Beispiel #1
0
        private void GoHomeHandler(NpcInfo npc, AiCommandDispatcher aiCmdDispatcher, long deltaTime)
        {
            if (!CanAiControl(npc))
            {
                npc.GetMovementStateInfo().IsMoving = false;
                return;
            }
            ChangeToState(npc, (int)AiStateId.Idle);
            NpcAiStateInfo info = npc.GetAiStateInfo();

            info.Time += deltaTime;
            if (info.Time > m_IntervalTime)
            {
                info.Time = 0;
                AiData_Demo_Melee data = GetAiData(npc);
                if (null != data)
                {
                    Vector3 targetPos     = info.HomePos;
                    Vector3 srcPos        = npc.GetMovementStateInfo().GetPosition3D();
                    float   powDistToHome = Geometry.DistanceSquare(srcPos, info.HomePos);
                    if (powDistToHome <= 1)
                    {
                        npc.GetMovementStateInfo().IsMoving = false;
                        info.Time = 0;
                        ChangeToState(npc, (int)AiStateId.Idle);
                    }
                    else
                    {
                        AiLogicUtility.PathToTargetWithoutObstacle(npc, data.FoundPath, targetPos, 100, true, this);
                    }
                }
            }
        }
        private void ActionDriveHandler(NpcInfo npc, AiCommandDispatcher aiCmdDispatcher, long deltaTime)
        {
            if (npc.IsDead())
            {
                npc.GetMovementStateInfo().IsMoving = false;
                return;
            }
            NpcAiStateInfo         info = npc.GetAiStateInfo();
            AiData_Npc_ActionDrive data = GetAiData(npc);

            if (null != data)
            {
                CharacterInfo target = AiLogicUtility.GetLivingCharacterInfoHelper(npc, info.Target);
                if (null != target)
                {
                    Vector3 targetPos = target.GetMovementStateInfo().GetPosition3D();
                    Vector3 srcPos    = npc.GetMovementStateInfo().GetPosition3D();
                    float   dist      = Geometry.Distance(srcPos, targetPos);
                    if (data.LastGfxState != npc.GfxStateFlag)
                    {
                        if (data.LastGfxState == (int)GfxCharacterState_Type.KnockDown && npc.GfxStateFlag == (int)GfxCharacterState_Type.GetUp)
                        {
                            // 起身
                            OnEvent(npc, (int)AiEventEnum.GET_UP, target, deltaTime);
                        }
                        data.LastGfxState = npc.GfxStateFlag;
                    }
                    if (npc.IsUnderControl())
                    {
                        data.ControlTime += deltaTime;
                        if (data.ControlTime > data.MaxControlTime && npc.CanDisControl())
                        {
                            data.ControlTime = 0;
                            OnEvent(npc, (int)AiEventEnum.CONTROL_TIME_OVERFLOW, target, deltaTime);
                        }
                        return;
                    }
                    ExecAiAction(npc, target, deltaTime);
                }
                else
                {
                    if (null != data.ActiveAction)
                    {
                        AiActionInfo aiActionInfo         = data.ActiveAction;
                        AiActionForceStopDelegate handler = GetAiActionForceStopHandler(aiActionInfo.Config.AiActionType);
                        if (null != handler)
                        {
                            handler(npc, target);
                        }
                    }
                    else
                    {
                        npc.GetMovementStateInfo().IsMoving = false;
                    }
                    ChangeToState(npc, (int)AiStateId.Pursuit);
                }
            }
        }
Beispiel #3
0
        protected override void OnStateLogicInit(NpcInfo npc, AiCommandDispatcher aiCmdDispatcher, long deltaTime)
        {
            NpcAiStateInfo info = npc.GetAiStateInfo();

            info.Time = 0;
            npc.GetMovementStateInfo().IsMoving = false;
            info.HomePos = npc.GetMovementStateInfo().GetPosition3D();
            info.Target  = 0;
        }
Beispiel #4
0
        public bool TrySeeTarget(NpcInfo npc, CharacterInfo target)
        {
            float angle = Geometry.GetYAngle(npc.GetMovementStateInfo().GetPosition2D(), target.GetMovementStateInfo().GetPosition2D());

            NotifyNpcFace(npc, angle);
            if (Math.Abs(npc.GetMovementStateInfo().GetFaceDir() - angle) < 0.1)
            {
                return(true);
            }
            return(false);
        }
        private void PursuitHandler(NpcInfo npc, AiCommandDispatcher aiCmdDispatcher, long deltaTime)
        {
            if (!CanAiControl(npc))
            {
                npc.GetMovementStateInfo().IsMoving = false;
                return;
            }
            NpcAiStateInfo         info = npc.GetAiStateInfo();
            AiData_Npc_ActionDrive data = GetAiData(npc);

            if (null != data)
            {
                CharacterInfo target = AiLogicUtility.GetLivingCharacterInfoHelper(npc, info.Target);
                if (null != target)
                {
                    float   dist          = (float)npc.GetActualProperty().AttackRange;
                    float   distGoHome    = (float)npc.GohomeRange;
                    Vector3 targetPos     = target.GetMovementStateInfo().GetPosition3D();
                    Vector3 srcPos        = npc.GetMovementStateInfo().GetPosition3D();
                    float   powDist       = Geometry.DistanceSquare(srcPos, targetPos);
                    float   powDistToHome = Geometry.DistanceSquare(srcPos, info.HomePos);
                    // 遇敌是播放特效, 逗留两秒。
                    if (data.WaitTime <= npc.MeetEnemyStayTime)
                    {
                        if (!data.HasMeetEnemy)
                        {
                            NotifyNpcMeetEnemy(npc, Animation_Type.AT_Attack);
                            data.HasMeetEnemy = true;
                        }
                        TrySeeTarget(npc, target);
                        data.WaitTime += deltaTime;
                        return;
                    }
                    // 走向目标1.5秒
                    if (data.MeetEnemyWalkTime < npc.MeetEnemyWalkTime)
                    {
                        data.MeetEnemyWalkTime += deltaTime;
                        NotifyNpcWalk(npc);
                        info.Time += deltaTime;
                        if (info.Time > m_IntervalTime)
                        {
                            info.Time = 0;
                            AiLogicUtility.PathToTargetWithoutObstacle(npc, data.FoundPath, targetPos, m_IntervalTime, true, this);
                        }
                        return;
                    }
                    ChangeToState(npc, (int)AiStateId.ActionDrive);
                }
                else
                {
                    ChangeToState(npc, (int)AiStateId.Idle);
                }
            }
        }
Beispiel #6
0
        private void IdleHandler(NpcInfo npc, AiCommandDispatcher aiCmdDispatcher, long deltaTime)
        {
            if (!CanAiControl(npc))
            {
                npc.GetMovementStateInfo().IsMoving = false;
                return;
            }
            NpcAiStateInfo info = npc.GetAiStateInfo();

            info.Time += deltaTime;
            if (info.Time > 100)
            {
                info.Time = 0;
                if (GetAiData(npc).HasPatrolData)
                {
                    npc.GetMovementStateInfo().IsMoving = false;
                    ChangeToState(npc, (int)AiStateId.PatrolCommand);
                }
                else
                {
                    CharacterInfo target = null;
                    if (info.IsExternalTarget)
                    {
                        target = AiLogicUtility.GetSeeingLivingCharacterInfoHelper(npc, info.Target);
                        if (null == target)
                        {
                            target = AiLogicUtility.GetNearstTargetHelper(npc, CharacterRelation.RELATION_ENEMY);
                            if (null != target)
                            {
                                info.Target = target.GetId();
                            }
                        }
                    }
                    else
                    {
                        target = AiLogicUtility.GetNearstTargetHelper(npc, CharacterRelation.RELATION_ENEMY);
                        if (null != target)
                        {
                            info.Target = target.GetId();
                        }
                    }
                    if (null != target)
                    {
                        NotifyNpcTargetChange(npc);
                        npc.GetMovementStateInfo().IsMoving = false;
                        NotifyNpcMove(npc);
                        info.Time = 0;
                        ChangeToState(npc, (int)AiStateId.Pursuit);
                    }
                }
            }
        }
Beispiel #7
0
 public bool TryCastSkill(NpcInfo npc, int skillId, CharacterInfo target, bool needFaceToTarget = true)
 {
     if (AiLogicUtility.CanCastSkill(npc, skillId, target))
     {
         float angle = Geometry.GetYAngle(npc.GetMovementStateInfo().GetPosition2D(), target.GetMovementStateInfo().GetPosition2D());
         NotifyNpcFace(npc, angle);
         if (!needFaceToTarget || Math.Abs(npc.GetMovementStateInfo().GetFaceDir() - angle) < 0.1)
         {
             NotifyNpcSkill(npc, skillId);
             return(true);
         }
     }
     return(false);
 }
        private void HandleTauntAction(NpcInfo npc, CharacterInfo target, long deltaTime)
        {
            if (npc.GetSkillStateInfo().IsSkillActivated())
            {
                return;
            }
            NpcAiStateInfo         info = npc.GetAiStateInfo();
            AiData_Npc_ActionDrive data = GetAiData(npc);

            if (null != data && null != target)
            {
                Vector3      targetPos    = target.GetMovementStateInfo().GetPosition3D();
                AiActionInfo aiActionInfo = data.ActiveAction;
                if (null != aiActionInfo)
                {
                    npc.GetMovementStateInfo().IsMoving = false;
                    npc.IsTaunt = true;
                    TrySeeTarget(npc, target);
                }
                if ((!IsAiActionSatify(npc, target, aiActionInfo) && aiActionInfo.Config.CanInterrupt) || aiActionInfo.IsTimeOut(TimeUtility.GetServerMilliseconds()))
                {
                    npc.IsTaunt                = false;
                    data.ActiveAction          = null;
                    aiActionInfo.LastStartTime = TimeUtility.GetServerMilliseconds();
                }
            }
        }
Beispiel #9
0
        protected virtual void OnStateLogicInit(NpcInfo npc, AiCommandDispatcher aiCmdDispatcher, long deltaTime)
        {
            NpcAiStateInfo info = npc.GetAiStateInfo();

            info.Time = 0;
            npc.GetMovementStateInfo().IsMoving = false;
            info.HomePos = npc.GetMovementStateInfo().GetPosition3D();
            info.Target  = 0;
            if (!string.IsNullOrEmpty(info.AiParam[0]))
            {
                if (int.Parse(info.AiParam[0]) == 1)
                {
                    AiLogicUtility.InitPatrolData(npc, this);
                }
            }
        }
        private AiActionInfo GetFitAiAction(NpcInfo npc)
        {
            NpcAiStateInfo         info = npc.GetAiStateInfo();
            AiData_Npc_ActionDrive data = GetAiData(npc);

            if (null != data)
            {
                CharacterInfo target = AiLogicUtility.GetLivingCharacterInfoHelper(npc, info.Target);
                if (null != target)
                {
                    Vector3 targetPos = target.GetMovementStateInfo().GetPosition3D();
                    Vector3 srcPos    = npc.GetMovementStateInfo().GetPosition3D();
                    float   dist      = Geometry.Distance(srcPos, targetPos);

                    for (int i = 0; i < data.Actions.Count; i++)
                    {
                        if (IsAiActionSatify(npc, target, data.Actions[i]))
                        {
                            return(data.Actions[i]);
                        }
                    }

                    /*
                     * foreach(AiActionInfo aiActionInfo in data.Actions){
                     * if(IsAiActionSatify(npc, target, aiActionInfo)){
                     * return aiActionInfo;
                     * }
                     * }*/
                }
            }
            return(null);
        }
Beispiel #11
0
 public void NotifyNpcRun(NpcInfo npc)
 {
     npc.GetActualProperty().SetMoveSpeed(Operate_Type.OT_Absolute, npc.GetBaseProperty().RunSpeed);
     npc.GetMovementStateInfo().MovementMode = MovementMode.HighSpeed;
     if (null != OnNpcMove)
     {
         OnNpcMove(npc);
     }
 }
        protected override void OnStateLogicInit(NpcInfo npc, AiCommandDispatcher aiCmdDispatcher, long deltaTime)
        {
            NpcAiStateInfo info = npc.GetAiStateInfo();

            info.Time = 0;
            npc.GetMovementStateInfo().IsMoving = false;
            info.Target = 0;
            BlackBoard_SmallMouse blackBoradInfo = GetBlackBorad(npc);

            blackBoradInfo.AddAliveNpc(npc.GetId());
        }
Beispiel #13
0
        private void PursuitHandler(NpcInfo npc, AiCommandDispatcher aiCmdDispatcher, long deltaTime)
        {
            if (!CanAiControl(npc))
            {
                npc.GetMovementStateInfo().IsMoving = false;
                return;
            }
            NpcAiStateInfo    info = npc.GetAiStateInfo();
            AiData_Demo_Melee data = GetAiData(npc);

            if (null != data)
            {
                CharacterInfo target = AiLogicUtility.GetLivingCharacterInfoHelper(npc, info.Target);
                if (null != target)
                {
                    float   dist          = (float)npc.GetActualProperty().AttackRange;
                    float   distGoHome    = (float)npc.GohomeRange;
                    Vector3 targetPos     = target.GetMovementStateInfo().GetPosition3D();
                    Vector3 srcPos        = npc.GetMovementStateInfo().GetPosition3D();
                    float   powDist       = Geometry.DistanceSquare(srcPos, targetPos);
                    float   powDistToHome = Geometry.DistanceSquare(srcPos, info.HomePos);
                    if (powDist < dist * dist)
                    {
                        npc.GetMovementStateInfo().IsMoving = false;
                        info.Time = 0;
                        data.Time = 0;
                        ChangeToState(npc, (int)AiStateId.Combat);
                        NotifyNpcMove(npc);
                    }
                    else
                    {
                        info.Time += deltaTime;
                        if (info.Time > m_IntervalTime)
                        {
                            info.Time = 0;
                            AiLogicUtility.PathToTargetWithoutObstacle(npc, data.FoundPath, targetPos, m_IntervalTime, true, this);
                        }
                    }
                }
            }
        }
        private bool GetEscapeTargetPos(NpcInfo npc, CharacterInfo target, float dis, float anglePlus, ref Vector3 escapePos)
        {
            Vector3 targetPos = Vector3.Zero;
            Vector3 sourcePos = npc.GetMovementStateInfo().GetPosition3D();
            float   angle     = Geometry.GetYAngle(target.GetMovementStateInfo().GetPosition2D(), npc.GetMovementStateInfo().GetPosition2D());

            angle      += CrossEngineHelper.DegreeToRadian(anglePlus);
            targetPos.X = sourcePos.X + dis * (float)Math.Sin(angle);
            targetPos.Y = sourcePos.Y;
            targetPos.Z = sourcePos.Z + dis * (float)Math.Cos(angle);
            bool isFind = AiLogicUtility.GetWalkablePosition(npc.SpatialSystem.GetCellMapView(npc.AvoidanceRadius), targetPos, sourcePos, ref escapePos);

            return(isFind);
        }
        private bool IsAiActionSatifyWithOutProbability(NpcInfo npc, CharacterInfo target, AiActionInfo aiActionInfo)
        {
            Vector3 targetPos = target.GetMovementStateInfo().GetPosition3D();
            Vector3 srcPos    = npc.GetMovementStateInfo().GetPosition3D();
            float   dist      = Geometry.Distance(srcPos, targetPos);

            if (aiActionInfo.IsSatifyCD(TimeUtility.GetServerMilliseconds()) &&
                aiActionInfo.IsSatifyDis(dist) &&
                aiActionInfo.IsSatisfySelfHp(npc.Hp, npc.GetActualProperty().HpMax) &&
                aiActionInfo.IsSatisfyTargetHp(target.Hp, target.GetActualProperty().HpMax) &&
                aiActionInfo.IsSatifyUser(npc))
            {
                return(true);
            }
            return(false);
        }
Beispiel #16
0
 public void NotifyNpcFace(NpcInfo npc, float faceDirection = 0.0f)
 {
     if (GlobalVariables.Instance.IsClient)
     {
         if (null != OnNpcFaceClient)
         {
             OnNpcFaceClient(npc, faceDirection);
         }
     }
     else
     {
         npc.GetMovementStateInfo().SetFaceDir(faceDirection);
     }
     if (null != OnNpcFace)
     {
         OnNpcFace(npc);
     }
 }
        private void NormalForceStopHandler(NpcInfo npc)
        {
            NpcAiStateInfo         info = npc.GetAiStateInfo();
            AiData_Npc_ActionDrive data = GetAiData(npc);

            if (null != data)
            {
                npc.GetMovementStateInfo().IsMoving = false;
                npc.IsTaunt = false;
                NotifyNpcRun(npc);
                AiActionInfo aiActionInfo = data.ActiveAction;
                if (null != aiActionInfo)
                {
                    data.ActiveAction          = null;
                    aiActionInfo.LastStartTime = TimeUtility.GetServerMilliseconds();
                }
            }
        }
Beispiel #18
0
 internal void Create(NpcInfo npc)
 {
     Init();
     if (null != npc)
     {
         m_Npc             = npc;
         ObjectInfo.UnitId = m_Npc.GetUnitId();
         ObjectInfo.CampId = m_Npc.GetCampId();
         ObjectInfo.LinkId = m_Npc.GetLinkId();
         MovementStateInfo msi = m_Npc.GetMovementStateInfo();
         Vector3           pos = msi.GetPosition3D();
         float             dir = msi.GetFaceDir();
         CreateActor(m_Npc.GetId(), m_Npc.GetModel(), pos, dir, m_Npc.Scale);
         npc.ActorId      = Actor;
         ObjectInfo.IsNpc = true;
         CreateBornEffect(Actor, npc.GetBornEffect(), npc.ParticleScale, npc.GetBornEffectTime());
         InitAnimationSets();
     }
 }
Beispiel #19
0
        public NpcInfo GetNearest(Vector3 pos, ref float minPowDist)
        {
            NpcInfo result  = null;
            float   powDist = 0.0f;

            for (LinkedListNode <NpcInfo> linkNode = m_Npcs.FirstValue; null != linkNode; linkNode = linkNode.Next)
            {
                NpcInfo npc = linkNode.Value;
                if (null != npc && npc.IsCombatNpc())
                {
                    powDist = Geometry.DistanceSquare(pos, npc.GetMovementStateInfo().GetPosition3D());
                    if (minPowDist > powDist)
                    {
                        result     = npc;
                        minPowDist = powDist;
                    }
                }
            }
            return(result);
        }
Beispiel #20
0
        private void MoveNpc(NpcInfo obj, long deltaTime)
        {
            if (obj.IsHaveStateFlag(CharacterState_Type.CST_Sleep) ||
                obj.IsHaveStateFlag(CharacterState_Type.CST_FixedPosition) ||
                null != obj.ControllerObject)
            {
                return;
            }
            MovementStateInfo msi = obj.GetMovementStateInfo();

            //npc执行移动时忽略阻挡与避让,这些行为由ai模块在规划其路径时执行。
            if (!obj.IsDead() && obj.CanMove && msi.IsMoving && !msi.IsSkillMoving)
            {
                Vector3 pos       = msi.GetPosition3D();
                float   cos_angle = (float)msi.MoveDirCosAngle;
                float   sin_angle = (float)msi.MoveDirSinAngle;
                float   speed     = (float)obj.GetActualProperty().MoveSpeed *(float)obj.VelocityCoefficient;
                float   distance  = (speed * (float)(int)deltaTime) / 1000.0f;

                //LogSystem.Debug("MovementSystem npc:{0} speed:{1} deltaTime:{2} distance:{3}", obj.GetId(), speed, deltaTime, distance);

                float x = 0, y = 0;
                if (msi.CalcDistancSquareToTarget() < distance * distance)
                {
                    x = msi.TargetPosition.X;
                    y = msi.TargetPosition.Z;
                    AdjustPosition(obj.SpatialSystem, ref x, ref y);
                    Vector2 newPos = new Vector2(x, y);
                    msi.SetPosition2D(newPos);
                }
                else
                {
                    float len = pos.Length();
                    y = pos.Z + distance * cos_angle;
                    x = pos.X + distance * sin_angle;
                    AdjustPosition(obj.SpatialSystem, ref x, ref y);
                    Vector2 newPos = new Vector2(x, y);
                    msi.SetPosition2D(newPos);
                }
            }
        }
        private void HandleFleeAction(NpcInfo npc, CharacterInfo target, long deltaTime)
        {
            if (npc.GetSkillStateInfo().IsSkillActivated())
            {
                return;
            }
            NpcAiStateInfo         info = npc.GetAiStateInfo();
            AiData_Npc_ActionDrive data = GetAiData(npc);

            if (null != data && null != target)
            {
                Vector3      targetPos    = Vector3.Zero;
                AiActionInfo aiActionInfo = data.ActiveAction;
                if (null != aiActionInfo)
                {
                    float anglePlus = 0.0f;
                    float.TryParse(aiActionInfo.Config.ActionParam, out anglePlus);
                    if (GetEscapeTargetPos(npc, target, 3.0f, anglePlus, ref targetPos))
                    {
                        info.Time += deltaTime;
                        if (info.Time > m_IntervalTime)
                        {
                            info.Time = 0;
                            NotifyNpcRun(npc);
                            AiLogicUtility.PathToTargetWithoutObstacle(npc, data.FoundPath, targetPos, m_IntervalTime, true, this);
                        }
                    }
                }
                if ((!IsAiActionSatify(npc, target, aiActionInfo) && aiActionInfo.Config.CanInterrupt) || aiActionInfo.IsTimeOut(TimeUtility.GetServerMilliseconds()))
                {
                    data.ActiveAction = null;
                    npc.GetMovementStateInfo().IsMoving = false;
                    NotifyNpcMove(npc);
                    aiActionInfo.LastStartTime = TimeUtility.GetServerMilliseconds();
                }
            }
        }
        private void HandleStandAction(NpcInfo npc, CharacterInfo target, long delatTime)
        {
            if (npc.GetSkillStateInfo().IsSkillActivated())
            {
                return;
            }
            NpcAiStateInfo         info = npc.GetAiStateInfo();
            AiData_Npc_ActionDrive data = GetAiData(npc);

            if (null != data && null != target)
            {
                npc.GetMovementStateInfo().IsMoving = false;
                NotifyNpcMove(npc);
                AiActionInfo aiActionInfo = data.ActiveAction;
                if (null != aiActionInfo)
                {
                    if ((!IsAiActionSatify(npc, target, aiActionInfo) && aiActionInfo.Config.CanInterrupt) || aiActionInfo.IsTimeOut(TimeUtility.GetServerMilliseconds()))
                    {
                        data.ActiveAction          = null;
                        aiActionInfo.LastStartTime = TimeUtility.GetServerMilliseconds();
                    }
                }
            }
        }
        private void PursuitHandler(NpcInfo npc, AiCommandDispatcher aiCmdDispatcher, long deltaTime)
        {
            if (!CanAiControl(npc))
            {
                npc.GetMovementStateInfo().IsMoving = false;
                return;
            }
            NpcAiStateInfo         info = npc.GetAiStateInfo();
            AiData_Npc_CommonMelee data = GetAiData(npc);

            if (null != data)
            {
                CharacterInfo target = AiLogicUtility.GetLivingCharacterInfoHelper(npc, info.Target);
                if (null != target)
                {
                    float   dist          = (float)npc.GetActualProperty().AttackRange;
                    float   distGoHome    = (float)npc.GohomeRange;
                    Vector3 targetPos     = target.GetMovementStateInfo().GetPosition3D();
                    Vector3 srcPos        = npc.GetMovementStateInfo().GetPosition3D();
                    float   powDist       = Geometry.DistanceSquare(srcPos, targetPos);
                    float   powDistToHome = Geometry.DistanceSquare(srcPos, info.HomePos);
                    // 遇敌是播放特效, 逗留两秒。
                    if (data.WaitTime <= npc.MeetEnemyStayTime)
                    {
                        if (!data.HasMeetEnemy)
                        {
                            NotifyNpcMeetEnemy(npc, Animation_Type.AT_Attack);
                            data.HasMeetEnemy = true;
                        }
                        TrySeeTarget(npc, target);
                        data.WaitTime += deltaTime;
                        return;
                    }
                    // 走向目标1.5秒
                    if (data.MeetEnemyWalkTime < npc.MeetEnemyWalkTime)
                    {
                        data.MeetEnemyWalkTime += deltaTime;
                        NotifyNpcWalk(npc);
                        info.Time += deltaTime;
                        if (info.Time > m_IntervalTime)
                        {
                            info.Time = 0;
                            if (!npc.UnityPathFinding)
                            {
                                AiLogicUtility.PathToTargetWithoutObstacle(npc, data.FoundPath, targetPos, m_IntervalTime, true, this);
                            }
                            else
                            {
                                if (!npc.PathFindingFinished)
                                {
                                    GfxSystem.NpcCommonMeleePathToTarget(npc, targetPos);
                                    ChangeToState(npc, (int)AiStateId.PathFinding);
                                }
                                else
                                {
                                    npc.PathFindingFinished = false;
                                    AiLogicUtility.PathToTargetWithoutObstacle(npc, data.FoundPath, targetPos, m_IntervalTime, true, this);
                                }
                            }
                        }
                        return;
                    }

                    // 大于攻击距离 跑向目标
                    if (powDist > m_AttackRange * m_AttackRange && 0 == data.CurAiAction)
                    {
                        npc.IsTaunt = false;
                        NotifyNpcRun(npc);
                        info.Time += deltaTime;
                        if (info.Time > m_IntervalTime)
                        {
                            info.Time = 0;
                            if (!npc.UnityPathFinding)
                            {
                                AiLogicUtility.PathToTargetWithoutObstacle(npc, data.FoundPath, targetPos, m_IntervalTime, true, this);
                            }
                            else
                            {
                                if (!npc.PathFindingFinished)
                                {
                                    GfxSystem.NpcCommonMeleePathToTarget(npc, targetPos);
                                    ChangeToState(npc, (int)AiStateId.PathFinding);
                                }
                                else
                                {
                                    npc.PathFindingFinished = false;
                                    AiLogicUtility.PathToTargetWithoutObstacle(npc, data.FoundPath, targetPos, m_IntervalTime, true, this);
                                }
                            }
                        }
                    }
                    else
                    {
                        //小于攻击距离
                        if (data.CurAiAction == (int)AiAction.NONE)
                        {
                            npc.GetMovementStateInfo().IsMoving = false;
                            NotifyNpcMove(npc);
                            data.CurAiAction = (int)GetNextAction();
                        }
                        switch (data.CurAiAction)
                        {
                        case (int)AiAction.SKILL:
                            if (0 >= data.SkillToCast)
                            {
                                data.SkillToCast = GetCanCastSkillId(npc, (float)Math.Sqrt(powDist));
                            }
                            if (0 >= data.SkillToCast || !AiLogicUtility.CanCastSkill(npc, data.SkillToCast, target))
                            {
                                info.Time += deltaTime;
                                if (info.Time > m_IntervalTime)
                                {
                                    info.Time = 0;
                                    NotifyNpcRun(npc);
                                    if (!npc.UnityPathFinding)
                                    {
                                        AiLogicUtility.PathToTargetWithoutObstacle(npc, data.FoundPath, targetPos, m_IntervalTime, true, this);
                                    }
                                    else
                                    {
                                        if (!npc.PathFindingFinished)
                                        {
                                            GfxSystem.NpcCommonMeleePathToTarget(npc, targetPos);
                                            ChangeToState(npc, (int)AiStateId.PathFinding);
                                        }
                                        else
                                        {
                                            npc.PathFindingFinished = false;
                                            AiLogicUtility.PathToTargetWithoutObstacle(npc, data.FoundPath, targetPos, m_IntervalTime, true, this);
                                        }
                                    }
                                }
                            }
                            else
                            {
                                npc.GetMovementStateInfo().IsMoving = false;
                                NotifyNpcMove(npc);
                                if (TryCastSkill(npc, data.SkillToCast, target))
                                {
                                    data.CurAiAction = 0;
                                    data.SkillToCast = -1;
                                }
                            }
                            break;

                        case (int)AiAction.STAND:
                            data.ChaseStandTime += deltaTime;
                            TrySeeTarget(npc, target);
                            if (data.ChaseStandTime > m_ChaseWalkMaxTime)
                            {
                                data.ChaseStandTime = 0;
                                data.CurAiAction    = 0;
                            }
                            break;

                        case (int)AiAction.TAUNT:
                            npc.GetMovementStateInfo().IsMoving = false;
                            NotifyNpcMove(npc);
                            npc.IsTaunt     = true;
                            data.TauntTime += deltaTime;
                            TrySeeTarget(npc, target);
                            if (data.TauntTime > m_TauntTime)
                            {
                                npc.IsTaunt      = false;
                                data.TauntTime   = 0;
                                data.CurAiAction = 0;
                            }
                            break;

                        case (int)AiAction.WALK:
                            data.ChaseWalkTime += deltaTime;
                            info.Time          += deltaTime;
                            if (info.Time > m_IntervalTime)
                            {
                                info.Time = 0;
                                NotifyNpcWalk(npc);
                                if (!npc.UnityPathFinding)
                                {
                                    AiLogicUtility.PathToTargetWithoutObstacle(npc, data.FoundPath, targetPos, m_IntervalTime, true, this);
                                }
                                else
                                {
                                    if (!npc.PathFindingFinished)
                                    {
                                        GfxSystem.NpcCommonMeleePathToTarget(npc, targetPos);
                                        ChangeToState(npc, (int)AiStateId.PathFinding);
                                    }
                                    else
                                    {
                                        npc.PathFindingFinished = false;
                                        AiLogicUtility.PathToTargetWithoutObstacle(npc, data.FoundPath, targetPos, m_IntervalTime, true, this);
                                    }
                                }
                            }
                            if (data.ChaseWalkTime > m_ChaseStandMaxTime)
                            {
                                data.ChaseWalkTime = 0;
                                data.CurAiAction   = 0;
                            }
                            break;
                        }
                    }
                }
                else
                {
                    NotifyNpcTargetChange(npc);
                    npc.GetMovementStateInfo().IsMoving = false;
                    NotifyNpcMove(npc);
                    info.Time = 0;
                    ChangeToState(npc, (int)AiStateId.Idle);
                }
            }
        }
Beispiel #24
0
        private void PursuitHandler(NpcInfo npc, AiCommandDispatcher aiCmdDispatcher, long deltaTime)
        {
            if (npc.IsDead() ||
                npc.GetSkillStateInfo().IsSkillActivated())
            {
                npc.GetMovementStateInfo().IsMoving = false;
                NotifyNpcMove(npc);
                return;
            }
            NpcAiStateInfo info = npc.GetAiStateInfo();
            AiData_Npc_BossDevilWarrior data = GetAiData(npc);

            if (null != data)
            {
                CharacterInfo target = AiLogicUtility.GetLivingCharacterInfoHelper(npc, info.Target);
                if (null != target)
                {
                    if (npc.IsUnderControl())
                    {
                        data.ControlTime += deltaTime;
                        if (data.ControlTime >= m_MaxControlTime && npc.CanDisControl() && AiLogicUtility.CanCastSkill(npc, data.DecontrolSkill, target))
                        {
                            NotifyNpcAddImpact(npc, m_DisControlImpact);
                            data.ControlTime = 0;
                            TryCastSkill(npc, data.DecontrolSkill, target, false);
                            data.CurSkillCombo      = data.DecontrolCombo;
                            data.CurSkillComboIndex = 0;
                        }
                        return;
                    }
                    float   dist          = (float)npc.GetActualProperty().AttackRange;
                    float   distGoHome    = (float)npc.GohomeRange;
                    Vector3 targetPos     = target.GetMovementStateInfo().GetPosition3D();
                    Vector3 srcPos        = npc.GetMovementStateInfo().GetPosition3D();
                    float   powDist       = Geometry.DistanceSquare(srcPos, targetPos);
                    float   powDistToHome = Geometry.DistanceSquare(srcPos, info.HomePos);
                    // 遇敌是播放特效, 逗留两秒。
                    if (data.WaitTime <= m_ResponseTime)
                    {
                        if (!data.HasMeetEnemy)
                        {
                            NotifyNpcMeetEnemy(npc, Animation_Type.AT_Attack);
                            data.HasMeetEnemy = true;
                        }
                        TrySeeTarget(npc, target);
                        data.WaitTime += deltaTime;
                        return;
                    }
                    if (null != data.CurSkillCombo)
                    {
                        if (data.CurSkillCombo.Length > data.CurSkillComboIndex)
                        {
                            TryCastSkill(npc, data.CurSkillCombo[data.CurSkillComboIndex], target);
                            data.CurSkillComboIndex = data.CurSkillComboIndex + 1;
                        }
                        else
                        {
                            data.CurSkillCombo      = null;
                            data.CurSkillComboIndex = 0;
                        }
                    }
                    // 大于攻击距离 跑向目标
                    if (powDist > m_AttackRange * m_AttackRange)
                    {
                        if ((int)GfxCharacterState_Type.HitFly == target.GfxStateFlag)
                        {
                            if (TryCastSkill(npc, data.FlyRangeSkill, target))
                            {
                                return;
                            }
                        }
                        else
                        {
                            if (TryCastSkill(npc, data.RangeSkill, target))
                            {
                                return;
                            }
                        }
                        info.Time += deltaTime;
                        if (info.Time > m_IntervalTime)
                        {
                            NotifyNpcRun(npc);
                            info.Time = 0;
                            AiLogicUtility.PathToTargetWithoutObstacle(npc, data.FoundPath, targetPos, m_IntervalTime, true, this);
                        }
                    }
                    else
                    {
                        if ((int)GfxCharacterState_Type.HitFly == target.GfxStateFlag)
                        {
                            if (TryCastSkill(npc, data.FlyMeeleSkill, target))
                            {
                                return;
                            }
                        }
                        else
                        {
                            if (TryCastSkill(npc, data.MeeleSkill, target))
                            {
                                return;
                            }
                        }
                    }
                }
                else
                {
                    NotifyNpcTargetChange(npc);
                    npc.GetMovementStateInfo().IsMoving = false;
                    NotifyNpcMove(npc);
                    info.Time = 0;
                    ChangeToState(npc, (int)AiStateId.Idle);
                }
            }
        }
        private void EscapeHandler(NpcInfo npc, AiCommandDispatcher aiCmdDispatcher, long deltaTime)
        {
            if (!CanAiControl(npc))
            {
                npc.GetMovementStateInfo().IsMoving = false;
                return;
            }
            NpcAiStateInfo    info = npc.GetAiStateInfo();
            AiData_Npc_Bluelf data = GetAiData(npc);

            if (null != data)
            {
                data.EscapeTime += deltaTime;
                CharacterInfo target = AiLogicUtility.GetLivingCharacterInfoHelper(npc, info.Target);
                if (null != target)
                {
                    Vector3 targetPos = target.GetMovementStateInfo().GetPosition3D();
                    Vector3 srcPos    = npc.GetMovementStateInfo().GetPosition3D();
                    float   powDist   = Geometry.DistanceSquare(srcPos, targetPos);
                    if (powDist < m_SafeRange * m_SafeRange)
                    {
                        Vector3 escapePos = Vector3.Zero;
                        if (AiLogicUtility.GetEscapeTargetPos(npc, target, 3.0f, ref escapePos))
                        {
                            info.Time += deltaTime;
                            if (info.Time > m_IntervalTime)
                            {
                                NotifyNpcRun(npc);
                                info.Time = 0;
                                AiLogicUtility.PathToTargetWithoutObstacle(npc, data.FoundPath, escapePos, m_IntervalTime, true, this);
                            }
                        }
                        else
                        {
                            LogSystem.Debug("Can't find WalkAble place");
                        }
                    }
                    else
                    {
                        TryCastSkill(npc, GetCanCastSkillId(npc, (float)Math.Sqrt(powDist)), target);
                        npc.GetMovementStateInfo().IsMoving = false;
                        NotifyNpcMove(npc);
                        info.Time       = 0;
                        data.EscapeTime = 0;
                        ChangeToState(npc, (int)AiStateId.Pursuit);
                    }
                }
                else
                {
                    NotifyNpcTargetChange(npc);
                    npc.GetMovementStateInfo().IsMoving = false;
                    NotifyNpcMove(npc);
                    info.Time = 0;
                    ChangeToState(npc, (int)AiStateId.Idle);
                }
                if (data.EscapeTime > m_MaxEscapeTime)
                {
                    data.EscapeTime = 0;
                    npc.GetMovementStateInfo().IsMoving = false;
                    NotifyNpcMove(npc);
                    info.Time = 0;
                    ChangeToState(npc, (int)AiStateId.Pursuit);
                }
            }
        }
Beispiel #26
0
        private void PursuitHandler(NpcInfo npc, AiCommandDispatcher aiCmdDispatcher, long deltaTime)
        {
            if (npc.IsDead())
            {
                npc.GetMovementStateInfo().IsMoving = false;
                NotifyNpcMove(npc);
                return;
            }
            NpcAiStateInfo        info = npc.GetAiStateInfo();
            AiData_Npc_CommonBoss data = GetAiData(npc);

            if (null != data)
            {
                CharacterInfo target = AiLogicUtility.GetLivingCharacterInfoHelper(npc, info.Target);
                if (null != target)
                {
                    if (npc.GetSkillStateInfo().IsSkillActivated())
                    {
                        npc.GetMovementStateInfo().IsMoving = false;
                        NotifyNpcMove(npc);
                        data.LastUseSkillTime = TimeUtility.GetServerMilliseconds();
                        return;
                    }
                    if (npc.IsUnderControl())
                    {
                        data.ControlTime += deltaTime;
                        if (data.ControlTime >= m_MaxControlTime && npc.CanDisControl() && AiLogicUtility.CanCastSkill(npc, m_DisControlSkillId, target))
                        {
                            NotifyNpcAddImpact(npc, m_DisControlImpactId);
                            data.ControlTime = 0;
                            TryCastSkill(npc, m_DisControlSkillId, target, false);
                        }
                        return;
                    }
                    float   dist          = (float)npc.GetActualProperty().AttackRange;
                    float   distGoHome    = (float)npc.GohomeRange;
                    Vector3 targetPos     = target.GetMovementStateInfo().GetPosition3D();
                    Vector3 srcPos        = npc.GetMovementStateInfo().GetPosition3D();
                    float   powDist       = Geometry.DistanceSquare(srcPos, targetPos);
                    float   powDistToHome = Geometry.DistanceSquare(srcPos, info.HomePos);
                    // 遇敌是播放特效, 逗留两秒。
                    if (data.WaitTime <= m_ResponseTime)
                    {
                        if (!data.HasMeetEnemy)
                        {
                            NotifyNpcMeetEnemy(npc, Animation_Type.AT_Attack);
                            data.HasMeetEnemy = true;
                        }
                        TrySeeTarget(npc, target);
                        data.WaitTime += deltaTime;
                        return;
                    }
                    int  skillId = GetCanCastSkillId(npc, (float)Math.Sqrt(powDist));
                    long curTime = TimeUtility.GetServerMilliseconds();
                    if (-1 != skillId && curTime - data.LastUseSkillTime > m_SkillInterval && AiLogicUtility.CanCastSkill(npc, skillId, target))
                    {
                        if (TryCastSkill(npc, skillId, target, true))
                        {
                            NotifyNpcAddImpact(npc, m_SuperArmorImpactId);
                        }
                    }
                    else
                    {
                        info.Time += deltaTime;
                        if (info.Time > m_IntervalTime)
                        {
                            info.Time = 0;
                            AiLogicUtility.PathToTargetWithoutObstacle(npc, data.FoundPath, targetPos, m_IntervalTime, true, this);
                        }
                    }
                }
                else
                {
                    NotifyNpcTargetChange(npc);
                    npc.GetMovementStateInfo().IsMoving = false;
                    NotifyNpcMove(npc);
                    info.Time = 0;
                    ChangeToState(npc, (int)AiStateId.Idle);
                }
            }
        }
Beispiel #27
0
        public static void ExecObjMoveCommand(int objId, float x, float y, float z)
        {
            Vector3       pos  = new Vector3(x, y, z);
            CharacterInfo obj  = WorldSystem.Instance.GetCharacterById(objId);
            UserInfo      user = obj as UserInfo;

            if (null != user)
            {
                if (!user.UnityPathFinding)
                {
                    List <Vector3> waypoints = user.SpatialSystem.FindPath(user.GetMovementStateInfo().GetPosition3D(), pos, 1);
                    waypoints.Add(pos);
                    UserAiStateInfo       aiInfo = user.GetAiStateInfo();
                    AiData_ForMoveCommand data   = aiInfo.AiDatas.GetData <AiData_ForMoveCommand>();
                    if (null == data)
                    {
                        data = new AiData_ForMoveCommand(waypoints);
                        aiInfo.AiDatas.AddData(data);
                    }
                    data.WayPoints          = waypoints;
                    data.Index              = 0;
                    data.EstimateFinishTime = 0;
                    data.IsFinish           = false;
                    aiInfo.ChangeToState((int)AiStateId.MoveCommand);
                }
                else
                {
                    UserAiStateInfo       aiInfo = user.GetAiStateInfo();
                    AiData_ForMoveCommand data   = aiInfo.AiDatas.GetData <AiData_ForMoveCommand>();
                    if (null == data)
                    {
                        data = new AiData_ForMoveCommand(null);
                        aiInfo.AiDatas.AddData(data);
                    }

                    user.PathFindingFinished = false;
                    user.GetAiStateInfo().ChangeToState((int)AiStateId.PathFinding);
                    user.GetAiStateInfo().PreviousState = (int)AiStateId.MoveCommand;
                    GfxSystem.ForMoveCommandPathToTarget(user, pos);
                }
            }
            else
            {
                NpcInfo npc = obj as NpcInfo;
                if (null != npc)
                {
                    if (!npc.UnityPathFinding)
                    {
                        List <Vector3> waypoints = npc.SpatialSystem.FindPath(npc.GetMovementStateInfo().GetPosition3D(), pos, 1);
                        waypoints.Add(pos);
                        NpcAiStateInfo        aiInfo = npc.GetAiStateInfo();
                        AiData_ForMoveCommand data   = aiInfo.AiDatas.GetData <AiData_ForMoveCommand>();
                        if (null == data)
                        {
                            data = new AiData_ForMoveCommand(waypoints);
                            aiInfo.AiDatas.AddData(data);
                        }
                        data.WayPoints          = waypoints;
                        data.Index              = 0;
                        data.EstimateFinishTime = 0;
                        data.IsFinish           = false;
                        aiInfo.ChangeToState((int)AiStateId.MoveCommand);
                    }
                    else
                    {
                        NpcAiStateInfo        aiInfo = npc.GetAiStateInfo();
                        AiData_ForMoveCommand data   = aiInfo.AiDatas.GetData <AiData_ForMoveCommand>();
                        if (null == data)
                        {
                            data = new AiData_ForMoveCommand(null);
                            aiInfo.AiDatas.AddData(data);
                        }

                        npc.PathFindingFinished = false;
                        npc.GetAiStateInfo().ChangeToState((int)AiStateId.PathFinding);
                        npc.GetAiStateInfo().PreviousState = (int)AiStateId.MoveCommand;
                        GfxSystem.ForMoveCommandPathToTarget(npc, pos);
                    }
                }
            }
        }
Beispiel #28
0
 private void OnNpcAddImpact(NpcInfo npc, int impactId)
 {
     ImpactSystem.Instance.SendImpactToCharacter(npc, impactId, npc.GetId(), -1, -1, npc.GetMovementStateInfo().GetPosition3D(), npc.GetMovementStateInfo().GetFaceDir());
 }
Beispiel #29
0
        private void OnNpcMeetEnemy(NpcInfo npc, Animation_Type animType)
        {
            CharacterView view = EntityManager.Instance.GetCharacterViewById(npc.GetId());

            if (null != view)
            {
                GfxSystem.SendMessage(view.Actor, "OnEventMeetEnemy", null);
            }
            ImpactSystem.Instance.SendImpactToCharacter(npc, npc.GetMeetEnemyImpact(), npc.GetId(), -1, -1, npc.GetMovementStateInfo().GetPosition3D(), npc.GetMovementStateInfo().GetFaceDir());
        }
Beispiel #30
0
 private void OnNpcFace(NpcInfo npc, float faceDirection)
 {
     npc.GetMovementStateInfo().SetWantFaceDir(faceDirection);
     ControlSystemOperation.AdjustCharacterFaceDir(npc.GetId(), faceDirection);
 }