game2006/server/gameserver/base_agent.cc
aozhiwei ede5a65bfd 1
2022-12-09 10:56:05 +08:00

131 lines
4.1 KiB
C++

#include "precompile.h"
#include "base_agent.h"
#include "room.h"
#include "creature.h"
#include "human.h"
#include "movehelper.h"
#include "framework/cpp/btmgr.h"
BaseAgent::BaseAgent():behaviac::Agent()
{
}
BaseAgent::~BaseAgent()
{
}
bool BaseAgent::IsGameOver()
{
return GetOwner()->room->IsGameOver();
}
void BaseAgent::Exec()
{
last_exec_status_ = f8::BtMgr::Instance()->BtExec(this);
}
bool BaseAgent::HasTarget(float range)
{
Human* enemy = GetOwner()->room->FindEnemy(GetOwner()->AsHuman(), range);
return enemy != nullptr;
}
behaviac::EBTStatus BaseAgent::DoRunningCb()
{
if (status_ != behaviac::BT_RUNNING) {
abort();
}
status_ = status_runing_cb_();
#ifdef DEBUG
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) {
status_runing_cb_ = nullptr;
}
return status_;
}
behaviac::EBTStatus BaseAgent::StartCoroutine(std::function<behaviac::EBTStatus()> cb,
const char* name)
{
#ifdef DEBUG
last_status_ = behaviac::BT_INVALID;
status_frameno_ = GetOwner()->room->GetFrameNo();
status_name_ = name;
#endif
status_runing_cb_ = std::move(cb);
status_ = behaviac::BT_RUNNING;
return status_;
}
behaviac::EBTStatus BaseAgent::CoAttackTarget(int target_id)
{
if (status_ == behaviac::BT_RUNNING) {
return DoRunningCb();
}
Entity* entity = GetOwner()->room->GetEntityByUniId(target_id);
if (!entity || !entity->IsCreature(GetOwner()->room)) {
return behaviac::BT_FAILURE;
}
CreatureWeakPtr target = ((Creature*)entity)->GetWeakPtrRef();
if (target.Get()->dead) {
return behaviac::BT_FAILURE;
}
long long frameno = GetOwner()->room->GetFrameNo();
long long last_pursuit_frameno = GetOwner()->room->GetFrameNo();
return StartCoroutine
(
[this, target, frameno, last_pursuit_frameno] () mutable
{
if (GetOwner()->room->GetFrameNo() - frameno > SERVER_FRAME_RATE * 10 ||
!target.Get() || target.Get()->dead) {
return behaviac::BT_SUCCESS;
} else {
a8::Vec2 dir = target.Get()->GetPos() - GetOwner()->GetPos();
if (dir.Norm() <= 1.0f) {
GetOwner()->GetMoveHelper()->CalcTargetPos(60);
last_pursuit_frameno = GetOwner()->room->GetFrameNo();
} else {
bool is_shot = false;
if (dir.Norm() > 300) {
if (GetOwner()->GetMoveHelper()->GetPathSize() < 1) {
dir.Normalize();
GetOwner()->SetMoveDir(dir);
GetOwner()->SetAttackDir(dir);
GetOwner()->GetMoveHelper()->CalcTargetPos(200);
last_pursuit_frameno = GetOwner()->room->GetFrameNo();
} else {
if (GetOwner()->room->GetFrameNo() - last_pursuit_frameno > SERVER_FRAME_RATE * 1) {
dir.Normalize();
GetOwner()->SetMoveDir(dir);
GetOwner()->SetAttackDir(dir);
GetOwner()->GetMoveHelper()->CalcTargetPos(200);
last_pursuit_frameno = GetOwner()->room->GetFrameNo();
}
}
} else {
dir.Normalize();
is_shot = true;
}
if (is_shot) {
bool shot_ok = false;
a8::Vec2 shot_dir = dir;
GetOwner()->SetAttackDir(dir);
GetOwner()->Shot(shot_dir, shot_ok, 0, 0);
}
}
}
return behaviac::BT_RUNNING;
},
"CoAttackTarget"
);
}