game2006/server/gameserver/base_agent.cc
aozhiwei 35d3ae5343 1
2023-08-16 18:57:55 +08:00

611 lines
18 KiB
C++

#include "precompile.h"
#include "base_agent.h"
#include "room.h"
#include "creature.h"
#include "human.h"
#include "movement.h"
#include "glmhelper.h"
#include "trigger.h"
#include "skill.h"
#include "btcontext.h"
#include "btevent.h"
#include "btcoroutine.h"
#include "mapinstance.h"
#include "f8/btmgr.h"
#include "mt/Equip.h"
#include "mt/Skill.h"
#include "mt/Hero.h"
#include "mt/Param.h"
void DumpBt(BaseAgent* agent)
{
static std::string last_bt_name;
static int last_task_id = 0;
std::string data = "CurrentBt: " + f8::BtMgr::Instance()->BtGetCurrent(agent)->GetName() + ": ";
const behaviac::BehaviorTask* curr_task = f8::BtMgr::Instance()->BtGetCurrent(agent)->GetCurrentTask();
if (last_bt_name != f8::BtMgr::Instance()->BtGetCurrent(agent)->GetName() ||
last_task_id != curr_task->GetId()) {
last_bt_name = f8::BtMgr::Instance()->BtGetCurrent(agent)->GetName();
last_task_id = curr_task->GetId();
while (curr_task) {
data += a8::Format("->%d",
{
curr_task->GetId(),
});
curr_task = curr_task->GetCurrentTask();
}
a8::XPrintf("%s\n", {data});
}
}
BaseAgent::BaseAgent():behaviac::Agent()
{
}
BaseAgent::~BaseAgent()
{
}
bool BaseAgent::IsGameOver()
{
return GetOwner()->room->IsGameOver();
}
void BaseAgent::Exec()
{
behaviac::EBTStatus status = f8::BtMgr::Instance()->BtExec(this);
if (status == behaviac::BT_RUNNING && coroutine_ && coroutine_->GetContext()->HasEvent()) {
status_= behaviac::BT_INVALID;
auto old_coroutine = coroutine_;
coroutine_ = nullptr;
GetOwner()->shot_hold = false;
old_coroutine->GetContext()->FireEvent(this);
old_coroutine = nullptr;
}
}
bool BaseAgent::HasTarget(float range)
{
Creature* enemy = GetOwner()->room->FindEnemy(GetOwner(), range);
return enemy != nullptr;
}
behaviac::EBTStatus BaseAgent::DoRunningCb()
{
if (status_ != behaviac::BT_RUNNING) {
abort();
}
if (GetOwner()->room->GetFrameNo() < coroutine_->sleep_end_frameno) {
return behaviac::BT_RUNNING;
}
status_ = coroutine_->runing_cb();
#ifdef DEBUG1
if ((GetOwner()->room->GetFrameNo() - status_frameno_) % SERVER_FRAME_RATE == 0 ||
last_status_ != status_) {
last_status_ = status_;
a8::XPrintf("Running Status:%s %d\n", {status_name_, status_});
}
#endif
if (status_ != behaviac::BT_RUNNING) {
coroutine_ = nullptr;
}
return status_;
}
behaviac::EBTStatus BaseAgent::StartCoroutine(std::shared_ptr<BtCoroutine> coroutine)
{
coroutine_ = coroutine;
#ifdef DEBUG
last_status_ = behaviac::BT_INVALID;
status_frameno_ = GetOwner()->room->GetFrameNo();
status_name_ = coroutine_->GetName();
#endif
status_ = behaviac::BT_RUNNING;
return status_;
}
bool BaseAgent::HasBuffEffect(int buff_effect)
{
return owner_->HasBuffEffect(buff_effect);
}
float BaseAgent::GetAttackRange()
{
if (owner_->GetCurrWeapon()) {
return owner_->GetCurrWeapon()->meta->range();
}
return 0.0f;
}
void BaseAgent::SetBulletTraceMode(bool mode)
{
bullet_trace_mode_ = mode;
}
bool BaseAgent::CanUseSkill(int skill_id)
{
return false;
}
int BaseAgent::GetUseableSkill(Creature* target)
{
#if 0
if (!target->IsPlayer()) {
return -1;
}
#endif
#ifdef DEBUG
#if 0
if (GetOwner()->IsHuman()) {
return -1;
}
#endif
#endif
Skill* skill = GetOwner()->GetMainSkill();
if (skill && GetOwner()->CanUseSkill(skill->GetSkillId())) {
if (skill->GetMinorType()) {
return -1;
}
return skill->GetSkillId();
}
return -1;
}
bool BaseAgent::InternalUseSkill(int skill_id, CreatureWeakPtr target, int& wait_time)
{
if (GlmHelper::IsEqual2D(GetOwner()->GetPos().ToGlmVec3(),
target.Get()->GetPos().ToGlmVec3())) {
return false;
}
Skill* skill = GetOwner()->GetSkill(skill_id);
if (skill) {
#ifdef DEBUG
a8::XPrintf("agent use skill:%d cd:%f\n", {skill_id, skill->GetCd()});
#endif
wait_time = 500;
glm::vec3 skill_dir = target.Get()->GetPos().ToGlmVec3() - GetOwner()->GetPos().ToGlmVec3();
float skill_distance = GlmHelper::Norm(skill_dir);
GlmHelper::Normalize(skill_dir);
switch (skill->GetCurrSkillMeta()->GetMagicId()) {
case MAGIC_20101_HL:
{
GetOwner()->DoSkill(skill->GetSkillId(), target.Get()->GetUniId(), skill_dir, skill_distance);
return true;
}
break;
case MAGIC_20701_BAO:
{
GetOwner()->DoSkill(skill->GetSkillId(), target.Get()->GetUniId(), skill_dir, skill_distance);
return true;
}
break;
case MAGIC_20801_LONG:
{
GetOwner()->DoSkill(skill->GetSkillId(), target.Get()->GetUniId(), skill_dir, skill_distance);
return true;
}
break;
case MAGIC_20901_XIONG:
{
GetOwner()->DoSkill(skill->GetSkillId(), target.Get()->GetUniId(), skill_dir, skill_distance);
return true;
}
break;
case MAGIC_21001_NIU:
{
#if 0
GetOwner()->DoSkill(skill->GetSkillId(), target.Get()->GetUniId(), skill_dir, skill_distance);
return true;
#endif
}
break;
case MAGIC_20201_HX:
{
GetOwner()->DoSkill(skill->GetSkillId(), target.Get()->GetUniId(), skill_dir, skill_distance);
return true;
}
break;
case MAGIC_20401_MAO:
{
GetOwner()->DoSkill(skill->GetSkillId(), target.Get()->GetUniId(), skill_dir, skill_distance);
return true;
}
break;
case MAGIC_20601_DJS:
{
GetOwner()->DoSkill(skill->GetSkillId(), target.Get()->GetUniId(), skill_dir, skill_distance);
return true;
}
break;
case MAGIC_20301_XL:
{
skill_distance = 30;
GetOwner()->DoSkill(skill->GetSkillId(), target.Get()->GetUniId(), skill_dir, skill_distance);
return true;
}
break;
case MAGIC_20501_TZ:
{
GetOwner()->DoSkill(skill->GetSkillId(), target.Get()->GetUniId(), skill_dir, skill_distance);
return true;
}
break;
case MAGIC_60100_1_BOSS:
case MAGIC_60100_2_BOSS:
case MAGIC_60100_3_BOSS:
{
GetOwner()->DoSkill(skill->GetSkillId(), target.Get()->GetUniId(), skill_dir, skill_distance);
return true;
}
break;
default:
{
}
break;
}
}
return false;
}
void BaseAgent::Sleep(int time)
{
if (coroutine_) {
coroutine_->sleep_end_frameno = GetOwner()->room->GetFrameNo() + time / SERVER_FRAME_RATE;
coroutine_->sleep_time = time;
}
}
bool BaseAgent::CurrentTargetMoveCanReach()
{
bool ret = false;
if (!current_target_.Get()) {
ret = false;
} else {
ret = GetOwner()->room->MoveCanReach(GetOwner()->GetPos().ToGlmVec3(),
current_target_.Get()->GetPos().ToGlmVec3());
}
#ifdef DEBUG
if (GetOwner()->GetHeroMeta()->id() == 60100) {
a8::XPrintf("CurrentTargetMoveCanReach %f\n", {ret});
}
#endif
return ret;
}
behaviac::EBTStatus BaseAgent::DoSkill(int skill_id)
{
if (!current_target_.Get()) {
return behaviac::BT_FAILURE;
}
int wait_time = 0;
if (InternalUseSkill(skill_id, current_target_, wait_time)) {
return behaviac::BT_SUCCESS;
}
return behaviac::BT_FAILURE;
}
glm::vec3 BaseAgent::GetPos()
{
return GetOwner()->GetPos().ToGlmVec3();
}
bool BaseAgent::MoveCanReach(const glm::vec3& pos)
{
return GetOwner()->room->MoveCanReach(GetOwner()->GetPos().ToGlmVec3(),
pos);
}
behaviac::EBTStatus BaseAgent::SelectUseableSkill(const behaviac::vector<int> skill_ids)
{
selected_skill_id = 0;
if (!current_target_.Get()) {
return behaviac::BT_FAILURE;
}
if (GlmHelper::IsEqual2D(GetOwner()->GetPos().ToGlmVec3(),
current_target_.Get()->GetPos().ToGlmVec3())) {
}
for (int skill_id : skill_ids) {
Skill* skill = GetOwner()->GetSkill(skill_id);
if (skill && GetOwner()->CanUseSkill(skill->GetSkillId())) {
if (!skill->GetMinorType()) {
if (current_target_.Get()->GetPos().Distance2D2(GetOwner()->GetPos()) >
skill->meta->skill_distance()) {
continue;
}
selected_skill_id = skill->GetSkillId();
return behaviac::BT_SUCCESS;
}
}
}
return behaviac::BT_FAILURE;
}
behaviac::EBTStatus BaseAgent::CoFindPathToCurrentTarget(float distance)
{
if (status_ == behaviac::BT_RUNNING) {
return DoRunningCb();
}
if (!current_target_.Get()) {
return behaviac::BT_FAILURE;
}
bool ret = GetOwner()->GetMovement()->FindPath(current_target_.Get()->GetPos().ToGlmVec3(), distance);
if (!ret) {
return behaviac::BT_FAILURE;
}
auto context = MAKE_BTCONTEXT
(
);
#ifdef DEBUG
a8::XPrintf("CoFindPathToCurrentTarget %d\n", {current_target_.Get()->GetUniId()});
#endif
auto co = std::make_shared<BtCoroutine>(context, "CoFindPathToCurrentTarget");
co->runing_cb =
[this, context] ()
{
if (GetOwner()->dead) {
return behaviac::BT_FAILURE;
}
if (GetOwner()->GetMovement()->GetPathSize() <= 0) {
return behaviac::BT_SUCCESS;
}
return behaviac::BT_RUNNING;
};
return StartCoroutine(co);
}
behaviac::EBTStatus BaseAgent::CoMoveToCurrentTarget(float distance)
{
if (status_ == behaviac::BT_RUNNING) {
return DoRunningCb();
}
if (!current_target_.Get()) {
return behaviac::BT_FAILURE;
}
float target_distance = GetOwner()->GetPos().Distance2D2(current_target_.Get()->GetPos());
if (target_distance > 1 && target_distance < 2) {
return behaviac::BT_SUCCESS;
}
/*
if (GlmHelper::IsEqual2D(GetOwner()->GetPos().ToGlmVec3(),
current_target_.Get()->GetPos().ToGlmVec3())) {
return behaviac::BT_SUCCESS;
}*/
auto context = MAKE_BTCONTEXT
(
CreatureWeakPtr target;
);
context->target = current_target_;
if (target_distance < 1) {
GetOwner()->GetMovement()->CalcTargetPos(60);
} else {
glm::vec3 dir = GetOwner()->GetPos().CalcDir(context->target.Get()->GetPos());
GlmHelper::Normalize(dir);
GetOwner()->SetMoveDir(dir);
GetOwner()->SetAttackDir(dir);
GetOwner()->GetMovement()->CalcTargetPos(60);
}
#ifdef DEBUG
a8::XPrintf("CoMoveToCurrentTarget %d\n", {current_target_.Get()->GetUniId()});
#endif
auto co = std::make_shared<BtCoroutine>(context, "CoMoveToCurrentTarget");
co->runing_cb =
[this, context] ()
{
if (GetOwner()->dead) {
return behaviac::BT_FAILURE;
}
if (GetOwner()->GetMovement()->GetPathSize() <= 0) {
if (context->target.Get()) {
if (GlmHelper::IsEqual2D(GetOwner()->GetPos().ToGlmVec3(),
current_target_.Get()->GetPos().ToGlmVec3())) {
} else {
glm::vec3 dir = GetOwner()->GetPos().CalcDir(context->target.Get()->GetPos());
GlmHelper::Normalize(dir);
GetOwner()->SetMoveDir(dir);
GetOwner()->SetAttackDir(dir);
}
}
return behaviac::BT_SUCCESS;
}
return behaviac::BT_RUNNING;
};
return StartCoroutine(co);
}
bool BaseAgent::CurrentTargetIsValid()
{
bool ret = current_target_.Get() && !current_target_.Get()->dead;
#ifdef DEBUG
if (GetOwner()->GetHeroMeta()->id() == 60100 && !ret) {
a8::XPrintf("CurrentTargetIsValid %d\n", {ret});
}
#endif
return ret;
}
behaviac::EBTStatus BaseAgent::FindEnemy(float range)
{
Creature* enemy = GetOwner()->room->FindEnemy(GetOwner(), range);
find_enemy_target_uniid = enemy ? enemy->GetUniId() : 0;
#ifdef DEBUG
if (GetOwner()->GetHeroMeta()->id() == 60100) {
a8::XPrintf("FindEnemy %f\n", {find_enemy_target_uniid});
}
#endif
return enemy ? behaviac::BT_SUCCESS : behaviac::BT_FAILURE;
}
float BaseAgent::GetCurrentTargetDistance()
{
float distance = 0;
if (current_target_.Get()) {
distance = current_target_.Get()->GetPos().Distance2D2(GetOwner()->GetPos());
}
#ifdef DEBUG1
if (GetOwner()->GetHeroMeta()->id() == 60100) {
a8::XPrintf("GetCurrentTargetDistance %f\n", {distance});
}
#endif
return distance;
}
float BaseAgent::GetFindEnemyResultTargetDistance()
{
abort();
return 0;
}
glm::vec3 BaseAgent::GetFindEnemyResultTargetPos()
{
abort();
return glm::vec3(0.0f, 0.0f, 0.0f);
}
void BaseAgent::SetCurrentTarget(int target_uniid)
{
#ifdef DEBUG
if (GetOwner()->GetHeroMeta()->id() == 60100) {
a8::XPrintf("SetCurrentTarget %f\n", {target_uniid});
}
#endif
current_target_.Reset();
Creature* c = GetOwner()->room->GetCreatureByUniId(target_uniid);
if (c) {
current_target_ = c->GetWeakPtrRef();
}
}
int BaseAgent::GetFindEnemyResultTargetUniId()
{
return find_enemy_target_uniid;
}
bool BaseAgent::ShotCanReach(const glm::vec3& target_pos)
{
abort();
return false;
}
behaviac::EBTStatus BaseAgent::CoShot()
{
if (status_ == behaviac::BT_RUNNING) {
return DoRunningCb();
}
if (!current_target_.Get()) {
return behaviac::BT_FAILURE;
}
if (GlmHelper::IsEqual2D(GetOwner()->GetPos().ToGlmVec3(),
current_target_.Get()->GetPos().ToGlmVec3())) {
return behaviac::BT_FAILURE;
}
if (!GetOwner()->GetCurrWeapon()) {
return behaviac::BT_FAILURE;
}
glm::vec3 dir = GetOwner()->GetPos().CalcDir(current_target_.Get()->GetPos());
if (GlmHelper::Norm(dir) > GetAttackRange()) {
#ifdef DEBUG
a8::XPrintf("CoShot Failed %f\n", {GlmHelper::Norm(dir)});
#endif
return behaviac::BT_FAILURE;
}
bool shot_ok = false;
GlmHelper::Normalize(dir);
GetOwner()->SetAttackDir(dir);
GetOwner()->shot_hold = true;
GetOwner()->Shot(AdjustShotDir(dir), shot_ok, 0, 0);
return behaviac::BT_SUCCESS;
}
bool BaseAgent::IsNearGas(float distance)
{
return GetOwner()->IsNearGas(distance);
}
behaviac::EBTStatus BaseAgent::CoRunGas()
{
if (status_ == behaviac::BT_RUNNING) {
return DoRunningCb();
}
if (GetSafeAreaRadius() < 200) {
return behaviac::BT_SUCCESS;
}
auto context = MAKE_BTCONTEXT
(
int try_count = 0;
long long frameno = 0;
bool find_ok = false;
glm::vec3 target_pos;
);
context->frameno = GetOwner()->room->GetFrameNo();
auto co = std::make_shared<BtCoroutine>(context, "CoRunGas");
co->runing_cb =
[this, context] ()
{
if (GetOwner()->dead) {
return behaviac::BT_FAILURE;
}
if (context->find_ok) {
if (GetOwner()->GetMovement()->GetPathSize() <= 0) {
return behaviac::BT_SUCCESS;
} else {
return behaviac::BT_RUNNING;
}
}
if (GetSafeAreaRadius() < 200) {
return behaviac::BT_SUCCESS;
}
glm::vec3 gas_center = glm::vec3(
GetOwner()->room->GetGasData().pos_new.x,
0,
GetOwner()->room->GetGasData().pos_new.y
);
if (GlmHelper::IsEqual2D(GetOwner()->GetPos().ToGlmVec3(),
gas_center)) {
return behaviac::BT_SUCCESS;
}
++context->try_count;
if (context->try_count > 3) {
return behaviac::BT_FAILURE;
}
gas_center.y = GetOwner()->GetPos().ToGlmVec3().y;
glm::vec3 dir = gas_center - GetOwner()->GetPos().ToGlmVec3();
GlmHelper::Normalize(dir);
glm::vec3 center = GetOwner()->GetPos().ToGlmVec3() +
dir * (30.0f + (float)context->try_count * 50.0f);
GetOwner()->room->map_instance->Scale(center);
glm::vec3 point;
bool ok = GetOwner()->room->map_instance->FindConnectableNearestPoint(center, 50, point);
if (ok) {
GetOwner()->room->map_instance->UnScale(point);
bool ret = GetOwner()->GetMovement()->FindPath(point, 0);
if (ret) {
context->find_ok = true;
context->target_pos = point;
}
}
return behaviac::BT_RUNNING;
};
return StartCoroutine(co);
}
float BaseAgent::GetSafeAreaRadius()
{
return GetOwner()->room->GetGasData().gas_progress;
}
bool BaseAgent::IsDead()
{
return GetOwner()->dead;
}