Пример #1
0
        private void Moving(int deltaTime)
        {
            PathAgent agent = owner.pathAgent;

            agent.Move(deltaSpeed);

            long distance = FixVector3.SqrDistance(targetPosition, owner.position);

            if (distance <= FixVector3.one.magnitude)
            {
                state = State.DashEnd;
                waitingChangeState = false;

                LogicUnit target = owner.target;

                if (target != null && target.Alive() && target.id == owner.target.id)
                {
                    AttributeEffect ae = GenerateAttributeEffect(attributeEffects[0]);
                    ae.Attach(owner, target);
                }

                DebugUtils.Log(DebugUtils.Type.AI_Skill, string.Format("YueGuangChongCi: arrive target position, change state to {0}", state));
            }
            else
            {
                DebugUtils.Log(DebugUtils.Type.AI_Skill, string.Format("YueGuangChongCi: distance = {0}, step = {1}", distance, stepLength));
            }
        }
Пример #2
0
        private bool OwnerAttackSameTarget(LogicUnit target)
        {
            DebugUtils.Assert(ownerSkills.ContainsKey(UnitSkillTriggerType.OnAttackSameTarget), "UnitSkillHandler didn't register skill trigger OnAttackSameTarget, but still trigger it");
            DebugUtils.LogWarning(DebugUtils.Type.AI_SkillTrigger, string.Format("Current attack: last target {0}, target {1}", lastTarget == null ? "null" : lastTarget.id.ToString(), target == null ? "null" : target.id.ToString()));

            bool result = false;

            List <SkillHandler> skills = ownerSkills[UnitSkillTriggerType.OnAttackSameTarget];

            for (int i = 0; i < skills.Count; i++)
            {
                SkillHandler skillHandler = skills[i];
                if (lastTarget != null && lastTarget.Alive() &&
                    target != null && target.Alive())
                {
                    if (target.id == lastTarget.id)
                    {
                        result = ExecuteSkill(skillHandler);

                        restoreTargetTimer = 0;
                    }
                    else
                    {
                        lastTarget = null;
                    }
                }
            }

            lastTarget = target;

            return(result);
        }
Пример #3
0
        public override void Update(int deltaTime)
        {
            LogicUnit target = owner.target;

            // Check target
            if (target != null)
            {
                if (!target.Alive())
                {
                    owner.target   = null;
                    owner.targetId = 0;
                    target         = null;
                }
                else
                {
                    // Target Alive
                }
            }

            if (target != null)
            {
                owner.Attack(target);
            }
            else
            {
                owner.FindOpponent();
            }
        }
Пример #4
0
        public virtual void Fight()
        {
            if (target != null && target.Alive())
            {
                DebugUtils.Log(DebugUtils.Type.AI_Npc, "the " + npcType + " npc " + id + " begins to attack target " + target.id);

                damage = physicasAttack;
                target.Hurt(damage, hurtType, false, this);
            }
        }
Пример #5
0
        public override void LogicUpdate(int deltaTime)
        {
            if (state == ProjectileState.Flying)
            {
                if (target != null && target.Alive())
                {
                    targetPosition = target.position;
                }
                else
                {
                    // If target has been death
                    // Projectile will fly to the target's body position
                    if (!changeDataWhenTargetDeath)
                    {
                        DebugUtils.Log(DebugUtils.Type.AI_Projectile, "the projectile " + id + "'s target already death, now set Maxdistance = " + (targetDistance + flyingDistance));

                        SetMaxDistance(targetDistance + flyingDistance);

                        changeDataWhenTargetDeath = !changeDataWhenTargetDeath;
                    }
                }

                // modify coordinates for each frame
                position          += speed * deltaTime * GameConstants.LOGIC_FIXPOINT_PRECISION_FACTOR * GameConstants.LOGIC_FIXPOINT_PRECISION_FACTOR;
                transform.position = position.vector3;

                // recode total mileage of flight
                flyingDistance = FixVector3.SqrDistance(position, startPosition);

                RenderMessage rm = new RenderMessage();
                rm.type    = RenderMessage.Type.SyncPosition;
                rm.ownerId = id;
                rm.arguments.Add("type", (int)type);
                rm.position  = (position + heightOffset).vector3;
                rm.direction = speed.vector3;
                PostRenderMessage(rm);

                //To be decide projectile should it be over
                targetDistance = FixVector3.SqrDistance(targetPosition, position);
                FlyingOperation(deltaTime);
            }
            else if (state == ProjectileState.Hit)
            {
                DebugUtils.Log(DebugUtils.Type.AI_Projectile, "the projectile " + id + " hit the target " + target.id + " targetDistance " + targetDistance);
                Hit();
            }
        }
Пример #6
0
        public override void LogicUpdate(int deltaTime)
        {
            base.LogicUpdate(deltaTime);

            if (state == State.InstallBattery)
            {
                if (timer == 0)
                {
                    RenderMessage rm = new RenderMessage();
                    rm.ownerId = owner.id;
                    rm.type    = RenderMessage.Type.SoldierUseBattery;
                    rm.arguments.Add("state", (int)state);

                    PostRenderMessage(rm);
                }
                else if (timer >= GameConstants.UNIT_INSTALLBATTRY_DURATION)
                {
                    state = State.UsingBattery;
                    timer = 0;
                }

                timer += deltaTime;
            }
            else if (state == State.UsingBattery)
            {
                if (target != null && target.Alive() && targetId == target.id)
                {
                    // focus and fight with enemy
                    BattryFight(deltaTime);
                }
                else
                {
                    // search enemy...
                    LogicUnit enemy = owner.FindOpponentUnit();
                    if (enemy != null)
                    {
                        BattryAttack(enemy);
                    }
                }
            }
            else if (state == State.PackUpBattery)
            {
                PackUpBattery();
                ReleaseEnd();
            }
        }
Пример #7
0
        public override void UnitFinishedMove()
        {
            LogicUnit target = owner.target;

            if (target != null && target.Alive())
            {
                if (TargetWithInAttackArea())
                {
                    state = State.DashStart;
                }
                else
                {
                    owner.FindChasePath(target.position);
                }
            }
            else
            {
                ReleaseEnd();
            }
        }
Пример #8
0
        private void SprintState(int deltaTime)
        {
            LogicUnit  target   = owner.target;
            FixVector3 position = owner.position;
            PathAgent  agent    = owner.pathAgent;

            if (target != null && target.Alive() && target.id == owner.target.id)
            {
                if ((target.position - owner.targetPosition).sqrMagnitude > GameConstants.BEGINCHASE_DISTANCE)     // 5f is a testing distance
                {
                    // After find path, Refresh target position
                    owner.targetPosition = target.position;
                    owner.FindChasePath(owner.target.position);
                    return;
                }

                if (TargetWithInAttackArea())
                {
                    state = State.Attack;
                }
                else
                {
                    if (!owner.CurrentPathAlreadyFinished())
                    {
                        owner.WaypointHandler();
                        FixVector3 d = owner.speed * deltaTime;
                        agent.Move(d);
                    }
                    else
                    {
                        // wait for chase path
                    }
                }
            }
            else
            {
                // Skill will be shut down when target death.
                Stop();
                owner.Idle();
            }
        }
Пример #9
0
        private void GuardPosture(int deltaTime)
        {
            if (state == BuildingState.IDLE)
            {
                FindOpponent();
            }
            else if (state == BuildingState.ATTACK)
            {
                // is searching need to ignore the cloaking
                if (target.Alive() && target.id == targetId)
                {
                    long distance = FixVector3.SqrDistance(target.position, position);

                    if (distance > realAttakDistance)
                    {
                        state = BuildingState.IDLE;
                    }
                    else
                    {
                        fightTimer += deltaTime;
                        if (fightTimer > attackInterval)
                        {
                            fightTimer = 0;
                            Fire();
                        }
                    }
                }
                else
                {
                    Idle();
                }
            }
            else
            {
                DebugUtils.LogError(DebugUtils.Type.AI_Tower, "the tower " + id + " is in strange state " + state);
            }

            //HealthAutoRecovery( deltaTime ); Designer don't want deploy type building have auto recovery.Locked this.
        }
Пример #10
0
        public void Fight()
        {
            if (target != null && target.Alive() && target.id == targetId)
            {
                damage = physicasAttack;

                DebugUtils.Log(DebugUtils.Type.AI_Npc, "the " + npcType + " npc " + id + " begins to fire to target " + target.id);
                Projectile projectile = GenerateProjectile(this, projectileId, position, target);
                projectile.RegisterRenderMessageHandler(PostRenderMessage);
                projectile.RegisterDestroyHandler(PostDestroy);

                RenderMessage rm = new RenderMessage();
                rm.type      = RenderMessage.Type.SpawnProjectile;
                rm.ownerId   = projectile.id;
                rm.position  = projectile.position.vector3;
                rm.direction = projectile.speed.vector3;
                rm.arguments.Add("mark", projectile.mark);
                rm.arguments.Add("metaId", projectile.metaId);
                rm.arguments.Add("holderType", (int)projectile.owner.type);
                rm.arguments.Add("holderId", projectile.owner.id);
                PostRenderMessage(rm);
            }
        }
Пример #11
0
        public override void Update(int deltaTime)
        {
            base.Update(deltaTime);

            LogicUnit target = owner.target;

            if (target != null && target.Alive())
            {
                long distance = FixVector3.SqrDistance(target.position, owner.position);
                if (distance < owner.attackRadius)
                {
                    if (inFightInterval)
                    {
                        fightIntervalTimer += deltaTime;

                        if (fightIntervalTimer >= fightInterval)
                        {
                            fightState         = FightState.StartSwingPoint;
                            fightIntervalTimer = 0;
                            inFightInterval    = false;
                        }
                    }
                    else
                    {
                        fightState          = GetCurrentState(fightDurationTimer);
                        fightDurationTimer += deltaTime;

                        if (fightState == FightState.StartSwingPoint)
                        {
                            owner.direction = target.position - owner.position;

                            RenderMessage rm = new RenderMessage();
                            rm.ownerId   = owner.id;
                            rm.direction = owner.direction.vector3;
                            rm.type      = RenderMessage.Type.SummonedUnitAttack;
                            owner.PostRenderMessage(rm);
                        }
                        else if (fightState == FightState.HitPoint)
                        {
                            owner.damage = Formula.GetAttackFloatingValue(owner.physicalAttack, owner.GetRandomNumber(), owner.GetRandomNumber(owner.physicalAttackVar));

                            List <LogicUnit> targets = owner.FindOpponent();

                            for (int i = 0; i < targets.Count; i++)
                            {
                                LogicUnit t = targets[i];

                                // Check target state and still in the attack range
                                if (t != null && t.Alive())
                                {
                                    t.Hurt(owner.damage, AttackPropertyType.PhysicalAttack, false, owner.ownerSoldier);
                                }
                            }
                        }
                        else if (fightState == FightState.FightEnd)
                        {
                            inFightInterval    = true;
                            fightDurationTimer = 0;
                        }
                    }
                }
                else
                {
                    owner.Idle();
                }
            }
            else
            {
                owner.Idle();
            }
        }
Пример #12
0
        public override void Update(int deltaTime)
        {
            LogicUnit  target   = owner.target;
            FixVector3 position = owner.position;

            if (target != null && target.Alive() && owner.target.id == owner.targetId)
            {
                if (inFightInterval)
                {
                    // Timing interval
                    fightIntervalTimer += deltaTime;

                    if (fightIntervalTimer >= fightInterval)
                    {
                        // Enter fight
                        fightState         = FightState.StartSwingPoint;
                        fightIntervalTimer = 0;
                        fightInterval      = 0;
                        inFightInterval    = false;
                    }
                }
                else
                {
                    fightState          = GetCurrentState(fightDurationTimer);
                    fightDurationTimer += deltaTime;

                    if (fightState == FightState.StartSwingPoint)
                    {
                        DebugUtils.Assert(owner.target.id == owner.targetId, string.Format("Fight Status : the soldier {0}'s targetId = {1}, but its target's id = {2}!", owner.id, owner.targetId, owner.target.id));

                        if (owner.stateListener.PostFightEvent())
                        {
                            // Trigger skill, will interrupt fight.
                            return;
                        }
                        else
                        {
                            // Save the crit attack performance code
                            isCrit = Formula.TriggerCritical(owner.GetRandomNumber(), owner.GetCriticalChance());
                            //if ( isCrit )
                            //{
                            //    hitTime = owner.critHitTime;
                            //    fightDuration = owner.critDuration;
                            //}
                            //else
                            {
                                hitTime       = owner.attackHitTime;
                                fightDuration = owner.attackDuration;
                            }

                            // Reset direction at attack begin.
                            FixVector3 direction = target.position - position;
                            owner.direction = direction;
                            if (owner.standardAttackType == AttackDistanceType.Melee)
                            {
                                RenderMessage rm = new RenderMessage();
                                rm.ownerId   = owner.id;
                                rm.direction = direction.vector3;
                                rm.type      = RenderMessage.Type.SoldierAttack;
                                rm.arguments.Add("isCrit", false);
                                rm.arguments.Add("intervalRate", 1);
                                owner.PostRenderMessage(rm);
                            }
                            else
                            {
                                RenderMessage rm = new RenderMessage();
                                rm.type      = RenderMessage.Type.SoldierSpawnProjectile;
                                rm.ownerId   = owner.id;
                                rm.direction = direction.vector3;
                                rm.arguments.Add("projectileMetaId", owner.projectileId);
                                rm.arguments.Add("intervalRate", 1);
                                owner.PostRenderMessage(rm);
                            }
                        }
                    }
                    else if (fightState == FightState.HitPoint)
                    {
                        owner.Fight(isCrit);
                        owner.stateListener.PostUnitFightAfter();
                    }
                    else if (fightState == FightState.BackSwing)
                    {
                        if (fightDurationTimer >= fightDuration)
                        {
                            fightDurationTimer = 0;

                            fightInterval   = owner.GetAttackInterval() - fightDuration;
                            inFightInterval = true;
                        }
                    }
                }

                long distance       = FixVector3.SqrDistance(target.position, owner.position);
                long attackDistance = owner.GetAttackArea();

                if (distance >= attackDistance)
                {
                    if ((target.position - owner.targetPosition).magnitude > attackDistance)
                    {
                        owner.Chase(target);
                    }
                    else
                    {
                        // continue fight
                    }
                }
            }
            else
            {
                owner.Idle();
            }
        }
Пример #13
0
        public override void Update(int deltaTime)
        {
            int state = owner.state;

            DebugUtils.Assert(state == SoldierState.CHASING, string.Format("Soldier {0} is in state {1} when updating in FsmChase!", owner.id, state));

            LogicUnit  target   = owner.target;
            FixVector3 position = owner.position;
            PathAgent  agent    = owner.pathAgent;

            if (target != null && target.Alive() && target.id == owner.targetId)
            {
                long mag = FixVector3.SqrDistance(target.position, owner.targetPosition);
                //Debug.LogWarning( string.Format( "current position:{0} record position:{1} length:{2}", target.position, owner.targetPosition, mag ) );

                if (mag > GameConstants.BEGINCHASE_DISTANCE)   // 5f is a testing distance
                {
                    //Debug.Log( string.Format( "current position:{0} record position:{1} length:{2}", target.position, owner.targetPosition, mag ) );
                    owner.Chase(owner.target);
                    return;
                }

                owner.WaypointHandler();

                FixVector3 d           = owner.speed * deltaTime;
                FixVector3 newPosition = position + d * FixVector3.PrecisionFactor * FixVector3.PrecisionFactor * FixVector3.PrecisionFactor;
                FixVector3 avoidance   = owner.CalculateAvoidance(owner, newPosition);

                if (avoidance != FixVector3.zero && subState != CHASE2AVOIDANCE)
                {
                    DebugUtils.LogWarning(DebugUtils.Type.AI_Soldier, string.Format("soldier {0} enters CHASE2AVOIDANCE.", owner.id));
                    subState = CHASE2AVOIDANCE;
                    DebugUtils.Log(DebugUtils.Type.Avoidance, string.Format("CHASE : soldier {0} has received an avoidance ({1}, {2}, {3}), he's speed is ({4}, {5}, {6})!", owner.id, avoidance.x, avoidance.y, avoidance.z, owner.speed.x, owner.speed.y, owner.speed.z));
                    avoidSpeed = d + avoidance * deltaTime;
                    FixVector3 pos  = position + avoidSpeed * FixVector3.PrecisionFactor * FixVector3.PrecisionFactor;
                    bool       pass = agent.DirectPassToPosition(pos, NavMesh.AllAreas);
                    if (pass)
                    {
                        agent.Move(avoidSpeed);
                        DebugUtils.Log(DebugUtils.Type.Avoidance, string.Format("CHASE : soldier {0} has received an avoidance and moved to ({1}, {2}, {3})!", owner.id, owner.position.x, owner.position.y, owner.position.z));
                    }
                    else
                    {
                        //still here.
                        DebugUtils.Log(DebugUtils.Type.Avoidance, string.Format("CHASE : soldier {0} has stopped when avoiding others!", owner.id));
                    }
                }
                else
                {
                    if (subState == CHASE2AVOIDANCE)
                    {
                        if (avoidance != FixVector3.zero)
                        {
                            avoidSpeed = d + avoidance * deltaTime;
                            //Vector3 pos = position + avoidSpeed * FixVector3.PrecisionFactor * FixVector3.PrecisionFactor;
                            //bool pass = agent.DirectPassToPosition( pos, NavMesh.AllAreas );
                            if (true)  //pass )
                            {
                                agent.ToughMove(avoidSpeed);
                                DebugUtils.Log(DebugUtils.Type.Avoidance, string.Format("CHASE : soldier {0} has received an avoidance and moved to ({1}, {2}, {3})!", owner.id, owner.position.x, owner.position.y, owner.position.z));
                            }
                            else
                            {
                                //still here.
                                DebugUtils.Log(DebugUtils.Type.Avoidance, string.Format("CHASE : soldier {0} has stopped when avoiding others!", owner.id));
                            }
                        }
                        else
                        {
                            DebugUtils.LogWarning(DebugUtils.Type.AI_Soldier, string.Format("soldier {0} enters AVOIDANCE2CHASE.", owner.id));
                            subState = AVOIDANCE2CHASE;

                            agent.Move(d);
                        }
                    }
                    else
                    {
                        agent.Move(d);
                    }
                }

                position = owner.position;
                FixVector3 v              = target.position;
                long       distance       = FixVector3.SqrDistance(target.position, position);
                long       attackDistance = owner.GetAttackArea();

                if (distance < attackDistance)
                {
                    owner.Attack(owner.target);
                }

                /*
                 * else if( distance > chaseArea * chaseArea * 1.5f )
                 * {
                 *  DebugUtils.LogWarning( DebugUtils.Type.AI_Soldier, string.Format( "soldier {0}'s target {1} has escaped! distance = {2}, chaseArea * chaseArea * 1.5f = {3}", id, target.id, distance, chaseArea * chaseArea * 1.5f ) );
                 *  //Idle();
                 *  Walk( destination );
                 * }
                 */

                if (owner.stateListener.PostMoveDistanceChanged(d.magnitude))
                {
                    return;
                }

                owner.stateListener.PostChasingStateChanged(distance);
            }
            else
            {
                owner.Idle();
                //Walk( destination );
            }
        }
Пример #14
0
        private void SprintState(int deltaTime)
        {
            LogicUnit  target   = owner.target;
            FixVector3 position = owner.position;
            PathAgent  agent    = owner.pathAgent;

            if (target != null && target.Alive() && target.id == owner.target.id)
            {
                if (FixVector3.SqrDistance(target.position, owner.targetPosition) > GameConstants.BEGINCHASE_DISTANCE)     // 5f is a testing distance
                {
                    // if target leave the position too far, need to refresh chase path
                    owner.targetPosition = target.position;
                    owner.FindChasePath(owner.target.position);
                    return;
                }

                if (TargetWithInAttackArea())
                {
                    if (target != null && target.Alive() && target.id == owner.target.id)
                    {
                        if (playerOwner)
                        {
                            FixVector3 direction   = (target.position - position).normalized;
                            FixVector3 destination = owner.position + direction * 5f;// Temp distance.

                            FixVector3 hitPosition      = FixVector3.zero;
                            FixVector3 simpleOnMapPoint = FixVector3.zero;

                            // mapping destination on navmesh
                            bool sampleResult = agent.SamplePosition(destination, out simpleOnMapPoint);
                            if (sampleResult)
                            {
                                destination = simpleOnMapPoint;
                            }

                            bool result = agent.Raycast(destination, out hitPosition);
                            if (result)
                            {
                                destination = hitPosition;
                            }

                            DataManager clientData = DataManager.GetInstance();

                            UpdateC2S message = new UpdateC2S();
                            message.timestamp = clientData.GetFrame();
                            Operation op = new Operation();
                            op.playerId       = clientData.GetPlayerId();
                            op.unitId         = id;
                            op.targetId       = owner.id;                              // test
                            op.unitMetaId     = metaId;                                // test
                            op.opType         = OperationType.SyncSkillTargetPosition; // wrong type
                            op.x              = destination.vector3.x;
                            op.y              = destination.vector3.y;
                            op.z              = destination.vector3.z;
                            message.operation = op;
                            PostBattleMessage(MsgCode.UpdateMessage, message);

                            DebugUtils.Log(DebugUtils.Type.AI_Skill, string.Format("YueGuangChongCi sync destination : {0}", destination));
                        }
                    }
                    else
                    {
                        Stop();
                    }
                }
                else
                {
                    if (!owner.CurrentPathAlreadyFinished())
                    {
                        owner.WaypointHandler();
                        FixVector3 d = owner.speed * deltaTime;
                        agent.Move(d);
                    }
                    else
                    {
                        // wait for chase path
                    }
                }
            }
            else
            {
                // Skill will be shut down when target death.
                Stop();
                owner.Idle();
            }
        }