private void GoHomeHandler(NpcInfo npc, AiCommandDispatcher aiCmdDispatcher, long deltaTime) { if (!CanAiControl(npc)) { npc.GetMovementStateInfo().IsMoving = false; return; } ChangeToState(npc, (int)AiStateId.Idle); NpcAiStateInfo info = npc.GetAiStateInfo(); info.Time += deltaTime; if (info.Time > m_IntervalTime) { info.Time = 0; AiData_Demo_Melee data = GetAiData(npc); if (null != data) { Vector3 targetPos = info.HomePos; Vector3 srcPos = npc.GetMovementStateInfo().GetPosition3D(); float powDistToHome = Geometry.DistanceSquare(srcPos, info.HomePos); if (powDistToHome <= 1) { npc.GetMovementStateInfo().IsMoving = false; info.Time = 0; ChangeToState(npc, (int)AiStateId.Idle); } else { AiLogicUtility.PathToTargetWithoutObstacle(npc, data.FoundPath, targetPos, 100, true, this); } } } }
private AiData_Demo_Melee GetAiData(NpcInfo npc) { AiData_Demo_Melee data = npc.GetAiStateInfo().AiDatas.GetData <AiData_Demo_Melee>(); if (null == data) { data = new AiData_Demo_Melee(); npc.GetAiStateInfo().AiDatas.AddData(data); } return(data); }
private void PursuitHandler(NpcInfo npc, AiCommandDispatcher aiCmdDispatcher, long deltaTime) { if (!CanAiControl(npc)) { npc.GetMovementStateInfo().IsMoving = false; return; } NpcAiStateInfo info = npc.GetAiStateInfo(); AiData_Demo_Melee data = GetAiData(npc); if (null != data) { CharacterInfo target = AiLogicUtility.GetLivingCharacterInfoHelper(npc, info.Target); if (null != target) { float dist = (float)npc.GetActualProperty().AttackRange; float distGoHome = (float)npc.GohomeRange; Vector3 targetPos = target.GetMovementStateInfo().GetPosition3D(); Vector3 srcPos = npc.GetMovementStateInfo().GetPosition3D(); float powDist = Geometry.DistanceSquare(srcPos, targetPos); float powDistToHome = Geometry.DistanceSquare(srcPos, info.HomePos); if (powDist < dist * dist) { npc.GetMovementStateInfo().IsMoving = false; info.Time = 0; data.Time = 0; ChangeToState(npc, (int)AiStateId.Combat); NotifyNpcMove(npc); } else { info.Time += deltaTime; if (info.Time > m_IntervalTime) { info.Time = 0; AiLogicUtility.PathToTargetWithoutObstacle(npc, data.FoundPath, targetPos, m_IntervalTime, true, this); } } } } }
private void CombatHandler(NpcInfo npc, AiCommandDispatcher aiCmdDispatcher, long deltaTime) { if (!CanAiControl(npc)) { npc.GetMovementStateInfo().IsMoving = false; return; } NpcAiStateInfo info = npc.GetAiStateInfo(); info.Time += deltaTime; if (info.Time > m_IntervalTime) { AiData_Demo_Melee data = GetAiData(npc); if (null != data) { data.Time += info.Time; info.Time = 0; CharacterInfo target = AiLogicUtility.GetLivingCharacterInfoHelper(npc, info.Target); //CharacterInfo target = AiLogicUtility.GetInterestestTargetHelper(npc, CharacterRelation.RELATION_ENEMY, AiTargetType.USER); if (null != target) { float dist = (float)npc.GetActualProperty().AttackRange; float distGoHome = (float)npc.GohomeRange; Vector3 targetPos = target.GetMovementStateInfo().GetPosition3D(); Vector3 srcPos = npc.GetMovementStateInfo().GetPosition3D(); float powDist = Geometry.DistanceSquare(srcPos, targetPos); float powDistToHome = Geometry.DistanceSquare(srcPos, info.HomePos); if (powDist < dist * dist) { float rps = npc.GetActualProperty().Rps; long curTime = TimeUtility.GetServerMilliseconds(); float dir = Geometry.GetYAngle(new Vector2(srcPos.X, srcPos.Z), new Vector2(targetPos.X, targetPos.Z)); NotifyNpcFace(npc, dir); //if (rps > 0.001f && curTime - data.LastUseSkillTime > 1000 / rps) { data.Time = 0; data.LastUseSkillTime = curTime; List <SkillInfo> skillInfos = npc.GetSkillStateInfo().GetAllSkill(); if (skillInfos.Count > 0) { int index = CrossEngineHelper.Random.Next(skillInfos.Count); if (null != skillInfos[index]) { NotifyNpcSkill(npc, skillInfos[index].SkillId); } } //} } else { npc.GetMovementStateInfo().IsMoving = false; NotifyNpcMove(npc); info.Time = 0; data.FoundPath.Clear(); ChangeToState(npc, (int)AiStateId.Pursuit); } } } else { info.Time = 0; } } }