override public void Update(IM.Number fDeltaTime) { PlayerState state = m_player.m_StateMachine.m_curState; if (state.m_eState != PlayerState.State.eCrossOver) { PlayerState_CrossOver stateCross = m_player.m_StateMachine.GetState(PlayerState.State.eCrossOver) as PlayerState_CrossOver; if (stateCross.crossed) // Cross over succeed. { if (IM.Random.value < new IM.Number(0, 300)) // Attack unreasoningly { AI_Positioning aiPositioning = m_system.GetState(Type.ePositioning) as AI_Positioning; aiPositioning.unreasonable = true; Debug.Log("Attack unreasonable."); } else { Player defender = m_player.GetDefender(); if (defender != null) // Still being defended. { List <SkillInstance> basicSkills = m_player.m_skillSystem.GetBasicSkillsByCommand(Command.CrossOver); uint uBasicSkillCost = basicSkills[0].skill.levels[1].stama; if (m_player.m_stamina.m_curStamina >= new IM.Number((int)uBasicSkillCost)) // Has enough stamina to cross again. { IM.Number crossRate = PlayerState_CrossOver.CalcCrossRate(m_player, defender); // Cross over success rate. if (crossRate > new IM.Number(0, 600)) { m_system.SetTransaction(this, new IM.Number(100), true); return; } } } } } else // Cross over failed. { if (state.m_eState == PlayerState.State.eStand || state.m_eState == PlayerState.State.eRun || state.m_eState == PlayerState.State.eRush || state.m_eState == PlayerState.State.eHold) { Player defender = m_player.GetDefender(); if (defender != null) { IM.Number crossRate = PlayerState_CrossOver.CalcCrossRate(m_player, defender); // Cross over success rate. if (crossRate < new IM.Number(0, 200)) // Success rate is too low. Pass to teammate. { List <Player> teammates = new List <Player>(m_player.m_team.members); teammates.Remove(m_player); Player target = AIUtils.GetMostPriorPassTarget(teammates, m_player); if (target != null) { AI_Pass passState = m_system.GetState(Type.ePass) as AI_Pass; passState.m_toPass = target; m_system.SetTransaction(passState, new IM.Number(100), true); return; } } } } else if (state.m_eState == PlayerState.State.eKnocked) // Wait knocked state over to do passing { return; } } m_system.SetTransaction(AIState.Type.ePositioning); } }
protected override void OnTick() { GameMatch match = GameSystem.Instance.mClient.mCurMatch; UBasketball ball = match.mCurScene.mBall; bool inTakeOver = false; if (m_player.m_inputDispatcher != null) { inTakeOver = m_player.m_inputDispatcher.inTakeOver; } if (!inTakeOver) { //进攻时间快结束了,投球 if (m_player.m_bWithBall && match.IsFinalTime(new IM.Number(3) - m_system.AI.devTime) && !m_match.m_ruler.m_bToCheckBall) { AIUtils.AttackByPosition(m_player, new IM.Number(100)); return; } } //球在飞,追球 if (m_ball.m_owner == null && m_ball.m_ballState != BallState.eUseBall_Pass) { if (AIUtils.ShouldTraceBall(m_ball, m_player)) { m_system.SetTransaction(AIState.Type.eTraceBall); } else if (m_match.m_stateMachine.m_curState.m_eState != MatchState.State.eTipOff) { m_system.SetTransaction(AIState.Type.ePositioning); } return; } if (!inTakeOver) { //抱球时 Area area = m_match.mCurScene.mGround.GetArea(m_player); if (m_player.m_StateMachine.m_curState.m_eState == PlayerState.State.eHold) { if (m_player.m_bMovedWithBall) //二次运球 { if (m_player.IsDefended()) //被防守 { if (!m_system.IsPvp) { AIUtils.AttackByPosition(m_player, new IM.Number(15)); m_system.SetTransaction(Type.eFakeShoot, new IM.Number(10)); } List <Player> teammates = new List <Player>(m_player.m_team.members); teammates.Remove(m_player); Player passTarget = AIUtils.GetMostPriorPassTarget(teammates, m_player); if (passTarget != null) { AI_Pass pass = m_system.GetState(Type.ePass) as AI_Pass; pass.m_toPass = passTarget; m_system.SetTransaction(Type.ePass, new IM.Number(75)); } } else //未被防守 { AIUtils.AttackByPosition(m_player, new IM.Number(100)); } } else //非二次运球 { m_system.SetTransaction(Type.ePositioning); } return; } } //攻防转换 if (m_player.m_team.m_role == GameMatch.MatchRole.eOffense) { if (makePolicyImmediately) { AI_Positioning aiPositioning = m_system.GetState(AIState.Type.ePositioning) as AI_Positioning; aiPositioning.makePolicyImmediately = true; makePolicyImmediately = false; } m_system.SetTransaction(AIState.Type.ePositioning); } else { m_system.SetTransaction(AIState.Type.eDefense); } }