213 lines
6.7 KiB
C++
213 lines
6.7 KiB
C++
#include "precompile.h"
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#include "android_agent.h"
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#include "android.h"
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#include "room.h"
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#include "movehelper.h"
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AndroidAgent::AndroidAgent():BaseAgent()
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{
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}
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AndroidAgent::~AndroidAgent()
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{
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}
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State_e AndroidAgent::GetState()
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{
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return kPreBattle;
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}
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behaviac::EBTStatus AndroidAgent::DoIdle(int min_time, int max_time)
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{
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if (status_ == behaviac::BT_RUNNING) {
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return DoRunningCb();
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}
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int idle_time = a8::RandEx(min_time, max_time);
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xtimer_list* timer = GetOwner()->room->xtimer.AddDeadLineTimerAndAttach
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(
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idle_time / FRAME_RATE_MS,
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a8::XParams(),
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[] (const a8::XParams& param)
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{
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},
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&GetOwner()->xtimer_attacher.timer_list_);
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std::weak_ptr<a8::XTimerPtr> timer_ptr = GetOwner()->room->xtimer.GetTimerPtr(timer);
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status_runing_cb_ =
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[this, timer_ptr] ()
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{
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if (timer_ptr.lock()) {
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return behaviac::BT_RUNNING;
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} else {
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status_ = behaviac::BT_SUCCESS;
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return behaviac::BT_SUCCESS;
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}
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};
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status_ = behaviac::BT_RUNNING;
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return status_;
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}
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behaviac::EBTStatus AndroidAgent::DoRandomWalk()
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{
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if (status_ == behaviac::BT_RUNNING) {
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return DoRunningCb();
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}
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a8::Vec2 dir = GetOwner()->GetMoveDir();
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dir.Rotate((10 + rand() % 360)/ 180.0f);
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dir.Normalize();
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GetOwner()->SetMoveDir(dir);
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GetOwner()->SetAttackDir(dir);
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GetOwner()->GetMoveHelper()->CalcTargetPos(200);
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if (GetOwner()->GetMoveHelper()->GetPathSize() <= 0) {
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return behaviac::BT_FAILURE;
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}
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status_runing_cb_ =
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[this] ()
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{
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if (GetOwner()->GetMoveHelper()->GetPathSize() <= 0) {
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status_ = behaviac::BT_SUCCESS;
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return behaviac::BT_SUCCESS;
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} else {
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return behaviac::BT_RUNNING;
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}
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};
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status_ = behaviac::BT_RUNNING;
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return status_;
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}
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behaviac::EBTStatus AndroidAgent::DoRandomShot()
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{
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if (status_ == behaviac::BT_RUNNING) {
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return status_runing_cb_();
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}
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a8::Vec2 dir = GetOwner()->GetMoveDir();
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dir.Rotate((10 + rand() % 360)/ 180.0f);
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dir.Normalize();
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GetOwner()->SetMoveDir(dir);
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GetOwner()->SetAttackDir(dir);
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bool shot_ok = false;
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a8::Vec2 shot_dir = dir;
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GetOwner()->Shot(shot_dir, shot_ok, 0, 0);
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long long last_frameno = GetOwner()->room->GetFrameNo();
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status_runing_cb_ =
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[this, last_frameno] ()
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{
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if (GetOwner()->room->GetFrameNo() - last_frameno > SERVER_FRAME_RATE * 3) {
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status_ = behaviac::BT_SUCCESS;
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return behaviac::BT_SUCCESS;
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} else {
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bool shot_ok = false;
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a8::Vec2 shot_dir = GetOwner()->GetAttackDir();
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GetOwner()->Shot(shot_dir, shot_ok, 0, 0);
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return behaviac::BT_RUNNING;
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}
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};
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status_ = behaviac::BT_RUNNING;
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return status_;
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}
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behaviac::EBTStatus AndroidAgent::DoAttack()
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{
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if (status_ == behaviac::BT_RUNNING) {
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return DoRunningCb();
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}
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Human* enemy = GetOwner()->room->FindEnemy(GetOwner()->AsHuman(), 300);
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if (!enemy) {
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return behaviac::BT_FAILURE;
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}
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a8::Vec2 dir = enemy->GetPos() - GetOwner()->GetPos();
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dir.Normalize();
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GetOwner()->SetMoveDir(dir);
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GetOwner()->SetAttackDir(dir);
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bool shot_ok = false;
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a8::Vec2 shot_dir = dir;
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GetOwner()->Shot(shot_dir, shot_ok, 0, 0);
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long long last_frameno = GetOwner()->room->GetFrameNo();
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status_runing_cb_ =
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[this, last_frameno] ()
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{
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if (GetOwner()->room->GetFrameNo() - last_frameno > SERVER_FRAME_RATE * 3) {
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status_ = behaviac::BT_SUCCESS;
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return behaviac::BT_SUCCESS;
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} else {
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bool shot_ok = false;
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a8::Vec2 shot_dir = GetOwner()->GetAttackDir();
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GetOwner()->Shot(shot_dir, shot_ok, 0, 0);
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return behaviac::BT_RUNNING;
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}
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};
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status_ = behaviac::BT_RUNNING;
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return status_;
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}
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behaviac::EBTStatus AndroidAgent::DoPursuit()
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{
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if (status_ == behaviac::BT_RUNNING) {
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return DoRunningCb();
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}
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Human* enemy = GetOwner()->room->FindEnemy(GetOwner()->AsHuman(), 500);
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if (!enemy) {
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return behaviac::BT_FAILURE;
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}
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CreatureWeakPtr target = enemy->GetWeakPtrRef();
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long long last_frameno = GetOwner()->room->GetFrameNo();
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long long last_pursuit_frameno = GetOwner()->room->GetFrameNo();
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status_runing_cb_ =
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[this, last_frameno, target, last_pursuit_frameno] () mutable
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{
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if (GetOwner()->room->GetFrameNo() - last_frameno > SERVER_FRAME_RATE * 10 ||
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!target.Get() || target.Get()->dead) {
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status_ = behaviac::BT_SUCCESS;
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return behaviac::BT_SUCCESS;
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} else {
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a8::Vec2 dir = target.Get()->GetPos() - GetOwner()->GetPos();
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if (dir.Norm() <= 1.0f) {
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GetOwner()->GetMoveHelper()->CalcTargetPos(60);
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last_pursuit_frameno = GetOwner()->room->GetFrameNo();
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} else {
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bool is_shot = false;
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if (dir.Norm() > 300) {
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if (GetOwner()->GetMoveHelper()->GetPathSize() < 1) {
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dir.Normalize();
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GetOwner()->SetMoveDir(dir);
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GetOwner()->SetAttackDir(dir);
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GetOwner()->GetMoveHelper()->CalcTargetPos(200);
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last_pursuit_frameno = GetOwner()->room->GetFrameNo();
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} else {
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if (GetOwner()->room->GetFrameNo() - last_pursuit_frameno > SERVER_FRAME_RATE * 1) {
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dir.Normalize();
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GetOwner()->SetMoveDir(dir);
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GetOwner()->SetAttackDir(dir);
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GetOwner()->GetMoveHelper()->CalcTargetPos(200);
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last_pursuit_frameno = GetOwner()->room->GetFrameNo();
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}
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}
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} else {
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dir.Normalize();
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is_shot = true;
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}
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if (is_shot) {
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bool shot_ok = false;
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a8::Vec2 shot_dir = dir;
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GetOwner()->SetAttackDir(dir);
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GetOwner()->Shot(shot_dir, shot_ok, 0, 0);
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}
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}
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return behaviac::BT_RUNNING;
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}
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};
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status_ = behaviac::BT_RUNNING;
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return status_;
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}
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