Beispiel #1
0
        private void GoHomeHandler(NpcInfo npc, AiCommandDispatcher aiCmdDispatcher, long deltaTime)
        {
            //临时屏蔽掉普通pve小兵的gohome
            if (npc.IsDead())
            {
                return;
            }
            ChangeToState(npc, (int)AiStateId.Idle);
            NpcAiStateInfo info = npc.GetAiStateInfo();

            info.Time += deltaTime;
            if (info.Time > m_IntervalTime)
            {
                info.Time = 0;
                AiData_PveNpc_General data = GetAiData(npc);
                if (null != data)
                {
                    Vector3 targetPos            = info.HomePos;
                    ScriptRuntime.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);
                    }
                }
            }
        }
Beispiel #2
0
        private void PursuitHandler(NpcInfo npc, AiCommandDispatcher aiCmdDispatcher, long deltaTime)
        {
            if (npc.IsDead())
            {
                return;
            }
            NpcAiStateInfo        info   = npc.GetAiStateInfo();
            bool                  goHome = false;
            AiData_PveNpc_General 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();
                    ScriptRuntime.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 if (true) // 目标存活的情况下屏蔽掉gohome。
                    {
                        info.Time += deltaTime;
                        if (info.Time > m_IntervalTime)
                        {
                            info.Time = 0;
                            AiLogicUtility.PathToTargetWithoutObstacle(npc, data.FoundPath, targetPos, m_IntervalTime, true, this);
                        }
                    }
                    else
                    {
                        goHome = true;
                    }
                }
                else
                {
                    goHome = true;
                }
                if (goHome)
                {
                    npc.GetMovementStateInfo().IsMoving = false;
                    NotifyNpcMove(npc);
                    info.Time = 0;
                    data.Time = 0;
                    ChangeToState(npc, (int)AiStateId.GoHome);
                }
            }
        }
Beispiel #3
0
        private AiData_PveNpc_General GetAiData(NpcInfo npc)
        {
            AiData_PveNpc_General data = npc.GetAiStateInfo().AiDatas.GetData <AiData_PveNpc_General>();

            if (null == data)
            {
                data = new AiData_PveNpc_General();
                npc.GetAiStateInfo().AiDatas.AddData(data);
            }
            return(data);
        }
Beispiel #4
0
        private void CombatHandler(NpcInfo npc, AiCommandDispatcher aiCmdDispatcher, long deltaTime)
        {
            if (npc.IsDead())
            {
                return;
            }
            NpcAiStateInfo info = npc.GetAiStateInfo();

            info.Time += deltaTime;
            float rps = npc.GetActualProperty().Rps;

            if (rps > 0.001f && info.Time > 1000 / rps)
            {
                info.Time = 0;
                AiData_PveNpc_General data = GetAiData(npc);
                if (null != data)
                {
                    bool          goHome = false;
                    CharacterInfo target = AiLogicUtility.GetSeeingLivingCharacterInfoHelper(npc, info.Target);
                    if (null != target)
                    {
                        float dist       = (float)npc.GetActualProperty().AttackRange;
                        float distGoHome = (float)npc.GohomeRange;
                        ScriptRuntime.Vector3 targetPos = target.GetMovementStateInfo().GetPosition3D();
                        ScriptRuntime.Vector3 srcPos    = npc.GetMovementStateInfo().GetPosition3D();
                        float powDist       = Geometry.DistanceSquare(srcPos, targetPos);
                        float powDistToHome = Geometry.DistanceSquare(srcPos, info.HomePos);
                        if (powDist < dist * dist)
                        {
                            float dir = Geometry.GetYAngle(new Vector2(srcPos.X, srcPos.Z), new Vector2(targetPos.X, targetPos.Z));
                            npc.GetMovementStateInfo().SetFaceDir(dir);
                            npc.GetMovementStateInfo().SetMoveDir(dir);
                            if (npc.CanShoot() && !npc.GetSkillStateInfo().IsSkillActivated())
                            {
                                Data_NpcConfig npcConfig = NpcConfigProvider.Instance.GetNpcConfigById(npc.GetLinkId());
                                if (null == npcConfig)
                                {
                                    return;
                                }
                                if (npcConfig.m_SkillList.Count >= 1)
                                {
                                    ServerNpcSkill(npc, npcConfig.m_SkillList[0], target, targetPos, dir);
                                }
                            }
                        }
                        else if (powDistToHome < distGoHome * distGoHome)
                        {
                            npc.GetMovementStateInfo().IsMoving = false;
                            NotifyNpcMove(npc);
                            info.Time = 0;
                            data.FoundPath.Clear();
                            ChangeToState(npc, (int)AiStateId.Pursuit);
                        }
                        else
                        {
                            goHome = true;
                        }
                    }
                    else
                    {
                        goHome = true;
                    }
                    if (goHome)
                    {
                        npc.GetMovementStateInfo().IsMoving = false;
                        NotifyNpcMove(npc);
                        info.Time = 0;
                        ChangeToState(npc, (int)AiStateId.GoHome);
                    }
                }
            }
        }
Beispiel #5
0
        private void CombatHandler(NpcInfo npc, AiCommandDispatcher aiCmdDispatcher, long deltaTime)
        {
            if (npc.IsDead())
            {
                return;
            }
            NpcAiStateInfo info = npc.GetAiStateInfo();

            info.Time += deltaTime;
            if (info.Time > m_IntervalTime)
            {
                AiData_PveNpc_General data = GetAiData(npc);
                if (null != data)
                {
                    data.Time += info.Time;
                    info.Time  = 0;
                    bool          goHome = false;
                    CharacterInfo target = AiLogicUtility.GetLivingCharacterInfoHelper(npc, info.Target);
                    //CharacterInfo target = AiLogicUtility.GetInterestestTargetHelper(npc, CharacterRelation.RELATION_ENEMY, AiTargetType.USER);
                    if (null != target)
                    {
                        float dist       = (float)npc.GetActualProperty().AttackRange;
                        float distGoHome = (float)npc.GohomeRange;
                        ScriptRuntime.Vector3 targetPos = target.GetMovementStateInfo().GetPosition3D();
                        ScriptRuntime.Vector3 srcPos    = npc.GetMovementStateInfo().GetPosition3D();
                        float powDist       = Geometry.DistanceSquare(srcPos, targetPos);
                        float powDistToHome = Geometry.DistanceSquare(srcPos, info.HomePos);
                        if (powDist < dist * dist)
                        {
                            float rps = npc.GetActualProperty().Rps;
                            if (rps > 0.001f && data.Time > 1000 / rps)
                            {
                                data.Time = 0;
                                float dir = Geometry.GetYAngle(new Vector2(srcPos.X, srcPos.Z), new Vector2(targetPos.X, targetPos.Z));
                                NotifyNpcFace(npc, dir);
                                //npc.GetMovementStateInfo().SetFaceDir(dir);
                                npc.GetMovementStateInfo().SetMoveDir(dir);
                                if (null != OnNpcSkill)
                                {
                                    OnNpcSkill(npc, 10001, target);
                                }
                            }
                        }
                        else if (true)
                        {
                            npc.GetMovementStateInfo().IsMoving = false;
                            NotifyNpcMove(npc);
                            info.Time = 0;
                            data.FoundPath.Clear();
                            ChangeToState(npc, (int)AiStateId.Pursuit);
                        }
                        else
                        {
                            goHome = true;
                        }
                    }
                    else
                    {
                        goHome = true;
                    }
                    if (goHome)
                    {
                        npc.GetMovementStateInfo().IsMoving = false;
                        NotifyNpcMove(npc);
                        info.Time = 0;
                        ChangeToState(npc, (int)AiStateId.GoHome);
                    }
                }
                else
                {
                    info.Time = 0;
                }
            }
        }