예제 #1
0
 public void Execute(UserInfo user, AiCommandDispatcher aiCmdDispatcher, long deltaTime)
 {
     if (user.GetAIEnable())
     {
         UserAiStateInfo userAi = user.GetAiStateInfo();
         if (userAi.CommandQueue.Count <= 0)
         {
             int curState = userAi.CurState;
             if (curState > (int)AiStateId.Invalid && curState < (int)AiStateId.MaxNum)
             {
                 UserAiStateHandler handler;
                 if (m_Handlers.TryGetValue(curState, out handler))
                 {
                     if (null != handler)
                     {
                         handler(user, aiCmdDispatcher, deltaTime);
                     }
                 }
                 else
                 {
                     LogSystem.Error("Illegal ai state: " + curState + " user:" + user.GetId());
                 }
             }
             else
             {
                 OnStateLogicInit(user, aiCmdDispatcher, deltaTime);
                 ChangeToState(user, (int)AiStateId.Idle);
             }
         }
         ExecuteCommandQueue(user, deltaTime);
     }
 }
        private void MoveHandler(UserInfo user, AiCommandDispatcher aiCmdDispatcher, long deltaTime)
        {
            if (user.IsDead())
            {
                return;
            }
            UserAiStateInfo         info = user.GetAiStateInfo();
            AiData_UserSelf_General data = GetAiData(user);
            Vector3 targetPos            = info.TargetPos;
            Vector3 srcPos = user.GetMovementStateInfo().GetPosition3D();

            if (null != data && !IsReached(srcPos, targetPos))
            {
                if (info.IsTargetPosChanged)
                {
                    info.IsTargetPosChanged = false;
                    data.FoundPath.Clear();
                }
                PathToTargetPro(user, data.FoundPath, targetPos, deltaTime);
            }
            else
            {
                user.GetMovementStateInfo().StopMove();
                NotifyUserMove(user);
                info.Time      = 0;
                info.Target    = 0;
                info.TargetPos = Vector3.Zero;
                data.Time      = 0;
                data.FoundPath.Clear();
                ChangeToState(user, (int)AiStateId.Idle);
            }
        }
        protected override void OnStateLogicInit(UserInfo user, AiCommandDispatcher aiCmdDispatcher, long deltaTime)
        {
            UserAiStateInfo info = user.GetAiStateInfo();

            info.HomePos = user.GetMovementStateInfo().GetPosition3D();
            info.Time    = 0;
            user.GetMovementStateInfo().IsMoving = false;
        }
예제 #4
0
 private void PushSkill(UserInfo playerself, Vector3 targetpos, float attackrange)
 {
     if (null != playerself && Vector3.Zero != targetpos)
     {
         UserAiStateInfo info = playerself.GetAiStateInfo();
         RevokeSkill(playerself, info);
         info.Time        = 0;
         info.TargetPos   = targetpos;
         info.AttackRange = attackrange;
         info.IsAttacked  = false;
         info.ChangeToState((int)AiStateId.Combat);
     }
 }
예제 #5
0
 private void RevokeSkill(UserInfo playerself, UserAiStateInfo aiInfo)
 {
     if (null == playerself || null == aiInfo)
     {
         return;
     }
     StopFindPath(playerself, aiInfo);
     aiInfo.Target      = 0;
     aiInfo.IsAttacked  = false;
     aiInfo.Time        = 0;
     aiInfo.TargetPos   = Vector3.Zero;
     aiInfo.AttackRange = 0;
     aiInfo.ChangeToState((int)AiStateId.Idle);
 }
예제 #6
0
        private void Combat(UserInfo playerself, int targetId, float attackrange)
        {
            if (null != playerself && m_lastSelectObjId != targetId)
            {
                UserAiStateInfo info = playerself.GetAiStateInfo();
                if ((int)AiStateId.Move == info.CurState)
                {
                    StopFindPath(playerself, info);
                }
                info.Time        = 0;
                info.Target      = targetId;
                info.IsAttacked  = false;
                info.AttackRange = attackrange;

                info.ChangeToState((int)AiStateId.Combat);
            }
        }
예제 #7
0
        public static void ExecPlayerSelfMoveCommand(float x, float y, float z)
        {
            Vector3 pos = new Vector3();

            pos.x = x;
            pos.y = y;
            pos.z = z;
            UserInfo user = WorldSystem.Instance.GetPlayerSelf();

            if (null != user)
            {
                if (!user.UnityPathFinding)
                {
                    List <Vector3> waypoints = user.SpatialSystem.FindPath(user.GetMovementStateInfo().GetPosition3D(), pos, 1);
                    waypoints.Add(pos);
                    UserAiStateInfo       aiInfo = user.GetAiStateInfo();
                    AiData_ForMoveCommand data   = aiInfo.AiDatas.GetData <AiData_ForMoveCommand>();
                    if (null == data)
                    {
                        data = new AiData_ForMoveCommand(waypoints);
                        aiInfo.AiDatas.AddData(data);
                    }

                    data.WayPoints          = waypoints;
                    data.Index              = 0;
                    data.EstimateFinishTime = 0;
                    data.IsFinish           = false;
                    aiInfo.ChangeToState((int)AiStateId.MoveCommand);
                }
                else
                {
                    UserAiStateInfo       aiInfo = user.GetAiStateInfo();
                    AiData_ForMoveCommand data   = aiInfo.AiDatas.GetData <AiData_ForMoveCommand>();
                    if (null == data)
                    {
                        data = new AiData_ForMoveCommand(null);
                        aiInfo.AiDatas.AddData(data);
                    }

                    user.PathFindingFinished = false;
                    user.GetAiStateInfo().ChangeToState((int)AiStateId.PathFinding);
                    user.GetAiStateInfo().PreviousState = (int)AiStateId.MoveCommand;
                    GfxSystem.ForMoveCommandPathToTarget(user, pos);
                }
            }
        }
예제 #8
0
        private void ExecuteCommandQueue(UserInfo user, long deltaTime)
        {
            UserAiStateInfo userAi = user.GetAiStateInfo();

            while (userAi.CommandQueue.Count > 0)
            {
                IAiCommand cmd = userAi.CommandQueue.Peek();
                if (cmd.Execute(deltaTime))
                {
                    userAi.CommandQueue.Dequeue();
                }
                else
                {
                    break;
                }
            }
        }
        private void PathFindingCommandHandler(UserInfo user, AiCommandDispatcher aiCmdDispatcher, long deltaTime)
        {
            // Path has found.
            if (!user.UnityPathFinding)
            {
                return;
            }

            if (!user.PathFindingFinished)
            {
                return;
            }

            user.PathFindingFinished = false;
            UserAiStateInfo info = user.GetAiStateInfo();

            ChangeToState(user, info.PreviousState);
        }
예제 #10
0
        private void StopAiMove()
        {
            UserInfo playerself = WorldSystem.Instance.GetPlayerSelf();

            if (null != playerself)
            {
                UserAiStateInfo aiInfo = playerself.GetAiStateInfo();
                if (aiInfo.CurState == (int)AiStateId.MoveCommand || aiInfo.CurState == (int)AiStateId.PursuitCommand || aiInfo.CurState == (int)AiStateId.PatrolCommand)
                {
                    aiInfo.Time   = 0;
                    aiInfo.Target = 0;
                    aiInfo.AiDatas.RemoveData <AiData_ForMoveCommand>();
                    aiInfo.AiDatas.RemoveData <AiData_ForPursuitCommand>();
                    aiInfo.AiDatas.RemoveData <AiData_ForPatrolCommand>();
                    aiInfo.ChangeToState((int)AiStateId.Idle);
                    ClientScriptSystem.Instance.SendMessage("aimovestopped");
                }
            }
        }
예제 #11
0
        private void FindPath(Vector3 targetpos)
        {
            UserInfo playerself = WorldSystem.Instance.GetPlayerSelf();

            if (playerself != null && !playerself.IsDead())
            {
                if (Vector3.Zero == targetpos)
                {
                    return;
                }
                UserAiStateInfo aiInfo = playerself.GetAiStateInfo();
                if (null != aiInfo)
                {
                    StopFindPath(playerself, aiInfo);
                }
                aiInfo.TargetPos = targetpos;
                aiInfo.ChangeToState((int)AiStateId.Move);
            }
        }
예제 #12
0
        private void StopFindPath(UserInfo playerself, UserAiStateInfo aiInfo)
        {
            if (null == playerself || null == aiInfo)
            {
                return;
            }
            AiData_UserSelf_General data = playerself.GetAiStateInfo().AiDatas.GetData <AiData_UserSelf_General>();

            if (null == data)
            {
                data = new AiData_UserSelf_General();
                playerself.GetAiStateInfo().AiDatas.AddData(data);
            }
            playerself.GetMovementStateInfo().IsMoving = false;
            aiInfo.Time = 0;
            data.Time   = 0;
            data.FoundPath.Clear();
            aiInfo.ChangeToState((int)AiStateId.Idle);
        }
 private void PathToTargetPro(UserInfo user, AiPathData data, Vector3 pathTargetPos, long deltaTime)
 {
     if (!user.UnityPathFinding)
     {
         PathToTarget(user, data, pathTargetPos, deltaTime);
     }
     else
     {
         UserAiStateInfo info = user.GetAiStateInfo();
         if (info.PreviousState != (int)AiStateId.PathFinding)
         {
             user.PathFindingFinished = false;
             GfxSystem.UserSelfGeneralPathToTarget(user, pathTargetPos);
             ChangeToState(user, (int)AiStateId.PathFinding);
         }
         else
         {
             PathToTarget(user, data, pathTargetPos, deltaTime);
         }
     }
 }
        private void IdleHandler(UserInfo user, AiCommandDispatcher aiCmdDispatcher, long deltaTime)
        {
            if (user.IsDead())
            {
                return;
            }
            UserAiStateInfo info = user.GetAiStateInfo();

            info.Time += deltaTime;
            if (info.Time > 100)
            {
                info.Time = 0;
                CharacterInfo target = null;
                if (info.IsAttacked && m_AttackRangeLast > 0)
                {
                    if (info.Target > 0 /* || info.TargetPos != Vector3.Zero*/)
                    {
                        target = AiLogicUtility.GetSeeingLivingCharacterInfoHelper(user, info.Target);
                        if (null == target)
                        {
                            info.Target = 0;
                            target      = AiLogicUtility.GetNearstTargetHelper(user, CharacterRelation.RELATION_ENEMY);
                        }
                    }
                    if (null != target)
                    {
                        info.Time         = 0;
                        info.Target       = target.GetId();
                        info.IsAttacked   = false;
                        info.AttackRange  = m_AttackRangeLast;
                        m_AttackRangeLast = 0;
                        ChangeToState(user, (int)AiStateId.Combat);
                    }
                }
            }
        }
예제 #15
0
 private void TouchHandle(int what, GestureArgs e)
 {
     try
     {
         UserInfo playerself = WorldSystem.Instance.GetPlayerSelf();
         if (null == playerself || null == e)
         {
             return;
         }
         CharacterView view = EntityManager.Instance.GetUserViewById(playerself.GetId());
         if (null != playerself.SkillController &&
             playerself.SkillController.GetSkillControlMode() != SkillControlMode.kTouch)
         {
             return;
         }
         if ((int)TouchEvent.Cesture == what)
         {
             string ename = e.name;
             if (GestureEvent.OnSingleTap.ToString() == ename)
             {
                 if (EnableMoveInput)
                 {
                     if (WorldSystem.Instance.IsPureClientScene() || WorldSystem.Instance.IsPveScene())
                     {
                         if (e.selectedObjID < 0)
                         {
                             playerself.SkillController.AddBreakSkillTask();
                             if (InputType.Touch == e.inputType)
                             {
                                 FindPath(new Vector3(e.airWelGamePosX, e.airWelGamePosY, e.airWelGamePosZ));
                             }
                             else if (InputType.Joystick == e.inputType)
                             {
                                 UpdateMoveState(playerself, new Vector3(e.airWelGamePosX, e.airWelGamePosY, e.airWelGamePosZ), e.towards);
                             }
                             UpdateTowards(playerself, e.towards);
                         }
                         else
                         {
                             Combat(playerself, e.selectedObjID, e.attackRange);
                         }
                         m_lastSelectObjId = e.selectedObjID;
                         ///
                         // GfxSystem.PublishGfxEvent("Op_InputEffect", "Input", GestureEvent.OnSingleTap, e.airWelGamePosX, e.airWelGamePosY, e.airWelGamePosZ, e.selectedObjID < 0 ? false : true, true);
                     }
                     else if (WorldSystem.Instance.IsPvpScene() || WorldSystem.Instance.IsMultiPveScene())
                     {
                         if (e.selectedObjID < 0)
                         {
                             if (InputType.Touch == e.inputType)
                             {
                                 NetworkSystem.Instance.SyncPlayerMoveToPos(new Vector3(e.airWelGamePosX, e.airWelGamePosY, e.airWelGamePosZ));
                             }
                             else if (InputType.Joystick == e.inputType)
                             {
                                 UpdateMoveState(playerself, new Vector3(e.airWelGamePosX, e.airWelGamePosY, e.airWelGamePosZ), e.towards);
                                 playerself.SkillController.AddBreakSkillTask();
                             }
                         }
                         else
                         {
                             NetworkSystem.Instance.SyncPlayerMoveToAttack(e.selectedObjID, e.attackRange);
                         }
                     }
                 }
             }
             else if (GestureEvent.OnFingerMove.ToString() == ename)
             {
                 if (EnableMoveInput)
                 {
                     if (view.ObjectInfo.IsGfxMoveControl && !view.ObjectInfo.IsGfxRotateControl)
                     {
                         UpdateTowards(playerself, e.towards);
                     }
                 }
             }
             else if (GestureEvent.OnSkillStart.ToString() == ename)
             {
                 if (null != playerself)
                 {
                     UserAiStateInfo info = playerself.GetAiStateInfo();
                     if ((int)AiStateId.Move == info.CurState)
                     {
                         StopFindPath(playerself, info);
                     }
                 }
             }
             else if (GestureEvent.OnEasyGesture.ToString() == ename)
             {
                 Vector3 targetpos = new Vector3(e.startGamePosX, e.startGamePosY, e.startGamePosZ);
                 if (Vector3.Zero != targetpos)
                 {
                     PushSkill(playerself, targetpos, e.attackRange);
                 }
             }
         }
     }
     catch (Exception ex)
     {
         LogicSystem.LogFromGfx("[Error]:Exception:{0}\n{1}", ex.Message, ex.StackTrace);
     }
 }
예제 #16
0
        internal void Tick()
        {
            long now = TimeUtility.GetServerMilliseconds();

            m_LastTickIntervalMs = now - m_LastTickTime;

            m_LastTickTime = now;

            if (WorldSystem.Instance.IsObserver && !WorldSystem.Instance.IsFollowObserver)
            {
                bool  keyPressed = false;
                float x = 0.5f, y = 0.5f;
                if (GfxSystem.IsKeyPressed(Keyboard.Code.A))
                {
                    x          = 0.1f;
                    keyPressed = true;
                }
                else if (GfxSystem.IsKeyPressed(Keyboard.Code.D))
                {
                    x          = 0.9f;
                    keyPressed = true;
                }
                if (GfxSystem.IsKeyPressed(Keyboard.Code.W))
                {
                    y          = 0.1f;
                    keyPressed = true;
                }
                else if (GfxSystem.IsKeyPressed(Keyboard.Code.S))
                {
                    y          = 0.9f;
                    keyPressed = true;
                }
                if (keyPressed)
                {
                    WorldSystem.Instance.UpdateObserverCamera(x, y);
                }
                return;
            }


            UserInfo playerself = WorldSystem.Instance.GetPlayerSelf();

            if (null == playerself)
            {
                return;
            }
            // if move input is disable
            // MotionStatus is MoveStop, and MotionChanged is reflect the change accordingly

            if (EnableMoveInput)
            {
                if (!IsKeyboardControl())
                {
                    CheckJoystickControl();
                }
            }

            if (!m_IsJoystickControl)
            {
                pm_.Update(EnableMoveInput);
            }
            MovementStateInfo msi = playerself.GetMovementStateInfo();
            Vector3           pos = msi.GetPosition3D();

            //LogSystem.Debug("Pos : {0}, Dir : {1}", pos.ToString(), playerself.GetMovementStateInfo().GetFaceDir());
            bool reface = false;

            if (m_LastTickIsSkillMoving && !msi.IsSkillMoving)
            {
                reface = true;
            }

            //操作同步机制改为发给服务器同时本地就开始执行(服务器转发给其它客户端,校验失败则同时发回原客户端进行位置调整)
            Vector3 mouse_pos = new Vector3(GfxSystem.GetMouseX(), GfxSystem.GetMouseY(), GfxSystem.GetMouseZ());

            if (pm_.MotionStatus == PlayerMovement.Motion.Moving || pm_.JoyStickMotionStatus == PlayerMovement.Motion.Moving)
            {
                if (pm_.MotionChanged || pm_.JoyStickMotionChanged || !m_LastTickIsMoving)
                {
                    StopAiMove();

                    playerself.SkillController.AddBreakSkillTask();
                    float moveDir = RoundMoveDir(pm_.MoveDir);

                    //GfxSystem.GfxLog("PlayerControl.Tick MoveDir:{0} RoundMoveDir:{1}", pm_.MoveDir, moveDir);

                    if (!m_LastTickIsMoving || !Geometry.IsSameFloat(moveDir, m_lastMoveDir))
                    {
                        msi.SetMoveDir(moveDir);
                        //ControlSystemOperation.AdjustCharacterMoveDir(playerself.GetId(), moveDir);
                        msi.IsMoving       = true;
                        msi.TargetPosition = Vector3.Zero;

                        if (WorldSystem.Instance.IsPvpScene() || WorldSystem.Instance.IsMultiPveScene())
                        {
                            NetworkSystem.Instance.SyncPlayerMoveStart(moveDir);
                        }
                    }
                    if (EnableRotateInput)
                    {
                        if (reface || !m_LastTickIsMoving || !Geometry.IsSameFloat(pm_.MoveDir, m_lastDir))
                        {
                            msi.SetFaceDir(pm_.MoveDir);
                            //ControlSystemOperation.AdjustCharacterFaceDir(playerself.GetId(), pm_.MoveDir);
                            msi.SetWantFaceDir(pm_.MoveDir);

                            if (WorldSystem.Instance.IsPvpScene() || WorldSystem.Instance.IsMultiPveScene())
                            {
                                NetworkSystem.Instance.SyncFaceDirection(pm_.MoveDir);
                            }
                        }
                    }
                    m_lastDir     = pm_.MoveDir;
                    m_lastMoveDir = moveDir;
                }
                m_LastTickIsMoving = true;
            }
            else
            {
                if (m_LastTickIsMoving)
                {
                    playerself.SkillController.CancelBreakSkillTask();
                    playerself.GetMovementStateInfo().IsMoving = false;
                    if (WorldSystem.Instance.IsPvpScene() || WorldSystem.Instance.IsMultiPveScene())
                    {
                        NetworkSystem.Instance.SyncPlayerMoveStop();
                    }
                    if (EnableRotateInput)
                    {
                        if (reface)
                        {
                            msi.SetFaceDir(m_lastDir);
                            //ControlSystemOperation.AdjustCharacterFaceDir(playerself.GetId(), m_lastDir);
                            msi.SetWantFaceDir(m_lastDir);

                            if (WorldSystem.Instance.IsPvpScene() || WorldSystem.Instance.IsMultiPveScene())
                            {
                                NetworkSystem.Instance.SyncFaceDirection(m_lastDir);
                            }
                        }
                    }
                }
                m_LastTickIsMoving = false;
            }
            m_LastTickIsSkillMoving = msi.IsSkillMoving;

            old_mouse_pos_ = mouse_pos_;
            mouse_pos_.X   = GfxSystem.GetMouseX();
            mouse_pos_.Y   = GfxSystem.GetMouseY();

            UserAiStateInfo aiInfo = playerself.GetAiStateInfo();

            if (null != aiInfo && (int)AiStateId.Idle == aiInfo.CurState)
            {
                m_lastSelectObjId = -1;
            }
        }
        private void PursuitHandler(UserInfo user, AiCommandDispatcher aiCmdDispatcher, long deltaTime)
        {
            if (user.IsDead())
            {
                return;
            }
            UserAiStateInfo         info = user.GetAiStateInfo();
            AiData_UserSelf_General data = GetAiData(user);

            if (null != data)
            {
                if (info.Target > 0)
                {
                    CharacterInfo target = AiLogicUtility.GetLivingCharacterInfoHelper(user, info.Target);
                    if (null != target)
                    {
                        float   dist      = info.AttackRange - 1.0f;
                        Vector3 targetPos = target.GetMovementStateInfo().GetPosition3D();
                        Vector3 srcPos    = user.GetMovementStateInfo().GetPosition3D();
                        float   powDist   = Geometry.DistanceSquare(srcPos, targetPos);
                        if (powDist < dist * dist)
                        {
                            user.GetMovementStateInfo().IsMoving = false;
                            info.Time = 0;
                            data.Time = 0;
                            ChangeToState(user, (int)AiStateId.Combat);
                            NotifyUserMove(user);
                        }
                        else
                        {
                            info.Time += deltaTime;
                            if (info.Time > 100)
                            {
                                info.Time = 0;
                                CharacterInfo target2 = GetCanAttackUserTarget(user);
                                if (null == target2)
                                {
                                    AiLogicUtility.GetNearstTargetHelper(user, CharacterRelation.RELATION_ENEMY);
                                }
                                if (null == target2 || target == target2)
                                {
                                    PathToTargetPro(user, data.FoundPath, targetPos, deltaTime);
                                }
                                else
                                {
                                    info.Target = target2.GetId();
                                    return;
                                }
                            }
                        }
                    }
                    else
                    {
                        user.GetMovementStateInfo().StopMove();
                        NotifyUserMove(user);
                        info.Time = 0;
                        data.Time = 0;
                        data.FoundPath.Clear();
                        ChangeToState(user, (int)AiStateId.Idle);
                    }
                }
                else
                {
                    float   dist      = info.AttackRange;
                    Vector3 targetPos = info.TargetPos;
                    Vector3 srcPos    = user.GetMovementStateInfo().GetPosition3D();
                    float   powDist   = Geometry.DistanceSquare(srcPos, targetPos);
                    if (powDist < dist * dist)
                    {
                        user.GetMovementStateInfo().IsMoving = false;
                        info.Time = 0;
                        data.Time = 0;
                        ChangeToState(user, (int)AiStateId.Combat);
                        NotifyUserMove(user);
                    }
                    else
                    {
                        info.Time += deltaTime;
                        if (info.Time > 100)
                        {
                            info.Time = 0;
                            PathToTargetPro(user, data.FoundPath, targetPos, deltaTime);
                        }
                    }
                }
            }
        }
        private void PathToTarget(UserInfo user, AiPathData data, Vector3 pathTargetPos, long deltaTime)
        {
            UserAiStateInfo info = user.GetAiStateInfo();

            if (null != data)
            {
                data.UpdateTime += deltaTime;
                Vector3 srcPos        = user.GetMovementStateInfo().GetPosition3D();
                float   dir           = user.GetMovementStateInfo().GetMoveDir();
                bool    findObstacle  = false;
                bool    havePathPoint = data.HavePathPoint;
                if (havePathPoint)
                {//沿路点列表移动的逻辑
                    Vector3 targetPos = data.CurPathPoint;
                    if (!data.IsReached(srcPos))
                    {//向指定路点移动(避让移动过程)
                        user.GetMovementStateInfo().TargetPosition = targetPos;
                        float angle = Geometry.GetYAngle(new Vector2(srcPos.X, srcPos.Z), new Vector2(targetPos.X, targetPos.Z));
                        if (!Geometry.IsSameDouble(angle, user.GetMovementStateInfo().GetMoveDir()))
                        {
                            user.GetMovementStateInfo().SetFaceDir(angle);
                            user.GetMovementStateInfo().SetMoveDir(angle);
                            user.GetMovementStateInfo().IsMoving = true;
                            NotifyUserMove(user);
                        }
                    }
                    else
                    {//改变路点或结束沿路点移动
                        data.UseNextPathPoint();
                        if (data.HavePathPoint)
                        {
                            targetPos = data.CurPathPoint;
                            user.GetMovementStateInfo().TargetPosition = targetPos;
                            float angle = Geometry.GetYAngle(new Vector2(srcPos.X, srcPos.Z), new Vector2(targetPos.X, targetPos.Z));
                            user.GetMovementStateInfo().SetFaceDir(angle);
                            user.GetMovementStateInfo().SetMoveDir(angle);
                            user.GetMovementStateInfo().IsMoving = true;
                            NotifyUserMove(user);
                        }
                        else
                        {
                            data.Clear();
                        }
                    }
                }
                if (!user.UnityPathFinding)
                {
                    if (!havePathPoint || findObstacle)
                    {//获得路点过程(寻路)
                        data.Clear();
                        Vector3 targetPos = pathTargetPos;
                        if (Geometry.DistanceSquare(srcPos, targetPos) > 400)
                        {
                            targetPos = user.SpatialSystem.CalcNearstReachablePoint(srcPos, targetPos, 20);
                        }
                        bool canGo = true;

                        /*
                         * if (!user.SpatialSystem.GetCellMapView(user.AvoidanceRadius).CanPass(targetPos)) {
                         * if (!AiLogicUtility.GetWalkablePosition(user.SpatialSystem.GetCellMapView(user.AvoidanceRadius), targetPos, srcPos, ref targetPos))
                         *  canGo = false;
                         * }*/
                        if (canGo)
                        {
                            List <Vector3> posList = null;
                            if (user.SpatialSystem.CanPass(user.SpaceObject, targetPos))
                            {
                                posList = new List <Vector3>();
                                posList.Add(srcPos);
                                posList.Add(targetPos);
                            }
                            else
                            {
                                long stTime = TimeUtility.GetElapsedTimeUs();
                                posList = user.SpatialSystem.FindPath(srcPos, targetPos, user.AvoidanceRadius);
                                long endTime  = TimeUtility.GetElapsedTimeUs();
                                long calcTime = endTime - stTime;
                                if (calcTime > 1000)
                                {
                                    // LogSystem.Warn("pvp FindPath consume {0} us,user:{1} from:{2} to:{3} radius:{4} pos:{5}", calcTime, user.GetId(), srcPos.ToString(), targetPos.ToString(), user.AvoidanceRadius, user.GetMovementStateInfo().GetPosition3D().ToString());
                                }
                            }
                            if (posList.Count >= 2)
                            {
                                data.SetPathPoints(posList[0], posList, 1);
                                targetPos = data.CurPathPoint;
                                user.GetMovementStateInfo().TargetPosition = targetPos;
                                float angle = Geometry.GetYAngle(new Vector2(srcPos.X, srcPos.Z), new Vector2(targetPos.X, targetPos.Z));
                                user.GetMovementStateInfo().SetFaceDir(angle);
                                user.GetMovementStateInfo().SetMoveDir(angle);
                                user.GetMovementStateInfo().IsMoving = true;
                                NotifyUserMove(user);
                            }
                            else
                            {
                                user.GetMovementStateInfo().IsMoving = false;
                                NotifyUserMove(user);
                            }
                        }
                        else
                        {
                            user.GetMovementStateInfo().IsMoving = false;
                            NotifyUserMove(user);
                        }
                    }
                }
                else
                {
                    if (!havePathPoint || findObstacle)
                    {
                        user.GetMovementStateInfo().IsMoving = false;
                        NotifyUserMove(user);
                    }
                }
            }
        }
예제 #19
0
        public static void ExecObjMoveCommand(int objId, float x, float y, float z)
        {
            Vector3       pos  = new Vector3(x, y, z);
            CharacterInfo obj  = WorldSystem.Instance.GetCharacterById(objId);
            UserInfo      user = obj as UserInfo;

            if (null != user)
            {
                if (!user.UnityPathFinding)
                {
                    List <Vector3> waypoints = user.SpatialSystem.FindPath(user.GetMovementStateInfo().GetPosition3D(), pos, 1);
                    waypoints.Add(pos);
                    UserAiStateInfo       aiInfo = user.GetAiStateInfo();
                    AiData_ForMoveCommand data   = aiInfo.AiDatas.GetData <AiData_ForMoveCommand>();
                    if (null == data)
                    {
                        data = new AiData_ForMoveCommand(waypoints);
                        aiInfo.AiDatas.AddData(data);
                    }
                    data.WayPoints          = waypoints;
                    data.Index              = 0;
                    data.EstimateFinishTime = 0;
                    data.IsFinish           = false;
                    aiInfo.ChangeToState((int)AiStateId.MoveCommand);
                }
                else
                {
                    UserAiStateInfo       aiInfo = user.GetAiStateInfo();
                    AiData_ForMoveCommand data   = aiInfo.AiDatas.GetData <AiData_ForMoveCommand>();
                    if (null == data)
                    {
                        data = new AiData_ForMoveCommand(null);
                        aiInfo.AiDatas.AddData(data);
                    }

                    user.PathFindingFinished = false;
                    user.GetAiStateInfo().ChangeToState((int)AiStateId.PathFinding);
                    user.GetAiStateInfo().PreviousState = (int)AiStateId.MoveCommand;
                    GfxSystem.ForMoveCommandPathToTarget(user, pos);
                }
            }
            else
            {
                NpcInfo npc = obj as NpcInfo;
                if (null != npc)
                {
                    if (!npc.UnityPathFinding)
                    {
                        List <Vector3> waypoints = npc.SpatialSystem.FindPath(npc.GetMovementStateInfo().GetPosition3D(), pos, 1);
                        waypoints.Add(pos);
                        NpcAiStateInfo        aiInfo = npc.GetAiStateInfo();
                        AiData_ForMoveCommand data   = aiInfo.AiDatas.GetData <AiData_ForMoveCommand>();
                        if (null == data)
                        {
                            data = new AiData_ForMoveCommand(waypoints);
                            aiInfo.AiDatas.AddData(data);
                        }
                        data.WayPoints          = waypoints;
                        data.Index              = 0;
                        data.EstimateFinishTime = 0;
                        data.IsFinish           = false;
                        aiInfo.ChangeToState((int)AiStateId.MoveCommand);
                    }
                    else
                    {
                        NpcAiStateInfo        aiInfo = npc.GetAiStateInfo();
                        AiData_ForMoveCommand data   = aiInfo.AiDatas.GetData <AiData_ForMoveCommand>();
                        if (null == data)
                        {
                            data = new AiData_ForMoveCommand(null);
                            aiInfo.AiDatas.AddData(data);
                        }

                        npc.PathFindingFinished = false;
                        npc.GetAiStateInfo().ChangeToState((int)AiStateId.PathFinding);
                        npc.GetAiStateInfo().PreviousState = (int)AiStateId.MoveCommand;
                        GfxSystem.ForMoveCommandPathToTarget(npc, pos);
                    }
                }
            }
        }
        private void CombatHandler(UserInfo user, AiCommandDispatcher aiCmdDispatcher, long deltaTime)
        {
            if (user.IsDead())
            {
                return;
            }
            UserAiStateInfo info = user.GetAiStateInfo();

            info.Time += deltaTime;
            if (info.Time > 100)
            {
                AiData_UserSelf_General data = GetAiData(user);
                if (null != data)
                {
                    data.Time += info.Time;
                    info.Time  = 0;
                    //info.IsAttacked = false;
                    CharacterInfo target    = AiLogicUtility.GetSeeingLivingCharacterInfoHelper(user, info.Target);
                    Vector3       targetPos = Vector3.Zero;
                    float         dist      = info.AttackRange;
                    if (null != target)
                    {
                        targetPos = target.GetMovementStateInfo().GetPosition3D();
                    }
                    else
                    {
                        targetPos = info.TargetPos;
                    }
                    Vector3 srcPos  = user.GetMovementStateInfo().GetPosition3D();
                    float   powDist = Geometry.DistanceSquare(srcPos, targetPos);
                    if (!info.IsAttacked)
                    {
                        if (powDist < dist * dist)
                        {
                            data.Time         = 0;
                            m_AttackRangeLast = info.AttackRange;
                            info.AttackRange  = 0;
                            info.IsAttacked   = true;
                            float dir = Geometry.GetYAngle(new Vector2(srcPos.X, srcPos.Z), new Vector2(targetPos.X, targetPos.Z));
                            user.GetMovementStateInfo().SetFaceDir(dir);
                            user.GetMovementStateInfo().SetMoveDir(dir);
                            if (null != target)
                            {
                                if (null != OnUserStartAttack)
                                {
                                    OnUserStartAttack(user, targetPos.X, targetPos.Y, targetPos.Z);
                                }
                            }
                            else
                            {
                                NotifyUserSkill(user, 1);
                                info.IsAttacked = false;
                            }
                            ///
                            user.GetMovementStateInfo().StopMove();
                            NotifyUserMove(user);
                            info.Time = 0;
                            data.FoundPath.Clear();
                            ChangeToState(user, (int)AiStateId.Idle);
                        }
                        else
                        {
                            user.GetMovementStateInfo().StopMove();
                            NotifyUserMove(user);
                            info.Time       = 0;
                            info.IsAttacked = false;
                            data.FoundPath.Clear();
                            ChangeToState(user, (int)AiStateId.Pursuit);
                        }
                    }
                }
                else
                {
                    info.Time = 0;
                }
            }
        }
예제 #21
0
        private void PursuitHandler(UserInfo user, AiCommandDispatcher aiCmdDispatcher, long deltaTime)
        {
            if (user.IsDead())
            {
                user.GetMovementStateInfo().IsMoving = false;
                return;
            }
            if (user.IsUnderControl())
            {
                user.GetMovementStateInfo().IsMoving = false;
                return;
            }
            if (user.GetSkillStateInfo().IsSkillActivated())
            {
                user.GetMovementStateInfo().IsMoving = false;
                return;
            }
            UserAiStateInfo         info = user.GetAiStateInfo();
            AiData_UserSelf_General data = GetAiData(user);

            if (null != data)
            {
                CharacterInfo target = AiLogicUtility.GetLivingCharacterInfoHelper(user, info.Target);
                if (null != target)
                {
                    float   dist          = (float)user.GetActualProperty().AttackRange;
                    float   distGoHome    = (float)user.GohomeRange;
                    Vector3 targetPos     = target.GetMovementStateInfo().GetPosition3D();
                    Vector3 srcPos        = user.GetMovementStateInfo().GetPosition3D();
                    float   powDist       = Geometry.DistanceSquare(srcPos, targetPos);
                    float   powDistToHome = Geometry.DistanceSquare(srcPos, info.HomePos);
                    TryCastSkill(user, target, powDist);
                    // 大于攻击距离 跑向目标
                    if (powDist > m_AttackRange * m_AttackRange)
                    {
                        info.Time += deltaTime;
                        if (info.Time > m_IntervalTime)
                        {
                            info.Time = 0;
                            if (!user.UnityPathFinding)
                            {
                                AiLogicUtility.PathToTargetWithoutObstacle(user, data.FoundPath, targetPos, m_IntervalTime, true, this);
                            }
                            else
                            {
                                if (info.PreviousState != (int)AiStateId.PathFinding)
                                {
                                    user.PathFindingFinished = false;
                                    GfxSystem.UserSelfGeneralPathToTarget(user, targetPos);
                                    ChangeToState(user, (int)AiStateId.PathFinding);
                                }
                                else
                                {
                                    AiLogicUtility.PathToTargetWithoutObstacle(user, data.FoundPath, targetPos, m_IntervalTime, true, this);
                                }
                            }
                        }
                    }
                    else
                    {
                        user.GetMovementStateInfo().IsMoving = false;
                        NotifyUserMove(user);
                    }
                }
                else
                {
                    user.GetMovementStateInfo().IsMoving = false;
                    NotifyUserMove(user);
                    info.Time = 0;
                    ChangeToState(user, (int)AiStateId.Idle);
                }
            }
        }