예제 #1
0
        private AiData_PveNpc_Monster_CloseCombat GetAiData(NpcInfo npc)
        {
            AiData_PveNpc_Monster_CloseCombat data = npc.GetAiStateInfo().AiDatas.GetData <AiData_PveNpc_Monster_CloseCombat>();

            if (null == data)
            {
                NpcAiStateInfo info = npc.GetAiStateInfo();
                data = new AiData_PveNpc_Monster_CloseCombat();
                data.FastMoveImpact     = int.Parse(info.AiParam[0]);
                data.PreAttackImpact    = int.Parse(info.AiParam[1]);
                data.PreAttackDistance  = int.Parse(info.AiParam[2]);
                data.StandShootDistance = int.Parse(info.AiParam[3]);
                npc.GetAiStateInfo().AiDatas.AddData(data);
            }
            return(data);
        }
예제 #2
0
        private void GoHomeHandler(NpcInfo npc, AiCommandDispatcher aiCmdDispatcher, long deltaTime)
        {
            if (npc.IsDead())
            {
                return;
            }
            AiData_PveNpc_Monster_CloseCombat data = GetAiData(npc);

            if (null != data)
            {
                if (null != npc.GetSkillStateInfo().GetImpactInfoById(data.FastMoveImpact))
                {
                    ServerNpcStopImpact(npc, data.FastMoveImpact);
                }
                if (null != npc.GetSkillStateInfo().GetImpactInfoById(data.PreAttackImpact))
                {
                    ServerNpcStopImpact(npc, data.PreAttackImpact);
                }
            }
            ChangeToState(npc, (int)AiStateId.Idle);
        }
예제 #3
0
        private void PursuitHandler(NpcInfo npc, AiCommandDispatcher aiCmdDispatcher, long deltaTime)
        {
            if (npc.IsDead() || npc.GetSkillStateInfo().IsSkillActivated())
            {
                return;
            }
            NpcAiStateInfo info   = npc.GetAiStateInfo();
            bool           goHome = false;
            AiData_PveNpc_Monster_CloseCombat data = GetAiData(npc);

            if (null != data)
            {
                CharacterInfo target = AiLogicUtility.GetSeeingLivingCharacterInfoHelper(npc, info.Target);
                if (null != target)
                {
                    float   dist                 = (float)npc.GetActualProperty().AttackRange;
                    float   distGoHome           = (float)npc.GohomeRange;
                    Vector3 targetPos            = target.GetMovementStateInfo().GetPosition3D();
                    ScriptRuntime.Vector3 srcPos = npc.GetMovementStateInfo().GetPosition3D();
                    float powDist                = Geometry.DistanceSquare(srcPos, targetPos);
                    float powDistToHome          = Geometry.DistanceSquare(srcPos, info.HomePos);
                    if (powDist < dist * dist)//进入移动攻击状态
                    {
                        if (null != npc.GetSkillStateInfo().GetImpactInfoById(data.PreAttackImpact))
                        {
                            ServerNpcStopImpact(npc, data.PreAttackImpact);
                        }
                        info.Time = 0;
                        data.FoundPath.Clear();
                        data.Time = (long)(1000.0f / npc.GetActualProperty().Rps);
                        ChangeToState(npc, (int)AiStateId.Combat);
                    }
                    else if (powDist < data.PreAttackDistance * data.PreAttackDistance) //预热状态
                    {
                        if (null == npc.GetSkillStateInfo().GetImpactInfoById(data.FastMoveImpact))
                        {
                            ServerNpcImpact(npc, data.FastMoveImpact, npc);
                        }
                        if (null == npc.GetSkillStateInfo().GetImpactInfoById(data.PreAttackImpact))
                        {
                            ServerNpcImpact(npc, data.PreAttackImpact, npc);
                        }
                        info.Time += deltaTime;
                        if (info.Time > 100)
                        {
                            info.Time = 0;
                            if (AiLogicUtility.GetWalkablePosition(target, npc, ref targetPos))
                            {
                                AiLogicUtility.PathToTarget(npc, data.FoundPath, targetPos, 100, true, this);
                            }
                            else
                            {
                                npc.GetMovementStateInfo().IsMoving = false;
                                NotifyNpcMove(npc);
                            }
                        }
                    }
                    else if (powDistToHome < distGoHome * distGoHome)//追击
                    {
                        if (data.TestFlag != 3)
                        {
                            data.TestFlag = 3;
                        }
                        if (null != npc.GetSkillStateInfo().GetImpactInfoById(data.FastMoveImpact))
                        {
                            ServerNpcStopImpact(npc, data.FastMoveImpact);
                        }
                        if (null != npc.GetSkillStateInfo().GetImpactInfoById(data.PreAttackImpact))
                        {
                            ServerNpcStopImpact(npc, data.PreAttackImpact);
                        }
                        info.Time += deltaTime;
                        if (info.Time > 100)
                        {
                            info.Time = 0;
                            if (AiLogicUtility.GetWalkablePosition(target, npc, ref targetPos))
                            {
                                AiLogicUtility.PathToTarget(npc, data.FoundPath, targetPos, 100, true, this);
                            }
                            else
                            {
                                npc.GetMovementStateInfo().IsMoving = false;
                                NotifyNpcMove(npc);
                            }
                        }
                    }
                    else
                    {
                        goHome = true;
                    }
                }
                else
                {
                    goHome = true;
                }
                if (goHome)
                {
                    npc.GetMovementStateInfo().IsMoving = false;
                    NotifyNpcMove(npc);

                    info.Time = 0;
                    ChangeToState(npc, (int)AiStateId.GoHome);
                }
            }
        }