示例#1
0
    private bool GohomeHandler(EntityInfo npc, AiStateInfo info, long deltaTime)
    {
        info.Time += deltaTime;
        if (info.Time > 100)
        {
            info.Time = 0;
        }
        else
        {
            return(true);
        }

        ScriptRuntime.Vector3 targetPos = info.HomePos;
        ScriptRuntime.Vector3 srcPos    = npc.GetMovementStateInfo().GetPosition3D();
        float distSqr = Geometry.DistanceSquare(srcPos, info.HomePos);

        if (distSqr <= 1)
        {
            npc.GetMovementStateInfo().IsMoving = false;
            AiCommand.AiStopPursue(npc);
            info.ChangeToState((int)PredefinedAiStateId.Idle);
            return(false);
        }
        else
        {
            npc.GetMovementStateInfo().IsMoving       = true;
            npc.GetMovementStateInfo().TargetPosition = targetPos;
            AiCommand.AiPursue(npc, targetPos);
        }
        return(true);
    }
示例#2
0
    private bool GohomeHandler(EntityInfo entity, AiStateInfo info, long deltaTime)
    {
        info.Time += deltaTime;
        if (info.Time > c_IntervalTime)
        {
            info.Time = 0;

            EntityInfo leader = AiLogicUtility.GetLivingCharacterInfoHelper(entity, info.LeaderId);
            if (null != leader)
            {
                float minDist = entity.GetRadius() + leader.GetRadius();
                ScriptRuntime.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))
                {
                    AiCommand.AiStopPursue(entity);
                    info.ChangeToState((int)PredefinedAiStateId.Idle);
                    return(false);
                }
                else
                {
                    AiCommand.AiPursue(entity, targetPos);
                }
            }
            else
            {
                AiCommand.AiStopPursue(entity);
                info.ChangeToState((int)PredefinedAiStateId.Idle);
                return(false);
            }
        }
        return(true);
    }
    public bool ExecCommand(StoryInstance instance, StoryMessageHandler handler, StoryValueParams _params, long delta)
    {
        var args = _params.Values;

        if (!m_ParamReaded)
        {
            m_ObjId     = args[0];
            m_SkillInfo = args[1].ObjectVal as SkillInfo;
        }
        if (!m_SkillCasted)
        {
            EntityInfo npc = PluginFramework.Instance.GetEntityById(m_ObjId);
            if (null != npc && !npc.IsUnderControl())
            {
                int        targetId = npc.GetAiStateInfo().Target;
                EntityInfo target   = PluginFramework.Instance.GetEntityById(targetId);
                if (null != target && !target.IsDead() && Geometry.DistanceSquare(npc.GetMovementStateInfo().GetPosition3D(), target.GetMovementStateInfo().GetPosition3D()) <= m_SkillInfo.Distance * m_SkillInfo.Distance)
                {
                    ScriptRuntime.Vector3 srcPos    = npc.GetMovementStateInfo().GetPosition3D();
                    ScriptRuntime.Vector3 targetPos = target.GetMovementStateInfo().GetPosition3D();
                    float dir    = Geometry.GetYRadian(srcPos, targetPos);
                    float curDir = npc.GetMovementStateInfo().GetFaceDir();
                    if (Mathf.Abs(dir - curDir) > 0.157f)
                    {
                        npc.GetMovementStateInfo().SetWantedFaceDir(dir);
                    }
                    else
                    {
                        m_SkillCasted = true;
                        AiCommand.AiStopPursue(npc);
                        AiCommand.AiSkill(npc, m_SkillInfo.SkillId);
                    }
                    return(true);
                }
                else if (!m_SkillInfo.ConfigData.skillData.needTarget)
                {
                    m_SkillCasted = true;
                    AiCommand.AiStopPursue(npc);
                    AiCommand.AiSkill(npc, m_SkillInfo.SkillId);
                }
            }
        }
        else
        {
            EntityInfo npc = PluginFramework.Instance.GetEntityById(m_ObjId);
            if (null != npc)
            {
                AiStateInfo info = npc.GetAiStateInfo();
                if (npc.GetSkillStateInfo().IsSkillActivated())
                {
                    return(true);
                }
                else
                {
                    return(false);
                }
            }
        }
        return(false);
    }
示例#4
0
    public static bool GetResult(out ScriptRuntime.Vector3 res)
    {
        object obj;
        bool   ret = GetResult(out obj);

        res = (ScriptRuntime.Vector3)obj;
        return(ret);
    }
示例#5
0
    private void SelectTargetPos(EntityInfo npc)
    {
        ScriptRuntime.Vector3 pos = npc.GetMovementStateInfo().GetPosition3D();
        float dx = Helper.Random.Next(m_Radius) - m_Radius / 2;
        float dz = Helper.Random.Next(m_Radius) - m_Radius / 2;

        pos.X += dx;
        pos.Z += dz;
        npc.GetMovementStateInfo().TargetPosition = AiCommand.AiGetValidPosition(npc, pos, m_Radius);
    }
        public static ScriptRuntime.Vector3 GetCenter(ScriptRuntime.Vector3 fvPos1, ScriptRuntime.Vector3 fvPos2)
        {
            ScriptRuntime.Vector3 fvRet = new ScriptRuntime.Vector3();

              fvRet.X = (fvPos1.X + fvPos2.X) / 2.0f;
              fvRet.Y = (fvPos1.Y + fvPos2.Y) / 2.0f;
              fvRet.Z = (fvPos1.Z + fvPos2.Z) / 2.0f;

              return fvRet;
        }
示例#7
0
    public static ScriptRuntime.Vector3 AiGetValidPosition(EntityInfo npc, ScriptRuntime.Vector3 target, float maxDistance)
    {
        NavMeshHit navMeshHit;

        NavMesh.SamplePosition(new UnityEngine.Vector3(target.X, target.Y, target.Z), out navMeshHit, maxDistance, NavMesh.AllAreas);
        if (!float.IsInfinity(navMeshHit.position.x) && !float.IsInfinity(navMeshHit.position.y) && !float.IsInfinity(navMeshHit.position.z))
        {
            return(new ScriptRuntime.Vector3(navMeshHit.position.x, navMeshHit.position.y, navMeshHit.position.z));
        }
        return(target);
    }
示例#8
0
 static public int constructor(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         ScriptRuntime.Vector3 o;
         if (argc == 4)
         {
             System.Single a1;
             checkType(l, 2, out a1);
             System.Single a2;
             checkType(l, 3, out a2);
             System.Single a3;
             checkType(l, 4, out a3);
             o = new ScriptRuntime.Vector3(a1, a2, a3);
             pushValue(l, true);
             pushValue(l, o);
             return(2);
         }
         else if (argc == 2)
         {
             System.Single a1;
             checkType(l, 2, out a1);
             o = new ScriptRuntime.Vector3(a1);
             pushValue(l, true);
             pushValue(l, o);
             return(2);
         }
         else if (argc == 3)
         {
             ScriptRuntime.Vector2 a1;
             checkValueType(l, 2, out a1);
             System.Single a2;
             checkType(l, 3, out a2);
             o = new ScriptRuntime.Vector3(a1, a2);
             pushValue(l, true);
             pushValue(l, o);
             return(2);
         }
         else if (argc <= 1)
         {
             o = new ScriptRuntime.Vector3();
             pushValue(l, true);
             pushObject(l, o);
             return(2);
         }
         return(error(l, "New object failed."));
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
示例#9
0
    private bool RandMoveHandler(EntityInfo npc, AiStateInfo info, long deltaTime)
    {
        info.Time        += deltaTime;
        m_PursueInterval += deltaTime;
        if (info.Time > m_Time)
        {
            info.Time = 0;
            npc.GetMovementStateInfo().IsMoving = false;
            AiCommand.AiStopPursue(npc);
            info.ChangeToState((int)PredefinedAiStateId.Idle);
            EntityInfo target = PluginFramework.Instance.GetEntityById(info.Target);
            if (null != target)
            {
                float dir = Geometry.GetYRadian(npc.GetMovementStateInfo().GetPosition3D(), target.GetMovementStateInfo().GetPosition3D());
                npc.GetMovementStateInfo().SetFaceDir(dir);
            }
            return(false);
        }
        if (m_PursueInterval < 100)
        {
            return(true);
        }
        else
        {
            m_PursueInterval = 0;
        }

        ScriptRuntime.Vector3 targetPos = npc.GetMovementStateInfo().TargetPosition;
        ScriptRuntime.Vector3 srcPos    = npc.GetMovementStateInfo().GetPosition3D();
        float distSqr = Geometry.DistanceSquare(srcPos, targetPos);

        if (distSqr <= 1)
        {
            if (npc.GetMovementStateInfo().IsMoving)
            {
                npc.GetMovementStateInfo().IsMoving = false;
                AiCommand.AiStopPursue(npc);
                info.ChangeToState((int)PredefinedAiStateId.Idle);
            }
        }
        else
        {
            npc.GetMovementStateInfo().IsMoving = true;
            AiCommand.AiPursue(npc, targetPos);
        }
        return(true);
    }
示例#10
0
    public bool ExecCommand(StoryInstance instance, StoryValueParams _params, long delta)
    {
        ArrayList args = _params.Values;

        if (!m_KeepAwayStarted)
        {
            m_KeepAwayStarted = true;

            m_ObjId     = (int)args[0];
            m_SkillInfo = args[1] as SkillInfo;
            m_Ratio     = (float)System.Convert.ChangeType(args[2], typeof(float));
        }
        EntityInfo npc = PluginFramework.Instance.GetEntityById(m_ObjId);

        if (null != npc && !npc.IsUnderControl())
        {
            AiStateInfo info   = npc.GetAiStateInfo();
            EntityInfo  target = PluginFramework.Instance.GetEntityById(info.Target);
            if (null != target && null != m_SkillInfo)
            {
                info.Time += delta;
                if (info.Time > 100)
                {
                    info.Time = 0;
                }
                else
                {
                    return(true);
                }
                ScriptRuntime.Vector3 srcPos    = npc.GetMovementStateInfo().GetPosition3D();
                ScriptRuntime.Vector3 targetPos = target.GetMovementStateInfo().GetPosition3D();
                float distSqr             = Geometry.DistanceSquare(srcPos, targetPos);
                ScriptRuntime.Vector3 dir = srcPos - targetPos;
                dir.Normalize();
                targetPos = targetPos + dir * m_Ratio * m_SkillInfo.Distance;
                if (distSqr < m_Ratio * m_Ratio * m_SkillInfo.Distance * m_SkillInfo.Distance)
                {
                    AiCommand.AiPursue(npc, targetPos);
                    return(true);
                }
            }
        }
        return(false);
    }
示例#11
0
    public static void AiPursue(EntityInfo npc, ScriptRuntime.Vector3 target)
    {
        MovementStateInfo msi = npc.GetMovementStateInfo();

        msi.IsMoving       = true;
        msi.TargetPosition = target;
        float dir = Geometry.GetYRadian(msi.GetPosition3D(), target);

        msi.SetFaceDir(dir);

        Msg_RC_NpcMove npcMoveBuilder = DataSyncUtility.BuildNpcMoveMessage(npc);

        if (null != npcMoveBuilder)
        {
            Scene scene = npc.SceneContext.CustomData as Scene;
            if (null != scene)
            {
                scene.NotifyAllUser(RoomMessageDefine.Msg_RC_NpcMove, npcMoveBuilder);
            }
        }
    }
示例#12
0
    public bool ExecCommand(StoryInstance instance, StoryMessageHandler handler, StoryValueParams _params, long delta)
    {
        ArrayList args = _params.Values;

        if (!m_ChaseStarted)
        {
            m_ChaseStarted = true;

            m_ObjId     = (int)args[0];
            m_SkillInfo = args[1] as SkillInfo;
        }
        EntityInfo npc = PluginFramework.Instance.GetEntityById(m_ObjId);

        if (null != npc && !npc.IsUnderControl())
        {
            AiStateInfo info   = npc.GetAiStateInfo();
            EntityInfo  target = PluginFramework.Instance.GetEntityById(info.Target);
            if (null != target && null != m_SkillInfo)
            {
                info.Time += delta;
                if (info.Time > 100)
                {
                    info.Time = 0;
                }
                else
                {
                    return(true);
                }
                ScriptRuntime.Vector3 srcPos    = npc.GetMovementStateInfo().GetPosition3D();
                ScriptRuntime.Vector3 targetPos = target.GetMovementStateInfo().GetPosition3D();
                float distSqr = Geometry.DistanceSquare(srcPos, targetPos);
                if (distSqr > m_SkillInfo.Distance * m_SkillInfo.Distance)
                {
                    AiCommand.AiPursue(npc, targetPos);
                    return(true);
                }
            }
        }
        return(false);
    }
示例#13
0
        private void CombatHandler(NpcInfo npc, AiCommandDispatcher aiCmdDispatcher, long deltaTime)
        {
            if (npc.IsDead())
            {
                return;
            }
            NpcAiStateInfo info = npc.GetAiStateInfo();

            info.Time += deltaTime;
            if (info.Time > m_IntervalTime)
            {
                AiData_PveNpc_General data = GetAiData(npc);
                if (null != data)
                {
                    data.Time += info.Time;
                    info.Time  = 0;
                    bool          goHome = false;
                    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;
                        ScriptRuntime.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)
                        {
                            float rps = npc.GetActualProperty().Rps;
                            if (rps > 0.001f && data.Time > 1000 / rps)
                            {
                                data.Time = 0;
                                float dir = Geometry.GetYAngle(new Vector2(srcPos.X, srcPos.Z), new Vector2(targetPos.X, targetPos.Z));
                                NotifyNpcFace(npc, dir);
                                //npc.GetMovementStateInfo().SetFaceDir(dir);
                                npc.GetMovementStateInfo().SetMoveDir(dir);
                                if (null != OnNpcSkill)
                                {
                                    OnNpcSkill(npc, 10001, target);
                                }
                            }
                        }
                        else if (true)
                        {
                            npc.GetMovementStateInfo().IsMoving = false;
                            NotifyNpcMove(npc);
                            info.Time = 0;
                            data.FoundPath.Clear();
                            ChangeToState(npc, (int)AiStateId.Pursuit);
                        }
                        else
                        {
                            goHome = true;
                        }
                    }
                    else
                    {
                        goHome = true;
                    }
                    if (goHome)
                    {
                        npc.GetMovementStateInfo().IsMoving = false;
                        NotifyNpcMove(npc);
                        info.Time = 0;
                        ChangeToState(npc, (int)AiStateId.GoHome);
                    }
                }
                else
                {
                    info.Time = 0;
                }
            }
        }
示例#14
0
        private void PathToTarget(UserInfo user, AiPathData data, Vector3 pathTargetPos, long deltaTime)
        {
            UserAiStateInfo info = user.GetAiStateInfo();

            if (null != data)
            {
                data.UpdateTime += deltaTime;
                ScriptRuntime.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 (!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);
                    }
                }
            }
        }
示例#15
0
        private void PursuitHandler(NpcInfo npc, AiCommandDispatcher aiCmdDispatcher, long deltaTime)
        {
            if (npc.IsDead())
            {
                return;
            }
            NpcAiStateInfo info = npc.GetAiStateInfo();
            //ai配置参数
            long maxPursuitTime = int.Parse(info.AiParam[0]);
            long minPursuitTime = int.Parse(info.AiParam[1]);
            //
            bool goHome = false;

            info.Time += deltaTime;
            CharacterInfo         target = AiLogicUtility.GetSeeingLivingCharacterInfoHelper(npc, info.Target);
            AiData_PvpNpc_General data   = GetAiData(npc);

            if (null != target && info.Time <= maxPursuitTime && null != data)
            {
                if (info.Time >= minPursuitTime)
                {
                    //超过最小追击时间,尝试换攻击目标
                    CharacterInfo interestestTarget = GetInterestestTargetHelper(npc, CharacterRelation.RELATION_ENEMY);
                    if (null != interestestTarget && interestestTarget != target)
                    {
                        info.Time   = 0;
                        info.Target = interestestTarget.GetId();
                        data.FoundPath.Clear();
                        target = interestestTarget;
                    }
                }
                float   dist                 = (float)(npc.GetActualProperty().AttackRange *npc.AttackRangeCoefficient);
                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 && npc.SpatialSystem.CanShoot(npc.SpaceObject, target.GetMovementStateInfo().GetPosition3D()))
                {
                    npc.GetMovementStateInfo().IsMoving = false;
                    info.Time = 0;
                    ChangeToState(npc, (int)AiStateId.Combat);
                    NotifyNpcMove(npc);
                }
                else if (powDistToHome < distGoHome * distGoHome)
                {
                    if (AiLogicUtility.GetWalkablePosition(target, npc, ref targetPos))
                    {
                        PathToTargetWithoutObstacle(npc, data.FoundPath, targetPos, deltaTime);
                    }
                    else
                    {
                        npc.GetMovementStateInfo().IsMoving = false;
                        NotifyNpcMove(npc);
                    }
                }
                else
                {
                    goHome = true;
                }
            }
            else
            {
                goHome = true;
            }
            if (goHome)
            {
                npc.GetMovementStateInfo().IsMoving = false;
                NotifyNpcMove(npc);
                info.Time    = 0;
                info.HomePos = GetHomePosition(npc, data);
                data.FoundPath.Clear();
                ChangeToState(npc, (int)AiStateId.GoHome);
            }
        }
示例#16
0
    private bool CombatHandler(EntityInfo npc, AiStateInfo info, long deltaTime)
    {
        if (npc.GetSkillStateInfo().IsSkillActivated())
        {
            return(true);
        }

        EntityInfo leader = AiLogicUtility.GetLivingCharacterInfoHelper(npc, info.LeaderId);

        ScriptRuntime.Vector3 srcPos  = npc.GetMovementStateInfo().GetPosition3D();
        ScriptRuntime.Vector3 homePos = ScriptRuntime.Vector3.Zero;
        if (null != leader)
        {
            homePos = GetHomePos(npc.GetMovementStateInfo().FormationIndex, leader);
        }
        float distSqrToHome = Geometry.DistanceSquare(srcPos, homePos);

        if (distSqrToHome > npc.GohomeRange * npc.GohomeRange)
        {
            AiCommand.AiStopPursue(npc);
            info.ChangeToState((int)AiStateId.Gohome);
            return(true);
        }

        ///
        EntityInfo     attackTarget = null;
        SkillStateInfo currSkInfo   = npc.GetSkillStateInfo();
        ///找到可以使用的技能
        SkillInfo skInfo = AiLogicUtility.NpcFindCanUseSkill(npc);

        AiCommand.AiSelectSkill(npc, skInfo);
        if (skInfo == null)
        {
            //没有可以使用的技能就切换到Idle状态
            info.ChangeToState((int)PredefinedAiStateId.Idle);
            return(false);
        }

        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();
            AiCommand.AiStopPursue(npc);
            AiCommand.AiSkill(npc, skInfo.SkillId); //攻击目标
            return(true);
        }
        attackTarget = AiLogicUtility.GetNearstTargetHelper(
            npc, npc.ViewRange, relation);
        if (attackTarget != null)                                                         //视野范围内找到可攻击目标
        {
            AiCommand.AiPursue(npc, attackTarget.GetMovementStateInfo().GetPosition3D()); // 追赶目标
            return(true);
        }

        currSkInfo.SetCurSkillInfo(0);
        AiCommand.AiStopPursue(npc);
        info.ChangeToState((int)AiStateId.Gohome);
        return(true);
    }
示例#17
0
        private void CombatHandler(NpcInfo npc, AiCommandDispatcher aiCmdDispatcher, long deltaTime)
        {
            if (npc.IsDead())
            {
                return;
            }
            NpcAiStateInfo info = npc.GetAiStateInfo();

            info.Time += deltaTime;
            if (info.Time > 100)
            {
                AiData_PvpNpc_General data = GetAiData(npc);
                if (null != data)
                {
                    data.Time         += info.Time;
                    data.ThinkingTime += info.Time;
                    //ai配置参数  小兵思考时间
                    long thinkingTime = int.Parse(info.AiParam[2]);
                    //大于思考时间 重新选择新的目标
                    if (data.ThinkingTime > thinkingTime)
                    {
                        CharacterInfo interestestTarget = GetInterestestTargetHelper(npc, CharacterRelation.RELATION_ENEMY);
                        if (null != interestestTarget && info.Target != interestestTarget.GetId())
                        {
                            npc.GetMovementStateInfo().IsMoving = false;
                            NotifyNpcMove(npc);
                            info.Time         = 0;
                            data.Time         = 0;
                            data.ThinkingTime = 0;
                            info.Target       = interestestTarget.GetId();
                            return;
                        }
                    }
                    info.Time = 0;
                    bool          changeTarget = false;
                    CharacterInfo target       = AiLogicUtility.GetSeeingLivingCharacterInfoHelper(npc, info.Target);
                    if (null != target)
                    {
                        float dist       = (float)(npc.GetActualProperty().AttackRange *npc.AttackRangeCoefficient);
                        float distGoHome = (float)npc.GohomeRange;
                        ScriptRuntime.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 && npc.SpatialSystem.CanShoot(npc.SpaceObject, target.GetMovementStateInfo().GetPosition3D()))
                        {
                            float rps = npc.GetActualProperty().Rps;
                            if (rps > 0.001f && data.Time > 1000 / rps)
                            {
                                data.Time = 0;
                                float dir = Geometry.GetYAngle(new Vector2(srcPos.X, srcPos.Z), new Vector2(targetPos.X, targetPos.Z));
                                npc.GetMovementStateInfo().SetFaceDir(dir);
                                npc.GetMovementStateInfo().SetMoveDir(dir);
                                if (npc.CanShoot())
                                {
                                    aiCmdDispatcher.NpcFace(npc, this);
                                }
                            }
                        }
                        else if (powDistToHome < distGoHome * distGoHome)
                        {
                            npc.GetMovementStateInfo().IsMoving = false;
                            NotifyNpcMove(npc);
                            info.Time = 0;
                            data.FoundPath.Clear();
                            ChangeToState(npc, (int)AiStateId.Pursuit);
                        }
                        else
                        {
                            changeTarget = true;
                        }
                    }
                    else
                    {
                        changeTarget = true;
                    }
                    if (changeTarget)
                    {
                        data.FoundPath.Clear();
                        target = GetInterestestTargetHelper(npc, CharacterRelation.RELATION_ENEMY);
                        if (null != target)
                        {
                            npc.GetMovementStateInfo().IsMoving = false;
                            NotifyNpcMove(npc);
                            info.Time   = 0;
                            info.Target = target.GetId();
                            ChangeToState(npc, (int)AiStateId.Pursuit);
                        }
                        else
                        {
                            npc.GetMovementStateInfo().IsMoving = false;
                            NotifyNpcMove(npc);
                            info.Time    = 0;
                            info.HomePos = GetHomePosition(npc, data);
                            ChangeToState(npc, (int)AiStateId.GoHome);
                        }
                    }
                }
                else
                {
                    info.Time = 0;
                }
            }
        }
示例#18
0
        private void PathToTarget(NpcInfo npc, AiPathData data, Vector3 pathTargetPos, long deltaTime)
        {
            NpcAiStateInfo info = npc.GetAiStateInfo();

            if (null != data)
            {
                data.UpdateTime += deltaTime;
                ScriptRuntime.Vector3 srcPos = npc.GetMovementStateInfo().GetPosition3D();
                float dir           = npc.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)
                    {
                        float   angle        = Geometry.GetYAngle(new Vector2(srcPos.X, srcPos.Z), new Vector2(targetPos.X, targetPos.Z));
                        Vector3 prefVelocity = (float)npc.GetActualProperty().MoveSpeed *new Vector3((float)Math.Sin(angle), 0, (float)Math.Cos(angle));
                        Vector3 v            = new Vector3(targetPos.X - srcPos.X, 0, targetPos.Z - srcPos.Z);
                        v.Normalize();
                        Vector3 velocity    = npc.SpaceObject.GetVelocity();
                        float   speedSquare = (float)npc.GetActualProperty().MoveSpeed *(float)npc.GetActualProperty().MoveSpeed;
                        long    stTime      = TimeUtility.GetElapsedTimeUs();
                        Vector3 newVelocity = npc.SpatialSystem.ComputeVelocity(npc.SpaceObject, v, (float)deltaTime / 1000, (float)npc.GetActualProperty().MoveSpeed, (float)npc.GetRadius(), data.IsUsingAvoidanceVelocity);
                        findObstacle = !AiLogicUtility.IsWalkable(npc.SpatialSystem.GetCellMapView(npc.AvoidanceRadius), srcPos, newVelocity);
                        long endTime  = TimeUtility.GetElapsedTimeUs();
                        long calcTime = endTime - stTime;
                        if (calcTime > 10000)
                        {
                            LogSystem.Warn("*** pvp ComputeVelocity consume {0} us,npc:{1} velocity:{2} newVelocity:{3} deltaTime:{4} speed:{5} pos:{6}", calcTime, npc.GetId(), velocity.ToString(), newVelocity.ToString(), deltaTime, npc.GetActualProperty().MoveSpeed, npc.GetMovementStateInfo().GetPosition3D().ToString());
                            for (LinkedListNode <UserInfo> node = npc.UserManager.Users.FirstValue; null != node; node = node.Next)
                            {
                                UserInfo userInfo = node.Value;
                                if (null != userInfo)
                                {
                                    LogSystem.Warn("===>User:{0} Pos:{1}", userInfo.GetId(), userInfo.GetMovementStateInfo().GetPosition3D().ToString());
                                }
                            }
                            for (LinkedListNode <NpcInfo> node = npc.NpcManager.Npcs.FirstValue; null != node; node = node.Next)
                            {
                                NpcInfo npcInfo = node.Value;
                                if (null != npcInfo)
                                {
                                    LogSystem.Warn("===>Npc:{0} Pos:{1}", npcInfo.GetId(), npcInfo.GetMovementStateInfo().GetPosition3D().ToString());
                                }
                            }
                        }
                        if (findObstacle)//当前移动方向遇到阻挡,停止移动,触发寻路
                        {
                            npc.GetMovementStateInfo().IsMoving = false;
                            NotifyNpcMove(npc);
                            data.IsUsingAvoidanceVelocity = false;
                        }
                        else if (data.UpdateTime > 1000)//避让速度改变每秒一次(表现上更像人类一些)
                        {
                            data.UpdateTime = 0;

                            float newV = newVelocity.Length();
                            npc.VelocityCoefficient = newV / npc.GetActualProperty().MoveSpeed;
                            float newAngle = Geometry.GetYAngle(new Vector2(0, 0), new Vector2(newVelocity.X, newVelocity.Z));
                            npc.GetMovementStateInfo().SetFaceDir(newAngle);
                            npc.GetMovementStateInfo().SetMoveDir(newAngle);
                            newVelocity.Normalize();
                            npc.GetMovementStateInfo().TargetPosition = srcPos + newVelocity * Geometry.Distance(srcPos, targetPos);
                            npc.GetMovementStateInfo().IsMoving       = true;
                            NotifyNpcMove(npc);
                            data.IsUsingAvoidanceVelocity = true;
                        }
                        else if (Geometry.DistanceSquare(velocity, newVelocity) >= 9.0f) //没有到速度改变周期,但避让方向需要大幅调整
                        {
                            if (Geometry.Dot(newVelocity, prefVelocity) > 0)             //如果是调整为与目标方向一致,则进行调整
                            {
                                float newAngle = Geometry.GetYAngle(new Vector2(0, 0), new Vector2(newVelocity.X, newVelocity.Z));
                                npc.GetMovementStateInfo().SetFaceDir(newAngle);
                                npc.GetMovementStateInfo().SetMoveDir(newAngle);
                                newVelocity.Normalize();
                                npc.GetMovementStateInfo().TargetPosition = srcPos + newVelocity * Geometry.Distance(srcPos, targetPos);
                                npc.GetMovementStateInfo().IsMoving       = true;
                                NotifyNpcMove(npc);
                                data.IsUsingAvoidanceVelocity = true;
                            }
                            else//如果调整为远离目标方向,则停止
                            {
                                npc.GetMovementStateInfo().IsMoving = false;
                                NotifyNpcMove(npc);
                                data.IsUsingAvoidanceVelocity = false;
                            }
                        }
                        else if (!npc.GetMovementStateInfo().IsMoving&& velocity.LengthSquared() > speedSquare * 0.25f)//正常移动过程,继续移动
                        {
                            velocity.Normalize();
                            npc.GetMovementStateInfo().TargetPosition = srcPos + velocity * Geometry.Distance(srcPos, targetPos);
                            npc.GetMovementStateInfo().IsMoving       = true;
                            NotifyNpcMove(npc);
                            data.IsUsingAvoidanceVelocity = false;
                        }
                    }
                    else//改变路点或结束沿路点移动
                    {
                        data.UseNextPathPoint();
                        if (data.HavePathPoint)
                        {
                            targetPos = data.CurPathPoint;
                            npc.GetMovementStateInfo().TargetPosition = targetPos;
                            float angle = Geometry.GetYAngle(new Vector2(srcPos.X, srcPos.Z), new Vector2(targetPos.X, targetPos.Z));
                            npc.GetMovementStateInfo().SetFaceDir(angle);
                            npc.GetMovementStateInfo().SetMoveDir(angle);
                            npc.GetMovementStateInfo().IsMoving = true;
                            NotifyNpcMove(npc);
                            data.IsUsingAvoidanceVelocity = false;
                        }
                        else
                        {
                            data.Clear();
                        }
                    }
                }
                if (!havePathPoint || findObstacle)//获得路点过程(寻路)
                {
                    data.Clear();
                    Vector3 targetPos = pathTargetPos;
                    bool    canGo     = true;
                    if (!npc.SpatialSystem.GetCellMapView(npc.AvoidanceRadius).CanPass(targetPos))
                    {
                        if (!AiLogicUtility.GetWalkablePosition(npc.SpatialSystem.GetCellMapView(npc.AvoidanceRadius), targetPos, srcPos, ref targetPos))
                        {
                            canGo = false;
                        }
                    }
                    if (canGo)
                    {
                        List <Vector3> posList = null;
                        bool           canPass = npc.SpatialSystem.CanPass(npc.SpaceObject, targetPos);
                        if (canPass)
                        {
                            posList = new List <Vector3>();
                            posList.Add(srcPos);
                            posList.Add(targetPos);
                        }
                        else
                        {
                            long stTime = TimeUtility.GetElapsedTimeUs();
                            posList = npc.SpatialSystem.FindPath(srcPos, targetPos, npc.AvoidanceRadius);
                            long endTime  = TimeUtility.GetElapsedTimeUs();
                            long calcTime = endTime - stTime;
                            if (calcTime > 10000)
                            {
                                LogSystem.Warn("*** pvp FindPath consume {0} us,npc:{1} from:{2} to:{3} radius:{4} pos:{5}", calcTime, npc.GetId(), srcPos.ToString(), targetPos.ToString(), npc.AvoidanceRadius, npc.GetMovementStateInfo().GetPosition3D().ToString());
                            }
                        }
                        if (posList.Count >= 2)
                        {
                            data.SetPathPoints(posList[0], posList, 1);
                            targetPos = data.CurPathPoint;
                            npc.GetMovementStateInfo().TargetPosition = targetPos;
                            float angle = Geometry.GetYAngle(new Vector2(srcPos.X, srcPos.Z), new Vector2(targetPos.X, targetPos.Z));
                            npc.GetMovementStateInfo().SetFaceDir(angle);
                            npc.GetMovementStateInfo().SetMoveDir(angle);
                            npc.GetMovementStateInfo().IsMoving = true;
                            NotifyNpcMove(npc);
                            data.IsUsingAvoidanceVelocity = false;
                        }
                        else
                        {
                            npc.GetMovementStateInfo().IsMoving = false;
                            NotifyNpcMove(npc);
                            data.IsUsingAvoidanceVelocity = false;
                        }
                    }
                    else
                    {
                        npc.GetMovementStateInfo().IsMoving = false;
                        NotifyNpcMove(npc);
                        data.IsUsingAvoidanceVelocity = false;
                    }
                }
            }
        }
        internal static void Execute(object msg, User user)
        {
            Msg_CR_UserMoveToPos move_msg = msg as Msg_CR_UserMoveToPos;
            if (move_msg == null)
                return;
            EntityInfo charactor = user.Info;
            if (charactor == null) {
                LogSys.Log(LOG_TYPE.DEBUG, "charactor {0}({1},{2},{3}) not exist", user.RoleId, user.GetKey(), user.Guid, user.Name);
                return;
            }
            ///
            if (charactor.GetAIEnable()) {
                float tx, tz;
                ProtoHelper.DecodePosition2D(move_msg.target_pos, out tx, out tz);
                ScriptRuntime.Vector3 pos = new ScriptRuntime.Vector3(tx, 0, tz);

                MovementStateInfo msi = charactor.GetMovementStateInfo();
                msi.IsMoving = true;
                msi.TargetPosition = pos;
                float dir = Geometry.GetYRadian(msi.GetPosition3D(), pos);
                msi.SetFaceDir(dir);
                msi.SetMoveDir(dir);

                Msg_RC_NpcMove npcMoveBuilder = DataSyncUtility.BuildNpcMoveMessage(charactor);
                if (null != npcMoveBuilder) {
                    Scene scene = user.OwnRoom.ActiveScene;
                    if (null != scene) {
                        scene.NotifyAllUser(RoomMessageDefine.Msg_RC_NpcMove, npcMoveBuilder);
                    }
                }
            }
        }
示例#20
0
    private bool CombatHandler(EntityInfo npc, AiStateInfo info, long deltaTime)
    {
        info.Time += deltaTime;
        if (info.Time > 100)
        {
            info.Time = 0;
        }
        else
        {
            return(true);
        }

        if (npc.GetSkillStateInfo().IsSkillActivated())
        {
            return(true);
        }

        ScriptRuntime.Vector3 srcPos = npc.GetMovementStateInfo().GetPosition3D();
        float distSqrToHome          = Geometry.DistanceSquare(srcPos, info.HomePos);

        if (distSqrToHome > npc.GohomeRange * npc.GohomeRange)
        {
            AiCommand.AiStopPursue(npc);
            info.ChangeToState((int)AiStateId.Gohome);
            return(true);
        }

        ///
        EntityInfo     attackTarget = null;
        SkillStateInfo currSkInfo   = npc.GetSkillStateInfo();
        ///找到可以使用的技能
        SkillInfo skInfo = AiLogicUtility.NpcFindCanUseSkill(npc);

        AiCommand.AiSelectSkill(npc, skInfo);
        if (skInfo == null)
        {
            AiCommand.AiStopPursue(npc);
            info.ChangeToState((int)PredefinedAiStateId.Idle);
            return(false);
        }

        CharacterRelation relation = skInfo.ConfigData.targetType == (int)SkillTargetType.Friend ?
                                     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();
            ScriptRuntime.Vector3 targetPos = attackTarget.GetMovementStateInfo().GetPosition3D();
            float dir    = Geometry.GetYRadian(srcPos, targetPos);
            float curDir = npc.GetMovementStateInfo().GetFaceDir();
            if (Mathf.Abs(dir - curDir) > 0.157f)
            {
                npc.GetMovementStateInfo().SetWantedFaceDir(dir);
            }
            else
            {
                AiCommand.AiStopPursue(npc);
                AiCommand.AiSkill(npc, skInfo.SkillId); //攻击目标
            }
            return(true);
        }
        attackTarget = AiLogicUtility.GetNearstTargetHelper(
            npc, npc.ViewRange, relation);
        if (attackTarget != null)                                                         //视野范围内找到可攻击目标
        {
            AiCommand.AiPursue(npc, attackTarget.GetMovementStateInfo().GetPosition3D()); // 追赶目标
            return(true);
        }

        currSkInfo.SetCurSkillInfo(0);
        AiCommand.AiStopPursue(npc);
        return(true);
    }
示例#21
0
    public static void AiPursue(EntityInfo npc, ScriptRuntime.Vector3 target)
    {
        EntityViewModel npcView = EntityViewModelManager.Instance.GetEntityViewById(npc.GetId());

        npcView.MoveTo(target.X, target.Y, target.Z);
    }
示例#22
0
        public void Reset()
        {
            m_StateStack.Clear();
            m_AiDatas.Clear();
            if (null != m_AiStoryInstanceInfo) {
                m_AiStoryInstanceInfo.Recycle();
                m_AiStoryInstanceInfo = null;
            }
            m_IsInited = false;

            m_AiLogic = 0;
            m_AiParam = new string[c_MaxAiParamNum];
            m_AiStoryInstanceInfo = null;
            m_Time = 0;
            m_IsInited = false;
            m_leaderID = 0;
            m_HomePos = Vector3.Zero;
            m_Target = 0;
            m_HateTarget = 0;
            m_IsExternalTarget = false;
            m_LastChangeTargetTime = 0;
        }
示例#23
0
        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();
                        ScriptRuntime.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)
                                {
                                    PathToTarget(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;
                    ScriptRuntime.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;
                            PathToTarget(user, data.FoundPath, targetPos, deltaTime);
                        }
                    }
                }
            }
        }
示例#24
0
 public static ScriptRuntime.Vector3 AiGetValidPosition(EntityInfo npc, ScriptRuntime.Vector3 target, float maxDistance)
 {
     return(target);
 }