Exemple #1
0
    //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~以下为静态方法

    public static void init()
    {
        MarkVO._markCardDic    = new Dictionary <string, MarkVO> ();
        MarkVO._markTriggerDic = new Dictionary <string, MarkVO> ();
        MarkVO._markBuffDic    = new Dictionary <string, MarkVO> ();
        MarkVO mark;

        foreach (KeyValuePair <string, object> kv in AIConstant.markCardConfig)
        {
            string id = kv.Key;
            mark = new MarkVO(id);
            MarkVO._markCardDic [id] = mark;
        }
        MarkVO.defaultMarkCard = MarkVO._markCardDic[AIConstant.DEFAULT_MARK_ID];

        foreach (KeyValuePair <string, object> kv in AIConstant.markTriggerConfig)
        {
            string id = kv.Key;
            mark = new MarkVO(id);
            MarkVO._markTriggerDic [id] = mark;
        }
        foreach (KeyValuePair <string, object> kv in AIConstant.markBuffConfig)
        {
            string id = kv.Key;
            mark = new MarkVO(id);
            MarkVO._markBuffDic [id] = mark;
        }
    }
Exemple #2
0
    ///得到某张牌和当前战术的适合度 1~10000,>预期值的最高值手牌则采用
    protected virtual double getCardFitness(MarkVO mark)
    {
        double fitness = 0;

        //目的是击杀对手,或消磨对手时,对手分数越多,出牌优先级越高
        fitness += this.getSingleFitness(mark.life, this.life);
        fitness += this.getSingleFitness(mark.move, this.move);
        fitness += this.getSingleFitness(mark.damage, this.damage);
        fitness += this.getSingleFitness(mark.control, this.control);
        fitness += this.getSingleFitness(mark.push, this.push);

        double rangeRate = ArrayUtils.multiplyArray(this.deltaRangeScales, mark.rangeArr);
        double angleRate = ArrayUtils.multiplyArray(this.deltaAngleScales, mark.angleArr);

        //乘以方向和距离系数(重要性系数)
        if (fitness > 0)
        {
            fitness = fitness * rangeRate * angleRate;
        }

        //有明确目标的情况,增加方向和距离适应度
        if (null != this.cardAimPosition)
        {
            fitness += (rangeRate * AIConstant.MARK_RANGE_ADD + angleRate * AIConstant.MARK_ANGLE_ADD) * this.cardPriority;
        }

        fitness += this.extraFitness(mark);
        return(fitness);
    }
Exemple #3
0
    ///传入需要评估的内容类型,返回评估结果
    public override double getMark(int valueType)
    {
        MarkVO   mark;
        CardData card;
        double   markValue = 0;

        for (int i = 0; i < ConfigConstant.CARD_HAND_MAX; i++)
        {
            card = this._cardGroup.handCards [i];
            if (card != null && card.canUse)
            {
                mark = MarkVO.getCardMark(card.id);
                double tempMark = mark.getMark(valueType);
                if (mark.isPart)
                {
                    markValue += tempMark * AIConstant.PART_IN_CARD_MARK_RATE;
                }
                else
                {
                    markValue += tempMark;
                }
            }
        }
        return(markValue);
    }
Exemple #4
0
    ///传入需要评估的范畴和内容类型,返回评估结果
    public override double[] getTypeMark(int aspectType, int valueType)
    {
        MarkVO   mark;
        CardData card;

        double[] marks = new double[AIConstant.MARK_COUNT];
        for (int i = 0; i < ConfigConstant.CARD_HAND_MAX; i++)
        {
            card = this._cardGroup.handCards [i];
            if (card != null && card.canUse)
            {
                mark = MarkVO.getCardMark(card.id);
                double[] tempMarks = mark.getTypeMark(aspectType, valueType);
                if (mark.isPart)
                {
                    ArrayUtils.addArray(marks, ArrayUtils.multiplyArrayValue(tempMarks, AIConstant.PART_IN_CARD_MARK_RATE));
                }
                else
                {
                    ArrayUtils.addArray(marks, tempMarks);
                }
            }
        }
        return(marks);
    }
Exemple #5
0
    //得到某张牌和当前战术的适合度 1~10000,>预期值的最高值手牌则采用
    protected override double getCardFitness(MarkVO mark)
    {
        double fitness = 0;

        if (mark.isPart)
        {
            fitness  = extraFitness(mark);
            fitness += AIConstant.MARK_PART_ADD * this.important;
        }
        return(fitness);
    }
Exemple #6
0
    public MarkVO(string id)
    {
        Dictionary <string, object> data;

        this.id = AIConstant.markCardConfig.ContainsKey(id)? id : AIConstant.DEFAULT_MARK_ID;

        data = (Dictionary <string, object>)AIConstant.markCardConfig [id];

        this.rangeArr = Array.ConvertAll <object, double>((object[])data["range"], o => Convert.ToDouble(o));
        this.angleArr = Array.ConvertAll <object, double>((object[])data["angle"], o => Convert.ToDouble(o));
        this.markArr  = Array.ConvertAll <object, double>((object[])data["mark"], o => Convert.ToDouble(o));

        this.isPart = MarkVO.cardIsPart(this.id);
    }
Exemple #7
0
    public static MarkVO getTriggerMark(string id)
    {
        //优先选择触发器的标记
        MarkVO mark;

        if (MarkVO._markTriggerDic.ContainsKey(id))
        {
            mark = MarkVO._markTriggerDic [id];
        }
        else
        {
            mark = MarkVO.getCardMark(id);
        }
        return(mark);
    }
Exemple #8
0
    public static void init()
    {
        ai            = (Dictionary <string, object>)DataManager.inst.ai;
        tacticsConfig = (Dictionary <string, object>)ai["tactics"];
        markConfig    = (Dictionary <string, object>)ai["mark"];
        moodConfig    = (Dictionary <string, object>)ai["mood"];

        mark              = (Dictionary <string, object>)DataManager.inst.mark;
        markCardConfig    = (Dictionary <string, object>)mark["card"];
        markTriggerConfig = (Dictionary <string, object>)mark["trigger"];
        markBuffConfig    = (Dictionary <string, object>)mark["buff"];

        initTactics();
        initMarkConfig();
        initMoodConfig();

        MarkVO.init();
    }
Exemple #9
0
    ///更新计算,与目标预判位置相对距离角度下,各位置的混合系数
    protected void updateAimDeltaScales()
    {
        //有出牌目标位置
        if (null != this.cardAimPosition)
        {
            //判定与目标点(已经预判)的相对方向和距离
            PlayerEntity player        = this._aiPlayer.player;
            Vector2D     deltaV2d      = Collision.realPosition(player.position, cardAimPosition, this._map.mapData).deltaPos;
            double       deltaDistance = deltaV2d.length;
            this.deltaRangeScales = MarkVO.getFitnessRangeMarks(deltaDistance);

            double deltaAngle = Math2.deltaAngle(deltaV2d.angle, player.angle);
            this.deltaAngleScales = MarkVO.getFitnessAngleMarks(deltaAngle);
        }
        else
        {
            this.deltaRangeScales = AIConstant.MARK_DEFAULT_SCALES;
            this.deltaAngleScales = AIConstant.MARK_DEFAULT_SCALES;
        }
    }
Exemple #10
0
    ///额外适合度
    public double extraFitness(MarkVO mark)
    {
        double fitness = 0;
        double rate;

        ///如果本策略出卡优先级很高,提高适应度
        fitness += this.cardPriority * AIConstant.MARK_CARD_PRIORITY_ADD;

        ///如果当前血量很低,卡牌的适合度提升
        rate = AIConstant.HP_PER_MIDDLE - this._aiPlayer.selfAssess.hpPer;
        if (rate > 0)
        {
            fitness += rate * AIConstant.MARK_FITNESS_HP_PER_DYING * (1 + this._aiPlayer.IQ);
        }
        ///随机额外值
        fitness += this.getRandom() * AIConstant.MARK_FITNESS_RANDOM * ((1 - this._aiPlayer.IQ) * 2 + 1);

        //愤怒,卡牌适应度提升
        fitness += this._aiPlayer.moodController.anger * this._aiPlayer.IQ * AIConstant.MARK_ANGER;

        return(fitness);
    }
Exemple #11
0
    ///判定当前状况使用各个牌的适应度
    public double[] getCardFitnessArray()
    {
        List <CardData> handCards = this._aiPlayer.player.cardGroup.handCards;

        double[] fitnessList = new double[AIConstant.MARK_COUNT];
        this.updateAimDeltaScales();
        for (int i = 0; i < ConfigConstant.CARD_HAND_MAX; i++)
        {
            CardData card = handCards [i];
            if (null != card)
            {
                if (card.canUse)
                {
                    MarkVO mark = MarkVO.getCardMark(card.id);
                    fitnessList [i] = this.getCardFitness(mark);
                }
                else
                {
                    fitnessList [i] = 0;
                }
            }
        }
        return(fitnessList);
    }
Exemple #12
0
    //得到某张牌和当前战术的适合度 1~10000,>预期值的最高值手牌则采用
    protected override double getCardFitness(MarkVO mark)
    {
        double fitness = extraFitness(mark);

        return(fitness);
    }
    ///决策,生成该战术的细节,出牌位置和移动方案
    public override void thinkTactic()
    {
        PlayerEntity targetPlayer       = (PlayerEntity)this.target;
        AssessPlayer targetAssessPlayer = this._aiPlayer.assessController.getAssessPlayer(targetPlayer.uid);

        PlayerEntity selfPlayer       = this._aiPlayer.player;
        AssessPlayer selfAssessPlayer = this._aiPlayer.selfAssess;


        //评估好的理想作战距离
        SituationVO situationVO = this._aiPlayer.assessController.getSituationVO(targetAssessPlayer);
        double      morale      = situationVO.morale;
        int         distanceMin = situationVO.distanceMin;
        int         distanceMax = situationVO.distanceMax;

//		string log = string.Format ("{0:F2},[{1},{2}]", morale,distanceMin,distanceMax);
//		ownerPlayer.ShowAILog (log);
//		ownerPlayer.ShowAILog ("战意:" + morale + ",最佳作战距离[" + distanceMin + "," + distanceMax + "]");
//		Debug.Log ("战意:"+morale+",最佳作战距离[" + distanceMin+"," +distanceMax+"]");
        morale = this.randomValue(morale, AIConstant.MARK_RANDOM);



        //评估预判最佳作战距离,方向,尽可能达成
        Vector2D targetForecastPosition = targetAssessPlayer.getForecastPosition(AIConstant.FORECAST_TIME * (0.5 + this._aiPlayer.IQ));
        Vector2D selfForecastPosition   = selfAssessPlayer.getForecastPosition(AIConstant.FORECAST_TIME * this._aiPlayer.IQ);

        Vector2D deltaPosition = Collision.realPosition(selfForecastPosition, targetForecastPosition, this._map.mapData).deltaPos;
        double   deltaDistance = deltaPosition.length;
        //对方朝向我的速度分量,威胁速度(正值为靠近,负值为远离)
        double warnSpeed = -targetPlayer.velocity.projectionOn(deltaPosition);
        //我和对方的最大最小相对速度(正值为靠近,负值为远离)
        double selfSpeedMax  = selfAssessPlayer.currentSpeedMax;
        double deltaSpeedMax = warnSpeed + selfSpeedMax;
        double deltaSpeedMin = warnSpeed - selfSpeedMax;
        //手上可用卡牌有爆发移动力(非装备)
        bool canBurstMove = selfAssessPlayer.canBurstMove;

        //自身擅长的攻击角度
        double[] selfStrengthAngle = selfAssessPlayer.getMarkStrengthAngle();
        //敌方擅长的攻击角度
        double[] targetStrengthAngle = targetAssessPlayer.getMarkStrengthAngle();
        //自身擅长的攻击角度,最大值为1
        double[] selfStrengthAngleNormalize = ArrayUtils.normalize((double[])selfStrengthAngle.Clone());
        //敌方擅长的攻击角度,最大值为1
        double[] targetStrengthAngleNormalize = ArrayUtils.normalize((double[])targetStrengthAngle.Clone());

        //预处理各种需要分析的数据,我的当前角度相对于位置向量角度-180 , 180
        double selfDeltaAngle = Math2.deltaAngle(selfPlayer.angle, deltaPosition.angle);
        //敌方当前角度相对于位置向量角度 0面对我,90侧对我,180背对我
        double targetDeltaAngle = Math2.deltaAngle(targetPlayer.angle, deltaPosition.angle + Math.PI);

        double[] targetFitnessAngleMarks = MarkVO.getFitnessAngleMarks(targetDeltaAngle);

//		double absDeltaAngle = Mathf.Abs (deltaAngle);

        //追击倾向{靠近,保持,拉远}
        double[] sickMarks = new double[AIConstant.MARK_COUNT];
        //正向面对倾向{正面,侧面,背面}
        double[] faceMarks = selfStrengthAngleNormalize;
//		double[] faceMarks = ArrayUtils.SubtractArray(ownerStrengthAngleNormalize, ArrayUtils.MultiplyArray(aimStrengthAngleNormalize,0.2));
        //对手如果正背面能力超强,尽量使用迂回战术
        faceMarks[0] += -targetStrengthAngleNormalize[0] * 0.4 * targetFitnessAngleMarks[0] - targetStrengthAngleNormalize[2] * 0.4 * targetFitnessAngleMarks[2];
        faceMarks[1] += targetStrengthAngleNormalize[0] * 0.3 + targetStrengthAngleNormalize[2] * 0.1 - targetStrengthAngleNormalize[1] * 0.5;

        double[] selfFitnessAngleMarks = MarkVO.getFitnessAngleMarks(selfDeltaAngle);
        ArrayUtils.multiplyArrayValue(selfFitnessAngleMarks, 0.1);
        ArrayUtils.addArray(faceMarks, selfFitnessAngleMarks);

        //击杀倾向,决定输出伤害是否最划算
        double attackMark = 1 - targetAssessPlayer.hpPer;

        faceMarks [0] += attackMark * 0.8;

        //速率倾向
        double speedMark = 1 + AIConstant.MARK_RANDOM;
        //放弃倾向
        double giveUpMark = 0;
        //左翼倾向
        double leftMark = MarkVO.getLeftMark(selfDeltaAngle);
        //生存倾向(越近越倾向护盾技能)
        double lifeMark = deltaDistance >= AIConstant.RANGE_DISTANCE_FAR ? 0: (double)(AIConstant.RANGE_DISTANCE_FAR - deltaDistance) / AIConstant.RANGE_DISTANCE_FAR;

        //面对倾向影响追击倾向
        sickMarks[0] += faceMarks[0] * 0.5 + faceMarks[1] * 0.1;
        sickMarks[1] += faceMarks[0] * 0.1 + faceMarks[1] * 0.4 + faceMarks[2] * 0.1;
        sickMarks[2] += faceMarks[1] * 0.1 + faceMarks[2] * 0.5;

        //AI智商低下,不容易做出保持距离和侧面面对的决策
        sickMarks[1] -= (1 - this._aiPlayer.IQ) * 0.8;
        faceMarks[1] -= (1 - this._aiPlayer.IQ) * 2.5;

        //自身正面能力低下(很可能没有可用卡牌,尽可能放弃直接战斗或直接逃跑)
        if (selfStrengthAngle [0] < AIConstant.MARK_ATTACK_ANGLE_MIN)
        {
            double temp = (AIConstant.MARK_ATTACK_ANGLE_MIN - selfStrengthAngle[0]) / AIConstant.MARK_ATTACK_ANGLE_MIN;
            giveUpMark   += temp * 1.2;
            sickMarks[2] += temp * 1.2;
        }

        //temp
//		sickMarks [0] += 5;
//		faceMarks [1] += 5;

        if (morale >= AIConstant.MORALE_NEAR_MIN)
        {
            //认真作战
            if (deltaDistance > distanceMax)
            {
                //应该靠近,对方正高速逃离,我的最大速度无法追击,如果存在目标距离内可秒杀或追击技能则使用,追击超出距离就放弃
                if (deltaSpeedMax < 0 && deltaDistance >= AIConstant.RANGE_DISTANCE_VERY_FAR)
                {
                    //追不上,放弃
                    giveUpMark += 0.5 + (-deltaSpeedMax / selfSpeedMax) + (deltaDistance - AIConstant.RANGE_DISTANCE_VERY_FAR) / AIConstant.RANGE_DISTANCE_VERY_FAR;
                }
                //距离远,追击动机足
                sickMarks[0] += 1;
            }
            else if (deltaDistance < distanceMin)
            {
                //应该拉远,对方正朝向我高速移动,我的最大速度无法拉开距离,放控制技能后再后撤
                if (deltaSpeedMin > 0)
                {
                    //距离近,无法拉开距离,停下来打
                    sickMarks[1] += 1;
                    sickMarks[2] += 0.2;
                }
                else
                {
                    //距离近,拉开距离来打
                    sickMarks[1] += 0.2;
                    sickMarks[2] += 1;
                }
            }
            else
            {
                //保持距离

                //理想距离中值偏移,大于0 应适当拉近,小于0 应适当拉远
                double deltaAimDistance = deltaDistance - (distanceMin + distanceMax) / 2;
                //理想速率,大于0 应适当拉近,小于0 应适当拉远
                double tempAimSpeedScale = deltaAimDistance / 5 / selfSpeedMax;
                if (tempAimSpeedScale < 0.5)
                {
                    //距离相差不多,可选择侧翼包抄(我的侧方向可以攻击,而敌方侧方向或后方向(近战)比较薄弱)
                    sickMarks[0] += 0.3;
                    sickMarks[1] += 0.7;
                }
                else
                {
                    //还是需要很快追逐
                    sickMarks[0] += 0.7;
                    sickMarks[1] += 0.3;
                }
                speedMark = Math.Max(this.getRandom() * 0.8 + 0.2, tempAimSpeedScale + 0.2);
            }
        }
        else if (morale >= AIConstant.MORALE_MIN)
        {
            //稍有信心战斗
            if (!canBurstMove && deltaSpeedMin > 0 && deltaDistance <= AIConstant.RANGE_DISTANCE_MIDDLE)
            {
                //逃不掉,死磕
                sickMarks[0] += 1;
                sickMarks[1] += 0.8;
                sickMarks[2] += 0.2;
                speedMark     = this.getRandom() * 0.8 + 0.2;
            }
            else
            {
                //不可力敌,逃跑
                sickMarks [2] += 1;
                faceMarks [2] += 0.6;
            }
        }
        else
        {
            //如果逃不掉,死磕
            if (!canBurstMove && deltaSpeedMin > 0 && deltaDistance <= AIConstant.RANGE_DISTANCE_MIDDLE)
            {
                //逃不掉,死磕
                sickMarks[0] += 1;
                sickMarks[1] += 0.6;
                speedMark     = this.getRandom() * 0.6 + 0.4;
            }
            else
            {
                //不可力敌,逃跑
                sickMarks [2] += 2;
                faceMarks [2] += 2;
            }
        }



        //适度的随机
        this.randomArrayValue(sickMarks, AIConstant.MARK_RANDOM);
        this.randomArrayValue(faceMarks, AIConstant.MARK_RANDOM);
        this.randomValue(attackMark, AIConstant.MARK_RANDOM);
        this.randomValue(speedMark, AIConstant.MARK_RANDOM);
        this.randomValue(giveUpMark, AIConstant.MARK_RANDOM);
        this.randomValue(leftMark, AIConstant.MARK_RANDOM);
        this.randomValue(lifeMark, AIConstant.MARK_RANDOM);

        //真正的策略

        if (giveUpMark >= 1)
        {
            this.subType = GIVE_UP;
        }
        else
        {
            int sickType = ArrayUtils.getMaxValueIndex(sickMarks);
            int faceType = ArrayUtils.getMaxValueIndex(faceMarks);
            if (sickType == 0)
            {
                //靠近
                if (faceType == 0)
                {
                    this.subType = IN_LINE;
                }
                else
                {
                    this.subType = IN_SIDE;
                }
            }
            else if (sickType == 1)
            {
                ///保持
                if (faceType == 0)
                {
                    this.subType = HOLD_HEAD;
                }
                else if (faceType == 1)
                {
                    this.subType = HOLD_SIDE;
                }
                else
                {
                    this.subType = HOLD_TAIL;
                }
            }
            else
            {
                //远离
                if (faceType == 1)
                {
                    this.subType = OUT_SIDE;
                }
                else
                {
                    this.subType = OUT_LINE;
                }
            }
        }


        this.cardPriority    = 1 * this.important;
        this.movePriority    = 1 * this.important;
        this.cardAimPosition = targetForecastPosition;
        if (morale > AIConstant.MORALE_NEAR_MAX)
        {
            //全力击杀
            this.cardPriority += 0.2;
        }

//		string log2 = string.Format ("{0} > {1}\n相对距离{2},头差角度{3:F1},左翼倾向{4:F2},战术{5}", ownerPlayer.name, aimPlayer.name, deltaDistance,deltaAngle,leftMark , type);
//		Debug.Log (log2);
//		Debug.Log (ownerPlayer.name + " > " + aimPlayer.name +
//			"\n左翼倾向" + leftMark + ",相对角度" + deltaAngle+",战术" + type);

        switch (this.subType)
        {
        case GIVE_UP:
        {
            this.cardPriority = 0;
            this.movePriority = 0;
            break;
        }

        case IN_LINE:
        {
            this.life    = 500 + 500 * lifeMark;
            this.move    = 200 + 1000 * speedMark;
            this.damage  = 4000;
            this.control = 3000;
            this.push    = -2000;

            Vector2D tempV2d = deltaPosition.clone().multiply(0.5);
            this.forwardMoveAim(tempV2d, tempV2d.angle, speedMark + 0.3);
            this.floatMoveAim(50);
            tempV2d.clear();
            break;
        }

        case IN_SIDE:
        {
            this.life    = 200 + 500 * lifeMark;
            this.move    = 500 + 500 * speedMark;
            this.damage  = 4000;
            this.control = 3000;
            this.push    = 0;

            Vector2D tempV2d     = deltaPosition.clone().reverse();
            double   offsetAngle = 2.1 / Math.Max(1, deltaDistance / AIConstant.RANGE_DISTANCE_VERY_NEAR);
            //左右翼包抄(距离越近选择角度越大) 左翼包抄是以目标的右侧作为目标点
            if (leftMark > 0)
            {
                tempV2d.angle -= offsetAngle;
            }
            else
            {
                tempV2d.angle += offsetAngle;
            }
            //缩短距离
            tempV2d.multiply(0.7);
            tempV2d.add(targetPlayer.position);
            this.setMoveAim(tempV2d, tempV2d.angle);
            this.floatMoveAim(50);
            tempV2d.clear();
            break;
        }

        case HOLD_HEAD:
        {
            this.life    = 500 + 500 * lifeMark;
            this.move    = 0;
            this.damage  = 3000 + 1000 * attackMark;
            this.control = 3000 + 1000 * attackMark;
            this.push    = 0;

            Vector2D tempV2d = deltaPosition.clone().multiply(0.3);
            this.forwardMoveAim(tempV2d, tempV2d.angle, speedMark);
            this.floatMoveAim(20);
            tempV2d.clear();
            break;
        }

        case HOLD_WING:
        {
            break;
        }

        case HOLD_TAIL:
        {
            this.life    = 500 + 500 * lifeMark;
            this.move    = 0;
            this.damage  = 1000 + 3000 * attackMark;
            this.control = 3000 + 1000 * attackMark;
            this.push    = 0;

            Vector2D tempV2d = deltaPosition.clone().reverse();
            this.forwardMoveAim(tempV2d, tempV2d.angle, speedMark);
            this.floatMoveAim(100);
            tempV2d.clear();
            break;
        }

        case HOLD_SIDE:
        {
            this.life    = 200 + 500 * lifeMark;
            this.move    = 500 + 500 * speedMark;
            this.damage  = 3000 + 1000 * attackMark;
            this.control = 3000 + 1000 * attackMark;
            this.push    = 0;

            Vector2D tempV2d     = deltaPosition.clone().reverse();
            double   offsetAngle = 2.1 / Math.Max(1, deltaDistance / AIConstant.RANGE_DISTANCE_VERY_NEAR);
            //左右翼包抄(距离越近选择角度越大)
            if (leftMark > 0)
            {
                tempV2d.angle -= offsetAngle;
            }
            else
            {
                tempV2d.angle += offsetAngle;
            }
            //加大距离
            tempV2d.multiply(1.2);
            tempV2d.add(targetPlayer.position);
            this.setMoveAim(tempV2d, tempV2d.angle, (speedMark + 1) * 0.5);
            this.floatMoveAim(100);
            tempV2d.clear();
            break;
        }

        case OUT_LINE:
        {
            this.life    = 1000 + 500 * lifeMark;
            this.move    = 3000 - 3000 * attackMark + 1000 * speedMark;
            this.damage  = 500 + 4000 * attackMark;
            this.control = 3000;
            this.push    = 2000;

            Vector2D tempV2d = deltaPosition.clone().reverse();
            this.forwardMoveAim(tempV2d, tempV2d.angle, (speedMark + 1) * 0.5);
            this.floatMoveAim(100);
            tempV2d.clear();
            break;
        }

        case OUT_SIDE:
        {
            this.life    = 1000 + 500 * lifeMark;
            this.move    = 1000 - 3000 * attackMark + 1000 * speedMark;
            this.damage  = 500 + 4000 * attackMark;
            this.control = 3000;
            this.push    = 0;

            Vector2D tempV2d     = deltaPosition.clone().reverse();
            double   offsetAngle = 2.1 / Math.Max(1, deltaDistance / AIConstant.RANGE_DISTANCE_VERY_NEAR);
            //左右翼撤退(距离越近选择角度越大)
            if (leftMark > 0)
            {
                tempV2d.angle -= offsetAngle;
            }
            else
            {
                tempV2d.angle += offsetAngle;
            }
            //加大距离
            tempV2d.multiply(2);
            tempV2d.add(targetPlayer.position);
            this.setMoveAim(tempV2d, tempV2d.angle, (speedMark + 1) * 0.5);
            this.floatMoveAim(100);
            tempV2d.clear();
            break;
        }
        }
    }
Exemple #14
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    ///传入需要评估的范畴和内容,返回评估结果
    private double[] getPartTypeMark(PartAction part, int aspectType, int valueType)
    {
        MarkVO mark = MarkVO.getMarkByPartId(part.id);

        return(ArrayUtils.multiplyArrayValue(mark.getTypeMark(aspectType, valueType), this.getPartScale(part)));
    }
Exemple #15
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    ///传入需要评估的内容,返回评估结果
    private double getPartMark(PartAction part, int valueType)
    {
        MarkVO mark = MarkVO.getMarkByPartId(part.id);

        return(mark.getMark(valueType) * this.getPartScale(part));
    }