public override void GameUpdate(IM.Number deltaTime)
    {
        base.GameUpdate(deltaTime);

        if (m_stateMachine.m_curState.m_eState != MatchState.State.eOpening && m_stateMachine.m_curState.m_eState != MatchState.State.eOverTime)
        {
            curTipCD -= (float)deltaTime;
            if (timer != null)
            {
                timer.Update(deltaTime);
            }
        }

        if (m_stateMachine.m_curState.m_eState != MatchState.State.ePlaying)
        {
            return;
        }

        matchReviseTip.Update((float)deltaTime);

        if (mainRole.m_StateMachine.m_curState.m_eState == PlayerState.State.eHold && mainRole.m_bMovedWithBall)
        {
            ShowGuide("HoldLock");
        }

        if (!(mainRole.m_StateMachine.m_curState is PlayerState_Skill) &&
            !m_ruler.m_bToCheckBall &&
            mainRole.m_bWithBall && mainRole.m_bOnGround)
        {
            bool isMainRoleDefended = mainRole.IsDefended();
            if (isMainRoleDefended)
            {
                if (mainRole.m_position == PositionType.PT_C || mainRole.m_position == PositionType.PT_PF)
                {
                    //if (completedGuide.Contains("Clutch") && !clutchGuiding)
                    ShowGuide("CrossOver", 4);
                    //else
                    //{
                    //	ShowGuide("Clutch", 5);
                    //	clutchGuiding = true;
                    //}
                }
                else
                {
                    ShowGuide("CrossOver", 4);
                }
            }
            else
            {
                ShowGuide("Undefended", 1);
            }
        }
        else
        {
            clutchGuiding = false;
        }

        if (mCurScene.mBall.m_ballState == BallState.eLoseBall &&
            mainRole.m_bOnGround &&
            (mainRole.m_position == PositionType.PT_PG || mainRole.m_position == PositionType.PT_SG))
        {
            IM.Number catchDistance = PlayerState_BodyThrowCatch.GetMaxDistance(mainRole);
            IM.Number curDistance   = GameUtils.HorizonalDistance(mainRole.position, mCurScene.mBall.position);
            if (curDistance <= catchDistance)
            {
                ShowGuide("BodyThrowCatch", 1);
            }
        }

        if (mainRole.m_defenseTarget.m_bWithBall &&
            mainRole.m_defenseTarget.m_AOD.GetStateByPos(mainRole.position) != AOD.Zone.eInvalid)
        {
            if (GameSystem.Instance.StealConfig.GetRatio(mainRole.m_defenseTarget.m_StateMachine.m_curState.m_eState) > IM.Number.zero)
            {
                ShowGuide("Steal", 4);
            }
            else if (AIUtils.CanBlock(mainRole, mainRole.m_defenseTarget, IM.Number.zero, IM.Number.zero, mCurScene.mBasket.m_vShootTarget))
            {
                if (mainRole.m_defenseTarget.m_StateMachine.m_curState.m_eState != PlayerState.State.ePrepareToShoot)
                {
                    ShowGuide("Block", 1);
                }
            }
        }

        if (mCurScene.mBall.m_ballState == BallState.eRebound)
        {
            IM.Number fDistPlayer2Ball = GameUtils.HorizonalDistance(mainRole.position, mCurScene.mBall.position);
            if (fDistPlayer2Ball <= mainRole.m_fReboundDist)
            {
                IM.Number  minHeight      = new IM.Number(1, 6);
                IM.Number  maxHeight      = mainRole.m_finalAttrs["rebound_height"] * new IM.Number(0, 13) + new IM.Number(3);
                IM.Number  ball_height    = mCurScene.mBall.position.y;
                bool       inReboundRange = minHeight < ball_height && ball_height < maxHeight;
                IM.Vector3 velocity       = mCurScene.mBall.curVel;
                if (velocity.y < IM.Number.zero && inReboundRange)
                {
                    ShowGuide("Rebound", 1);
                }
            }
        }
    }
Exemple #2
0
    protected override void OnTick()
    {
        m_decidedOnHoldTime += m_system.AI.delay;
        if (m_player.m_defenseTarget != null)
        {
            GameMatch   match   = GameSystem.Instance.mClient.mCurMatch;
            UBasketball ball    = match.mCurScene.mBall;
            IM.Vector3  vBasket = match.mCurScene.mBasket.m_vShootTarget;

            if (ball.m_owner != null && ball.m_owner.m_StateMachine.m_curState.m_eState != PlayerState.State.ePrepareToShoot)
            {
                m_decidedOnPrepareShoot = false;
            }
            if (ball.m_owner != null && ball.m_owner.m_StateMachine.m_curState.m_eState != PlayerState.State.eBackToBackForward)
            {
                m_decidedOnBackToBack = false;
            }
            if (m_decidedOnHold && (ball.m_owner != null &&
                                    ball.m_owner.m_StateMachine.m_curState.m_eState != PlayerState.State.eHold &&
                                    ball.m_owner.m_StateMachine.m_curState.m_eState != PlayerState.State.eStand || m_decidedOnHoldTime > IM.Number.two))
            {
                m_decidedOnHold = false;
            }

            IM.Number distDef = GameUtils.HorizonalDistance(m_player.m_defenseTarget.position, m_player.position);

            if (AIUtils.ShouldTraceBall(ball, m_player))
            {
                m_system.SetTransaction(AIState.Type.eIdle);
                return;
            }

            if (m_player.m_team.m_role == GameMatch.MatchRole.eDefense)
            {
                //��ס����Ŀ��
                m_fDefenseDist = (m_player.m_defenseTarget.m_StateMachine.m_curState.m_eState == PlayerState.State.eHold ||
                                  m_player.m_defenseTarget.m_StateMachine.m_curState.m_eState == PlayerState.State.ePrepareToShoot) ? new IM.Number(1, 500) : new IM.Number(1, 500);
                IM.Vector3 defenseDirX = vBasket - m_player.m_defenseTarget.position;
                defenseDirX.y = IM.Number.zero;
                IM.Number distAttackerToBasket = defenseDirX.magnitude;
                defenseDirX.Normalize();

                if (m_defensePosition == DefensePosition.Left)
                {
                    defenseDirX = IM.Quaternion.AngleAxis(-m_player.m_defenseTarget.m_AOD.angle / 4, IM.Vector3.up) * defenseDirX;
                }
                else if (m_defensePosition == DefensePosition.Right)
                {
                    defenseDirX = IM.Quaternion.AngleAxis(m_player.m_defenseTarget.m_AOD.angle / 4, IM.Vector3.up) * defenseDirX;
                }

                IM.Vector3 targetToMove;
                if (m_defensePosition == DefensePosition.Inside && distAttackerToBasket > (new IM.Number(1, 900) + m_fDefenseDist))
                {
                    targetToMove = vBasket + (-defenseDirX) * new IM.Number(1, 900);
                }
                else
                {
                    targetToMove = m_player.m_defenseTarget.position + defenseDirX * m_fDefenseDist;
                }
                if (GameUtils.HorizonalDistance(m_player.position, targetToMove) > IM.Number.half)
                {
                    m_moveTarget = targetToMove;
                }
                //���ַ��ص���
                if (m_defensePosition == DefensePosition.Center)
                {
                    if (distAttackerToBasket > new IM.Number(2, 100))
                    {
                        IM.Number distMoveTargetToBasket = GameUtils.HorizonalDistance(vBasket, m_moveTarget);
                        if (distMoveTargetToBasket < new IM.Number(2, 100))
                        {
                            m_moveTarget = vBasket - defenseDirX * new IM.Number(2, 100);
                        }
                    }
                }

                if (m_player.m_defenseTarget.m_StateMachine.m_curState.m_eState == PlayerState.State.eBackToBackForward &&
                    distDef <= new IM.Number(2, 200))
                {
                    if (!m_decidedOnBackToBack)
                    {
                        IM.Number competeWeight = new IM.Number(50);
                        switch (m_player.m_position)
                        {
                        case PositionType.PT_SF:
                            competeWeight += new IM.Number(30);
                            break;

                        case PositionType.PT_PG:
                        case PositionType.PT_C:
                            competeWeight += new IM.Number(100);
                            break;
                        }
                        m_system.SetTransaction(AIState.Type.eDefenseBack, competeWeight);
                        m_system.SetTransaction(AIState.Type.eDefense, new IM.Number(50), true);
                        m_decidedOnBackToBack = true;
                        return;
                    }
                }
                else if (m_player.m_defenseTarget.m_bWithBall &&
                         (m_player.m_defenseTarget.m_StateMachine.m_curState.m_eState == PlayerState.State.eHold ||
                          m_player.m_defenseTarget.m_StateMachine.m_curState.m_eState == PlayerState.State.eStand))
                {
                    if (!m_decidedOnHold)
                    {
                        IM.Number stealRate = AIUtils.GetStealRate(m_player, m_player.m_defenseTarget, m_match);
                        if (stealRate > IM.Number.zero)
                        {
                            m_system.SetTransaction(AIState.Type.eSteal, stealRate * 100);
                        }
                        m_system.SetTransaction(AIState.Type.eDefense, (IM.Number.one - stealRate) * 100);
                        m_decidedOnHold     = true;
                        m_decidedOnHoldTime = IM.Number.zero;
                        return;
                    }
                }
                else if (ball.m_ballState != BallState.eLoseBall &&
                         IM.Vector3.Angle(m_player.forward, m_player.m_defenseTarget.forward) > new IM.Number(90) && distDef < IM.Number.two)
                {
                    List <SkillInstance> defenseSkill = m_player.m_skillSystem.GetBasicSkillsByCommand(Command.Defense);
                    m_player.m_toSkillInstance = defenseSkill[0];
                }

                //Э����ñ����
                IM.Number assistBlockRate = IM.Number.zero;
                switch (m_player.m_position)
                {
                case PositionType.PT_C:
                case PositionType.PT_PF:
                    assistBlockRate = new IM.Number(0, 750);
                    break;

                case PositionType.PT_SF:
                    assistBlockRate = new IM.Number(0, 600);
                    break;

                case PositionType.PT_PG:
                case PositionType.PT_SG:
                    assistBlockRate = new IM.Number(0, 400);
                    break;
                }

                if (m_ball.m_owner != null &&
                    (m_ball.m_owner == m_player.m_defenseTarget ||
                     (IM.Random.value < assistBlockRate && GameUtils.HorizonalDistance(m_ball.m_owner.position, m_player.position) < new IM.Number(3))) &&
                    AIUtils.IsAttacking(m_ball.m_owner))
                {
                    if (!m_decidedToBlock)
                    {
                        //m_devBlockTime = Random.Range(0f, m_system.AI.devTimeBlock);
                        m_devBlockTime = m_system.AI.devTimeBlock;
                        //m_blockTimingRatio = Random.value;
                        m_blockTimingRatio = IM.Number.zero;
                        //float toBlockRate = Mathf.Clamp(m_player.m_fightingCapacity / m_ball.m_owner.m_fightingCapacity * 0.2f, 0.05f, 0.5f);
                        IM.Number toBlockRate = IM.Number.half;
                        IM.Number value       = IM.Random.value;
                        m_bToBlock = value < toBlockRate;
                        Debug.Log(m_player.m_name + "Block time dev:" + m_devBlockTime +
                                  " To block rate: " + toBlockRate + " " + value + " " + m_bToBlock);
                        m_decidedToBlock = true;
                    }

                    IM.Vector3 owner2Player = m_player.position - m_ball.m_owner.position;
                    owner2Player.y = IM.Number.zero;
                    IM.Number fDistOwner2Player = owner2Player.magnitude;
                    fDistOwner2Player *= IM.Number.one - m_system.AI.devDistBlock;

                    if (m_ball.m_owner.m_AOD.GetStateByPos(m_player.position) == AOD.Zone.eInvalid)
                    {
                        m_moveTarget = m_ball.m_owner.position + m_ball.m_owner.forward * m_fDefenseDist;
                        m_system.SetTransaction(Type.eDefense);
                    }
                    else if (m_ball.m_owner.m_StateMachine.m_curState.m_eState == PlayerState.State.ePrepareToShoot)
                    {
                        if (!m_decidedOnPrepareShoot && !m_bToBlock)
                        {
                            if (m_player.m_defenseTarget == m_ball.m_owner)
                            {
                                IM.Number stealRate = AIUtils.GetStealRate(m_player, m_ball.m_owner, m_match);
                                Debug.Log(m_player.m_name + " Steal rate: " + stealRate);
                                if (stealRate > IM.Number.zero)
                                {
                                    m_system.SetTransaction(Type.eSteal, stealRate * 100);
                                }
                                m_system.SetTransaction(Type.eDefense, (IM.Number.one - stealRate) * 100);
                            }
                            m_decidedOnPrepareShoot = true;
                        }
                    }

                    if (m_bToBlock &&
                        m_player.m_StateMachine.m_curState.IsCommandValid(Command.Block) &&
                        AIUtils.CanBlock(m_player, m_ball.m_owner, m_devBlockTime, m_blockTimingRatio, m_basket.m_vShootTarget))
                    {
                        m_system.SetTransaction(Type.eBlock);
                    }
                }
                else
                {
                    if (m_decidedToBlock)
                    {
                        m_decidedToBlock = false;
                    }
                }
            }
            else
            {
                m_system.SetTransaction(AIState.Type.ePositioning);
            }
        }
    }