コード例 #1
0
    bool Pass()
    {
        IM.Number passWeight = m_player.IsDefended(m_system.AI.devAngleAttacker, m_system.AI.devDistAOD) ? new IM.Number(30) : IM.Number.zero;
        Player    target     = AIUtils.GetMostPriorPassTarget(m_player.m_team.members, m_player);

        if (target != null && target != m_player)
        {
            //目标要球,权重提高
            if (target.m_StateMachine.m_curState.m_eState == PlayerState.State.eRequireBall)
            {
                IM.Number weightAdj = IM.Number.zero;
                switch (m_player.m_position)
                {
                case PositionType.PT_C:
                case PositionType.PT_PG:
                    weightAdj = new IM.Number(200);
                    break;

                case PositionType.PT_PF:
                    weightAdj = new IM.Number(50);
                    break;

                case PositionType.PT_SF:
                case PositionType.PT_SG:
                    weightAdj = new IM.Number(20);
                    break;
                }
                passWeight += weightAdj;
            }
            if (passWeight > IM.Number.zero)
            {
                AI_Pass pass = m_system.GetState(Type.ePass) as AI_Pass;
                pass.m_toPass = target;
                m_system.SetTransaction(pass, passWeight);
                return(true);
            }
        }
        return(false);
    }
コード例 #2
0
    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);
        }
    }
コード例 #3
0
ファイル: AIUtils.cs プロジェクト: Avatarchik/LockStepDemo
    public static Player ChoosePassTargetCheckBall(Player player, GameMatch match)
    {
        List <Player> teammates = new List <Player>(player.m_team.members);

        teammates.Remove(player);
        if (teammates.Count == 0)
        {
            return(null);
        }

        // Teammates in far area.
        List <Player> matesFar = new List <Player>();

        foreach (Player mate in teammates)
        {
            if (match.mCurScene.mGround.GetArea(mate) == Area.eFar)
            {
                matesFar.Add(mate);
            }
        }
        if (matesFar.Count > 0)         // There are teammates in far area, pass to most prior mate.
        {
            return(AIUtils.GetMostPriorPassTarget(matesFar, player));
        }
        else            // No teammates in far area.
        {
            // Teammates in PG or SG's favor area.
            List <Player> matesOutSide        = new List <Player>();
            RoadPathManager.SectorArea areaPG = Player.positionFavorSectors[PositionType.PT_PG];
            RoadPathManager.SectorArea areaSG = Player.positionFavorSectors[PositionType.PT_SG];
            foreach (Player mate in player.m_team.members)
            {
                if (RoadPathManager.Instance.InSectors(areaPG, mate.position) ||
                    RoadPathManager.Instance.InSectors(areaSG, mate.position))
                {
                    matesOutSide.Add(mate);
                }
            }
            if (matesOutSide.Count > 0)                 // There are teammates in PG or SG's favor area, pass to most prior mate if its not myself.
            {
                Player passTarget = AIUtils.GetMostPriorPassTarget(matesOutSide, player);
                return(passTarget == player ? null : passTarget);
            }
            else                // No teammates in PG or SG's favor area.
            {
                List <Player> teammatesPGSG = new List <Player>();
                foreach (Player mate in teammates)
                {
                    if (mate.m_matchPosition == PositionType.PT_PG || mate.m_matchPosition == PositionType.PT_SG)
                    {
                        teammatesPGSG.Add(mate);
                    }
                }
                if (player.m_matchPosition == PositionType.PT_C)
                {
                    if (teammatesPGSG.Count > 0)                        // Pass to most prior PG or SG.
                    {
                        return(AIUtils.GetMostPriorPassTarget(teammatesPGSG, player));
                    }
                    else                        // Pass to nearest non-C teammate.
                    {
                        Player    nearestNonC = null;
                        IM.Number minDist     = IM.Number.max;
                        foreach (Player mate in teammates)
                        {
                            if (mate.m_matchPosition != PositionType.PT_C)
                            {
                                IM.Number curDist = GameUtils.HorizonalDistance(mate.position, player.position);
                                if (curDist < minDist)
                                {
                                    minDist     = curDist;
                                    nearestNonC = mate;
                                }
                            }
                        }
                        return(nearestNonC);
                    }
                }
                else if (player.m_matchPosition == PositionType.PT_PF)
                {
                    if (teammatesPGSG.Count > 0)                        // Pass to most prior PG or SG.
                    {
                        return(AIUtils.GetMostPriorPassTarget(teammatesPGSG, player));
                    }
                    else                        // Pass to nearest non-PF teammate.
                    {
                        Player    nearestNonPF = null;
                        IM.Number minDist      = IM.Number.max;
                        foreach (Player mate in teammates)
                        {
                            if (mate.m_matchPosition != PositionType.PT_PF)
                            {
                                IM.Number curDist = GameUtils.HorizonalDistance(mate.position, player.position);
                                if (curDist < minDist)
                                {
                                    minDist      = curDist;
                                    nearestNonPF = mate;
                                }
                            }
                        }
                        return(nearestNonPF);
                    }
                }
                else
                {
                    return(null);
                }
            }
        }
    }
コード例 #4
0
    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);
        }
    }