182 lines
5.8 KiB
C++
182 lines
5.8 KiB
C++
#include "precompile.h"
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#include "base_agent.h"
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#include "room.h"
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#include "creature.h"
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#include "human.h"
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#include "movement.h"
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#include "glmhelper.h"
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#include "f8/btmgr.h"
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void DumpBt(BaseAgent* agent)
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{
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static std::string last_bt_name;
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static int last_task_id = 0;
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std::string data = "CurrentBt: " + f8::BtMgr::Instance()->BtGetCurrent(agent)->GetName() + ": ";
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const behaviac::BehaviorTask* curr_task = f8::BtMgr::Instance()->BtGetCurrent(agent)->GetCurrentTask();
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if (last_bt_name != f8::BtMgr::Instance()->BtGetCurrent(agent)->GetName() ||
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last_task_id != curr_task->GetId()) {
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last_bt_name = f8::BtMgr::Instance()->BtGetCurrent(agent)->GetName();
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last_task_id = curr_task->GetId();
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while (curr_task) {
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data += a8::Format("->%d",
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{
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curr_task->GetId(),
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});
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curr_task = curr_task->GetCurrentTask();
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}
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a8::XPrintf("%s\n", {data});
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}
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}
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BaseAgent::BaseAgent():behaviac::Agent()
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{
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}
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BaseAgent::~BaseAgent()
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{
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}
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bool BaseAgent::IsGameOver()
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{
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return GetOwner()->room->IsGameOver();
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}
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void BaseAgent::Exec()
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{
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behaviac::EBTStatus status = f8::BtMgr::Instance()->BtExec(this);
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if (status == behaviac::BT_RUNNING && event_cb_) {
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#ifdef DEBUG1
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DumpBt(this);
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#endif
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bool has_event = false;
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event_cb_(true, has_event);
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if (has_event) {
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status_= behaviac::BT_INVALID;
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runing_cb_ = nullptr;
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event_cb_(false, has_event);
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event_cb_ = nullptr;
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#ifdef DEBUG
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a8::XPrintf("FireEvent OnAttacked\n", {});
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#endif
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}
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}
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}
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bool BaseAgent::HasTarget(float range)
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{
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Human* enemy = GetOwner()->room->FindEnemy(GetOwner()->AsHuman(), range);
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return enemy != nullptr;
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}
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behaviac::EBTStatus BaseAgent::DoRunningCb()
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{
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if (status_ != behaviac::BT_RUNNING) {
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abort();
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}
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status_ = runing_cb_();
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#ifdef DEBUG1
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if ((GetOwner()->room->GetFrameNo() - status_frameno_) % SERVER_FRAME_RATE == 0 ||
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last_status_ != status_) {
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last_status_ = status_;
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a8::XPrintf("Running Status:%s %d\n", {status_name_, status_});
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}
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#endif
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if (status_ != behaviac::BT_RUNNING) {
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runing_cb_ = nullptr;
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}
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return status_;
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}
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behaviac::EBTStatus BaseAgent::StartCoroutine(std::function<behaviac::EBTStatus()> cb,
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std::function<void(bool, bool&)> event_cb,
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const char* name)
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{
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#ifdef DEBUG
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last_status_ = behaviac::BT_INVALID;
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status_frameno_ = GetOwner()->room->GetFrameNo();
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status_name_ = name;
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#endif
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runing_cb_ = std::move(cb);
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event_cb_ = std::move(event_cb);
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status_ = behaviac::BT_RUNNING;
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return status_;
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}
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behaviac::EBTStatus BaseAgent::CoAttackTarget(int target_id)
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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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Entity* entity = GetOwner()->room->GetEntityByUniId(target_id);
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if (!entity || !entity->IsCreature(GetOwner()->room)) {
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return behaviac::BT_FAILURE;
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}
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CreatureWeakPtr target = ((Creature*)entity)->GetWeakPtrRef();
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if (target.Get()->dead) {
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return behaviac::BT_FAILURE;
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}
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long long frameno = GetOwner()->room->GetFrameNo();
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long long last_pursuit_frameno = GetOwner()->room->GetFrameNo();
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return StartCoroutine
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(
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[this, target, frameno, last_pursuit_frameno] () mutable
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{
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if (GetOwner()->room->GetFrameNo() - frameno > SERVER_FRAME_RATE * 10 ||
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!target.Get() || target.Get()->dead) {
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return behaviac::BT_SUCCESS;
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} else {
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glm::vec3 dir = GetOwner()->GetPos().CalcDir(target.Get()->GetPos());
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if (GlmHelper::Norm(dir) <= 1.0f) {
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GetOwner()->GetMovement()->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 (GlmHelper::Norm(dir) > 300) {
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if (GetOwner()->GetMovement()->GetPathSize() < 1) {
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GlmHelper::Normalize(dir);
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GetOwner()->SetMoveDir(dir);
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GetOwner()->SetAttackDir(dir);
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GetOwner()->GetMovement()->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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GlmHelper::Normalize(dir);
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GetOwner()->SetMoveDir(dir);
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GetOwner()->SetAttackDir(dir);
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GetOwner()->GetMovement()->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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GlmHelper::Normalize(dir);
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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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glm::vec3 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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}
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return behaviac::BT_RUNNING;
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},
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[this] (bool is_test, bool& has_event)
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{
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},
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"CoAttackTarget"
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);
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}
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bool BaseAgent::HasBuffEffect(int buff_effect)
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{
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return owner_->HasBuffEffect(buff_effect);
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}
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