<property name="tmp_point1" type="glm::vec3" member="false" static="false" defaultvalue="{x=0;y=0;z=0;}" />
<property name="tmp_point2" type="glm::vec3" member="false" static="false" defaultvalue="{x=0;y=0;z=0;}" />
<property name="tmp_val0" type="float" member="false" static="false" defaultvalue="0" />
<property name="tmp_val1" type="float" member="false" static="false" defaultvalue="0" />
<property name="tmp_val2" type="float" member="false" static="false" defaultvalue="0" />
<property name="tmp_val3" type="float" member="false" static="false" defaultvalue="0" />
<property name="tmp_val4" type="float" member="false" static="false" defaultvalue="0" />
</properties>
</agent>
<agent type="AndroidAgent" base="HeroAgent" signature="3669426665">
<properties>
<property name="current_target_agent" type="TargetAgent*" member="false" static="false" defaultvalue="null" />
<property name="current_teammate_agent" type="TeammateAgent*" member="false" static="false" defaultvalue="null" />
<property name="master_agent" type="MasterAgent*" member="false" static="false" defaultvalue="null" />
<property name="out_errno" type="int" member="false" static="false" defaultvalue="0" />
<property name="out_point0" type="glm::vec3" member="false" static="false" defaultvalue="{x=0;y=0;z=0;}" />
<property name="out_point1" type="glm::vec3" member="false" static="false" defaultvalue="{x=0;y=0;z=0;}" />
<property name="out_point2" type="glm::vec3" member="false" static="false" defaultvalue="{x=0;y=0;z=0;}" />
<property name="out_val0" type="int" member="false" static="false" defaultvalue="0" />
<property name="out_val1" type="float" member="false" static="false" defaultvalue="0" />
<property name="out_val2" type="float" member="false" static="false" defaultvalue="0" />
<property name="out_val3" type="float" member="false" static="false" defaultvalue="0" />
<property name="out_val4" type="float" member="false" static="false" defaultvalue="0" />
<property name="room_agent" type="RoomAgent*" member="false" static="false" defaultvalue="null" />
<property name="task_param0" type="float" member="false" static="false" defaultvalue="0" />
<property name="task_param1" type="float" member="false" static="false" defaultvalue="0" />
<property name="task_param2" type="float" member="false" static="false" defaultvalue="0" />
<property name="task_param3" type="float" member="false" static="false" defaultvalue="0" />
<property name="task_param4" type="float" member="false" static="false" defaultvalue="0" />
<property name="team_agent" type="TeamAgent*" member="false" static="false" defaultvalue="null" />
<property name="tmp_point0" type="glm::vec3" member="false" static="false" defaultvalue="{x=0;y=0;z=0;}" />
<property name="tmp_point1" type="glm::vec3" member="false" static="false" defaultvalue="{x=0;y=0;z=0;}" />
<property name="tmp_point2" type="glm::vec3" member="false" static="false" defaultvalue="{x=0;y=0;z=0;}" />
<property name="tmp_val0" type="float" member="false" static="false" defaultvalue="0" />
<property name="tmp_val1" type="float" member="false" static="false" defaultvalue="0" />
<property name="tmp_val2" type="float" member="false" static="false" defaultvalue="0" />
<property name="tmp_val3" type="float" member="false" static="false" defaultvalue="0" />
<property name="tmp_val4" type="float" member="false" static="false" defaultvalue="0" />
</properties>
</agent>
</agents>

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@ -1,3 +1,3 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<agents version="1" signature="3338390249" />
<agents version="1" signature="1068415381" />

View File

@ -1,79 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: monster\8002_thief.xml-->
<behavior name="monster/8002_thief" agenttype="HeroAgent" version="5">
<node class="IfElse" id="19">
<node class="Condition" id="20">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::IsMobaMode()" />
<property Opr="const bool true" />
</node>
<node class="Noop" id="21" />
<node class="IfElse" id="6">
<node class="Action" id="7">
<property Method="Self.HeroAgent::SearchEnemy(300)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="SelectorProbability" id="8">
<node class="DecoratorWeight" id="9">
<property DecorateWhenChildEnds="false" />
<property Weight="const int 80" />
<node class="ReferencedBehavior" id="2">
<property ReferenceBehavior="const string &quot;task/RandomWalk&quot;" />
<property Task="Self.HeroAgent::RandomWalk(0,0,{x=0;y=0;z=0;})" />
</node>
</node>
<node class="DecoratorWeight" id="1">
<property DecorateWhenChildEnds="false" />
<property Weight="const int 20" />
<node class="Action" id="4">
<property Method="Self.HeroAgent::CoIdle(2000,4000)" />
<property ResultOption="BT_INVALID" />
</node>
</node>
</node>
<node class="IfElse" id="0">
<node class="Action" id="3">
<property Method="Self.HeroAgent::SearchEnemy(600)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="SelectorProbability" id="5">
<node class="DecoratorWeight" id="10">
<property DecorateWhenChildEnds="false" />
<property Weight="const int 30" />
<node class="ReferencedBehavior" id="11">
<property ReferenceBehavior="const string &quot;task/RandomWalk&quot;" />
<property Task="Self.HeroAgent::RandomWalk(0,0,{x=0;y=0;z=0;})" />
</node>
</node>
<node class="DecoratorWeight" id="12">
<property DecorateWhenChildEnds="false" />
<property Weight="const int 70" />
<node class="Action" id="13">
<property Method="Self.HeroAgent::CoIdle(2000,4000)" />
<property ResultOption="BT_INVALID" />
</node>
</node>
</node>
<node class="SelectorProbability" id="14">
<node class="DecoratorWeight" id="15">
<property DecorateWhenChildEnds="false" />
<property Weight="const int 10" />
<node class="ReferencedBehavior" id="16">
<property ReferenceBehavior="const string &quot;task/RandomWalk&quot;" />
<property Task="Self.HeroAgent::RandomWalk(0,0,{x=0;y=0;z=0;})" />
</node>
</node>
<node class="DecoratorWeight" id="17">
<property DecorateWhenChildEnds="false" />
<property Weight="const int 90" />
<node class="Action" id="18">
<property Method="Self.HeroAgent::CoIdle(2000,4000)" />
<property ResultOption="BT_INVALID" />
</node>
</node>
</node>
</node>
</node>
</node>
</behavior>

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@ -1,79 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: monster\8003_mystery_troop.xml-->
<behavior name="monster/8003_mystery_troop" agenttype="HeroAgent" version="5">
<node class="IfElse" id="19">
<node class="Condition" id="20">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::IsMobaMode()" />
<property Opr="const bool true" />
</node>
<node class="Noop" id="21" />
<node class="IfElse" id="6">
<node class="Action" id="7">
<property Method="Self.HeroAgent::SearchEnemy(300)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="SelectorProbability" id="8">
<node class="DecoratorWeight" id="9">
<property DecorateWhenChildEnds="false" />
<property Weight="const int 70" />
<node class="ReferencedBehavior" id="2">
<property ReferenceBehavior="const string &quot;task/RandomWalk&quot;" />
<property Task="Self.HeroAgent::RandomWalk(0,0,{x=0;y=0;z=0;})" />
</node>
</node>
<node class="DecoratorWeight" id="1">
<property DecorateWhenChildEnds="false" />
<property Weight="const int 30" />
<node class="Action" id="4">
<property Method="Self.HeroAgent::CoIdle(2000,4000)" />
<property ResultOption="BT_INVALID" />
</node>
</node>
</node>
<node class="IfElse" id="0">
<node class="Action" id="3">
<property Method="Self.HeroAgent::SearchEnemy(600)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="SelectorProbability" id="5">
<node class="DecoratorWeight" id="10">
<property DecorateWhenChildEnds="false" />
<property Weight="const int 30" />
<node class="ReferencedBehavior" id="11">
<property ReferenceBehavior="const string &quot;task/RandomWalk&quot;" />
<property Task="Self.HeroAgent::RandomWalk(0,0,{x=0;y=0;z=0;})" />
</node>
</node>
<node class="DecoratorWeight" id="12">
<property DecorateWhenChildEnds="false" />
<property Weight="const int 70" />
<node class="Action" id="13">
<property Method="Self.HeroAgent::CoIdle(2000,4000)" />
<property ResultOption="BT_INVALID" />
</node>
</node>
</node>
<node class="SelectorProbability" id="14">
<node class="DecoratorWeight" id="15">
<property DecorateWhenChildEnds="false" />
<property Weight="const int 10" />
<node class="ReferencedBehavior" id="16">
<property ReferenceBehavior="const string &quot;task/RandomWalk&quot;" />
<property Task="Self.HeroAgent::RandomWalk(0,0,{x=0;y=0;z=0;})" />
</node>
</node>
<node class="DecoratorWeight" id="17">
<property DecorateWhenChildEnds="false" />
<property Weight="const int 90" />
<node class="Action" id="18">
<property Method="Self.HeroAgent::CoIdle(2000,4000)" />
<property ResultOption="BT_INVALID" />
</node>
</node>
</node>
</node>
</node>
</node>
</behavior>

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@ -1,49 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: npc\room.xml-->
<behavior name="npc/room" agenttype="RoomAgent" version="5">
<node class="Parallel" id="0">
<property ChildFinishPolicy="CHILDFINISH_ONCE" />
<property ExitPolicy="EXIT_NONE" />
<property FailurePolicy="FAIL_ON_ONE" />
<property SuccessPolicy="SUCCEED_ON_ONE" />
<node class="Action" id="1">
<property Method="Self.BaseAgent::CoTest(50000)" />
<property ResultOption="BT_INVALID" />
<attachment class="Precondition" id="5" flag="precondition">
<property BinaryOperator="And" />
<property Operator="Equal" />
<property Opl="Self.BaseAgent::Test(2)" />
<property Opr2="const int 2" />
<property Phase="Both" />
</attachment>
</node>
<node class="DecoratorLoop" id="2">
<property Count="const int -1" />
<property DecorateWhenChildEnds="true" />
<property DoneWithinFrame="false" />
<attachment class="Precondition" id="4" flag="precondition">
<property BinaryOperator="And" />
<property Operator="Equal" />
<property Opl="Self.BaseAgent::Test(1)" />
<property Opr2="const int 1" />
<property Phase="Both" />
</attachment>
<attachment class="Effector" id="6" flag="effector">
<property Operator="Invalid" />
<property Opl="Self.BaseAgent::Test(3)" />
<property Phase="Both" />
</attachment>
<node class="Sequence" id="7">
<node class="Action" id="3">
<property Method="Self.BaseAgent::CoTest1(5000)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="Action" id="8">
<property Method="Self.BaseAgent::Test(5)" />
<property ResultOption="BT_SUCCESS" />
</node>
</node>
</node>
</node>
</behavior>

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@ -1,26 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: pet\9011_dragon_cannon.xml-->
<behavior name="pet/9011_dragon_cannon" agenttype="HeroAgent" version="5">
<node class="IfElse" id="0">
<node class="Condition" id="1">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::HasBuffEffect(kBET_Building)" />
<property Opr="const bool true" />
</node>
<node class="Noop" id="2" />
<node class="IfElse" id="3">
<node class="Action" id="4">
<property Method="Self.HeroAgent::SearchEnemy(300)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="ReferencedBehavior" id="5">
<property ReferenceBehavior="const string &quot;task/StayPutAttack&quot;" />
</node>
<node class="Action" id="6">
<property Method="Self.HeroAgent::CoIdle(1500,3000)" />
<property ResultOption="BT_INVALID" />
</node>
</node>
</node>
</behavior>

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@ -1,46 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: pet\9012_robot.xml-->
<behavior name="pet/9012_robot" agenttype="HeroAgent" version="5">
<node class="Sequence" id="0">
<node class="IfElse" id="1">
<node class="Condition" id="2">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::MasterInRange(300)" />
<property Opr="const bool false" />
</node>
<node class="ReferencedBehavior" id="3">
<property ReferenceBehavior="const string &quot;task/FollowMaster&quot;" />
<property Task="Self.HeroAgent::FollowMaster({x=0;y=0;z=0;},0)" />
</node>
<node class="IfElse" id="4">
<node class="Action" id="5">
<property Method="Self.HeroAgent::SearchEnemy(400)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="ReferencedBehavior" id="6">
<property ReferenceBehavior="const string &quot;task/ChaseToKill&quot;" />
<property Task="Self.HeroAgent::ChaseToKill(0,0,0)" />
</node>
<node class="SelectorProbability" id="7">
<node class="DecoratorWeight" id="8">
<property DecorateWhenChildEnds="false" />
<property Weight="const int 30" />
<node class="Action" id="9">
<property Method="Self.HeroAgent::CoIdle(1500,3500)" />
<property ResultOption="BT_INVALID" />
</node>
</node>
<node class="DecoratorWeight" id="10">
<property DecorateWhenChildEnds="false" />
<property Weight="const int 60" />
<node class="ReferencedBehavior" id="11">
<property ReferenceBehavior="const string &quot;task/RandomWalk&quot;" />
<property Task="Self.HeroAgent::RandomWalk(0,0,{x=0;y=0;z=0;})" />
</node>
</node>
</node>
</node>
</node>
</node>
</behavior>

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@ -1,41 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: skill\30100_hill.xml-->
<behavior name="skill/30100_hill" agenttype="HeroAgent" version="5">
<pars>
<par name="_$local_task_param_$_0" type="int" value="0" />
<par name="_$local_task_param_$_1" type="int" value="0" />
<par name="_$local_task_param_$_2" type="int" value="0" />
</pars>
<node class="Task" id="0">
<property Prototype="Self.HeroAgent::UseSkill30100(0,0,0)" />
<property IsHTN="false" />
<node class="Sequence" id="1">
<node class="IfElse" id="2">
<node class="Condition" id="3">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::CanUseSkill(0)" />
<property Opr="const bool true" />
</node>
<node class="Action" id="4">
<property Method="Self.HeroAgent::CoUseSkill(0)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="IfElse" id="5">
<node class="Condition" id="6">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::CanUseSkill(1)" />
<property Opr="const bool true" />
</node>
<node class="ReferencedBehavior" id="7">
<property ReferenceBehavior="const string &quot;skill/normal&quot;" />
</node>
<node class="Action" id="8">
<property Method="Self.HeroAgent::Abort(&quot;use skill error&quot;,0:)" />
<property ResultOption="BT_SUCCESS" />
</node>
</node>
</node>
</node>
</node>
</behavior>

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@ -1,41 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: skill\30200_yamada.xml-->
<behavior name="skill/30200_yamada" agenttype="HeroAgent" version="5">
<pars>
<par name="_$local_task_param_$_0" type="int" value="0" />
<par name="_$local_task_param_$_1" type="int" value="0" />
<par name="_$local_task_param_$_2" type="int" value="0" />
</pars>
<node class="Task" id="0">
<property Prototype="Self.HeroAgent::UseSkill30100(0,0,0)" />
<property IsHTN="false" />
<node class="Sequence" id="1">
<node class="IfElse" id="2">
<node class="Condition" id="3">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::CanUseSkill(0)" />
<property Opr="const bool true" />
</node>
<node class="Action" id="4">
<property Method="Self.HeroAgent::CoUseSkill(0)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="IfElse" id="5">
<node class="Condition" id="6">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::CanUseSkill(1)" />
<property Opr="const bool true" />
</node>
<node class="ReferencedBehavior" id="7">
<property ReferenceBehavior="const string &quot;skill/normal&quot;" />
</node>
<node class="Action" id="8">
<property Method="Self.HeroAgent::Abort(&quot;use skill error&quot;,0:)" />
<property ResultOption="BT_SUCCESS" />
</node>
</node>
</node>
</node>
</node>
</behavior>

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@ -1,41 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: skill\30300_aoi.xml-->
<behavior name="skill/30300_aoi" agenttype="HeroAgent" version="5">
<pars>
<par name="_$local_task_param_$_0" type="int" value="0" />
<par name="_$local_task_param_$_1" type="int" value="0" />
<par name="_$local_task_param_$_2" type="int" value="0" />
</pars>
<node class="Task" id="0">
<property Prototype="Self.HeroAgent::UseSkill30100(0,0,0)" />
<property IsHTN="false" />
<node class="Sequence" id="1">
<node class="IfElse" id="2">
<node class="Condition" id="3">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::CanUseSkill(0)" />
<property Opr="const bool true" />
</node>
<node class="Action" id="4">
<property Method="Self.HeroAgent::CoUseSkill(0)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="IfElse" id="5">
<node class="Condition" id="6">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::CanUseSkill(1)" />
<property Opr="const bool true" />
</node>
<node class="ReferencedBehavior" id="7">
<property ReferenceBehavior="const string &quot;skill/normal&quot;" />
</node>
<node class="Action" id="8">
<property Method="Self.HeroAgent::Abort(&quot;use skill error&quot;,0:)" />
<property ResultOption="BT_SUCCESS" />
</node>
</node>
</node>
</node>
</node>
</behavior>

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@ -1,41 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: skill\30400_astral.xml-->
<behavior name="skill/30400_astral" agenttype="HeroAgent" version="5">
<pars>
<par name="_$local_task_param_$_0" type="int" value="0" />
<par name="_$local_task_param_$_1" type="int" value="0" />
<par name="_$local_task_param_$_2" type="int" value="0" />
</pars>
<node class="Task" id="0">
<property Prototype="Self.HeroAgent::UseSkill30100(0,0,0)" />
<property IsHTN="false" />
<node class="Sequence" id="1">
<node class="IfElse" id="2">
<node class="Condition" id="3">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::CanUseSkill(0)" />
<property Opr="const bool true" />
</node>
<node class="Action" id="4">
<property Method="Self.HeroAgent::CoUseSkill(0)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="IfElse" id="5">
<node class="Condition" id="6">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::CanUseSkill(1)" />
<property Opr="const bool true" />
</node>
<node class="ReferencedBehavior" id="7">
<property ReferenceBehavior="const string &quot;skill/normal&quot;" />
</node>
<node class="Action" id="8">
<property Method="Self.HeroAgent::Abort(&quot;use skill error&quot;,0:)" />
<property ResultOption="BT_SUCCESS" />
</node>
</node>
</node>
</node>
</node>
</behavior>

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@ -1,41 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: skill\30500_miffy.xml-->
<behavior name="skill/30500_miffy" agenttype="HeroAgent" version="5">
<pars>
<par name="_$local_task_param_$_0" type="int" value="0" />
<par name="_$local_task_param_$_1" type="int" value="0" />
<par name="_$local_task_param_$_2" type="int" value="0" />
</pars>
<node class="Task" id="0">
<property Prototype="Self.HeroAgent::UseSkill30100(0,0,0)" />
<property IsHTN="false" />
<node class="Sequence" id="1">
<node class="IfElse" id="2">
<node class="Condition" id="3">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::CanUseSkill(0)" />
<property Opr="const bool true" />
</node>
<node class="Action" id="4">
<property Method="Self.HeroAgent::CoUseSkill(0)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="IfElse" id="5">
<node class="Condition" id="6">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::CanUseSkill(1)" />
<property Opr="const bool true" />
</node>
<node class="ReferencedBehavior" id="7">
<property ReferenceBehavior="const string &quot;skill/normal&quot;" />
</node>
<node class="Action" id="8">
<property Method="Self.HeroAgent::Abort(&quot;use skill error&quot;,0:)" />
<property ResultOption="BT_SUCCESS" />
</node>
</node>
</node>
</node>
</node>
</behavior>

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@ -1,41 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: skill\30600_canoe.xml-->
<behavior name="skill/30600_canoe" agenttype="HeroAgent" version="5">
<pars>
<par name="_$local_task_param_$_0" type="int" value="0" />
<par name="_$local_task_param_$_1" type="int" value="0" />
<par name="_$local_task_param_$_2" type="int" value="0" />
</pars>
<node class="Task" id="0">
<property Prototype="Self.HeroAgent::UseSkill30100(0,0,0)" />
<property IsHTN="false" />
<node class="Sequence" id="1">
<node class="IfElse" id="2">
<node class="Condition" id="3">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::CanUseSkill(0)" />
<property Opr="const bool true" />
</node>
<node class="Action" id="4">
<property Method="Self.HeroAgent::CoUseSkill(0)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="IfElse" id="5">
<node class="Condition" id="6">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::CanUseSkill(1)" />
<property Opr="const bool true" />
</node>
<node class="ReferencedBehavior" id="7">
<property ReferenceBehavior="const string &quot;skill/normal&quot;" />
</node>
<node class="Action" id="8">
<property Method="Self.HeroAgent::Abort(&quot;use skill error&quot;,0:)" />
<property ResultOption="BT_SUCCESS" />
</node>
</node>
</node>
</node>
</node>
</behavior>

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@ -1,41 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: skill\30700_mariana.xml-->
<behavior name="skill/30700_mariana" agenttype="HeroAgent" version="5">
<pars>
<par name="_$local_task_param_$_0" type="int" value="0" />
<par name="_$local_task_param_$_1" type="int" value="0" />
<par name="_$local_task_param_$_2" type="int" value="0" />
</pars>
<node class="Task" id="0">
<property Prototype="Self.HeroAgent::UseSkill30100(0,0,0)" />
<property IsHTN="false" />
<node class="Sequence" id="1">
<node class="IfElse" id="2">
<node class="Condition" id="3">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::CanUseSkill(0)" />
<property Opr="const bool true" />
</node>
<node class="Action" id="4">
<property Method="Self.HeroAgent::CoUseSkill(0)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="IfElse" id="5">
<node class="Condition" id="6">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::CanUseSkill(1)" />
<property Opr="const bool true" />
</node>
<node class="ReferencedBehavior" id="7">
<property ReferenceBehavior="const string &quot;skill/normal&quot;" />
</node>
<node class="Action" id="8">
<property Method="Self.HeroAgent::Abort(&quot;use skill error&quot;,0:)" />
<property ResultOption="BT_SUCCESS" />
</node>
</node>
</node>
</node>
</node>
</behavior>

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@ -1,41 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: skill\30800_dragonscale.xml-->
<behavior name="skill/30800_dragonscale" agenttype="HeroAgent" version="5">
<pars>
<par name="_$local_task_param_$_0" type="int" value="0" />
<par name="_$local_task_param_$_1" type="int" value="0" />
<par name="_$local_task_param_$_2" type="int" value="0" />
</pars>
<node class="Task" id="0">
<property Prototype="Self.HeroAgent::UseSkill30100(0,0,0)" />
<property IsHTN="false" />
<node class="Sequence" id="1">
<node class="IfElse" id="2">
<node class="Condition" id="3">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::CanUseSkill(0)" />
<property Opr="const bool true" />
</node>
<node class="Action" id="4">
<property Method="Self.HeroAgent::CoUseSkill(0)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="IfElse" id="5">
<node class="Condition" id="6">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::CanUseSkill(1)" />
<property Opr="const bool true" />
</node>
<node class="ReferencedBehavior" id="7">
<property ReferenceBehavior="const string &quot;skill/normal&quot;" />
</node>
<node class="Action" id="8">
<property Method="Self.HeroAgent::Abort(&quot;use skill error&quot;,0:)" />
<property ResultOption="BT_SUCCESS" />
</node>
</node>
</node>
</node>
</node>
</behavior>

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@ -1,41 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: skill\30900_lazar.xml-->
<behavior name="skill/30900_lazar" agenttype="HeroAgent" version="5">
<pars>
<par name="_$local_task_param_$_0" type="int" value="0" />
<par name="_$local_task_param_$_1" type="int" value="0" />
<par name="_$local_task_param_$_2" type="int" value="0" />
</pars>
<node class="Task" id="0">
<property Prototype="Self.HeroAgent::UseSkill30100(0,0,0)" />
<property IsHTN="false" />
<node class="Sequence" id="1">
<node class="IfElse" id="2">
<node class="Condition" id="3">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::CanUseSkill(0)" />
<property Opr="const bool true" />
</node>
<node class="Action" id="4">
<property Method="Self.HeroAgent::CoUseSkill(0)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="IfElse" id="5">
<node class="Condition" id="6">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::CanUseSkill(1)" />
<property Opr="const bool true" />
</node>
<node class="ReferencedBehavior" id="7">
<property ReferenceBehavior="const string &quot;skill/normal&quot;" />
</node>
<node class="Action" id="8">
<property Method="Self.HeroAgent::Abort(&quot;use skill error&quot;,0:)" />
<property ResultOption="BT_SUCCESS" />
</node>
</node>
</node>
</node>
</node>
</behavior>

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@ -1,41 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: skill\31000_kurosawa.xml-->
<behavior name="skill/31000_kurosawa" agenttype="HeroAgent" version="5">
<pars>
<par name="_$local_task_param_$_0" type="int" value="0" />
<par name="_$local_task_param_$_1" type="int" value="0" />
<par name="_$local_task_param_$_2" type="int" value="0" />
</pars>
<node class="Task" id="0">
<property Prototype="Self.HeroAgent::UseSkill30100(0,0,0)" />
<property IsHTN="false" />
<node class="Sequence" id="1">
<node class="IfElse" id="2">
<node class="Condition" id="3">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::CanUseSkill(0)" />
<property Opr="const bool true" />
</node>
<node class="Action" id="4">
<property Method="Self.HeroAgent::CoUseSkill(0)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="IfElse" id="5">
<node class="Condition" id="6">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::CanUseSkill(1)" />
<property Opr="const bool true" />
</node>
<node class="ReferencedBehavior" id="7">
<property ReferenceBehavior="const string &quot;skill/normal&quot;" />
</node>
<node class="Action" id="8">
<property Method="Self.HeroAgent::Abort(&quot;use skill error&quot;,0:)" />
<property ResultOption="BT_SUCCESS" />
</node>
</node>
</node>
</node>
</node>
</behavior>

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@ -1,75 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: skill\60100_leo.xml-->
<behavior name="skill/60100_leo" agenttype="HeroAgent" version="5">
<pars>
<par name="_$local_task_param_$_0" type="int" value="0" />
<par name="_$local_task_param_$_1" type="int" value="0" />
<par name="_$local_task_param_$_2" type="int" value="0" />
</pars>
<node class="Task" id="0">
<property Prototype="Self.HeroAgent::UseSkill30100(0,0,0)" />
<property IsHTN="false" />
<node class="Sequence" id="1">
<node class="SelectorStochastic" id="2">
<node class="Sequence" id="3">
<node class="Condition" id="12">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::SearchEnemy(180)" />
<property Opr="const behaviac::EBTStatus BT_SUCCESS" />
</node>
<node class="Condition" id="4">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::CanUseSkill(60101)" />
<property Opr="const bool true" />
</node>
<node class="Action" id="5">
<property Method="Self.HeroAgent::CoUseSkill(60101)" />
<property ResultOption="BT_INVALID" />
</node>
</node>
<node class="Sequence" id="6">
<node class="Condition" id="13">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::SearchEnemy(220)" />
<property Opr="const behaviac::EBTStatus BT_SUCCESS" />
</node>
<node class="Condition" id="7">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::CanUseSkill(60121)" />
<property Opr="const bool true" />
</node>
<node class="Action" id="8">
<property Method="Self.HeroAgent::CoUseSkill(60121)" />
<property ResultOption="BT_INVALID" />
</node>
</node>
<node class="Sequence" id="9">
<node class="Condition" id="14">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::SearchEnemy(500)" />
<property Opr="const behaviac::EBTStatus BT_SUCCESS" />
</node>
<node class="Condition" id="10">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::CanUseSkill(60111)" />
<property Opr="const bool true" />
</node>
<node class="Assignment" id="15">
<property CastRight="false" />
<property Opl="glm::vec3 Self.HeroAgent::tmp_point1" />
<property Opr="Self.HeroAgent::GetTargetDir()" />
</node>
<node class="Action" id="16">
<property Method="Self.HeroAgent::SetAttackDir(glm::vec3 Self.HeroAgent::tmp_point0)" />
<property ResultOption="BT_SUCCESS" />
</node>
<node class="Action" id="11">
<property Method="Self.HeroAgent::CoUseSkill(60111)" />
<property ResultOption="BT_INVALID" />
</node>
</node>
</node>
</node>
</node>
</behavior>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: skill\normal.xml-->
<behavior name="skill/normal" agenttype="HeroAgent" version="5">
<pars>
<par name="_$local_task_param_$_0" type="int" value="0" />
<par name="_$local_task_param_$_1" type="int" value="0" />
<par name="_$local_task_param_$_2" type="int" value="0" />
</pars>
<node class="Task" id="0">
<property Prototype="Self.HeroAgent::UseNormalSkill(0,0,0)" />
<property IsHTN="false" />
<node class="Noop" id="1" />
</node>
</behavior>

View File

@ -1,31 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: task\BattleMove.xml-->
<behavior name="task/BattleMove" agenttype="HeroAgent" version="5">
<pars>
<par name="_$local_task_param_$_0" type="glm::vec3" value="{x=0;y=0;z=0;}" />
</pars>
<node class="Task" id="0">
<property Prototype="Self.HeroAgent::BattleMove({x=0;y=0;z=0;})" />
<property IsHTN="false" />
<node class="Sequence" id="1">
<node class="Assignment" id="4">
<property CastRight="false" />
<property Opl="glm::vec3 Self.HeroAgent::_$local_task_param_$_0" />
<property Opr="Self.HeroAgent::GetRandomDir()" />
</node>
<node class="Action" id="3">
<property Method="Self.HeroAgent::SetMoveDir(glm::vec3 Self.HeroAgent::_$local_task_param_$_0)" />
<property ResultOption="BT_SUCCESS" />
</node>
<node class="Action" id="5">
<property Method="Self.HeroAgent::SetAttackDir(glm::vec3 Self.HeroAgent::_$local_task_param_$_0)" />
<property ResultOption="BT_SUCCESS" />
</node>
<node class="Action" id="2">
<property Method="Self.HeroAgent::CoMoveForward(50,80)" />
<property ResultOption="BT_INVALID" />
</node>
</node>
</node>
</behavior>

View File

@ -1,44 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: task\ChaosBattle.xml-->
<behavior name="task/ChaosBattle" agenttype="HeroAgent" version="5">
<pars>
<par name="loc_point1" type="glm::vec3" value="{x=0;y=0;z=0;}" />
<par name="_$local_task_param_$_0" type="int" value="0" />
<par name="_$local_task_param_$_1" type="int" value="0" />
<par name="_$local_task_param_$_2" type="glm::vec3" value="{x=0;y=0;z=0;}" />
<par name="loc_val2" type="int" value="0" />
</pars>
<node class="IfElse" id="0">
<node class="Or" id="1">
<node class="Condition" id="2">
<property Operator="Equal" />
<property Opl="current_target_agent.TargetAgent::HasBuffEffect(kBET_Hide)" />
<property Opr="const bool true" />
</node>
<node class="Condition" id="3">
<property Operator="Equal" />
<property Opl="current_target_agent.TargetAgent::HasBuffEffect(kBET_InGrass)" />
<property Opr="const bool true" />
</node>
</node>
<node class="Sequence" id="4">
<node class="Action" id="6">
<property Method="Self.HeroAgent::DebugOut(&quot;dddddchaosbattle随机走&quot;,0,0,0)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="ReferencedBehavior" id="5">
<property ReferenceBehavior="const string &quot;task/RandomWalk&quot;" />
<property Task="Self.HeroAgent::RandomWalk(0,0,{x=0;y=0;z=0;})" />
</node>
<node class="False" id="10" />
</node>
<node class="Sequence" id="8">
<node class="Action" id="9">
<property Method="Self.HeroAgent::DebugOut(&quot;dddddchaosbattle空操作&quot;,0,0,0)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="True" id="7" />
</node>
</node>
</behavior>

View File

@ -1,465 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: task\ChaseToKill.xml-->
<behavior name="task/ChaseToKill" agenttype="HeroAgent" version="5">
<pars>
<par name="_$local_task_param_$_0" type="int" value="0" />
<par name="_$local_task_param_$_1" type="int" value="0" />
<par name="_$local_task_param_$_2" type="int" value="0" />
</pars>
<node class="Task" id="0">
<property Prototype="Self.HeroAgent::ChaseToKill(0,0,0)" />
<property IsHTN="false" />
<node class="Sequence" id="1">
<node class="Assignment" id="2">
<property CastRight="false" />
<property Opl="int Self.HeroAgent::_$local_task_param_$_0" />
<property Opr="const int 0" />
</node>
<node class="Action" id="7">
<property Method="Self.HeroAgent::ResetShotTimes()" />
<property ResultOption="BT_SUCCESS" />
</node>
<node class="Action" id="8">
<property Method="Self.HeroAgent::ResetUseSkillTimes()" />
<property ResultOption="BT_SUCCESS" />
</node>
<node class="DecoratorLoop" id="3">
<property Count="const int -1" />
<property DecorateWhenChildEnds="true" />
<property DoneWithinFrame="false" />
<attachment class="Precondition" id="4" flag="precondition">
<property BinaryOperator="And" />
<property Operator="NotEqual" />
<property Opl="Self.HeroAgent::IsDead()" />
<property Opr2="const bool true" />
<property Phase="Both" />
</attachment>
<attachment class="Precondition" id="5" flag="precondition">
<property BinaryOperator="And" />
<property Operator="Equal" />
<property Opl="current_target_agent.TargetAgent::IsValid()" />
<property Opr2="const bool true" />
<property Phase="Both" />
</attachment>
<node class="Sequence" id="6">
<node class="Selector" id="108">
<node class="ReferencedBehavior" id="106">
<property ReferenceBehavior="const string &quot;task/Pickup&quot;" />
<property Task="Self.HeroAgent::PickupItem(0,0,{x=0;y=0;z=0;})" />
</node>
<node class="True" id="107" />
</node>
<node class="IfElse" id="118">
<node class="Condition" id="120">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::CanAttack()" />
<property Opr="const bool true" />
</node>
<node class="True" id="121" />
<node class="Sequence" id="122">
<node class="Action" id="123">
<property Method="current_target_agent.TargetAgent::Abandon(0,0)" />
<property ResultOption="BT_SUCCESS" />
</node>
<node class="False" id="124" />
</node>
</node>
<node class="Selector" id="100">
<node class="IfElse" id="9">
<node class="Condition" id="10">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::TargetInShotRange()" />
<property Opr="const bool true" />
</node>
<node class="IfElse" id="11">
<node class="Sequence" id="77">
<node class="Action" id="80">
<property Method="Self.HeroAgent::DebugOut(&quot;ddddd可射击嘛&quot;,0,0,0)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="Action" id="12">
<property Method="Self.HeroAgent::CoShotCurrentTargetRaycast()" />
<property ResultOption="BT_INVALID" />
</node>
<node class="Or" id="84">
<node class="And" id="68">
<node class="Condition" id="78">
<property Operator="Equal" />
<property Opl="current_target_agent.TargetAgent::HasBuffEffect(kBET_InGrass)" />
<property Opr="const bool false" />
</node>
<node class="Condition" id="79">
<property Operator="Equal" />
<property Opl="current_target_agent.TargetAgent::HasBuffEffect(kBET_Hide)" />
<property Opr="const bool false" />
</node>
</node>
<node class="And" id="85">
<node class="Or" id="86">
<node class="Condition" id="87">
<property Operator="Equal" />
<property Opl="current_target_agent.TargetAgent::HasBuffEffect(kBET_InGrass)" />
<property Opr="const bool true" />
</node>
<node class="Condition" id="88">
<property Operator="Equal" />
<property Opl="current_target_agent.TargetAgent::HasBuffEffect(kBET_Hide)" />
<property Opr="const bool true" />
</node>
</node>
<node class="Condition" id="89">
<property Operator="LessEqual" />
<property Opl="Self.HeroAgent::GetTargetManhattanDistance()" />
<property Opr="const float 80" />
</node>
</node>
</node>
</node>
<node class="IfElse" id="13">
<node class="Condition" id="14">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::HasUseableSkill()" />
<property Opr="const bool true" />
</node>
<node class="Sequence" id="15">
<node class="Action" id="83">
<property Method="Self.HeroAgent::DebugOut(&quot;ddddd发技能&quot;,0,0,0)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="ReferencedBehavior" id="38">
<property ReferenceBehavior="Self.HeroAgent::GetSkillBtFile()" />
</node>
</node>
<node class="IfElse" id="26">
<node class="Condition" id="27">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::CanShot()" />
<property Opr="const bool false" />
</node>
<node class="IfElse" id="36">
<node class="Selector" id="22">
<node class="Selector" id="119">
<node class="Sequence" id="105">
<node class="Condition" id="110">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::CanThrowItem(IS_FRAG)" />
<property Opr="const bool true" />
</node>
<node class="Action" id="111">
<property Method="Self.HeroAgent::ThrowItem(IS_FRAG)" />
<property ResultOption="BT_INVALID" />
</node>
</node>
<node class="Sequence" id="116">
<node class="Condition" id="112">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::CanThrowItem(IS_SMOKE)" />
<property Opr="const bool true" />
</node>
<node class="Action" id="113">
<property Method="Self.HeroAgent::ThrowItem(IS_SMOKE)" />
<property ResultOption="BT_INVALID" />
</node>
</node>
<node class="Sequence" id="117">
<node class="Condition" id="114">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::CanThrowItem(IS_MOLOTOR_COCKTAIL)" />
<property Opr="const bool true" />
</node>
<node class="Action" id="115">
<property Method="Self.HeroAgent::ThrowItem(IS_MOLOTOR_COCKTAIL)" />
<property ResultOption="BT_INVALID" />
</node>
</node>
</node>
<node class="True" id="109" />
</node>
<node class="Sequence" id="17">
<node class="Action" id="76">
<property Method="Self.HeroAgent::DebugOut(&quot;ddddd要战斗走位了&quot;,0,0,0)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="Condition" id="28">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::IsMoving()" />
<property Opr="const bool false" />
</node>
<node class="ReferencedBehavior" id="29">
<property ReferenceBehavior="const string &quot;task/BattleMove&quot;" />
<property Task="Self.HeroAgent::BattleMove({x=0;y=0;z=0;})" />
</node>
</node>
<node class="Sequence" id="81">
<node class="Action" id="82">
<property Method="Self.HeroAgent::DebugOut(&quot;ddddd空操作1&quot;,0,0,0)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="Noop" id="37" />
</node>
</node>
<node class="IfElse" id="33">
<node class="False" id="34" />
<node class="Sequence" id="90">
<node class="Action" id="91">
<property Method="Self.HeroAgent::DebugOut(&quot;ddddd空操作2&quot;,0,0,0)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="Noop" id="35" />
</node>
<node class="Sequence" id="16">
<node class="Action" id="75">
<property Method="Self.HeroAgent::DebugOut(&quot;ddddd要射击了&quot;,0,0,0)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="Assignment" id="19">
<property CastRight="false" />
<property Opl="glm::vec3 Self.HeroAgent::tmp_point0" />
<property Opr="Self.HeroAgent::GetTargetDir()" />
</node>
<node class="Action" id="20">
<property Method="Self.HeroAgent::SetAttackDir(glm::vec3 Self.HeroAgent::tmp_point0)" />
<property ResultOption="BT_SUCCESS" />
</node>
<node class="Action" id="104">
<property Method="Self.HeroAgent::SetBulletAngleOffset(0,30)" />
<property ResultOption="BT_SUCCESS" />
</node>
<node class="Action" id="18">
<property Method="Self.HeroAgent::ShotNormal(glm::vec3 Self.HeroAgent::tmp_point0)" />
<property ResultOption="BT_SUCCESS" />
</node>
</node>
</node>
</node>
</node>
<node class="IfElse" id="21">
<node class="Condition" id="30">
<property Operator="Less" />
<property Opl="Self.HeroAgent::GetTargetManhattanDistance()" />
<property Opr="const float 80" />
</node>
<node class="Sequence" id="92">
<node class="Action" id="93">
<property Method="Self.HeroAgent::DebugOut(&quot;ddddd不可射击随机走&quot;,0,0,0)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="SelectorProbability" id="97">
<node class="DecoratorWeight" id="98">
<property DecorateWhenChildEnds="false" />
<property Weight="const int 50" />
<node class="ReferencedBehavior" id="31">
<property ReferenceBehavior="const string &quot;task/RandomWalk&quot;" />
<property Task="Self.HeroAgent::RandomWalk(0,0,{x=0;y=0;z=0;})" />
</node>
</node>
<node class="DecoratorWeight" id="99">
<property DecorateWhenChildEnds="false" />
<property Weight="const int 50" />
<node class="ReferencedBehavior" id="96">
<property ReferenceBehavior="const string &quot;task/RandomShot&quot;" />
<property Task="Self.HeroAgent::RandomShot(0,0,{x=0;y=0;z=0;})" />
</node>
</node>
</node>
</node>
<node class="Sequence" id="94">
<node class="Action" id="95">
<property Method="Self.HeroAgent::DebugOut(&quot;ddddd不可射击寻路&quot;,0,0,0)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="ReferencedBehavior" id="32">
<property ReferenceBehavior="const string &quot;function/FnFindPathToTarget&quot;" />
</node>
</node>
</node>
</node>
<node class="ReferencedBehavior" id="24">
<property ReferenceBehavior="const string &quot;function/FnFindPathToTarget&quot;" />
</node>
</node>
<node class="True" id="101" />
</node>
<node class="Action" id="102">
<property Method="Self.HeroAgent::DebugOut(&quot;ddddd是否走逃跑逻辑&quot;,0,0,0)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="IfElse" id="23">
<attachment class="Precondition" id="45" flag="precondition">
<property BinaryOperator="And" />
<property Operator="Equal" />
<property Opl="Self.HeroAgent::IsDead()" />
<property Opr2="const bool false" />
<property Phase="Both" />
</attachment>
<attachment class="Precondition" id="46" flag="precondition">
<property BinaryOperator="And" />
<property Operator="Equal" />
<property Opl="current_target_agent.TargetAgent::IsValid()" />
<property Opr2="const bool true" />
<property Phase="Both" />
</attachment>
<node class="Sequence" id="39">
<attachment class="Precondition" id="51" flag="precondition">
<property BinaryOperator="And" />
<property Operator="LessEqual" />
<property Opl="Self.HeroAgent::GetHPRate()" />
<property Opr2="const float 0.3" />
<property Phase="Both" />
</attachment>
<attachment class="Precondition" id="52" flag="precondition">
<property BinaryOperator="And" />
<property Operator="GreaterEqual" />
<property Opl="current_target_agent.TargetAgent::GetHPRate()" />
<property Opr2="const float 0.33" />
<property Phase="Both" />
</attachment>
<node class="Condition" id="49">
<property Operator="Greater" />
<property Opl="Self.HeroAgent::GetAliveEnemyNum()" />
<property Opr="const int 1" />
</node>
<node class="Condition" id="50">
<property Operator="Greater" />
<property Opl="Self.HeroAgent::GetSafeAreaRadius()" />
<property Opr="const float 350" />
</node>
</node>
<node class="ReferencedBehavior" id="40">
<property ReferenceBehavior="const string &quot;task/RunAway&quot;" />
<property Task="Self.HeroAgent::RunAway({x=0;y=0;z=0;})" />
</node>
<node class="Noop" id="41" />
</node>
<node class="Action" id="103">
<property Method="Self.HeroAgent::DebugOut(&quot;ddddd是否走切换目标逻辑&quot;,0,0,0)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="IfElse" id="25">
<attachment class="Precondition" id="47" flag="precondition">
<property BinaryOperator="And" />
<property Operator="Equal" />
<property Opl="Self.HeroAgent::IsDead()" />
<property Opr2="const bool false" />
<property Phase="Both" />
</attachment>
<attachment class="Precondition" id="48" flag="precondition">
<property BinaryOperator="And" />
<property Operator="Equal" />
<property Opl="current_target_agent.TargetAgent::IsValid()" />
<property Opr2="const bool true" />
<property Phase="Both" />
</attachment>
<attachment class="Precondition" id="55" flag="precondition">
<property BinaryOperator="And" />
<property Operator="Greater" />
<property Opl="Self.HeroAgent::GetAliveEnemyNum()" />
<property Opr2="const int 1" />
<property Phase="Both" />
</attachment>
<attachment class="Precondition" id="56" flag="precondition">
<property BinaryOperator="And" />
<property Operator="Greater" />
<property Opl="Self.HeroAgent::GetSafeAreaRadius()" />
<property Opr2="const float 350" />
<property Phase="Both" />
</attachment>
<node class="Selector" id="42">
<node class="Condition" id="53">
<property Operator="Greater" />
<property Opl="Self.HeroAgent::GetLastAttackPassTime()" />
<property Opr="Self.BaseAgent::RandRange(5000,8000)" />
</node>
<node class="Condition" id="54">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::TargetInRange(550)" />
<property Opr="const bool false" />
</node>
</node>
<node class="Action" id="43">
<property Method="current_target_agent.TargetAgent::Abandon(2,3)" />
<property ResultOption="BT_SUCCESS" />
</node>
<node class="Noop" id="44" />
</node>
<node class="IfElse" id="57">
<attachment class="Precondition" id="58" flag="precondition">
<property BinaryOperator="And" />
<property Operator="Equal" />
<property Opl="Self.HeroAgent::IsDead()" />
<property Opr2="const bool false" />
<property Phase="Both" />
</attachment>
<attachment class="Precondition" id="59" flag="precondition">
<property BinaryOperator="And" />
<property Operator="Equal" />
<property Opl="current_target_agent.TargetAgent::IsValid()" />
<property Opr2="const bool true" />
<property Phase="Both" />
</attachment>
<attachment class="Precondition" id="60" flag="precondition">
<property BinaryOperator="And" />
<property Operator="Equal" />
<property Opl="Self.HeroAgent::HasNewAttacker()" />
<property Opr2="const bool true" />
<property Phase="Both" />
</attachment>
<node class="Sequence" id="69">
<node class="Condition" id="73">
<property Operator="Less" />
<property Opl="Self.BaseAgent::RandRange(1,100)" />
<property Opr="const int 30" />
</node>
<node class="Condition" id="63">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::NewAttackerIsHuman()" />
<property Opr="const bool true" />
</node>
<node class="Condition" id="70">
<property Operator="Greater" />
<property Opl="current_target_agent.TargetAgent::GetHPRate()" />
<property Opr="const float 0.6" />
</node>
<node class="Condition" id="74">
<property Operator="Greater" />
<property Opl="Self.HeroAgent::GetNewAttackerPassTime()" />
<property Opr="const int 200" />
</node>
<node class="Condition" id="62">
<property Operator="Less" />
<property Opl="Self.HeroAgent::GetNewAttackerPassTime()" />
<property Opr="const int 2000" />
</node>
<node class="Condition" id="67">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::GetNewAttackerInRange(350)" />
<property Opr="const bool true" />
</node>
</node>
<node class="Sequence" id="64">
<node class="Assignment" id="72">
<property CastRight="false" />
<property Opl="int Self.HeroAgent::_$local_task_param_$_0" />
<property Opr="const int 0" />
</node>
<node class="Action" id="65">
<property Method="Self.HeroAgent::ResetShotTimes()" />
<property ResultOption="BT_SUCCESS" />
</node>
<node class="Action" id="66">
<property Method="Self.HeroAgent::ResetShotTimes()" />
<property ResultOption="BT_SUCCESS" />
</node>
<node class="Action" id="71">
<property Method="Self.HeroAgent::SwitchToNewAttacker()" />
<property ResultOption="BT_SUCCESS" />
</node>
</node>
<node class="Noop" id="61" />
</node>
</node>
</node>
</node>
</node>
</behavior>

View File

@ -1,13 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: task\ChiJiMoba.xml-->
<behavior name="task/ChiJiMoba" agenttype="HeroAgent" version="5">
<pars>
<par name="_$local_task_param_$_0" type="int" value="0" />
</pars>
<node class="Task" id="0">
<property Prototype="Self.HeroAgent::ChiMode(0)" />
<property IsHTN="false" />
<node class="Noop" id="1" />
</node>
</behavior>

View File

@ -1,109 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: task\ChiJiMode.xml-->
<behavior name="task/ChiJiMode" agenttype="HeroAgent" version="5">
<pars>
<par name="_$local_task_param_$_0" type="int" value="0" />
<par name="loc_val0" type="int" value="0" />
<par name="loc_val1" type="int" value="0" />
</pars>
<node class="Task" id="0">
<property Prototype="Self.HeroAgent::ChiMode()" />
<property IsHTN="false" />
<node class="IfElse" id="1">
<node class="Sequence" id="2">
<node class="Assignment" id="16">
<property CastRight="true" />
<property Opl="float Self.HeroAgent::tmp_val0" />
<property Opr="Self.BaseAgent::RandRange(25,150)" />
</node>
<node class="Condition" id="4">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::IsNearGas(float Self.HeroAgent::tmp_val0)" />
<property Opr="const bool true" />
</node>
<node class="Condition" id="5">
<property Operator="GreaterEqual" />
<property Opl="Self.HeroAgent::GetSafeAreaRadius()" />
<property Opr="const float 500" />
</node>
</node>
<node class="ReferencedBehavior" id="3">
<property ReferenceBehavior="const string &quot;task/RunGas&quot;" />
<property Task="Self.HeroAgent::RunGas(0,0,0)" />
</node>
<node class="Sequence" id="18">
<node class="SelectorProbability" id="23">
<node class="DecoratorWeight" id="24">
<property DecorateWhenChildEnds="false" />
<property Weight="const int 50" />
<node class="IfElse" id="26">
<node class="Condition" id="27">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::CanAttack()" />
<property Opr="const bool false" />
</node>
<node class="IfElse" id="34">
<node class="Condition" id="35">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::IsMoving()" />
<property Opr="const bool false" />
</node>
<node class="SelectorProbability" id="28">
<node class="DecoratorWeight" id="29">
<property DecorateWhenChildEnds="false" />
<property Weight="const int 50" />
<node class="ReferencedBehavior" id="30">
<property ReferenceBehavior="const string &quot;task/RandomWalk&quot;" />
<property Task="Self.HeroAgent::RandomWalk(0,0,{x=0;y=0;z=0;})" />
</node>
</node>
</node>
<node class="True" id="36" />
</node>
<node class="IfElse" id="6">
<node class="Condition" id="7">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::SearchEnemy(500)" />
<property Opr="const behaviac::EBTStatus BT_SUCCESS" />
</node>
<node class="ReferencedBehavior" id="8">
<property ReferenceBehavior="const string &quot;task/ChaseToKill&quot;" />
<property Task="Self.HeroAgent::ChaseToKill(0,0,0)" />
</node>
<node class="Sequence" id="17">
<node class="SelectorProbability" id="9">
<node class="DecoratorWeight" id="10">
<property DecorateWhenChildEnds="false" />
<property Weight="const int 50" />
<node class="ReferencedBehavior" id="11">
<property ReferenceBehavior="const string &quot;task/RandomWalk&quot;" />
<property Task="Self.HeroAgent::RandomWalk(0,0,{x=0;y=0;z=0;})" />
</node>
</node>
<node class="DecoratorWeight" id="12">
<property DecorateWhenChildEnds="false" />
<property Weight="const int 0" />
<node class="ReferencedBehavior" id="13">
<property ReferenceBehavior="const string &quot;task/RandomShot&quot;" />
<property Task="Self.HeroAgent::RandomShot(0,0,{x=0;y=0;z=0;})" />
</node>
</node>
<node class="DecoratorWeight" id="14">
<property DecorateWhenChildEnds="false" />
<property Weight="const int 60" />
<node class="Action" id="15">
<property Method="Self.HeroAgent::CoIdle(1000,4000)" />
<property ResultOption="BT_INVALID" />
</node>
</node>
</node>
</node>
</node>
</node>
</node>
</node>
</node>
</node>
</node>
</behavior>

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@ -1,76 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: task\ChiJiMode_0.xml-->
<behavior name="task/ChiJiMode_0" agenttype="HeroAgent" version="5">
<pars>
<par name="_$local_task_param_$_0" type="int" value="0" />
<par name="loc_val0" type="int" value="0" />
<par name="loc_val1" type="int" value="0" />
</pars>
<node class="Task" id="0">
<property Prototype="Self.HeroAgent::ChiMode()" />
<property IsHTN="false" />
<node class="IfElse" id="1">
<node class="Sequence" id="2">
<node class="Assignment" id="16">
<property CastRight="true" />
<property Opl="float Self.HeroAgent::tmp_val0" />
<property Opr="Self.BaseAgent::RandRange(25,150)" />
</node>
<node class="Condition" id="4">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::IsNearGas(float Self.HeroAgent::tmp_val0)" />
<property Opr="const bool true" />
</node>
<node class="Condition" id="5">
<property Operator="GreaterEqual" />
<property Opl="Self.HeroAgent::GetSafeAreaRadius()" />
<property Opr="const float 500" />
</node>
</node>
<node class="ReferencedBehavior" id="3">
<property ReferenceBehavior="const string &quot;task/RunGas&quot;" />
<property Task="Self.HeroAgent::RunGas(0,0,0)" />
</node>
<node class="IfElse" id="6">
<node class="Condition" id="7">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::SearchEnemy(500)" />
<property Opr="const behaviac::EBTStatus BT_SUCCESS" />
</node>
<node class="ReferencedBehavior" id="8">
<property ReferenceBehavior="const string &quot;task/ChaseToKill&quot;" />
<property Task="Self.HeroAgent::ChaseToKill(0,0,0)" />
</node>
<node class="Sequence" id="17">
<node class="SelectorProbability" id="9">
<node class="DecoratorWeight" id="10">
<property DecorateWhenChildEnds="false" />
<property Weight="const int 50" />
<node class="ReferencedBehavior" id="11">
<property ReferenceBehavior="const string &quot;task/RandomWalk&quot;" />
<property Task="Self.HeroAgent::RandomWalk(0,0,{x=0;y=0;z=0;})" />
</node>
</node>
<node class="DecoratorWeight" id="12">
<property DecorateWhenChildEnds="false" />
<property Weight="const int 100" />
<node class="ReferencedBehavior" id="13">
<property ReferenceBehavior="const string &quot;task/RandomShot&quot;" />
<property Task="Self.HeroAgent::RandomShot(0,0,{x=0;y=0;z=0;})" />
</node>
</node>
<node class="DecoratorWeight" id="14">
<property DecorateWhenChildEnds="false" />
<property Weight="const int 60" />
<node class="Action" id="15">
<property Method="Self.HeroAgent::CoIdle(2000,4000)" />
<property ResultOption="BT_INVALID" />
</node>
</node>
</node>
</node>
</node>
</node>
</node>
</behavior>

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@ -1,20 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: task\Follow.xml-->
<behavior name="task/Follow" agenttype="HeroAgent" version="5">
<node class="Sequence" id="0">
<node class="Assignment" id="1">
<property CastRight="false" />
<property Opl="glm::vec3 current_teammate_agent.TeammateAgent::tmp_point0" />
<property Opr="current_teammate_agent.TeammateAgent::GetPos()" />
</node>
<node class="Action" id="2">
<property Method="Self.HeroAgent::CoFindPathEx(glm::vec3 current_teammate_agent.TeammateAgent::tmp_point0,60)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="Action" id="3">
<property Method="Self.HeroAgent::DebugOut(&quot;ddddd跟随队友&quot;,0,0,0)" />
<property ResultOption="BT_INVALID" />
</node>
</node>
</behavior>

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@ -1,34 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: task\FollowMaster.xml-->
<behavior name="task/FollowMaster" agenttype="HeroAgent" version="5">
<pars>
<par name="_$local_task_param_$_0" type="glm::vec3" value="{x=0;y=0;z=0;}" />
<par name="_$local_task_param_$_1" type="float" value="0" />
</pars>
<node class="Task" id="0">
<property Prototype="Self.HeroAgent::FollowMaster({x=0;y=0;z=0;},0)" />
<property IsHTN="false" />
<node class="Sequence" id="1">
<node class="Condition" id="2">
<property Operator="Equal" />
<property Opl="master_agent.MasterAgent::IsValid()" />
<property Opr="const bool true" />
</node>
<node class="Assignment" id="4">
<property CastRight="false" />
<property Opl="glm::vec3 Self.HeroAgent::_$local_task_param_$_0" />
<property Opr="master_agent.MasterAgent::GetPos()" />
</node>
<node class="Assignment" id="5">
<property CastRight="false" />
<property Opl="float Self.HeroAgent::_$local_task_param_$_1" />
<property Opr="Self.BaseAgent::RandRangeAsFloat(80,180)" />
</node>
<node class="Action" id="3">
<property Method="Self.HeroAgent::CoFindPathEx(glm::vec3 Self.HeroAgent::_$local_task_param_$_0,float Self.HeroAgent::_$local_task_param_$_1)" />
<property ResultOption="BT_INVALID" />
</node>
</node>
</node>
</behavior>

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@ -1,54 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: task\FollowTeammate.xml-->
<behavior name="task/FollowTeammate" agenttype="HeroAgent" version="5">
<pars>
<par name="_$local_task_param_$_0" type="glm::vec3" value="{x=0;y=0;z=0;}" />
<par name="_$local_task_param_$_1" type="float" value="0" />
</pars>
<node class="Task" id="4">
<property Prototype="Self.HeroAgent::FollowTeammate({x=0;y=0;z=0;},0)" />
<property IsHTN="false" />
<node class="Sequence" id="0">
<node class="Action" id="7">
<property Method="Self.HeroAgent::DebugOut(&quot;ddddd开始跟随&quot;,0,0,0)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="Condition" id="6">
<property Operator="Equal" />
<property Opl="current_teammate_agent.TeammateAgent::IsValid()" />
<property Opr="const bool true" />
</node>
<node class="Action" id="8">
<property Method="Self.HeroAgent::DebugOut(&quot;跟随2&quot;,0,0,0)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="Assignment" id="1">
<property CastRight="false" />
<property Opl="glm::vec3 Self.HeroAgent::_$local_task_param_$_0" />
<property Opr="current_teammate_agent.TeammateAgent::GetPos()" />
</node>
<node class="Action" id="9">
<property Method="Self.HeroAgent::DebugOut(&quot;跟随3&quot;,0,0,0)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="Assignment" id="5">
<property CastRight="false" />
<property Opl="float Self.HeroAgent::_$local_task_param_$_1" />
<property Opr="Self.BaseAgent::RandRangeAsFloat(120,150)" />
</node>
<node class="Action" id="10">
<property Method="Self.HeroAgent::DebugOut(&quot;跟随4&quot;,0,0,0)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="Action" id="2">
<property Method="Self.HeroAgent::CoFindPathEx(glm::vec3 Self.HeroAgent::_$local_task_param_$_0,float Self.HeroAgent::_$local_task_param_$_1)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="Action" id="3">
<property Method="Self.HeroAgent::DebugOut(&quot;ddddd跟随队友&quot;,0,0,0)" />
<property ResultOption="BT_INVALID" />
</node>
</node>
</node>
</behavior>

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@ -1,10 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: task\MasterHelpAttack.xml-->
<behavior name="task/MasterHelpAttack" agenttype="HeroAgent" version="5">
<node class="Task" id="0">
<property Prototype="Self.HeroAgent::MasterHelpAttack()" />
<property IsHTN="false" />
<node class="Noop" id="1" />
</node>
</behavior>

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@ -1,157 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: task\MobaMode.xml-->
<behavior name="task/MobaMode" agenttype="HeroAgent" version="5">
<pars>
<par name="_$local_task_param_$_0" type="int" value="0" />
<par name="_$local_task_param_$_1" type="int" value="0" />
</pars>
<node class="Task" id="0">
<property Prototype="Self.HeroAgent::MobaMode(0,0)" />
<property IsHTN="false" />
<node class="IfElse" id="1">
<attachment class="Event" id="29" flag="event">
<property ReferenceFilename="task/OnMobaRevive" />
<property Task="Self.HeroAgent::OnMobaRevive()" />
<property TriggeredOnce="false" />
<property TriggerMode="Return" />
</attachment>
<node class="False" id="2" />
<node class="Noop" id="3" />
<node class="Sequence" id="30">
<node class="Action" id="31">
<property Method="Self.HeroAgent::ClearEvents()" />
<property ResultOption="BT_INVALID" />
</node>
<node class="Action" id="32">
<property Method="Self.HeroAgent::RegisterEvents(1:kMobaModeReviveEvent)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="IfElse" id="33">
<node class="Condition" id="34">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::CanAttack()" />
<property Opr="const bool false" />
</node>
<node class="IfElse" id="15">
<node class="Condition" id="35">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::IsMoving()" />
<property Opr="const bool true" />
</node>
<node class="True" id="36" />
<node class="SelectorProbability" id="37">
<node class="DecoratorWeight" id="38">
<property DecorateWhenChildEnds="false" />
<property Weight="const int 50" />
<node class="ReferencedBehavior" id="39">
<property ReferenceBehavior="const string &quot;task/RandomWalk&quot;" />
<property Task="Self.HeroAgent::RandomWalk(0,0,{x=0;y=0;z=0;})" />
</node>
</node>
</node>
</node>
<node class="IfElse" id="6">
<node class="Or" id="7">
<node class="Condition" id="40">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::SearchHumanEnemy(500)" />
<property Opr="const behaviac::EBTStatus BT_SUCCESS" />
</node>
<node class="Condition" id="41">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::SearchEnemy(500)" />
<property Opr="const behaviac::EBTStatus BT_SUCCESS" />
</node>
</node>
<node class="ReferencedBehavior" id="8">
<property ReferenceBehavior="const string &quot;task/ChaseToKill&quot;" />
<property Task="Self.HeroAgent::ChaseToKill(0,0,0)" />
</node>
<node class="Sequence" id="4">
<node class="Action" id="5">
<property Method="Self.HeroAgent::CoGetNextMobaModeRoadPoint()" />
<property ResultOption="BT_INVALID" />
</node>
<node class="Sequence" id="21">
<node class="Assignment" id="22">
<property CastRight="false" />
<property Opl="int Self.HeroAgent::_$local_task_param_$_1" />
<property Opr="Self.BaseAgent::GetTickCount()" />
</node>
<node class="Parallel" id="9">
<property ChildFinishPolicy="CHILDFINISH_LOOP" />
<property ExitPolicy="EXIT_NONE" />
<property FailurePolicy="FAIL_ON_ONE" />
<property SuccessPolicy="SUCCEED_ON_ONE" />
<node class="Action" id="10">
<property Method="Self.HeroAgent::CoFindPath(glm::vec3 Self.HeroAgent::out_point0)" />
<property ResultOption="BT_INVALID" />
<attachment class="Precondition" id="11" flag="precondition">
<property BinaryOperator="And" />
<property Operator="Assign" />
<property Opl="int Self.HeroAgent::_$local_task_param_$_0" />
<property Opr2="const int 0" />
<property Phase="Enter" />
</attachment>
<attachment class="Effector" id="12" flag="effector">
<property Operator="Assign" />
<property Opl="int Self.HeroAgent::_$local_task_param_$_0" />
<property Opr2="const int 1" />
<property Phase="Both" />
</attachment>
</node>
<node class="DecoratorLoop" id="13">
<property Count="const int -1" />
<property DecorateWhenChildEnds="true" />
<property DoneWithinFrame="false" />
<attachment class="Precondition" id="14" flag="precondition">
<property BinaryOperator="And" />
<property Operator="Equal" />
<property Opl="int Self.HeroAgent::_$local_task_param_$_0" />
<property Opr2="const int 0" />
<property Phase="Both" />
</attachment>
<node class="Sequence" id="16">
<node class="Condition" id="17">
<property Operator="Greater" />
<property Opl="Self.BaseAgent::DeltaTime(int Self.HeroAgent::_$local_task_param_$_1)" />
<property Opr="Self.BaseAgent::RandRange(1000,1500)" />
</node>
<node class="IfElse" id="24">
<node class="Condition" id="18">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::SearchEnemy(200)" />
<property Opr="const behaviac::EBTStatus BT_SUCCESS" />
</node>
<node class="True" id="25" />
<node class="Sequence" id="27">
<node class="Assignment" id="26">
<property CastRight="false" />
<property Opl="int Self.HeroAgent::_$local_task_param_$_1" />
<property Opr="Self.BaseAgent::GetTickCount()" />
</node>
<node class="False" id="28" />
</node>
</node>
<node class="False" id="23" />
<node class="Assignment" id="19">
<property CastRight="false" />
<property Opl="int Self.HeroAgent::_$local_task_param_$_0" />
<property Opr="const int 1" />
</node>
<node class="Action" id="20">
<property Method="Self.BaseAgent::AbortCoroutine(kCoFindPath)" />
<property ResultOption="BT_SUCCESS" />
</node>
</node>
</node>
</node>
</node>
</node>
</node>
</node>
</node>
</node>
</node>
</behavior>

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@ -1,13 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: task\OnMobaRevive.xml-->
<behavior name="task/OnMobaRevive" agenttype="HeroAgent" version="5">
<node class="Task" id="0">
<property Prototype="Self.HeroAgent::OnMobaRevive()" />
<property IsHTN="false" />
<node class="End" id="1">
<property EndOutside="false" />
<property EndStatus="const behaviac::EBTStatus BT_SUCCESS" />
</node>
</node>
</behavior>

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@ -1,13 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: task\OnUnderAttack.xml-->
<behavior name="task/OnUnderAttack" agenttype="HeroAgent" version="5">
<pars>
<par name="_$local_task_param_$_0" type="int" value="0" />
</pars>
<node class="Task" id="0">
<property Prototype="Self.HeroAgent::OnUnderAttack(0)" />
<property IsHTN="false" />
<node class="Noop" id="1" />
</node>
</behavior>

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@ -1,76 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: task\Pickup.xml-->
<behavior name="task/Pickup" agenttype="HeroAgent" version="5">
<pars>
<par name="_$local_task_param_$_0" type="int" value="0" />
<par name="_$local_task_param_$_1" type="int" value="0" />
<par name="_$local_task_param_$_2" type="glm::vec3" value="{x=0;y=0;z=0;}" />
</pars>
<node class="Task" id="0">
<property Prototype="Self.HeroAgent::PickupItem(0,0,{x=0;y=0;z=0;})" />
<property IsHTN="false" />
<node class="IfElse" id="1">
<node class="Condition" id="2">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::SearchPickupObj()" />
<property Opr="const int 0" />
</node>
<node class="Noop" id="3" />
<node class="Sequence" id="4">
<node class="Assignment" id="15">
<property CastRight="false" />
<property Opl="int Self.HeroAgent::_$local_task_param_$_0" />
<property Opr="const int 0" />
</node>
<node class="Parallel" id="5">
<property ChildFinishPolicy="CHILDFINISH_ONCE" />
<property ExitPolicy="EXIT_NONE" />
<property FailurePolicy="FAIL_ON_ONE" />
<property SuccessPolicy="SUCCEED_ON_ALL" />
<node class="Sequence" id="7">
<node class="Action" id="6">
<property Method="Self.HeroAgent::CoFindPath(glm::vec3 Self.HeroAgent::out_point0)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="Action" id="8">
<property Method="Self.HeroAgent::Pickup()" />
<property ResultOption="BT_INVALID" />
</node>
</node>
<node class="DecoratorLoop" id="9">
<property Count="const int -1" />
<property DecorateWhenChildEnds="true" />
<property DoneWithinFrame="false" />
<attachment class="Precondition" id="16" flag="precondition">
<property BinaryOperator="And" />
<property Operator="Equal" />
<property Opl="int Self.HeroAgent::_$local_task_param_$_0" />
<property Opr2="const int 0" />
<property Phase="Both" />
</attachment>
<node class="IfElse" id="10">
<node class="Condition" id="11">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::PickupObjIsValid()" />
<property Opr="const bool true" />
</node>
<node class="True" id="12" />
<node class="Sequence" id="13">
<node class="Action" id="14">
<property Method="Self.BaseAgent::AbortCoroutine(kCoFindPath)" />
<property ResultOption="BT_SUCCESS" />
</node>
<node class="Assignment" id="17">
<property CastRight="false" />
<property Opl="int Self.HeroAgent::_$local_task_param_$_0" />
<property Opr="const int 1" />
</node>
</node>
</node>
</node>
</node>
</node>
</node>
</node>
</behavior>

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@ -1,67 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: task\RandomShot.xml-->
<behavior name="task/RandomShot" agenttype="HeroAgent" version="5">
<pars>
<par name="_$local_task_param_$_0" type="int" value="0" />
<par name="_$local_task_param_$_1" type="int" value="0" />
<par name="_$local_task_param_$_2" type="glm::vec3" value="{x=0;y=0;z=0;}" />
</pars>
<node class="Task" id="0">
<property Prototype="Self.HeroAgent::RandomShot(0,0,{x=0;y=0;z=0;})" />
<property IsHTN="false" />
<node class="Sequence" id="1">
<node class="Assignment" id="2">
<property CastRight="false" />
<property Opl="int Self.HeroAgent::_$local_task_param_$_0" />
<property Opr="Self.BaseAgent::RandRange(1,3)" />
</node>
<node class="Assignment" id="3">
<property CastRight="false" />
<property Opl="int Self.HeroAgent::_$local_task_param_$_1" />
<property Opr="const int 0" />
</node>
<node class="Assignment" id="7">
<property CastRight="false" />
<property Opl="glm::vec3 Self.HeroAgent::_$local_task_param_$_2" />
<property Opr="Self.HeroAgent::GetRandomDir()" />
</node>
<node class="Action" id="8">
<property Method="Self.HeroAgent::SetMoveDir(glm::vec3 Self.HeroAgent::_$local_task_param_$_2)" />
<property ResultOption="BT_SUCCESS" />
</node>
<node class="Action" id="9">
<property Method="Self.HeroAgent::SetAttackDir(glm::vec3 Self.HeroAgent::_$local_task_param_$_2)" />
<property ResultOption="BT_SUCCESS" />
</node>
<node class="DecoratorLoop" id="4">
<property Count="const int -1" />
<property DecorateWhenChildEnds="true" />
<property DoneWithinFrame="false" />
<attachment class="Precondition" id="5" flag="precondition">
<property BinaryOperator="And" />
<property Operator="Less" />
<property Opl="int Self.HeroAgent::_$local_task_param_$_1" />
<property Opr2="int Self.HeroAgent::_$local_task_param_$_0" />
<property Phase="Both" />
</attachment>
<node class="Sequence" id="10">
<node class="Action" id="11">
<property Method="Self.HeroAgent::ShotNormal(glm::vec3 Self.HeroAgent::_$local_task_param_$_2)" />
<property ResultOption="BT_SUCCESS" />
</node>
<node class="Action" id="12">
<property Method="Self.HeroAgent::CoIdle(200,400)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="Compute" id="6">
<property Operator="Add" />
<property Opl="int Self.HeroAgent::_$local_task_param_$_1" />
<property Opr1="int Self.HeroAgent::_$local_task_param_$_1" />
<property Opr2="const int 1" />
</node>
</node>
</node>
</node>
</node>
</behavior>

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@ -1,157 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: task\RandomWalk.xml-->
<behavior name="task/RandomWalk" agenttype="HeroAgent" version="5">
<pars>
<par name="loc_point1" type="glm::vec3" value="{x=0;y=0;z=0;}" />
<par name="_$local_task_param_$_0" type="int" value="0" />
<par name="_$local_task_param_$_1" type="int" value="0" />
<par name="_$local_task_param_$_2" type="glm::vec3" value="{x=0;y=0;z=0;}" />
<par name="loc_val2" type="int" value="0" />
</pars>
<node class="Task" id="0">
<property Prototype="Self.HeroAgent::RandomWalk(0,0,{x=0;y=0;z=0;})" />
<property IsHTN="false" />
<node class="Sequence" id="1">
<node class="Assignment" id="2">
<property CastRight="false" />
<property Opl="int Self.HeroAgent::_$local_task_param_$_0" />
<property Opr="Self.BaseAgent::RandRange(1,3)" />
</node>
<node class="Assignment" id="3">
<property CastRight="false" />
<property Opl="int Self.HeroAgent::_$local_task_param_$_1" />
<property Opr="const int 0" />
</node>
<node class="DecoratorLoop" id="4">
<property Count="const int -1" />
<property DecorateWhenChildEnds="true" />
<property DoneWithinFrame="false" />
<attachment class="Precondition" id="6" flag="precondition">
<property BinaryOperator="And" />
<property Operator="Less" />
<property Opl="int Self.HeroAgent::_$local_task_param_$_1" />
<property Opr2="int Self.HeroAgent::_$local_task_param_$_0" />
<property Phase="Both" />
</attachment>
<attachment class="Event" id="13" flag="event">
<property ReferenceFilename="task/OnUnderAttack" />
<property Task="Self.HeroAgent::OnUnderAttack(0)" />
<property TriggeredOnce="false" />
<property TriggerMode="Transfer" />
</attachment>
<node class="Sequence" id="7">
<node class="Assignment" id="8">
<property CastRight="false" />
<property Opl="glm::vec3 Self.HeroAgent::_$local_task_param_$_2" />
<property Opr="Self.HeroAgent::GetRandomDir()" />
</node>
<node class="Action" id="9">
<property Method="Self.HeroAgent::SetMoveDir(glm::vec3 Self.HeroAgent::_$local_task_param_$_2)" />
<property ResultOption="BT_SUCCESS" />
</node>
<node class="Action" id="10">
<property Method="Self.HeroAgent::SetAttackDir(glm::vec3 Self.HeroAgent::_$local_task_param_$_2)" />
<property ResultOption="BT_SUCCESS" />
</node>
<node class="Action" id="23">
<property Method="Self.HeroAgent::DebugOut(&quot;ddddd随机走要不要切换目标&quot;,0,0,0)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="Selector" id="35">
<node class="IfElse" id="14">
<node class="Sequence" id="15">
<node class="Condition" id="25">
<property Operator="Greater" />
<property Opl="Self.HeroAgent::GetNewAttackerPassTime()" />
<property Opr="const int 200" />
</node>
<node class="Condition" id="19">
<property Operator="Less" />
<property Opl="Self.HeroAgent::GetNewAttackerPassTime()" />
<property Opr="const int 2000" />
</node>
<node class="Condition" id="20">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::GetNewAttackerInRange(350)" />
<property Opr="const bool true" />
</node>
</node>
<node class="Sequence" id="16">
<node class="Action" id="21">
<property Method="Self.HeroAgent::ResetShotTimes()" />
<property ResultOption="BT_SUCCESS" />
</node>
<node class="Action" id="22">
<property Method="Self.HeroAgent::SwitchToNewAttacker()" />
<property ResultOption="BT_SUCCESS" />
</node>
<node class="Action" id="24">
<property Method="Self.HeroAgent::DebugOut(&quot;ddddd随机走已切换目标&quot;,0,0,0)" />
<property ResultOption="BT_INVALID" />
</node>
</node>
<node class="Selector" id="33">
<node class="Action" id="34">
<property Method="Self.HeroAgent::DebugOut(&quot;ddddd随机走第一种中断情况未发生返回真&quot;,0,0,0)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="True" id="17" />
</node>
</node>
<node class="True" id="36" />
</node>
<node class="Action" id="32">
<property Method="Self.HeroAgent::DebugOut(&quot;ddddd随机走几次&quot;,0,0,0)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="Selector" id="37">
<node class="Sequence" id="18">
<node class="Action" id="30">
<property Method="Self.HeroAgent::DebugOut(&quot;ddddd发现新目标&quot;,0,0,0)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="Condition" id="26">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::SearchEnemy(75)" />
<property Opr="const behaviac::EBTStatus BT_SUCCESS" />
</node>
<node class="Assignment" id="27">
<property CastRight="false" />
<property Opl="glm::vec3 Self.HeroAgent::tmp_point0" />
<property Opr="Self.HeroAgent::GetTargetDir()" />
</node>
<node class="Action" id="28">
<property Method="Self.HeroAgent::SetAttackDir(glm::vec3 Self.HeroAgent::tmp_point0)" />
<property ResultOption="BT_SUCCESS" />
</node>
<node class="Action" id="39">
<property Method="Self.HeroAgent::SetBulletAngleOffset(0,30)" />
<property ResultOption="BT_SUCCESS" />
</node>
<node class="Action" id="29">
<property Method="Self.HeroAgent::ShotNormal(glm::vec3 Self.HeroAgent::tmp_point0)" />
<property ResultOption="BT_SUCCESS" />
</node>
<node class="Action" id="31">
<property Method="Self.HeroAgent::DebugOut(&quot;已攻击新目标&quot;,0,0,0)" />
<property ResultOption="BT_INVALID" />
</node>
</node>
<node class="True" id="38" />
</node>
<node class="Action" id="11">
<property Method="Self.HeroAgent::CoMoveForward(150,300)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="Compute" id="5">
<property Operator="Add" />
<property Opl="int Self.HeroAgent::_$local_task_param_$_1" />
<property Opr1="int Self.HeroAgent::_$local_task_param_$_1" />
<property Opr2="const int 1" />
</node>
</node>
</node>
</node>
</node>
</behavior>

View File

@ -1,33 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: task\RunAway.xml-->
<behavior name="task/RunAway" agenttype="HeroAgent" version="5">
<pars>
<par name="_$local_task_param_$_0" type="glm::vec3" value="{x=0;y=0;z=0;}" />
</pars>
<node class="Task" id="0">
<property Prototype="Self.HeroAgent::RunAway({x=0;y=0;z=0;})" />
<property IsHTN="false" />
<node class="Sequence" id="1">
<node class="DecoratorLoop" id="5">
<property Count="const int 1" />
<property DecorateWhenChildEnds="true" />
<property DoneWithinFrame="false" />
<node class="Sequence" id="6">
<node class="Action" id="3">
<property Method="Self.HeroAgent::CoGetRunAwayPoint()" />
<property ResultOption="BT_INVALID" />
</node>
<node class="Action" id="4">
<property Method="Self.HeroAgent::CoFindPath(glm::vec3 Self.HeroAgent::out_point0)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="Action" id="2">
<property Method="current_target_agent.TargetAgent::Abandon(1,3)" />
<property ResultOption="BT_SUCCESS" />
</node>
</node>
</node>
</node>
</node>
</behavior>

View File

@ -1,72 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: task\RunGas.xml-->
<behavior name="task/RunGas" agenttype="HeroAgent" version="5">
<pars>
<par name="_$local_task_param_$_0" type="int" value="0" />
<par name="_$local_task_param_$_1" type="int" value="0" />
<par name="_$local_task_param_$_2" type="int" value="0" />
</pars>
<node class="Task" id="0">
<property Prototype="Self.HeroAgent::RunGas(0,0,0)" />
<property IsHTN="false" />
<node class="Sequence" id="1">
<node class="Assignment" id="8">
<property CastRight="false" />
<property Opl="int Self.HeroAgent::_$local_task_param_$_0" />
<property Opr="const int 0" />
</node>
<node class="Assignment" id="9">
<property CastRight="false" />
<property Opl="int Self.HeroAgent::_$local_task_param_$_1" />
<property Opr="const int 0" />
</node>
<node class="DecoratorLoop" id="5">
<property Count="const int 3" />
<property DecorateWhenChildEnds="true" />
<property DoneWithinFrame="false" />
<attachment class="Precondition" id="6" flag="precondition">
<property BinaryOperator="And" />
<property Operator="NotEqual" />
<property Opl="Self.HeroAgent::IsDead()" />
<property Opr2="const bool true" />
<property Phase="Both" />
</attachment>
<attachment class="Precondition" id="14" flag="precondition">
<property BinaryOperator="And" />
<property Operator="Equal" />
<property Opl="int Self.HeroAgent::_$local_task_param_$_1" />
<property Opr2="const int 0" />
<property Phase="Both" />
</attachment>
<attachment class="Effector" id="10" flag="effector">
<property Operator="Add" />
<property Opl="int Self.HeroAgent::_$local_task_param_$_0" />
<property Opr1="int Self.HeroAgent::_$local_task_param_$_0" />
<property Opr2="const int 1" />
<property Phase="Success" />
</attachment>
<node class="Sequence" id="7">
<node class="Assignment" id="3">
<property CastRight="true" />
<property Opl="int Self.HeroAgent::_$local_task_param_$_2" />
<property Opr="Self.BaseAgent::RandRange(80,120)" />
</node>
<node class="Action" id="2">
<property Method="Self.HeroAgent::RandomSafeZonePoint(int Self.HeroAgent::_$local_task_param_$_0,int Self.HeroAgent::_$local_task_param_$_2)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="Action" id="4">
<property Method="Self.HeroAgent::CoFindPath(glm::vec3 Self.HeroAgent::out_point0)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="Assignment" id="13">
<property CastRight="false" />
<property Opl="int Self.HeroAgent::_$local_task_param_$_1" />
<property Opr="const int 1" />
</node>
</node>
</node>
</node>
</node>
</behavior>

View File

@ -1,40 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: task\StayPutAttack.xml-->
<behavior name="task/StayPutAttack" agenttype="HeroAgent" version="5">
<node class="Task" id="9">
<property Prototype="Self.HeroAgent::StayPutAttack()" />
<property IsHTN="false" />
<node class="IfElse" id="5">
<node class="Condition" id="6">
<property Operator="Equal" />
<property Opl="Self.HeroAgent::CanShot()" />
<property Opr="const bool false" />
</node>
<node class="Noop" id="7" />
<node class="Sequence" id="0">
<node class="Action" id="1">
<property Method="Self.HeroAgent::OpenBulletTraceMode()" />
<property ResultOption="BT_SUCCESS" />
</node>
<node class="Assignment" id="3">
<property CastRight="false" />
<property Opl="glm::vec3 Self.HeroAgent::tmp_point0" />
<property Opr="Self.HeroAgent::GetTargetDir()" />
</node>
<node class="Action" id="8">
<property Method="Self.HeroAgent::CloseBulletTraceMode()" />
<property ResultOption="BT_SUCCESS" />
</node>
<node class="Action" id="2">
<property Method="Self.HeroAgent::SetAttackDir(glm::vec3 Self.HeroAgent::tmp_point0)" />
<property ResultOption="BT_SUCCESS" />
</node>
<node class="Action" id="4">
<property Method="Self.HeroAgent::ShotTrace()" />
<property ResultOption="BT_SUCCESS" />
</node>
</node>
</node>
</node>
</behavior>

View File

@ -1,10 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: task\TeammateHelpAttack.xml-->
<behavior name="task/TeammateHelpAttack" agenttype="HeroAgent" version="5">
<node class="Task" id="0">
<property Prototype="Self.HeroAgent::TeammateHelpAttack()" />
<property IsHTN="false" />
<node class="Noop" id="1" />
</node>
</behavior>

View File

@ -1 +0,0 @@
../../exported

View File

@ -1,4 +0,0 @@
{
"api_url": "https://game2006api-test.kingsome.cn/webapp/index.php",
"api_secret_key": "BIgDh5J%uUktooKxT!IM7#m$NtB51%la"
}

View File

@ -1,32 +0,0 @@
[
{
"instance_id" : 1,
"ip": "127.0.0.1",
"listen_port": 7611,
"channel": 0
},
{
"instance_id" : 2,
"ip": "127.0.0.1",
"listen_port": 7612,
"channel": 0
},
{
"instance_id" : 3,
"ip": "127.0.0.1",
"listen_port": 7613,
"channel": 0
},
{
"instance_id" : 6,
"ip": "127.0.0.1",
"listen_port": 7616,
"channel": 0
},
{
"instance_id" : 8,
"ip": "127.0.0.1",
"listen_port": 7618,
"channel": 5990
}
]

View File

@ -1,5 +0,0 @@
[
{
"url": "http://192.168.100.21:8321/webapp/index.php"
}
]

View File

@ -1,12 +0,0 @@
[
{
"instance_id": 1,
"ip": "192.168.100.45",
"listen_port": 7621
},
{
"instance_id": 2,
"ip": "192.168.100.21",
"listen_port": 7621
}
]

View File

@ -1,4 +0,0 @@
{
"api_url": "https://game2006api-test.kingsome.cn/webapp/index.php",
"api_secret_key": "BIgDh5J%uUktooKxT!IM7#m$NtB51%la"
}

View File

@ -1,26 +0,0 @@
[
{
"instance_id" : 1,
"ip": "127.0.0.1",
"listen_port": 7611,
"channel": 0
},
{
"instance_id" : 2,
"ip": "127.0.0.1",
"listen_port": 7612,
"channel": 0
},
{
"instance_id" : 3,
"ip": "127.0.0.1",
"listen_port": 7613,
"channel": 0
},
{
"instance_id" : 8,
"ip": "127.0.0.1",
"listen_port": 7618,
"channel": 5990
}
]

View File

@ -1,5 +0,0 @@
[
{
"url": "http://127.0.0.1:8321/webapp/index.php"
}
]

View File

@ -1,7 +0,0 @@
[
{
"instance_id": 1,
"ip": "127.0.0.1",
"listen_port": 7621
}
]

11
server/bin/monitor.sh Normal file
View File

@ -0,0 +1,11 @@
path_arr=$(echo $PWD|tr '/' '\n')
path_arr=(${path_arr})
GAME_ID=${path_arr[-5]}
if echo $GAME_ID | grep -q '[^0-9]'
then
echo 'game_id参数必须为数字'
exit 1
fi
python ../../third_party/tools/scripts/server/monitor.py gameserver${GAME_ID} '-n1 -i1'

View File

@ -0,0 +1,10 @@
#!/bin/bash
source /etc/profile
source /root/.bash_profile
./gameserver2006 -n $1 -i $2 >> gameserver2006$2_$1.out
echo $? >> start.log
date >> start.log
echo $1 $2 >> start.log
free -m >> start.log

View File

@ -3,7 +3,7 @@
#source /etc/profile
#source /root/.bash_profile
pid=$(ps -ef|grep "gameserver2006 -z 1 -n $2 -i $1"|grep -v grep|awk '{print $2}')
pid=$(ps -ef|grep "gameserver2006 -n $2 -i $1"|grep -v grep|awk '{print $2}')
echo $pid
if [[ $pid != "" ]]
@ -13,4 +13,4 @@ else
echo "pid 为空"
fi
nohup ./gameserver2006 -z 1 -n $2 -i $1 >> gameserver2006$2_$1.out 2>$1 &
nohup ./gameserver2006 -n $2 -i $1 >> gameserver2006$2_$1.out 2>$1 &

View File

@ -1 +0,0 @@
../bt/exported

View File

@ -1,28 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Behavior Version="5" NoError="true">
<Node Class="Behaviac.Design.Nodes.Behavior" AgentType="AndroidAgent" Domains="" Enable="true" HasOwnPrefabData="false" Id="-1" PrefabName="" PrefabNodeId="-1">
<Comment Background="NoColor" Text="" />
<DescriptorRefs value="0:" />
<Connector Identifier="GenericChildren">
<Node Class="PluginBehaviac.Nodes.Sequence" Enable="true" HasOwnPrefabData="false" Id="0" PrefabName="" PrefabNodeId="-1">
<Comment Background="NoColor" Text="" />
<Connector Identifier="GenericChildren">
<Node Class="PluginBehaviac.Nodes.Action" Enable="true" HasOwnPrefabData="false" Id="1" Method="Self.AndroidAgent::CoConnectBattleServer()" PrefabName="" PrefabNodeId="-1" ResultFunctor="&quot;&quot;" ResultOption="BT_INVALID">
<Comment Background="NoColor" Text="" />
</Node>
<Node Class="PluginBehaviac.Nodes.Action" Enable="true" HasOwnPrefabData="false" Id="2" Method="Self.AndroidAgent::CoJoin()" PrefabName="" PrefabNodeId="-1" ResultFunctor="&quot;&quot;" ResultOption="BT_INVALID">
<Comment Background="NoColor" Text="" />
</Node>
<Node Class="PluginBehaviac.Nodes.DecoratorLoop" Count="const int -1" DecorateWhenChildEnds="true" DoneWithinFrame="false" Enable="true" HasOwnPrefabData="false" Id="3" PrefabName="" PrefabNodeId="-1">
<Comment Background="NoColor" Text="" />
<Connector Identifier="GenericChildren">
<Node Class="PluginBehaviac.Nodes.Action" Enable="true" HasOwnPrefabData="false" Id="6" Method="Self.AndroidAgent::CoUpdateGame()" PrefabName="" PrefabNodeId="-1" ResultFunctor="&quot;&quot;" ResultOption="BT_INVALID">
<Comment Background="NoColor" Text="" />
</Node>
</Connector>
</Node>
</Connector>
</Node>
</Connector>
</Node>
</Behavior>

View File

@ -1,27 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Behavior Version="5">
<Node Class="Behaviac.Design.Nodes.Behavior" AgentType="AndroidAgent" Domains="" Enable="true" HasOwnPrefabData="false" Id="-1" PrefabName="" PrefabNodeId="-1">
<Comment Background="NoColor" Text="" />
<DescriptorRefs value="0:" />
<Connector Identifier="GenericChildren">
<Node Class="PluginBehaviac.Nodes.IfElse" Enable="true" HasOwnPrefabData="false" Id="0" PrefabName="" PrefabNodeId="-1">
<Comment Background="NoColor" Text="" />
<Connector Identifier="_condition">
<Node Class="PluginBehaviac.Nodes.Condition" Enable="true" HasOwnPrefabData="false" Id="1" Operator="Equal" Opl="Self.AndroidAgent::IsLoginSuccess()" Opr="const bool true" PrefabName="" PrefabNodeId="-1">
<Comment Background="NoColor" Text="" />
</Node>
</Connector>
<Connector Identifier="_if">
<Node Class="Behaviac.Design.Nodes.ReferencedBehavior" Enable="true" HasOwnPrefabData="false" Id="3" PrefabName="" PrefabNodeId="-1" ReferenceBehavior="const string &quot;android/battle&quot;" Task="&quot;&quot;">
<Comment Background="Gray" Text="" />
</Node>
</Connector>
<Connector Identifier="_else">
<Node Class="PluginBehaviac.Nodes.Action" Enable="true" HasOwnPrefabData="false" Id="2" Method="Self.AndroidAgent::CoLogin()" PrefabName="" PrefabNodeId="-1" ResultFunctor="&quot;&quot;" ResultOption="BT_INVALID">
<Comment Background="NoColor" Text="" />
</Node>
</Connector>
</Node>
</Connector>
</Node>
</Behavior>

View File

@ -1,64 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<meta>
<types />
<agents>
<agent classfullname="behaviac::Agent" DisplayName="behaviac::Agent" Desc="behaviac::Agent" IsRefType="true" IsImplemented="true">
<Method Name="VectorLength" DisplayName="VectorLength" Desc="VectorLength" Class="behaviac::Agent" ReturnType="int" ReturnTypeFullName="System.Int32" Static="true" Public="true" istask="false">
<Param Name="param0" Type="const IList&amp;" TypeFullName="System.Collections.IList" DisplayName="param0" Desc="param0" />
</Method>
<Method Name="VectorAdd" DisplayName="VectorAdd" Desc="VectorAdd" Class="behaviac::Agent" ReturnType="void" ReturnTypeFullName="System.Void" Static="true" Public="true" istask="false">
<Param Name="param0" Type="IList&amp;" TypeFullName="System.Collections.IList" DisplayName="param0" Desc="param0" />
<Param Name="param1" Type="const System::Object&amp;" TypeFullName="System.Object" DisplayName="param1" Desc="param1" />
</Method>
<Method Name="VectorRemove" DisplayName="VectorRemove" Desc="VectorRemove" Class="behaviac::Agent" ReturnType="void" ReturnTypeFullName="System.Void" Static="true" Public="true" istask="false">
<Param Name="param0" Type="IList&amp;" TypeFullName="System.Collections.IList" DisplayName="param0" Desc="param0" />
<Param Name="param1" Type="const System::Object&amp;" TypeFullName="System.Object" DisplayName="param1" Desc="param1" />
</Method>
<Method Name="VectorContains" DisplayName="VectorContains" Desc="VectorContains" Class="behaviac::Agent" ReturnType="bool" ReturnTypeFullName="System.Boolean" Static="true" Public="true" istask="false">
<Param Name="param0" Type="IList&amp;" TypeFullName="System.Collections.IList" DisplayName="param0" Desc="param0" />
<Param Name="param1" Type="const System::Object&amp;" TypeFullName="System.Object" DisplayName="param1" Desc="param1" />
</Method>
<Method Name="VectorClear" DisplayName="VectorClear" Desc="VectorClear" Class="behaviac::Agent" ReturnType="void" ReturnTypeFullName="System.Void" Static="true" Public="true" istask="false">
<Param Name="param0" Type="IList&amp;" TypeFullName="System.Collections.IList" DisplayName="param0" Desc="param0" />
</Method>
<Method Name="LogMessage" DisplayName="LogMessage" Desc="LogMessage" Class="behaviac::Agent" ReturnType="void" ReturnTypeFullName="System.Void" Static="true" Public="true" istask="false">
<Param Name="param0" Type="const char*" TypeFullName="System.String" DisplayName="param0" Desc="param0" />
</Method>
</agent>
<agent classfullname="BaseAgent" base="behaviac::Agent" DisplayName="BaseAgent" Desc="BaseAgent" IsRefType="true" IsCustomized="true" IsImplemented="true">
<Method Name="GetTickCount" DisplayName="GetTickCount" Desc="GetTickCount" Class="BaseAgent" ReturnType="int" ReturnTypeFullName="System.Int32" Static="false" Public="false" istask="false" />
<Method Name="RandRange" DisplayName="RandRange" Desc="RandRange" Class="BaseAgent" ReturnType="int" ReturnTypeFullName="System.Int32" Static="false" Public="false" istask="false">
<Param Name="min_val" Type="int" TypeFullName="System.Int32" DisplayName="min_val" Desc="min_val" />
<Param Name="max_val" Type="int" TypeFullName="System.Int32" DisplayName="max_val" Desc="max_val" />
</Method>
<Method Name="RandRangeAsFloat" DisplayName="RandRangeAsFloat" Desc="RandRangeAsFloat" Class="BaseAgent" ReturnType="float" ReturnTypeFullName="System.Single" Static="false" Public="false" istask="false">
<Param Name="min_val" Type="float" TypeFullName="System.Single" DisplayName="min_val" Desc="min_val" />
<Param Name="max_val" Type="float" TypeFullName="System.Single" DisplayName="max_val" Desc="max_val" />
</Method>
<Method Name="Rand" DisplayName="Rand" Desc="Rand" Class="BaseAgent" ReturnType="int" ReturnTypeFullName="System.Int32" Static="false" Public="false" istask="false" />
<Method Name="DeltaTime" DisplayName="DeltaTime" Desc="DeltaTime" Class="BaseAgent" ReturnType="int" ReturnTypeFullName="System.Int32" Static="false" Public="false" istask="false">
<Param Name="time" Type="int" TypeFullName="System.Int32" DisplayName="time" Desc="time" />
</Method>
<Method Name="AbortCoroutine" DisplayName="AbortCoroutine" Desc="AbortCoroutine" Class="BaseAgent" ReturnType="void" ReturnTypeFullName="System.Void" Static="false" Public="false" istask="false">
<Param Name="co_id" Type="int" TypeFullName="System.Int32" DisplayName="co_id" Desc="co_id" />
</Method>
</agent>
<agent classfullname="AndroidAgent" base="BaseAgent" DisplayName="AndroidAgent" Desc="AndroidAgent" IsRefType="true" IsCustomized="true" IsImplemented="true">
<Method Name="IsLoginSuccess" DisplayName="IsLoginSuccess" Desc="IsLoginSuccess" Class="AndroidAgent" ReturnType="bool" ReturnTypeFullName="System.Boolean" Static="false" Public="false" istask="false" />
<Method Name="SearchEnemy" DisplayName="SearchEnemy" Desc="SearchEnemy" Class="AndroidAgent" ReturnType="behaviac::EBTStatus" ReturnTypeFullName="XMLPluginBehaviac.behaviac_EBTStatus" Static="false" Public="false" istask="false">
<Param Name="range" Type="int" TypeFullName="System.Int32" DisplayName="range" Desc="range" />
</Method>
<Method Name="NetIsConnected" DisplayName="NetIsConnected" Desc="NetIsConnected" Class="AndroidAgent" ReturnType="bool" ReturnTypeFullName="System.Boolean" Static="false" Public="false" istask="false" />
<Method Name="CoIdle" DisplayName="CoIdle" Desc="CoIdle" Class="AndroidAgent" ReturnType="behaviac::EBTStatus" ReturnTypeFullName="XMLPluginBehaviac.behaviac_EBTStatus" Static="false" Public="false" istask="false">
<Param Name="min_val" Type="int" TypeFullName="System.Int32" DisplayName="min_val" Desc="min_val" />
<Param Name="max_val" Type="int" TypeFullName="System.Int32" DisplayName="max_val" Desc="max_val" />
</Method>
<Method Name="CoLogin" DisplayName="CoLogin" Desc="CoLogin" Class="AndroidAgent" ReturnType="behaviac::EBTStatus" ReturnTypeFullName="XMLPluginBehaviac.behaviac_EBTStatus" Static="false" Public="false" istask="false" />
<Method Name="CoConnectBattleServer" DisplayName="CoConnectBattleServer" Desc="CoConnectBattleServer" Class="AndroidAgent" ReturnType="behaviac::EBTStatus" ReturnTypeFullName="XMLPluginBehaviac.behaviac_EBTStatus" Static="false" Public="false" istask="false" />
<Method Name="CoJoin" DisplayName="CoJoin" Desc="CoJoin" Class="AndroidAgent" ReturnType="behaviac::EBTStatus" ReturnTypeFullName="XMLPluginBehaviac.behaviac_EBTStatus" Static="false" Public="false" istask="false" />
<Method Name="IsGameOver" DisplayName="IsGameOver" Desc="IsGameOver" Class="AndroidAgent" ReturnType="bool" ReturnTypeFullName="System.Boolean" Static="false" Public="false" istask="false" />
<Method Name="CoUpdateGame" DisplayName="CoUpdateGame" Desc="CoUpdateGame" Class="AndroidAgent" ReturnType="behaviac::EBTStatus" ReturnTypeFullName="XMLPluginBehaviac.behaviac_EBTStatus" Static="false" Public="false" istask="false" />
</agent>
</agents>
<instances />
</meta>

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@ -1,24 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: android\battle.xml-->
<behavior name="android/battle" agenttype="AndroidAgent" version="5">
<node class="Sequence" id="0">
<node class="Action" id="1">
<property Method="Self.AndroidAgent::CoConnectBattleServer()" />
<property ResultOption="BT_INVALID" />
</node>
<node class="Action" id="2">
<property Method="Self.AndroidAgent::CoJoin()" />
<property ResultOption="BT_INVALID" />
</node>
<node class="DecoratorLoop" id="3">
<property Count="const int -1" />
<property DecorateWhenChildEnds="true" />
<property DoneWithinFrame="false" />
<node class="Action" id="6">
<property Method="Self.AndroidAgent::CoUpdateGame()" />
<property ResultOption="BT_INVALID" />
</node>
</node>
</node>
</behavior>

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<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: android\test.xml-->
<behavior name="android/test" agenttype="AndroidAgent" version="5">
<node class="IfElse" id="0">
<node class="Condition" id="1">
<property Operator="Equal" />
<property Opl="Self.AndroidAgent::IsLoginSuccess()" />
<property Opr="const bool true" />
</node>
<node class="ReferencedBehavior" id="3">
<property ReferenceBehavior="const string &quot;android/battle&quot;" />
</node>
<node class="Action" id="2">
<property Method="Self.AndroidAgent::CoLogin()" />
<property ResultOption="BT_INVALID" />
</node>
</node>
</behavior>

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@ -1,71 +0,0 @@
// ---------------------------------------------------------------------
// THIS FILE IS AUTO-GENERATED BY BEHAVIAC DESIGNER, SO PLEASE DON'T MODIFY IT BY YOURSELF!
// ---------------------------------------------------------------------
#ifndef _BEHAVIAC_TYPES_H_
#define _BEHAVIAC_TYPES_H_
#include "behaviac/behaviac.h"
#include "behaviac/behaviortree/behaviortree.h"
#include "behaviac/agent/agent.h"
#include "behaviac/common/meta.h"
#include "behaviac/behaviortree/nodes/actions/action.h"
#include "behaviac/behaviortree/nodes/actions/assignment.h"
#include "behaviac/behaviortree/nodes/actions/compute.h"
#include "behaviac/behaviortree/nodes/actions/end.h"
#include "behaviac/behaviortree/nodes/actions/noop.h"
#include "behaviac/behaviortree/nodes/actions/wait.h"
#include "behaviac/behaviortree/nodes/actions/waitforsignal.h"
#include "behaviac/behaviortree/nodes/actions/waitframes.h"
#include "behaviac/behaviortree/nodes/composites/compositestochastic.h"
#include "behaviac/behaviortree/nodes/composites/ifelse.h"
#include "behaviac/behaviortree/nodes/composites/parallel.h"
#include "behaviac/behaviortree/nodes/composites/referencebehavior.h"
#include "behaviac/behaviortree/nodes/composites/selector.h"
#include "behaviac/behaviortree/nodes/composites/selectorloop.h"
#include "behaviac/behaviortree/nodes/composites/selectorprobability.h"
#include "behaviac/behaviortree/nodes/composites/selectorstochastic.h"
#include "behaviac/behaviortree/nodes/composites/sequence.h"
#include "behaviac/behaviortree/nodes/composites/sequencestochastic.h"
#include "behaviac/behaviortree/nodes/composites/withprecondition.h"
#include "behaviac/behaviortree/nodes/conditions/and.h"
#include "behaviac/behaviortree/nodes/conditions/conditionbase.h"
#include "behaviac/behaviortree/nodes/conditions/condition.h"
#include "behaviac/behaviortree/nodes/conditions/false.h"
#include "behaviac/behaviortree/nodes/conditions/or.h"
#include "behaviac/behaviortree/nodes/conditions/true.h"
#include "behaviac/behaviortree/nodes/decorators/decoratoralwaysfailure.h"
#include "behaviac/behaviortree/nodes/decorators/decoratoralwaysrunning.h"
#include "behaviac/behaviortree/nodes/decorators/decoratoralwayssuccess.h"
#include "behaviac/behaviortree/nodes/decorators/decoratorcount.h"
#include "behaviac/behaviortree/nodes/decorators/decoratorcountlimit.h"
#include "behaviac/behaviortree/nodes/decorators/decoratorfailureuntil.h"
#include "behaviac/behaviortree/nodes/decorators/decoratorframes.h"
#include "behaviac/behaviortree/nodes/decorators/decoratoriterator.h"
#include "behaviac/behaviortree/nodes/decorators/decoratorlog.h"
#include "behaviac/behaviortree/nodes/decorators/decoratorloop.h"
#include "behaviac/behaviortree/nodes/decorators/decoratorloopuntil.h"
#include "behaviac/behaviortree/nodes/decorators/decoratornot.h"
#include "behaviac/behaviortree/nodes/decorators/decoratorrepeat.h"
#include "behaviac/behaviortree/nodes/decorators/decoratorsuccessuntil.h"
#include "behaviac/behaviortree/nodes/decorators/decoratortime.h"
#include "behaviac/behaviortree/nodes/decorators/decoratorweight.h"
#include "behaviac/behaviortree/attachments/event.h"
#include "behaviac/behaviortree/attachments/attachaction.h"
#include "behaviac/behaviortree/attachments/precondition.h"
#include "behaviac/behaviortree/attachments/effector.h"
#include "behaviac/htn/task.h"
#include "behaviac/fsm/fsm.h"
#include "behaviac/fsm/state.h"
#include "behaviac/fsm/startcondition.h"
#include "behaviac/fsm/transitioncondition.h"
#include "behaviac/fsm/waitstate.h"
#include "behaviac/fsm/waitframesstate.h"
#include "behaviac/fsm/alwaystransition.h"
#include "behaviac/fsm/waittransition.h"
#include "internal/behaviac_agent_headers.h"
#include "internal/behaviac_agent_member_visitor.h"
#endif // _BEHAVIAC_TYPES_H_

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@ -1,12 +0,0 @@
// ---------------------------------------------------------------------
// THIS FILE IS AUTO-GENERATED BY BEHAVIAC DESIGNER, SO PLEASE DON'T MODIFY IT BY YOURSELF!
// ---------------------------------------------------------------------
#ifndef _BEHAVIAC_AGENT_HEADERS_H_
#define _BEHAVIAC_AGENT_HEADERS_H_
#include "behaviac_headers.h"
// THE FOLLOWING AGENT HEADER FILES IS GENERATED AUTOMATICALLY:
#endif // _BEHAVIAC_AGENT_HEADERS_H_

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@ -1,105 +0,0 @@
// ---------------------------------------------------------------------
// THIS FILE IS AUTO-GENERATED BY BEHAVIAC DESIGNER, SO PLEASE DON'T MODIFY IT BY YOURSELF!
// ---------------------------------------------------------------------
#ifndef _BEHAVIAC_MEMBER_VISITOR_H_
#define _BEHAVIAC_MEMBER_VISITOR_H_
#include "behaviac_agent_headers.h"
// Agent property and method handlers
struct METHOD_TYPE_BaseAgent_AbortCoroutine { };
template<> inline void BaseAgent::_Execute_Method_<METHOD_TYPE_BaseAgent_AbortCoroutine>(int p0)
{
this->BaseAgent::AbortCoroutine(p0);
}
struct METHOD_TYPE_BaseAgent_DeltaTime { };
template<> inline int BaseAgent::_Execute_Method_<METHOD_TYPE_BaseAgent_DeltaTime>(int p0)
{
return this->BaseAgent::DeltaTime(p0);
}
struct METHOD_TYPE_BaseAgent_GetTickCount { };
template<> inline int BaseAgent::_Execute_Method_<METHOD_TYPE_BaseAgent_GetTickCount>()
{
return this->BaseAgent::GetTickCount();
}
struct METHOD_TYPE_BaseAgent_Rand { };
template<> inline int BaseAgent::_Execute_Method_<METHOD_TYPE_BaseAgent_Rand>()
{
return this->BaseAgent::Rand();
}
struct METHOD_TYPE_BaseAgent_RandRange { };
template<> inline int BaseAgent::_Execute_Method_<METHOD_TYPE_BaseAgent_RandRange>(int p0, int p1)
{
return this->BaseAgent::RandRange(p0, p1);
}
struct METHOD_TYPE_BaseAgent_RandRangeAsFloat { };
template<> inline float BaseAgent::_Execute_Method_<METHOD_TYPE_BaseAgent_RandRangeAsFloat>(float p0, float p1)
{
return this->BaseAgent::RandRangeAsFloat(p0, p1);
}
struct METHOD_TYPE_AndroidAgent_CoConnectBattleServer { };
template<> inline behaviac::EBTStatus AndroidAgent::_Execute_Method_<METHOD_TYPE_AndroidAgent_CoConnectBattleServer>()
{
return this->AndroidAgent::CoConnectBattleServer();
}
struct METHOD_TYPE_AndroidAgent_CoIdle { };
template<> inline behaviac::EBTStatus AndroidAgent::_Execute_Method_<METHOD_TYPE_AndroidAgent_CoIdle>(int p0, int p1)
{
return this->AndroidAgent::CoIdle(p0, p1);
}
struct METHOD_TYPE_AndroidAgent_CoJoin { };
template<> inline behaviac::EBTStatus AndroidAgent::_Execute_Method_<METHOD_TYPE_AndroidAgent_CoJoin>()
{
return this->AndroidAgent::CoJoin();
}
struct METHOD_TYPE_AndroidAgent_CoLogin { };
template<> inline behaviac::EBTStatus AndroidAgent::_Execute_Method_<METHOD_TYPE_AndroidAgent_CoLogin>()
{
return this->AndroidAgent::CoLogin();
}
struct METHOD_TYPE_AndroidAgent_CoUpdateGame { };
template<> inline behaviac::EBTStatus AndroidAgent::_Execute_Method_<METHOD_TYPE_AndroidAgent_CoUpdateGame>()
{
return this->AndroidAgent::CoUpdateGame();
}
struct METHOD_TYPE_AndroidAgent_IsGameOver { };
template<> inline bool AndroidAgent::_Execute_Method_<METHOD_TYPE_AndroidAgent_IsGameOver>()
{
return this->AndroidAgent::IsGameOver();
}
struct METHOD_TYPE_AndroidAgent_IsLoginSuccess { };
template<> inline bool AndroidAgent::_Execute_Method_<METHOD_TYPE_AndroidAgent_IsLoginSuccess>()
{
return this->AndroidAgent::IsLoginSuccess();
}
struct METHOD_TYPE_AndroidAgent_NetIsConnected { };
template<> inline bool AndroidAgent::_Execute_Method_<METHOD_TYPE_AndroidAgent_NetIsConnected>()
{
return this->AndroidAgent::NetIsConnected();
}
struct METHOD_TYPE_AndroidAgent_SearchEnemy { };
template<> inline behaviac::EBTStatus AndroidAgent::_Execute_Method_<METHOD_TYPE_AndroidAgent_SearchEnemy>(int p0)
{
return this->AndroidAgent::SearchEnemy(p0);
}
#endif // _BEHAVIAC_MEMBER_VISITOR_H_

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@ -1,330 +0,0 @@
// ---------------------------------------------------------------------
// THIS FILE IS AUTO-GENERATED BY BEHAVIAC DESIGNER, SO PLEASE DON'T MODIFY IT BY YOURSELF!
// ---------------------------------------------------------------------
#include "behaviac/common/meta.h"
#include "behaviac/common/member.h"
#include "behaviac_agent_meta.h"
namespace behaviac
{
class CMethod_behaviac_Agent_VectorAdd : public CAgentMethodVoidBase
{
IInstanceMember* _param0;
IInstanceMember* _param1;
public:
CMethod_behaviac_Agent_VectorAdd() : _param0(0) , _param1(0)
{
}
CMethod_behaviac_Agent_VectorAdd(CMethod_behaviac_Agent_VectorAdd &rhs) : CAgentMethodVoidBase(rhs) , _param0(0) , _param1(0)
{
}
~CMethod_behaviac_Agent_VectorAdd()
{
BEHAVIAC_DELETE _param0;
BEHAVIAC_DELETE _param1;
}
virtual IInstanceMember* clone()
{
return BEHAVIAC_NEW CMethod_behaviac_Agent_VectorAdd(*this);
}
virtual void load(const char* instance, behaviac::vector<behaviac::string>& paramStrs)
{
BEHAVIAC_ASSERT(paramStrs.size() == 2);
behaviac::StringUtils::StringCopySafe(kInstanceNameMax, _instance, instance);
_param0 = AgentMeta::TParseProperty<IList >(paramStrs[0].c_str());
_param1 = AgentMeta::TParseProperty<System::Object >(paramStrs[1].c_str());
}
virtual void run(Agent* self)
{
BEHAVIAC_ASSERT(_param0 != NULL);
BEHAVIAC_ASSERT(_param1 != NULL);
IList& pValue_param0 = *(IList*)_param0->GetValue(self, behaviac::Meta::IsVector<IList >::Result, behaviac::GetClassTypeNumberId<IList >());
System::Object& pValue_param1 = *(System::Object*)_param1->GetValue(self, behaviac::Meta::IsVector<System::Object >::Result, behaviac::GetClassTypeNumberId<System::Object >());
behaviac::Agent::VectorAdd(pValue_param0, pValue_param1);
}
};
class CMethod_behaviac_Agent_VectorClear : public CAgentMethodVoidBase
{
IInstanceMember* _param0;
public:
CMethod_behaviac_Agent_VectorClear() : _param0(0)
{
}
CMethod_behaviac_Agent_VectorClear(CMethod_behaviac_Agent_VectorClear &rhs) : CAgentMethodVoidBase(rhs) , _param0(0)
{
}
~CMethod_behaviac_Agent_VectorClear()
{
BEHAVIAC_DELETE _param0;
}
virtual IInstanceMember* clone()
{
return BEHAVIAC_NEW CMethod_behaviac_Agent_VectorClear(*this);
}
virtual void load(const char* instance, behaviac::vector<behaviac::string>& paramStrs)
{
BEHAVIAC_ASSERT(paramStrs.size() == 1);
behaviac::StringUtils::StringCopySafe(kInstanceNameMax, _instance, instance);
_param0 = AgentMeta::TParseProperty<IList >(paramStrs[0].c_str());
}
virtual void run(Agent* self)
{
BEHAVIAC_ASSERT(_param0 != NULL);
IList& pValue_param0 = *(IList*)_param0->GetValue(self, behaviac::Meta::IsVector<IList >::Result, behaviac::GetClassTypeNumberId<IList >());
behaviac::Agent::VectorClear(pValue_param0);
}
};
class CMethod_behaviac_Agent_VectorContains : public CAgentMethodBase<bool>
{
IInstanceMember* _param0;
IInstanceMember* _param1;
public:
CMethod_behaviac_Agent_VectorContains() : _param0(0) , _param1(0)
{
}
CMethod_behaviac_Agent_VectorContains(CMethod_behaviac_Agent_VectorContains &rhs) : CAgentMethodBase<bool>(rhs) , _param0(0) , _param1(0)
{
}
~CMethod_behaviac_Agent_VectorContains()
{
BEHAVIAC_DELETE _param0;
BEHAVIAC_DELETE _param1;
}
virtual IInstanceMember* clone()
{
return BEHAVIAC_NEW CMethod_behaviac_Agent_VectorContains(*this);
}
virtual void load(const char* instance, behaviac::vector<behaviac::string>& paramStrs)
{
BEHAVIAC_ASSERT(paramStrs.size() == 2);
behaviac::StringUtils::StringCopySafe(kInstanceNameMax, _instance, instance);
_param0 = AgentMeta::TParseProperty<IList >(paramStrs[0].c_str());
_param1 = AgentMeta::TParseProperty<System::Object >(paramStrs[1].c_str());
}
virtual void run(Agent* self)
{
BEHAVIAC_ASSERT(_param0 != NULL);
BEHAVIAC_ASSERT(_param1 != NULL);
IList& pValue_param0 = *(IList*)_param0->GetValue(self, behaviac::Meta::IsVector<IList >::Result, behaviac::GetClassTypeNumberId<IList >());
System::Object& pValue_param1 = *(System::Object*)_param1->GetValue(self, behaviac::Meta::IsVector<System::Object >::Result, behaviac::GetClassTypeNumberId<System::Object >());
_returnValue->value = behaviac::Agent::VectorContains(pValue_param0, pValue_param1);
}
};
class CMethod_behaviac_Agent_VectorLength : public CAgentMethodBase<int>
{
IInstanceMember* _param0;
public:
CMethod_behaviac_Agent_VectorLength() : _param0(0)
{
}
CMethod_behaviac_Agent_VectorLength(CMethod_behaviac_Agent_VectorLength &rhs) : CAgentMethodBase<int>(rhs) , _param0(0)
{
}
~CMethod_behaviac_Agent_VectorLength()
{
BEHAVIAC_DELETE _param0;
}
virtual IInstanceMember* clone()
{
return BEHAVIAC_NEW CMethod_behaviac_Agent_VectorLength(*this);
}
virtual void load(const char* instance, behaviac::vector<behaviac::string>& paramStrs)
{
BEHAVIAC_ASSERT(paramStrs.size() == 1);
behaviac::StringUtils::StringCopySafe(kInstanceNameMax, _instance, instance);
_param0 = AgentMeta::TParseProperty<IList >(paramStrs[0].c_str());
}
virtual void run(Agent* self)
{
BEHAVIAC_ASSERT(_param0 != NULL);
IList& pValue_param0 = *(IList*)_param0->GetValue(self, behaviac::Meta::IsVector<IList >::Result, behaviac::GetClassTypeNumberId<IList >());
_returnValue->value = behaviac::Agent::VectorLength(pValue_param0);
}
};
class CMethod_behaviac_Agent_VectorRemove : public CAgentMethodVoidBase
{
IInstanceMember* _param0;
IInstanceMember* _param1;
public:
CMethod_behaviac_Agent_VectorRemove() : _param0(0) , _param1(0)
{
}
CMethod_behaviac_Agent_VectorRemove(CMethod_behaviac_Agent_VectorRemove &rhs) : CAgentMethodVoidBase(rhs) , _param0(0) , _param1(0)
{
}
~CMethod_behaviac_Agent_VectorRemove()
{
BEHAVIAC_DELETE _param0;
BEHAVIAC_DELETE _param1;
}
virtual IInstanceMember* clone()
{
return BEHAVIAC_NEW CMethod_behaviac_Agent_VectorRemove(*this);
}
virtual void load(const char* instance, behaviac::vector<behaviac::string>& paramStrs)
{
BEHAVIAC_ASSERT(paramStrs.size() == 2);
behaviac::StringUtils::StringCopySafe(kInstanceNameMax, _instance, instance);
_param0 = AgentMeta::TParseProperty<IList >(paramStrs[0].c_str());
_param1 = AgentMeta::TParseProperty<System::Object >(paramStrs[1].c_str());
}
virtual void run(Agent* self)
{
BEHAVIAC_ASSERT(_param0 != NULL);
BEHAVIAC_ASSERT(_param1 != NULL);
IList& pValue_param0 = *(IList*)_param0->GetValue(self, behaviac::Meta::IsVector<IList >::Result, behaviac::GetClassTypeNumberId<IList >());
System::Object& pValue_param1 = *(System::Object*)_param1->GetValue(self, behaviac::Meta::IsVector<System::Object >::Result, behaviac::GetClassTypeNumberId<System::Object >());
behaviac::Agent::VectorRemove(pValue_param0, pValue_param1);
}
};
class BehaviorLoaderImplement : BehaviorLoader
{
public:
BehaviorLoaderImplement()
{
AgentMeta::SetBehaviorLoader(this);
}
virtual ~BehaviorLoaderImplement()
{
}
virtual bool load()
{
AgentMeta::SetTotalSignature(3338390249u);
AgentMeta* meta = NULL;
BEHAVIAC_UNUSED_VAR(meta);
// behaviac::Agent
meta = BEHAVIAC_NEW AgentMeta(24743406u);
AgentMeta::GetAgentMetas()[1770892321u] = meta;
meta->RegisterMethod(1045109914u, BEHAVIAC_NEW CAgentStaticMethodVoid_1<char*>(FunctionPointer_behaviac_Agent_LogMessage));
meta->RegisterMethod(2521019022u, BEHAVIAC_NEW CMethod_behaviac_Agent_VectorAdd());
meta->RegisterMethod(2306090221u, BEHAVIAC_NEW CMethod_behaviac_Agent_VectorClear());
meta->RegisterMethod(3483755530u, BEHAVIAC_NEW CMethod_behaviac_Agent_VectorContains());
meta->RegisterMethod(505785840u, BEHAVIAC_NEW CMethod_behaviac_Agent_VectorLength());
meta->RegisterMethod(502968959u, BEHAVIAC_NEW CMethod_behaviac_Agent_VectorRemove());
// BaseAgent
meta = BEHAVIAC_NEW AgentMeta(378357712u);
AgentMeta::GetAgentMetas()[2774251291u] = meta;
meta->RegisterMethod(1352812660u, BEHAVIAC_NEW CAgentMethodVoid_1<int>(FunctionPointer_BaseAgent_AbortCoroutine));
meta->RegisterMethod(1811924796u, BEHAVIAC_NEW CAgentMethod_1< int, int >(FunctionPointer_BaseAgent_DeltaTime));
meta->RegisterMethod(2541118574u, BEHAVIAC_NEW CAgentMethod< int >(FunctionPointer_BaseAgent_GetTickCount));
meta->RegisterMethod(1045109914u, BEHAVIAC_NEW CAgentStaticMethodVoid_1<char*>(FunctionPointer_BaseAgent_LogMessage));
meta->RegisterMethod(3156314303u, BEHAVIAC_NEW CAgentMethod< int >(FunctionPointer_BaseAgent_Rand));
meta->RegisterMethod(1110901686u, BEHAVIAC_NEW CAgentMethod_2< int, int, int >(FunctionPointer_BaseAgent_RandRange));
meta->RegisterMethod(966948371u, BEHAVIAC_NEW CAgentMethod_2< float, float, float >(FunctionPointer_BaseAgent_RandRangeAsFloat));
meta->RegisterMethod(2521019022u, BEHAVIAC_NEW CMethod_behaviac_Agent_VectorAdd());
meta->RegisterMethod(2306090221u, BEHAVIAC_NEW CMethod_behaviac_Agent_VectorClear());
meta->RegisterMethod(3483755530u, BEHAVIAC_NEW CMethod_behaviac_Agent_VectorContains());
meta->RegisterMethod(505785840u, BEHAVIAC_NEW CMethod_behaviac_Agent_VectorLength());
meta->RegisterMethod(502968959u, BEHAVIAC_NEW CMethod_behaviac_Agent_VectorRemove());
// AndroidAgent
meta = BEHAVIAC_NEW AgentMeta(3724796529u);
AgentMeta::GetAgentMetas()[2475098143u] = meta;
meta->RegisterMethod(1352812660u, BEHAVIAC_NEW CAgentMethodVoid_1<int>(FunctionPointer_AndroidAgent_AbortCoroutine));
meta->RegisterMethod(1384709030u, BEHAVIAC_NEW CAgentMethod< behaviac::EBTStatus >(FunctionPointer_AndroidAgent_CoConnectBattleServer));
meta->RegisterMethod(3209797653u, BEHAVIAC_NEW CAgentMethod_2< behaviac::EBTStatus, int, int >(FunctionPointer_AndroidAgent_CoIdle));
meta->RegisterMethod(3402581732u, BEHAVIAC_NEW CAgentMethod< behaviac::EBTStatus >(FunctionPointer_AndroidAgent_CoJoin));
meta->RegisterMethod(2804162432u, BEHAVIAC_NEW CAgentMethod< behaviac::EBTStatus >(FunctionPointer_AndroidAgent_CoLogin));
meta->RegisterMethod(805357126u, BEHAVIAC_NEW CAgentMethod< behaviac::EBTStatus >(FunctionPointer_AndroidAgent_CoUpdateGame));
meta->RegisterMethod(1811924796u, BEHAVIAC_NEW CAgentMethod_1< int, int >(FunctionPointer_AndroidAgent_DeltaTime));
meta->RegisterMethod(2541118574u, BEHAVIAC_NEW CAgentMethod< int >(FunctionPointer_AndroidAgent_GetTickCount));
meta->RegisterMethod(400482748u, BEHAVIAC_NEW CAgentMethod< bool >(FunctionPointer_AndroidAgent_IsGameOver));
meta->RegisterMethod(856196672u, BEHAVIAC_NEW CAgentMethod< bool >(FunctionPointer_AndroidAgent_IsLoginSuccess));
meta->RegisterMethod(1045109914u, BEHAVIAC_NEW CAgentStaticMethodVoid_1<char*>(FunctionPointer_AndroidAgent_LogMessage));
meta->RegisterMethod(2514585826u, BEHAVIAC_NEW CAgentMethod< bool >(FunctionPointer_AndroidAgent_NetIsConnected));
meta->RegisterMethod(3156314303u, BEHAVIAC_NEW CAgentMethod< int >(FunctionPointer_AndroidAgent_Rand));
meta->RegisterMethod(1110901686u, BEHAVIAC_NEW CAgentMethod_2< int, int, int >(FunctionPointer_AndroidAgent_RandRange));
meta->RegisterMethod(966948371u, BEHAVIAC_NEW CAgentMethod_2< float, float, float >(FunctionPointer_AndroidAgent_RandRangeAsFloat));
meta->RegisterMethod(3025058903u, BEHAVIAC_NEW CAgentMethod_1< behaviac::EBTStatus, int >(FunctionPointer_AndroidAgent_SearchEnemy));
meta->RegisterMethod(2521019022u, BEHAVIAC_NEW CMethod_behaviac_Agent_VectorAdd());
meta->RegisterMethod(2306090221u, BEHAVIAC_NEW CMethod_behaviac_Agent_VectorClear());
meta->RegisterMethod(3483755530u, BEHAVIAC_NEW CMethod_behaviac_Agent_VectorContains());
meta->RegisterMethod(505785840u, BEHAVIAC_NEW CMethod_behaviac_Agent_VectorLength());
meta->RegisterMethod(502968959u, BEHAVIAC_NEW CMethod_behaviac_Agent_VectorRemove());
AgentMeta::Register<behaviac::Agent>("behaviac::Agent");
AgentMeta::Register<BaseAgent>("BaseAgent");
AgentMeta::Register<AndroidAgent>("AndroidAgent");
return true;
}
virtual bool unLoad()
{
AgentMeta::UnRegister<behaviac::Agent>("behaviac::Agent");
AgentMeta::UnRegister<BaseAgent>("BaseAgent");
AgentMeta::UnRegister<AndroidAgent>("AndroidAgent");
return true;
}
};
static BehaviorLoaderImplement _behaviorLoaderImplement_;
static BehaviorLoaderImplement* _pBehaviorLoader_ = NULL;
void InitBehaviorLoader()
{
_pBehaviorLoader_ = BEHAVIAC_NEW BehaviorLoaderImplement();
}
void DestroyBehaviorLoader()
{
if (_pBehaviorLoader_)
{
BEHAVIAC_DELETE _pBehaviorLoader_;
_pBehaviorLoader_ = NULL;
}
}
}

View File

@ -1,42 +0,0 @@
// ---------------------------------------------------------------------
// THIS FILE IS AUTO-GENERATED BY BEHAVIAC DESIGNER, SO PLEASE DON'T MODIFY IT BY YOURSELF!
// ---------------------------------------------------------------------
#ifndef _BEHAVIAC_AGENT_PROPERTIES_H_
#define _BEHAVIAC_AGENT_PROPERTIES_H_
#include "behaviac_agent_headers.h"
#include "behaviac_agent_member_visitor.h"
namespace behaviac
{
// ---------------------------------------------------------------------
// Delegate methods
// ---------------------------------------------------------------------
inline void FunctionPointer_behaviac_Agent_LogMessage(char* param0) { behaviac::Agent::LogMessage(param0); }
inline void FunctionPointer_BaseAgent_AbortCoroutine(Agent* self, int co_id) { ((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_AbortCoroutine, void, int >(co_id); }
inline int FunctionPointer_BaseAgent_DeltaTime(Agent* self, int time) { return (int)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_DeltaTime, int, int >(time); }
inline int FunctionPointer_BaseAgent_GetTickCount(Agent* self) { return (int)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_GetTickCount, int >(); }
inline void FunctionPointer_BaseAgent_LogMessage(char* param0) { BaseAgent::LogMessage(param0); }
inline int FunctionPointer_BaseAgent_Rand(Agent* self) { return (int)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_Rand, int >(); }
inline int FunctionPointer_BaseAgent_RandRange(Agent* self, int min_val, int max_val) { return (int)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_RandRange, int, int, int >(min_val, max_val); }
inline float FunctionPointer_BaseAgent_RandRangeAsFloat(Agent* self, float min_val, float max_val) { return (float)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_RandRangeAsFloat, float, float, float >(min_val, max_val); }
inline void FunctionPointer_AndroidAgent_AbortCoroutine(Agent* self, int co_id) { ((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_AbortCoroutine, void, int >(co_id); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_CoConnectBattleServer(Agent* self) { return (behaviac::EBTStatus)((AndroidAgent*)self)->_Execute_Method_<METHOD_TYPE_AndroidAgent_CoConnectBattleServer, behaviac::EBTStatus >(); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_CoIdle(Agent* self, int min_val, int max_val) { return (behaviac::EBTStatus)((AndroidAgent*)self)->_Execute_Method_<METHOD_TYPE_AndroidAgent_CoIdle, behaviac::EBTStatus, int, int >(min_val, max_val); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_CoJoin(Agent* self) { return (behaviac::EBTStatus)((AndroidAgent*)self)->_Execute_Method_<METHOD_TYPE_AndroidAgent_CoJoin, behaviac::EBTStatus >(); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_CoLogin(Agent* self) { return (behaviac::EBTStatus)((AndroidAgent*)self)->_Execute_Method_<METHOD_TYPE_AndroidAgent_CoLogin, behaviac::EBTStatus >(); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_CoUpdateGame(Agent* self) { return (behaviac::EBTStatus)((AndroidAgent*)self)->_Execute_Method_<METHOD_TYPE_AndroidAgent_CoUpdateGame, behaviac::EBTStatus >(); }
inline int FunctionPointer_AndroidAgent_DeltaTime(Agent* self, int time) { return (int)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_DeltaTime, int, int >(time); }
inline int FunctionPointer_AndroidAgent_GetTickCount(Agent* self) { return (int)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_GetTickCount, int >(); }
inline bool FunctionPointer_AndroidAgent_IsGameOver(Agent* self) { return (bool)((AndroidAgent*)self)->_Execute_Method_<METHOD_TYPE_AndroidAgent_IsGameOver, bool >(); }
inline bool FunctionPointer_AndroidAgent_IsLoginSuccess(Agent* self) { return (bool)((AndroidAgent*)self)->_Execute_Method_<METHOD_TYPE_AndroidAgent_IsLoginSuccess, bool >(); }
inline void FunctionPointer_AndroidAgent_LogMessage(char* param0) { AndroidAgent::LogMessage(param0); }
inline bool FunctionPointer_AndroidAgent_NetIsConnected(Agent* self) { return (bool)((AndroidAgent*)self)->_Execute_Method_<METHOD_TYPE_AndroidAgent_NetIsConnected, bool >(); }
inline int FunctionPointer_AndroidAgent_Rand(Agent* self) { return (int)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_Rand, int >(); }
inline int FunctionPointer_AndroidAgent_RandRange(Agent* self, int min_val, int max_val) { return (int)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_RandRange, int, int, int >(min_val, max_val); }
inline float FunctionPointer_AndroidAgent_RandRangeAsFloat(Agent* self, float min_val, float max_val) { return (float)((BaseAgent*)self)->_Execute_Method_<METHOD_TYPE_BaseAgent_RandRangeAsFloat, float, float, float >(min_val, max_val); }
inline behaviac::EBTStatus FunctionPointer_AndroidAgent_SearchEnemy(Agent* self, int range) { return (behaviac::EBTStatus)((AndroidAgent*)self)->_Execute_Method_<METHOD_TYPE_AndroidAgent_SearchEnemy, behaviac::EBTStatus, int >(range); }
}
#endif // _BEHAVIAC_AGENT_PROPERTIES_H_

View File

@ -1,15 +0,0 @@
// ---------------------------------------------------------------------
// THIS FILE IS AUTO-GENERATED BY BEHAVIAC DESIGNER, SO PLEASE DON'T MODIFY IT BY YOURSELF!
// ---------------------------------------------------------------------
#ifndef _BEHAVIAC_HEADERS_H_
#define _BEHAVIAC_HEADERS_H_
#include "behaviac/behaviac.h"
// YOU SHOULD SET THE HEADER FILES OF YOUR GAME WHEN EXPORTING CPP FILES ON THE BEHAVIAC EDITOR:
#include "base_agent.h"
#include "android_agent.h"
#endif // _BEHAVIAC_HEADERS_H_

View File

@ -1,14 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<workspace name="robot2006" folder="behaviors" export="exported" language="cpp" userelativepath="false" version="3">
<export>
<cpp>
<isexported>False</isexported>
<exportfilecount>1</exportfilecount>
<folder>../exported</folder>
<includedfilenames>
<includedfilename>base_agent.h</includedfilename>
<includedfilename>android_agent.h</includedfilename>
</includedfilenames>
</cpp>
</export>
</workspace>

View File

@ -1 +0,0 @@
../gameserver/test_config

3
server/bin/start_instance.sh Executable file
View File

@ -0,0 +1,3 @@
#!/bin/bash
nohup sh real_start_instance.sh 1 1 2>&1 &

View File

@ -14,11 +14,11 @@ endif()
set(LIB_DIR "ubuntu20.04_g++-9")
message(LIB_DIR: ${LIB_DIR} )
set(CMAKE_CXX_FLAGS_RELEASE "-Wall -g -std=gnu++1z -DGAME_ID=${GAME_ID} -DNDEBUG -DDT_VIRTUAL_QUERYFILTER -DNEW_WEAPON_SYS=1 -DNEW_NUM=1 -DA8_PERFT=1")
set(CMAKE_CXX_FLAGS_RELEASE "-O3 -Wall -g -std=gnu++1z -DGAME_ID=${GAME_ID} -DNDEBUG -DMAP3D -DDT_VIRTUAL_QUERYFILTER -DNEW_WEAPON_SYS=1 -DNEWBIE_ROOM=1")
if (${ASAN})
set(CMAKE_CXX_FLAGS_DEBUG "-Wall -g -std=gnu++1z -DGAME_ID=${GAME_ID} -DMYDEBUG -DDT_VIRTUAL_QUERYFILTER -DNEW_WEAPON_SYS=1 -fsanitize=address -DNEW_NUM=1 -fno-omit-frame-pointer -DA8_PERFT=1 -fsanitize-recover=address")
set(CMAKE_CXX_FLAGS_DEBUG "-Wall -g -std=gnu++1z -DGAME_ID=${GAME_ID} -DDEBUG -DCXY -DSXY -DMAP3D -DDT_VIRTUAL_QUERYFILTER -DNEW_WEAPON_SYS=1 -DNEWBIE_ROOM=1 -fsanitize=address -fno-omit-frame-pointer")
else()
set(CMAKE_CXX_FLAGS_DEBUG "-Wall -g -std=gnu++1z -DGAME_ID=${GAME_ID} -DMYDEBUG -DDT_VIRTUAL_QUERYFILTER -DNEW_WEAPON_SYS=1 -DNEW_NUM=1 -DA8_PERFT=1 -fsanitize-recover=address")
set(CMAKE_CXX_FLAGS_DEBUG "-Wall -g -std=gnu++1z -DGAME_ID=${GAME_ID} -DDEBUG -DCXY -DSXY -DMAP3D -DDT_VIRTUAL_QUERYFILTER -DNEW_WEAPON_SYS=1 -DNEWBIE_ROOM=1")
endif()
include_directories(
@ -81,18 +81,6 @@ aux_source_directory(buff
SRC_LIST
)
aux_source_directory(ai/base
SRC_LIST
)
aux_source_directory(ai/hero
SRC_LIST
)
aux_source_directory(ai/android
SRC_LIST
)
execute_process(
COMMAND touch -a cs_proto.pb.h
COMMAND touch -a cs_proto.pb.cc
@ -110,7 +98,7 @@ aux_source_directory(.
)
set(EXECUTABLE_OUTPUT_PATH
${PROJECT_BINARY_DIR}/../bin/gameserver/bin
${PROJECT_BINARY_DIR}/../bin
)
add_executable(
@ -144,10 +132,7 @@ target_link_libraries(
if (CMAKE_BUILD_TYPE STREQUAL "Debug")
target_link_libraries(
gameserver${GAME_ID}
behaviac_gcc_release
#behaviac_gcc_debug
boost_stacktrace_backtrace
boost_stacktrace_addr2line
behaviac_gcc_debug
)
else()
target_link_libraries(

View File

@ -13,26 +13,6 @@
#include "app.h"
#include "jsondatamgr.h"
#include "handlermgr.h"
#include "playermgr.h"
class SocketDisconnectHandler : public std::enable_shared_from_this<SocketDisconnectHandler>
{
public:
a8::CommonCbProc cb;
int socket_handle = 0;
list_head entry;
long long add_tick = 0;
std::shared_ptr<SocketDisconnectHandler> holder;
SocketDisconnectHandler()
{
}
~SocketDisconnectHandler()
{
}
};
class GCClientSession: public a8::MixedSession
{
@ -44,22 +24,19 @@ public:
is_activite = true;
#endif
bool warning = false;
while (buflen - offset >= sizeof(f8::WSProxyPackHead_C)) {
f8::WSProxyPackHead_C* p = (f8::WSProxyPackHead_C*)&buf[offset];
if (p->magic_code == f8::MAGIC_CODE) {
if (buflen - offset < sizeof(f8::WSProxyPackHead_C) + p->packlen) {
break;
}
f8::App::Instance()->AddSocketMsg
(SF_GameGate,
(socket_handle << 16) + p->socket_handle,
p->ip_saddr,
p->msgid,
p->seqid,
&buf[offset + sizeof(f8::WSProxyPackHead_C)],
p->packlen,
0);
App::Instance()->AddSocketMsg(SF_GameGate,
(socket_handle << 16) + p->socket_handle,
p->ip_saddr,
p->msgid,
p->seqid,
&buf[offset + sizeof(f8::WSProxyPackHead_C)],
p->packlen);
offset += sizeof(f8::WSProxyPackHead_C) + p->packlen;
} else {
warning = true;
@ -69,15 +46,10 @@ public:
}
if (warning) {
f8::UdpLog::Instance()->Warning("收到client非法数据包 buflen:%d", {buflen});
f8::UdpLog::Instance()->Warning("收到client非法数据包", {});
}
}
virtual void OnConnect() override
{
f8::UdpLog::Instance()->Warning("OnConnect socket_handle:%d", {socket_handle});
}
virtual void OnRawHttpGet(const std::string& url, const std::string& querystr,
std::string& response) override
{
@ -96,7 +68,6 @@ public:
virtual void OnDisConnect() override
{
f8::UdpLog::Instance()->Warning("OnDisConnect socket_handle:%d", {socket_handle});
f8::MsgQueue::Instance()->PostMsg
(IM_ClientSocketDisconnect,
a8::Args
@ -109,6 +80,12 @@ public:
};
static void CreateGameClientSocket(a8::TcpSession **p)
{
*p = new GCClientSession();
(*p)->SetMaxPacketLen(1024 * 1024 * 10);
}
static void GSListeneron_error(a8::TcpListener*, int type, int errorid)
{
f8::UdpLog::Instance()->Debug("GGListeneron_error %d %d", {type, errorid});
@ -126,7 +103,7 @@ static void GSListeneron_error(a8::TcpListener*, int type, int errorid)
void GGListener::Init()
{
tcp_listener_ = std::make_shared<a8::TcpListener>();
tcp_listener_->RegisterSessionClass<GCClientSession>(1024 * 1024 * 10);
tcp_listener_->on_create_client_socket = CreateGameClientSocket;
tcp_listener_->on_error = GSListeneron_error;
tcp_listener_->bind_address = "0.0.0.0";
@ -140,44 +117,10 @@ void GGListener::Init()
int error_id = args.Get<int>(0);
GGListener::Instance()->OnListenError(error_id);
});
f8::MsgQueue::Instance()->RegisterCallBack
(
IM_ClientSocketDisconnect,
[this] (const a8::Args& args)
{
int gg_socket = args.Get<int>(0);
PlayerMgr::Instance()->OnGateDisconnect(gg_socket);
{
std::vector<std::weak_ptr<SocketDisconnectHandler>> del_handlers;
for (auto& pair : disconnect_listener_hash_) {
unsigned short parent_socket_handle = (pair.first >> 16) & 0xFFFF;
if (parent_socket_handle == gg_socket) {
SocketDisconnectHandler *handle = nullptr, *tmp = nullptr;
list_for_each_entry_safe(handle, tmp, &pair.second, entry) {
del_handlers.push_back(handle->holder);
handle->cb(a8::Args({pair.first}));
}
}
}
for (auto handler : del_handlers) {
RemoveSocketDisconnectHandler(handler);
}
}
});
}
void GGListener::UnInit()
{
std::vector<std::weak_ptr<SocketDisconnectHandler>> del_handlers;
for (auto& pair : disconnect_listener_hash_) {
SocketDisconnectHandler *handle = nullptr, *tmp = nullptr;
list_for_each_entry_safe(handle, tmp, &pair.second, entry) {
del_handlers.push_back(handle->holder);
}
}
for (auto& handler : del_handlers) {
RemoveSocketDisconnectHandler(handler);
}
tcp_listener_ = nullptr;
}
@ -214,62 +157,6 @@ long long GGListener::GetSentBytesNum()
void GGListener::OnListenError(int errorid)
{
a8::XPrintf("GGListeneron_error %d\n", {errorid});
f8::App::Instance()->Terminate();
App::Instance()->terminated = true;
exit(1);
}
bool GGListener::DebugNetMsg(int msg_id)
{
return false;
}
std::weak_ptr<SocketDisconnectHandler> GGListener::AddSocketDisconnectListener(int socket_handle, a8::CommonCbProc cb)
{
auto itr = disconnect_listener_hash_.find(socket_handle);
if (itr == disconnect_listener_hash_.end()) {
disconnect_listener_hash_[socket_handle] = list_head();
itr = disconnect_listener_hash_.find(socket_handle);
INIT_LIST_HEAD(&itr->second);
}
auto p = std::make_shared<SocketDisconnectHandler>();
p->socket_handle = socket_handle;
p->cb = cb;
p->add_tick = a8::XGetTickCount();
list_add_tail(&p->entry, &itr->second);
p->holder = p;
return p;
}
void GGListener::RemoveSocketDisconnectHandler(std::weak_ptr<SocketDisconnectHandler> handler)
{
if (!handler.expired()) {
auto p = handler.lock();
p->cb = nullptr;
p->holder = nullptr;
#if 1
f8::UdpLog::Instance()->Warning("RemoveSocketDisconnectHandler socket_handle:%d time:%d",
{
p->socket_handle,
a8::XGetTickCount() - p->add_tick
});
#endif
list_del_init(&p->entry);
}
}
void GGListener::OnClientDisconnect(int socket_handle)
{
auto itr = disconnect_listener_hash_.find(socket_handle);
if (itr != disconnect_listener_hash_.end()) {
std::vector<std::weak_ptr<SocketDisconnectHandler>> del_handlers;
SocketDisconnectHandler *handle = nullptr, *tmp = nullptr;
list_for_each_entry_safe(handle, tmp, &itr->second, entry) {
del_handlers.push_back(handle->holder);
handle->cb(a8::Args({itr->first}));
}
for (auto handler : del_handlers) {
RemoveSocketDisconnectHandler(handler);
}
}
PlayerMgr::Instance()->OnClientDisconnect(socket_handle);
}

View File

@ -4,12 +4,6 @@
#include <f8/types.h>
#include <f8/protoutils.h>
#include <f8/utils.h>
namespace ss
{
class SS_WSP_SocketDisconnect;
}
//game client listener
namespace a8
@ -17,7 +11,6 @@ namespace a8
class TcpListener;
}
class SocketDisconnectHandler;
class GGListener : public a8::Singleton<GGListener>
{
private:
@ -45,15 +38,6 @@ public:
void SendToClient(int sockhandle, unsigned int seqid, T& msg)
{
static int msgid = f8::Net_GetMessageId(msg);
#ifdef MYDEBUG
if (GGListener::Instance()->DebugNetMsg(msgid)) {
a8::XPrintf("SendToClient msgid:%d %s\n",
{
msgid,
f8::PbToJson(&msg)
});
}
#endif
int packet_size = f8::Net_SendProxyMsg(tcp_listener_.get(), sockhandle, seqid, 0, msgid, msg);
if (packet_size > max_packet_size) {
max_packet_size = packet_size;
@ -71,16 +55,10 @@ public:
long long GetSendNodeNum();
long long GetSentNodeNum();
long long GetSentBytesNum();
std::weak_ptr<SocketDisconnectHandler> AddSocketDisconnectListener(int socket_handle, a8::CommonCbProc cb);
void RemoveSocketDisconnectHandler(std::weak_ptr<SocketDisconnectHandler> handler);
bool DebugNetMsg(int msg_id);
void _SS_WSP_SocketDisconnect(f8::MsgHdr* hdr, const ss::SS_WSP_SocketDisconnect& msg);
private:
void OnListenError(int errorid);
void OnClientDisconnect(int socket_handle);
private:
std::shared_ptr<a8::TcpListener> tcp_listener_;
std::map<int, list_head> disconnect_listener_hash_;
};

File diff suppressed because it is too large Load Diff

View File

@ -6,7 +6,6 @@ class Ability
{
public:
Ability(CreatureWeakPtr owner);
~Ability();
void IncImmuneTimes(int tag);
void DecImmuneTimes(int tag);
@ -16,34 +15,45 @@ class Ability
void DecSwitch(int type);
int GetSwitchTimes(int type);
AttrHandle AddAttr(int attr_id, float val);
void RemoveAttr(AttrHandle handler);
float GetAttr(int attr_id);
bool HasAttr(int attr_id);
AttrAbsHandle AddAttrAbs(int attr_id, float value);
void RemoveAttrAbs(AttrAbsHandle handle);
AttrRateHandle AddAttrRate(int attr_id, float value);
void RemoveAttrRate(AttrRateHandle handle);
float GetAttrAbs(int attr_id);
float GetAttrRate(int attr_id);
AttrAdditionHandle AddAttrAddition(int attr_id, float rate);
void RemoveAttrAddition(AttrAdditionHandle handler);
AttrRuduceHandle AddAttrRuduce(int attr_id, float rate);
void RemoveAttrRuduce(AttrRuduceHandle handler);
float GetAttrAddition(int attr_id);
float GetAttrRuduce(int attr_id);
bool HasAddAttr(int attr_id);
bool HasDecAttr(int attr_id);
void GMDelAttr(int attr_id, int idx);
void GMClearAttr();
AttrDirectHandle AddAttrDirect(int attr_id, float value);
void RemoveAttrDirect(AttrDirectHandle handle);
float GetAttrDirect(int attr_id);
void GMDelBaseAttr(int type, int attr_id, int idx);
void GMClearBaseAttr(int type);
void GMDelGrowAttr(int type, int attr_id, int idx);
void GMClearGrowAttr(int type);
std::vector<std::string> GMShowAttrs();
void SetSource(AttrHandle handle, std::shared_ptr<std::function<std::string()>> cb);
private:
void Clear();
void RecalcAttrAbs(int attr_id);
void RecalcAttrRate(int attr_id);
void RecalcAttrAddition(int attr_id);
void RecalcAttrRuduce(int attr_id);
void RecalcAttrDirect(int attr_id);
private:
CreatureWeakPtr owner_;
std::array<std::tuple<float, list_head>, kHAT_End> attr_abs_ = {};
std::array<std::tuple<float, list_head>, kHAT_End> attr_rate_ = {};
std::array<std::tuple<float, list_head>, kHAT_End> attr_add_ = {};
std::array<std::tuple<float, list_head>, kHAT_End> attr_dec_ = {};
std::array<list_head, kHAT_End> attr_list_ = {};
std::array<std::tuple<float, list_head>, kHVAT_End - kHVAT_Begin> vattr_add_ = {};
std::array<std::tuple<float, list_head>, kHVAT_End - kHVAT_Begin> vattr_dec_ = {};
std::array<list_head, kHVAT_End - kHVAT_Begin> vattr_list_ = {};
std::array<std::tuple<float, list_head>, kHAT_End> attr_direct_ = {};
std::array<int, kSwitchTimeEnd> switch_times_ = {};
std::map<int, int> immune_tags_;

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