105 lines
3.2 KiB
C++
105 lines
3.2 KiB
C++
#pragma once
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#include "precompile.h"
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#include "behaviac/behaviac.h"
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#include "behaviac_customized_types.h"
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#define MAKE_BTCONTEXT(...) \
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[] (CreatureWeakPtr owner, BaseAgent* agent) \
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{ \
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class Context : public BtContext \
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{public: \
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__VA_ARGS__; \
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std::function<void()> _destory_cb; \
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~Context() { if (_destory_cb) { _destory_cb(); };}; \
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}; \
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auto context = std::make_shared<Context>(); \
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context->SetOwner(owner); \
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return context; \
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}(GetOwner()->GetWeakPtrRef(), this)
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namespace a8
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{
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template<typename T>
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static auto SpToWp(std::shared_ptr<T> sp)
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{
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return std::weak_ptr<T>(sp);
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}
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}
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class BtCoroutine;
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class Creature;
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class BaseAgent : public behaviac::Agent
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{
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public:
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BaseAgent();
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virtual ~BaseAgent();
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BEHAVIAC_DECLARE_AGENTTYPE(BaseAgent, behaviac::Agent)
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int find_enemy_target_uniid = 0;
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int selected_skill_id = 0;
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void Exec();
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bool IsGameOver();
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bool HasTarget(float range);
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bool HasBuffEffect(int buff_effect);
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float GetAttackRange();
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void SetBulletTraceMode(bool mode);
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bool CanUseSkill(int skill_id);
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int GetUseableSkill(Creature* target);
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bool CurrentTargetMoveCanReach();
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glm::vec3 GetPos();
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bool MoveCanReach(const glm::vec3& pos);
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bool ShotCanReach(const glm::vec3& target_pos);
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bool CurrentTargetIsValid();
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float GetCurrentTargetDistance();
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float GetFindEnemyResultTargetDistance();
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glm::vec3 GetFindEnemyResultTargetPos();
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void SetCurrentTarget(int target_uniid);
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int GetFindEnemyResultTargetUniId();
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bool IsNearGas(float distance);
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float GetSafeAreaRadius();
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bool IsDead();
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behaviac::EBTStatus CoAttackTarget(int target_id);
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behaviac::EBTStatus DoIdle(int min_time, int max_time);
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behaviac::EBTStatus DoUseSkill(int skill_id);
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behaviac::EBTStatus CoFindPath(float x, float y, float z);
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behaviac::EBTStatus SelectUseableSkill(const behaviac::vector<int> skill_ids);
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behaviac::EBTStatus CoFindPathToCurrentTarget(float distance);
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behaviac::EBTStatus CoMoveToCurrentTarget(float distance);
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behaviac::EBTStatus FindEnemy(float range);
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behaviac::EBTStatus DoSkill(int skill_id);
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behaviac::EBTStatus CoShot();
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behaviac::EBTStatus CoRunGas();
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public:
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void SetOwner(Creature* owner) { owner_ = owner; };
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Creature* GetOwner() { return owner_; };
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protected:
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behaviac::EBTStatus DoRunningCb();
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behaviac::EBTStatus StartCoroutine(std::shared_ptr<BtCoroutine> coroutine);
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bool InternalUseSkill(int skill_id, CreatureWeakPtr target, int& wait_time);
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void Sleep(int time);
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protected:
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CreatureWeakPtr current_target_;
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bool bullet_trace_mode_ = false;
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#ifdef DEBUG
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behaviac::EBTStatus last_status_ = behaviac::BT_INVALID;
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long long status_frameno_ = 0;
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const char* status_name_ = nullptr;
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#endif
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behaviac::EBTStatus status_= behaviac::BT_SUCCESS;
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private:
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Creature* owner_ = nullptr;
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std::shared_ptr<BtCoroutine> coroutine_;
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};
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