game2006/server/gameserver/hero_agent.cc
aozhiwei a7e03d0207 1
2023-04-05 16:36:53 +08:00

583 lines
20 KiB
C++

#include "precompile.h"
#include <a8/holder.h>
#include "hero_agent.h"
#include "hero.h"
#include "room.h"
#include "movement.h"
#include "trigger.h"
#include "glmhelper.h"
#include "mapinstance.h"
#include "human.h"
#include "mt/Map.h"
HeroAgent::HeroAgent():BaseAgent()
{
}
HeroAgent::~HeroAgent()
{
}
behaviac::EBTStatus HeroAgent::DoRandomWalk()
{
if (status_ == behaviac::BT_RUNNING) {
return DoRunningCb();
}
glm::vec3 dir = GetOwner()->GetMoveDir();
GlmHelper::RotateY(dir, (10 + rand() % 360)/ 180.0f);
GlmHelper::Normalize(dir);
GetOwner()->SetMoveDir(dir);
GetOwner()->SetAttackDir(dir);
GetOwner()->GetMovement()->CalcTargetPos(200);
if (GetOwner()->GetMovement()->GetPathSize() <= 0) {
return behaviac::BT_FAILURE;
}
auto context = A8_MAKE_SMART_ANON_STRUCT_SHARED
(
CreatureWeakPtr owner;
CreatureWeakPtr last_attacker;
long long last_attacked_frameno = 0;
std::weak_ptr<EventHandlerPtr> handler;
);
context->owner = GetOwner()->GetWeakPtrRef();
context->handler = GetOwner()->GetTrigger()->AddListener
(
kAttacked,
[context_wp = context->GetWp()] (const a8::Args& args)
{
if (!context_wp.expired()) {
auto context = context_wp.lock();
Creature* c = args.Get<Creature*>(0);
context->last_attacker = c->GetWeakPtrRef();
context->last_attacked_frameno = c->room->GetFrameNo();
}
});
context->_destory_cb =
(
[context = context.get()] ()
{
if (context->owner.Get()) {
context->owner.Get()->GetTrigger()->RemoveEventHandler(context->handler);
}
});
auto co = std::make_shared<BtCoroutine>(context, "CoRandomWalk");
co->runing_cb =
[this, context] ()
{
if (GetOwner()->GetMovement()->GetPathSize() <= 0) {
return behaviac::BT_SUCCESS;
} else {
return behaviac::BT_RUNNING;
}
};
co->event_cb =
[this, context]
(bool is_test, bool& has_event) mutable
{
has_event = context->last_attacker.Get() && !context->last_attacker.Get()->dead ? true : false;
if (!is_test && has_event) {
FireEvent("OnAttacked",
context->last_attacker.Get()->GetUniId(),
context->last_attacked_frameno);
}
};
return StartCoroutine(co);
}
behaviac::EBTStatus HeroAgent::DoRandomShot()
{
if (status_ == behaviac::BT_RUNNING) {
return DoRunningCb();
}
glm::vec3 dir = GetOwner()->GetMoveDir();
GlmHelper::RotateY(dir, (10 + rand() % 360)/ 180.0f);
GlmHelper::Normalize(dir);
GetOwner()->SetMoveDir(dir);
GetOwner()->SetAttackDir(dir);
bool shot_ok = false;
glm::vec3 shot_dir = dir;
GetOwner()->Shot(shot_dir, shot_ok, 0, 0);
auto context = A8_MAKE_SMART_ANON_STRUCT_SHARED
(
CreatureWeakPtr owner;
CreatureWeakPtr last_attacker;
long long last_attacked_frameno = 0;
long long last_frameno = 0;
std::weak_ptr<EventHandlerPtr> handler;
);
context->owner = GetOwner()->GetWeakPtrRef();
context->last_frameno = GetOwner()->room->GetFrameNo();
context->handler = GetOwner()->GetTrigger()->AddListener
(
kAttacked,
[context_wp = context->GetWp()] (const a8::Args& args)
{
if (!context_wp.expired()) {
auto context = context_wp.lock();
Creature* c = args.Get<Creature*>(0);
context->last_attacker = c->GetWeakPtrRef();
context->last_attacked_frameno = c->room->GetFrameNo();
}
});
context->_destory_cb =
(
[context = context.get()] ()
{
if (context->owner.Get()) {
context->owner.Get()->GetTrigger()->RemoveEventHandler(context->handler);
}
});
auto co = std::make_shared<BtCoroutine>(context, "CoRandomShot");
co->runing_cb =
[this, context] ()
{
if (GetOwner()->room->GetFrameNo() - context->last_frameno > SERVER_FRAME_RATE * 3) {
return behaviac::BT_SUCCESS;
} else {
bool shot_ok = false;
glm::vec3 shot_dir = GetOwner()->GetAttackDir();
GetOwner()->Shot(shot_dir, shot_ok, 0, 0);
return behaviac::BT_RUNNING;
}
};
co->event_cb =
[this, context]
(bool is_test, bool& has_event) mutable
{
has_event = context->last_attacker.Get() && !context->last_attacker.Get()->dead ? true : false;
if (!is_test && has_event) {
FireEvent("OnAttacked",
context->last_attacker.Get()->GetUniId(),
context->last_attacked_frameno);
}
};
return StartCoroutine(co);
}
behaviac::EBTStatus HeroAgent::DoAttack()
{
if (status_ == behaviac::BT_RUNNING) {
return DoRunningCb();
}
Creature* enemy = GetOwner()->room->FindEnemy(GetOwner(), 300);
if (!enemy) {
return behaviac::BT_FAILURE;
}
if (GlmHelper::IsEqual2D(GetOwner()->GetPos().ToGlmVec3(), enemy->GetPos().ToGlmVec3())) {
return behaviac::BT_FAILURE;
}
#if 0
enemy = ((Hero*)GetOwner())->master.Get();
#endif
glm::vec3 dir = GetOwner()->GetPos().CalcDir(enemy->GetPos());
GlmHelper::Normalize(dir);
GetOwner()->SetMoveDir(dir);
GetOwner()->SetAttackDir(dir);
bool shot_ok = false;
glm::vec3 shot_dir = dir;
if (bullet_trace_mode_) {
GetOwner()->Shot(shot_dir, shot_ok, 0, enemy->GetUniId());
} else {
GetOwner()->Shot(shot_dir, shot_ok, 0, 0);
}
auto context = A8_MAKE_SMART_ANON_STRUCT_SHARED
(
CreatureWeakPtr owner;
CreatureWeakPtr target;
long long last_frameno = 0;
CreatureWeakPtr last_attacker;
long long last_attacked_frameno = 0;
std::weak_ptr<EventHandlerPtr> handler;
);
context->owner = GetOwner()->GetWeakPtrRef();
context->target = enemy->GetWeakPtrRef();
context->last_frameno = GetOwner()->room->GetFrameNo();
if (GetOwner()->AsHero()->master.Get()) {
context->handler = GetOwner()->AsHero()->master.Get()->GetTrigger()->AddListener
(
kBulletHitEvent,
[context_wp = context->GetWp()] (const a8::Args& args)
{
if (!context_wp.expired()) {
auto context = context_wp.lock();
Creature* c = args.Get<Creature*>(1);
context->last_attacker = c->GetWeakPtrRef();
context->last_attacked_frameno = c->room->GetFrameNo();
}
});
}
context->_destory_cb =
(
[context = context.get()] ()
{
if (!context->handler.expired() && context->owner.Get()) {
if (context->owner.Get()->IsEntityType(ET_Hero)) {
Hero* hero = (Hero*)context->owner.Get();
if (hero->master.Get()) {
hero->master.Get()->GetTrigger()->RemoveEventHandler(context->handler);
}
}
}
});
auto co = std::make_shared<BtCoroutine>(context, "CoAttack");
co->runing_cb =
[this, context] ()
{
if (GetOwner()->room->GetFrameNo() - context->last_frameno > SERVER_FRAME_RATE * 3) {
status_ = behaviac::BT_SUCCESS;
return behaviac::BT_SUCCESS;
} else {
if (!context->target.Get()) {
return behaviac::BT_SUCCESS;
}
if (context->target.Get()->dead) {
return behaviac::BT_SUCCESS;
}
if (GlmHelper::IsEqual2D(GetOwner()->GetPos().ToGlmVec3(),
context->target.Get()->GetPos().ToGlmVec3())) {
return behaviac::BT_FAILURE;
}
if (GetOwner()->dead) {
return behaviac::BT_FAILURE;
}
if (GetOwner()->CanShot(true)) {
bool shot_ok = false;
glm::vec3 shot_dir = GetOwner()->GetPos().CalcDir(context->target.Get()->GetPos());;
GlmHelper::Normalize(shot_dir);
GetOwner()->SetAttackDir(shot_dir);
if (bullet_trace_mode_) {
GetOwner()->Shot(shot_dir, shot_ok, 0, context->target.Get()->GetUniId());
} else {
GetOwner()->Shot(shot_dir, shot_ok, 0, context->target.Get()->GetUniId());
}
}
return behaviac::BT_RUNNING;
}
};
co->event_cb =
[this, context]
(bool is_test, bool& has_event) mutable
{
has_event = context->last_attacker.Get() && !context->last_attacker.Get()->dead ? true : false;
if (!is_test && has_event) {
FireEvent("OnMasterAttackTarget", context->last_attacker.Get()->GetUniId());
}
};
return StartCoroutine(co);
}
behaviac::EBTStatus HeroAgent::DoPursuit()
{
if (status_ == behaviac::BT_RUNNING) {
return DoRunningCb();
}
Creature* enemy = GetOwner()->room->FindEnemy(GetOwner(), 500);
if (!enemy) {
return behaviac::BT_FAILURE;
}
auto context = A8_MAKE_SMART_ANON_STRUCT_SHARED
(
CreatureWeakPtr owner;
CreatureWeakPtr target;
long long last_frameno = 0;
long long last_pursuit_frameno = 0;
);
context->owner = GetOwner()->GetWeakPtrRef();
context->target = enemy->GetWeakPtrRef();
context->last_frameno = GetOwner()->room->GetFrameNo();
context->last_pursuit_frameno = GetOwner()->room->GetFrameNo();
auto co = std::make_shared<BtCoroutine>(context, "CoPursuit");
co->runing_cb =
[this, context] ()
{
if (GetOwner()->room->GetFrameNo() - context->last_frameno > SERVER_FRAME_RATE * 10 ||
!context->target.Get() || context->target.Get()->dead) {
status_ = behaviac::BT_SUCCESS;
return behaviac::BT_SUCCESS;
} else {
glm::vec3 dir = GetOwner()->GetPos().CalcDir(context->target.Get()->GetPos());
if (GlmHelper::Norm(dir) <= 1.0f) {
GetOwner()->GetMovement()->CalcTargetPos(60);
context->last_pursuit_frameno = GetOwner()->room->GetFrameNo();
} else {
bool is_shot = false;
if (GlmHelper::Norm(dir) > 300) {
if (GetOwner()->GetMovement()->GetPathSize() < 1) {
GlmHelper::Normalize(dir);
GetOwner()->SetMoveDir(dir);
GetOwner()->SetAttackDir(dir);
GetOwner()->GetMovement()->CalcTargetPos(200);
context->last_pursuit_frameno = GetOwner()->room->GetFrameNo();
} else {
if (GetOwner()->room->GetFrameNo() - context->last_pursuit_frameno > SERVER_FRAME_RATE * 1) {
GlmHelper::Normalize(dir);
GetOwner()->SetMoveDir(dir);
GetOwner()->SetAttackDir(dir);
GetOwner()->GetMovement()->CalcTargetPos(200);
context->last_pursuit_frameno = GetOwner()->room->GetFrameNo();
}
}
} else {
GlmHelper::Normalize(dir);
is_shot = true;
}
if (is_shot) {
bool shot_ok = false;
glm::vec3 shot_dir = dir;
GetOwner()->SetAttackDir(dir);
GetOwner()->Shot(shot_dir, shot_ok, 0, 0);
}
}
return behaviac::BT_RUNNING;
}
};
co->event_cb =
[this, context]
(bool is_test, bool& has_event) mutable
{
};
return StartCoroutine(co);
}
behaviac::EBTStatus HeroAgent::DoHelpAttack(int target_uniid)
{
if (status_ == behaviac::BT_RUNNING) {
return DoRunningCb();
}
Creature* enemy = GetOwner()->room->GetCreatureByUniId(target_uniid);
if (!enemy) {
return behaviac::BT_FAILURE;
}
if (enemy->dead) {
return behaviac::BT_FAILURE;
}
if (GlmHelper::IsEqual2D(GetOwner()->GetPos().ToGlmVec3(), enemy->GetPos().ToGlmVec3())) {
return behaviac::BT_FAILURE;
}
float distance = enemy->GetPos().Distance2D2(GetOwner()->GetPos());
if (distance > GetAttackRange()) {
return behaviac::BT_FAILURE;
}
glm::vec3 dir = GetOwner()->GetPos().CalcDir(enemy->GetPos());
GlmHelper::Normalize(dir);
GetOwner()->SetMoveDir(dir);
GetOwner()->SetAttackDir(dir);
bool shot_ok = false;
glm::vec3 shot_dir = dir;
if (bullet_trace_mode_) {
GetOwner()->Shot(shot_dir, shot_ok, 0, enemy->GetUniId());
} else {
GetOwner()->Shot(shot_dir, shot_ok, 0, 0);
}
auto context = A8_MAKE_SMART_ANON_STRUCT_SHARED
(
CreatureWeakPtr target;
long long last_frameno = 0;
);
context->target = enemy->GetWeakPtrRef();
context->last_frameno = GetOwner()->room->GetFrameNo();
auto co = std::make_shared<BtCoroutine>(context, "CoHelpAttack");
co->runing_cb =
[this, context] ()
{
if (GetOwner()->room->GetFrameNo() - context->last_frameno > SERVER_FRAME_RATE * 3) {
status_ = behaviac::BT_SUCCESS;
return behaviac::BT_SUCCESS;
} else {
if (!context->target.Get()) {
return behaviac::BT_SUCCESS;
}
if (context->target.Get()->dead) {
return behaviac::BT_SUCCESS;
}
if (GlmHelper::IsEqual2D(GetOwner()->GetPos().ToGlmVec3(),
context->target.Get()->GetPos().ToGlmVec3())) {
return behaviac::BT_FAILURE;
}
float distance = context->target.Get()->GetPos().Distance2D2(GetOwner()->GetPos());
if (distance > GetAttackRange()) {
return behaviac::BT_FAILURE;
}
bool shot_ok = false;
glm::vec3 shot_dir = GetOwner()->GetPos().CalcDir(context->target.Get()->GetPos());;
GlmHelper::Normalize(shot_dir);
GetOwner()->SetAttackDir(shot_dir);
if (bullet_trace_mode_) {
GetOwner()->Shot(shot_dir, shot_ok, 0, context->target.Get()->GetUniId());
} else {
GetOwner()->Shot(shot_dir, shot_ok, 0, 0);
}
return behaviac::BT_RUNNING;
}
};
co->event_cb =
[this, context]
(bool is_test, bool& has_event) mutable
{
};
return StartCoroutine(co);
}
behaviac::EBTStatus HeroAgent::DoFlyToMasterAround()
{
if (!GetOwner()->AsHero()->master.Get()) {
return behaviac::BT_FAILURE;
}
glm::vec3 point;
#if 1
glm::vec3 move_dir = GlmHelper::UP;
GlmHelper::RotateY(move_dir, a8::RandAngle());
float move_distance = 30 + rand() % 20;
glm::vec3 start = GetOwner()->AsHero()->master.Get()->GetPos().ToGlmVec3();
glm::vec3 end = start + move_dir * move_distance;
GetOwner()->room->map_instance->Scale(start);
GetOwner()->room->map_instance->Scale(end);
glm::vec3 hit_point = glm::vec3(0.0f, 0.0f, 0.0f);
bool hit_result = false;
bool ret = GetOwner()->room->map_instance->Raycast
(
start,
end,
hit_point,
hit_result);
if (ret) {
GetOwner()->room->map_instance->UnScale(hit_point);
point = hit_point;
} else {
point = GetOwner()->AsHero()->master.Get()->GetPos().ToGlmVec3();
}
#else
glm::vec3 ref_point = GetOwner()->AsHero()->master.Get()->GetPos().ToGlmVec3();
glm::vec3 point = GetOwner()->AsHero()->master.Get()->GetPos().ToGlmVec3();
GetOwner()->room->map_instance->Scale(ref_point);
if (GetOwner()->room->map_instance->FindRandomPointAroundCircle
(
ref_point,
0.21 * GetOwner()->room->GetMapMeta()->scale(),
point
)) {
GetOwner()->room->map_instance->UnScale(point);
#ifdef DEBUG
a8::XPrintf("DoFlyToMasteraround1: %f,%f,%f %f,%f,%f distance:%f\n",
{point.x,
point.y,
point.z,
GetOwner()->GetPos().GetX(),
GetOwner()->GetPos().GetY(),
GetOwner()->GetPos().GetZ(),
GlmHelper::Norm(GetOwner()->GetPos().ToGlmVec3() - point)
});
#endif
} else {
point = GetOwner()->AsHero()->master.Get()->GetPos().ToGlmVec3();
#ifdef DEBUG
a8::XPrintf("DoFlyToMasteraround2: %f,%f,%f %f,%f,%f distance:%f\n",
{point.x,
point.y,
point.z,
GetOwner()->GetPos().GetX(),
GetOwner()->GetPos().GetY(),
GetOwner()->GetPos().GetZ(),
GlmHelper::Norm(GetOwner()->GetPos().ToGlmVec3() - point)
});
#endif
}
#endif
Global::Instance()->verify_set_pos = 1;
GetOwner()->GetMutablePos().FromGlmVec3(point);
Global::Instance()->verify_set_pos = 0;
GetOwner()->GetMovement()->ClearPath();
GetOwner()->room->grid_service->MoveCreature(GetOwner());
GetOwner()->SetAttackDir(GetOwner()->AsHero()->master.Get()->GetAttackDir());
return behaviac::BT_SUCCESS;
}
behaviac::EBTStatus HeroAgent::DoFollowMaster()
{
if (status_ == behaviac::BT_RUNNING) {
return DoRunningCb();
}
if (GetOwner()->AsHero()->master.Get()->dead) {
return behaviac::BT_FAILURE;
}
auto context = A8_MAKE_SMART_ANON_STRUCT_SHARED
(
long long last_frameno = 0;
long long last_follow_frameno = 0;
);
context->last_frameno = GetOwner()->room->GetFrameNo();
context->last_follow_frameno = GetOwner()->room->GetFrameNo();
auto co = std::make_shared<BtCoroutine>(context, "CoFollowMaster");
co->runing_cb =
[this, context] ()
{
if (GetOwner()->room->GetFrameNo() - context->last_frameno > SERVER_FRAME_RATE * 10 ||
!GetOwner()->AsHero()->master.Get() || GetOwner()->AsHero()->master.Get()->dead) {
status_ = behaviac::BT_SUCCESS;
return behaviac::BT_SUCCESS;
} else {
if (GlmHelper::IsEqual2D(GetOwner()->GetPos().ToGlmVec3(),
GetOwner()->AsHero()->master.Get()->GetPos().ToGlmVec3())) {
return behaviac::BT_SUCCESS;
}
glm::vec3 dir = GetOwner()->GetPos().CalcDir(GetOwner()->AsHero()->master.Get()->GetPos());
if (GlmHelper::Norm(dir) < 60) {
return behaviac::BT_SUCCESS;
}
if (GlmHelper::Norm(dir) > 60) {
GlmHelper::Normalize(dir);
GetOwner()->SetMoveDir(dir);
GetOwner()->SetAttackDir(dir);
GetOwner()->GetMovement()->CalcTargetPos(60);
context->last_follow_frameno = GetOwner()->room->GetFrameNo();
}
return behaviac::BT_RUNNING;
}
};
co->event_cb =
[this, context]
(bool is_test, bool& has_event) mutable
{
};
return StartCoroutine(co);
}
float HeroAgent::GetMasterDistance()
{
if (!GetOwner()->AsHero()->master.Get()) {
return 0.0f;
}
return GetOwner()->GetPos().Distance2D2(GetOwner()->AsHero()->master.Get()->GetPos());
}