private bool IsLeaderDead(EntityInfo entity) { bool ret = true; AiStateInfo info = entity.GetAiStateInfo(); AiData_General data = GetAiData(entity); EntityInfo leader = AiLogicUtility.GetLivingCharacterInfoHelper(entity, info.LeaderID); if (null != leader) { ret = leader.IsDead(); } return(ret); }
private void SkillCommandHandler(EntityInfo entity, long deltaTime) { AiData_General data = GetAiData(entity); if (null != data) { AiLogicUtility.DoSkillCommandState(entity, deltaTime, this, data.ManualSkillId); if (data.ManualSkillId > 0) { data.ManualSkillId = 0; } } else { ChangeToState(entity, (int)AiStateId.Idle); } }
internal static void DoPursuitCommandState(EntityInfo entity, long deltaTime, AbstractAiStateLogic logic) { AiStateInfo info = entity.GetAiStateInfo(); info.Time += deltaTime; if (info.Time > 200) { EntityInfo target = AiLogicUtility.GetLivingCharacterInfoHelper(entity, info.Target); if (null != target) { float minDist = entity.GetRadius() + target.GetRadius(); float dist = (float)entity.GetActualProperty().AttackRange + minDist; float distGoHome = entity.GohomeRange; Vector3 targetPos = target.GetMovementStateInfo().GetPosition3D(); ScriptRuntime.Vector3 srcPos = entity.GetMovementStateInfo().GetPosition3D(); float dir = Geometry.GetYRadian(new Vector2(targetPos.X, targetPos.Z), new Vector2(srcPos.X, srcPos.Z)); targetPos.X += (float)(minDist * Math.Sin(dir)); targetPos.Z += (float)(minDist * Math.Cos(dir)); float powDist = Geometry.DistanceSquare(srcPos, targetPos); if (powDist < dist * dist) { logic.AiSendStoryMessage(entity, "npc_pursuit_finish:" + entity.GetUnitId(), entity.GetId()); logic.AiSendStoryMessage(entity, "obj_pursuit_finish", entity.GetId()); logic.NotifyAiStopPursue(entity); logic.ChangeToState(entity, (int)AiStateId.Idle); } else { logic.NotifyAiPursue(entity, targetPos); } } else { logic.AiSendStoryMessage(entity, "npc_pursuit_exit:" + entity.GetUnitId(), entity.GetId()); logic.AiSendStoryMessage(entity, "obj_pursuit_exit", entity.GetId()); logic.NotifyAiStopPursue(entity); logic.ChangeToState(entity, (int)AiStateId.Idle); } } }
private void IdleHandler(EntityInfo npc, long deltaTime) { AiData_Leader aiData = GetAiData(npc); SkillInfo skInfo = AiLogicUtility.NpcFindCanUseSkill(npc, aiData, aiData.IsAutoOperate); if (skInfo == null) { return; } CharacterRelation relation = (skInfo.TargetType == SkillTargetType.Friend || skInfo.TargetType == SkillTargetType.RandFriend) ? CharacterRelation.RELATION_FRIEND : CharacterRelation.RELATION_ENEMY; EntityInfo attackTarget = AiLogicUtility.GetNearstTargetHelper(npc, aiData.IsAutoOperate ? npc.ViewRange : skInfo.Distance, relation); if (attackTarget != null) { ChangeToState(npc, (int)AiStateId.Combat); } }
private void GoHomeHandler(EntityInfo entity, long deltaTime) { AiStateInfo info = entity.GetAiStateInfo(); info.Time += deltaTime; if (info.Time > c_IntervalTime) { info.Time = 0; AiData_General data = GetAiData(entity); if (null != data) { EntityInfo leader = AiLogicUtility.GetLivingCharacterInfoHelper(entity, info.LeaderID); if (null != leader) { float minDist = entity.GetRadius() + leader.GetRadius(); Vector3 targetPos = GetHomePos(entity.GetMovementStateInfo().FormationIndex, leader); ScriptRuntime.Vector3 srcPos = entity.GetMovementStateInfo().GetPosition3D(); float powDistToHome = Geometry.DistanceSquare(srcPos, targetPos); if (powDistToHome <= (minDist + 1) * (minDist + 1)) { NotifyAiStopPursue(entity); ChangeToState(entity, (int)AiStateId.Idle); } else { NotifyAiPursue(entity, targetPos); } } else { NotifyAiStopPursue(entity); ChangeToState(entity, (int)AiStateId.Idle); } } } }
private void PatrolCommandHandler(EntityInfo entity, long deltaTime) { AiLogicUtility.DoPatrolCommandState(entity, deltaTime, this); }
private void CombatHandler(EntityInfo npc, long deltaTime) { if (npc.GetSkillStateInfo().IsSkillActivated()) { return; } AiStateInfo info = npc.GetAiStateInfo(); EntityInfo leader = AiLogicUtility.GetLivingCharacterInfoHelper(npc, info.LeaderID); bool isAutoOperate = IsAutoOperate(leader); ScriptRuntime.Vector3 srcPos = npc.GetMovementStateInfo().GetPosition3D(); Vector3 homePos = Vector3.Zero; if (null != leader) { GetHomePos(npc.GetMovementStateInfo().FormationIndex, leader); } float distSqrToHome = Geometry.DistanceSquare(srcPos, homePos); if (distSqrToHome > npc.GohomeRange * npc.GohomeRange) { NotifyAiStopPursue(npc); ChangeToState(npc, (int)AiStateId.GoHome); return; } /// EntityInfo attackTarget = null; SkillStateInfo currSkInfo = npc.GetSkillStateInfo(); ///找到可以使用的技能 SkillInfo skInfo = AiLogicUtility.NpcFindCanUseSkill(npc, this.GetAiData(npc), isAutoOperate); NotifyAiSelectSkill(npc, skInfo); if (skInfo == null) { //没有可以使用的技能就切换到Idle状态 ChangeToState(npc, (int)AiStateId.Idle); return; } CharacterRelation relation = (skInfo.TargetType == SkillTargetType.Friend || skInfo.TargetType == SkillTargetType.RandFriend) ? CharacterRelation.RELATION_FRIEND : CharacterRelation.RELATION_ENEMY; attackTarget = AiLogicUtility.GetNearstTargetHelper( npc, skInfo.Distance, relation); if (attackTarget != null && null != skInfo) //攻击范围内找到可攻击目标 { info.Target = attackTarget.GetId(); NotifyAiStopPursue(npc); NotifyAiSkill(npc, skInfo.SkillId); //攻击目标 return; } attackTarget = AiLogicUtility.GetNearstTargetHelper( npc, npc.ViewRange, relation); if (attackTarget != null && isAutoOperate) //视野范围内找到可攻击目标 { NotifyAiPursue(npc, attackTarget.GetMovementStateInfo().GetPosition3D()); // 追赶目标 return; } currSkInfo.SetCurSkillInfo(0); NotifyAiStopPursue(npc); ChangeToState(npc, (int)AiStateId.GoHome); }
internal static void DoPatrolCommandState(EntityInfo entity, long deltaTime, AbstractAiStateLogic logic) { AiStateInfo info = entity.GetAiStateInfo(); info.Time += deltaTime; if (info.Time > 100) { info.Time = 0; EntityInfo target = null; if (info.IsExternalTarget) { target = AiLogicUtility.GetSeeingLivingCharacterInfoHelper(entity, info.Target); if (null == target) { target = AiLogicUtility.GetNearstTargetHelper(entity, CharacterRelation.RELATION_ENEMY); if (null != target) { info.Target = target.GetId(); } } } else { target = AiLogicUtility.GetNearstTargetHelper(entity, CharacterRelation.RELATION_ENEMY); if (null != target) { info.Target = target.GetId(); } } if (null != target) { logic.AiSendStoryMessage(entity, "obj_patrol_exit", entity.GetId()); logic.AiSendStoryMessage(entity, string.Format("npc_patrol_exit:{0}", entity.GetUnitId()), entity.GetId()); logic.ChangeToState(entity, (int)AiStateId.Idle); } else { AiData_ForPatrolCommand data = GetAiDataForPatrolCommand(entity); if (null != data) { ScriptRuntime.Vector3 srcPos = entity.GetMovementStateInfo().GetPosition3D(); if (data.PatrolPath.HavePathPoint && !data.PatrolPath.IsReached(srcPos)) { logic.NotifyAiPursue(entity, data.PatrolPath.CurPathPoint); } else { data.PatrolPath.UseNextPathPoint(); if (data.PatrolPath.HavePathPoint) { logic.NotifyAiPursue(entity, data.PatrolPath.CurPathPoint); } else { if (data.IsLoopPatrol) { logic.AiSendStoryMessage(entity, "obj_patrol_restart", entity.GetId()); logic.AiSendStoryMessage(entity, string.Format("npc_patrol_restart:{0}", entity.GetUnitId()), entity.GetId()); data.PatrolPath.Restart(); } else { logic.AiSendStoryMessage(entity, "obj_patrol_finish", entity.GetId()); logic.AiSendStoryMessage(entity, string.Format("npc_patrol_finish:{0}", entity.GetUnitId()), entity.GetId()); logic.NotifyAiStopPursue(entity); logic.ChangeToState(entity, (int)AiStateId.Idle); } } } info.HomePos = entity.GetMovementStateInfo().GetPosition3D(); } else { logic.NotifyAiStopPursue(entity); logic.ChangeToState(entity, (int)AiStateId.Idle); } } } }
private void CombatHandler(EntityInfo npc, long deltaTime) { AiStateInfo aiInfo = npc.GetAiStateInfo(); AiData_Leader aiData = GetAiData(npc); if (npc.GetSkillStateInfo().IsSkillActivated()) { return; } /// SkillStateInfo currSkInfo = npc.GetSkillStateInfo(); ///找到可以使用的技能 SkillInfo skInfo = AiLogicUtility.NpcFindCanUseSkill(npc, this.GetAiData(npc), aiData.IsAutoOperate); NotifyAiSelectSkill(npc, skInfo); if (skInfo == null) { //没有可以使用的技能就切换到Idle状态 ChangeToState(npc, (int)AiStateId.Idle); return; } CharacterRelation relation = (skInfo.TargetType == SkillTargetType.Friend || skInfo.TargetType == SkillTargetType.RandFriend) ? CharacterRelation.RELATION_FRIEND : CharacterRelation.RELATION_ENEMY; EntityInfo attackTarget = AiLogicUtility.GetNearstAttackerHelper(npc, relation, aiData); if (null != attackTarget) { NotifyAiTarget(npc, attackTarget); if (Geometry.DistanceSquare(npc.GetMovementStateInfo().GetPosition3D(), attackTarget.GetMovementStateInfo().GetPosition3D()) < skInfo.Distance * skInfo.Distance) { aiInfo.Target = attackTarget.GetId(); NotifyAiStopPursue(npc); NotifyAiSkill(npc, skInfo.SkillId); return; } } attackTarget = AiLogicUtility.GetNearstTargetHelper(npc, skInfo.Distance, relation); if (attackTarget != null && null != skInfo) //攻击范围内找到可攻击目标 { NotifyAiTarget(npc, attackTarget); aiInfo.Target = attackTarget.GetId(); NotifyAiStopPursue(npc); NotifyAiSkill(npc, skInfo.SkillId); //攻击目标 return; } if (aiData.IsAutoOperate) { attackTarget = AiLogicUtility.GetNearstTargetHelper(npc, npc.ViewRange, relation); if (attackTarget != null && null != skInfo) //视野内找到可攻击目标 { NotifyAiPursue(npc, attackTarget.GetMovementStateInfo().GetPosition3D()); return; } } ///退出战斗模式清理一下手动技能 currSkInfo.SetCurSkillInfo(0); aiData.ManualSkillId = 0; NotifyAiStopPursue(npc); ChangeToState(npc, (int)AiStateId.Idle); }