Files
Sun1602/Server/GameServer/Npcai/WanderState.cpp
T
2022-10-26 12:25:11 +08:00

255 lines
7.3 KiB
C++

#include "stdafx.h"
#include <Timer.h>
#include <SinTable.h>
#include <AIParamParser.h>
#include "WanderState.h"
#include "GameField.h"
#include "Monster.h"
#include "StatusManager.h"
#ifdef _NA_007009_20131226_RETURN_TO_POSITION_IF_SAFETYZONE
#include "../MovingPlanner.h"
#endif //_NA_007009_20131226_RETURN_TO_POSITION_IF_SAFETYZONE
WanderState::WanderState()
{
}
WanderState::~WanderState()
{
}
void
WanderState::Init()
{
}
void
WanderState::SetNPC(NPC* pNpc)
{
m_pMonster = DOWNCASTER_SELECT<Monster*>(pNpc);
if (m_pMonster == NULL || pNpc->IsEqualObjectKind(MONSTER_OBJECT) == false) {
SUNLOG(eCRITICAL_LOG, "["__FUNCTION__"]|Unexpected type %08X", pNpc->GetObjectType());
__debugbreak();
}
State::SetNPC(pNpc);
}
void
WanderState::OnEnter(LPARAM param1, LPARAM param2, LPARAM param3)
{
State::OnEnter(param1, param2, param3);
m_bDestSelected = false;
m_bTouchedSomething = false;
//m_SearchTimer.SetTimer(m_pAITypeInfo->m_wSEARCH_PERIOD);
m_SearchTimer.SetTimer(m_SearchTimer.eStaticTimer_Search, 5000);
}
void
WanderState::OnExit()
{
State::OnExit();
}
BOOL
WanderState::OnUpdate(DWORD dwDeltaTick)
{
__UNUSED(dwDeltaTick);
#ifdef _NA_007009_20131226_RETURN_TO_POSITION_IF_SAFETYZONE
//자신의 위치가 안전지대 타일이면 원위치로 돌아간다.
const nsAI::TileEvent* tile_event = 0;
if (m_pNPC->GetStatusManager()->CanMove() &&
(m_pNPC->PlanEvent->GetTileEvent(&tile_event) == false || (tile_event->Attr & PTA_SAFETY_ZONE)))
{
m_pNPC->SetTargetChar(NULL);
m_pNPC->ChangeState(STATE_ID_RETURN);
return true;
}
#endif //_NA_007009_20131226_RETURN_TO_POSITION_IF_SAFETYZONE
if (m_SearchTimer.IsExpired() && m_pMonster->CanAttack())
{
if (!m_pNPC->GetStatusManager()->Status.IsPassConstraint(m_pNPC, (SkillScriptInfo*)0))
return true;
// 주변에 적이 있는지 탐색
Character* pTargetChar = m_pMonster->SearchTarget();
if (pTargetChar)
{
// 그룹의 일원이면 멤버들에게 적 발견 메세지를 보낸다.
if (m_pMonster->IsGroupMember())
{
AI_MSG_ENEMY_FOUND aiMsg;
aiMsg.dwTargetObjectKey = pTargetChar->GetObjectKey();
m_pMonster->SendAIMessageToGroupExceptMe(&aiMsg, sizeof(aiMsg));
}
m_pMonster->SetTargetChar(pTargetChar);
m_pMonster->ChangeState(STATE_ID_TRACK);
return true;
}
// 목적지가 없는 상태이면 목적지 선택
if (m_bDestSelected == false) {
// (CHANGES) (091231) (WAVERIX) if mob had group, change policy
#if WAVERIX_CODE_RENEWAL
BOOLEAN member_state = !!m_pNPC->IsGroupMember();
BOOLEAN leader_state = false;
if (member_state) {
leader_state = !!m_pNPC->IsLeader();
if (leader_state == false)
{
NPC* leader = m_pNPC->GetLeaderInField();
if (leader == NULL) { // leader 현재 필드상에 없다.
member_state = false; // change to normal mob state logic
}
}
}
// member_state | leader_state
// 0 0 - wander
// 0 1 - x
// 1 0 - follower : return or wander by command
// 1 1 - wander
if (!(member_state ^ leader_state)) { // NXOR
m_bDestSelected = (DoWander() != false);
}
#else
if (m_pMonster->IsLeader() || !m_pMonster->IsLeaderAlive())
//if (m_pMonster->GetGroupState().IsLeader() || !m_pMonster->GetGroupState().IsLeaderAlive())
{
m_bDestSelected = DoWander();
}
#endif
}
}
// 목적지에 도달한 상태인가
if (m_bDestSelected && m_pMonster->IsMoving() == false)
{
m_bDestSelected = false;
// 장애물에 걸려서 조금밖에 이동을 못한 상태가 아니라면 IDLE로 전환한다.
if (!m_bTouchedSomething)
{
m_pMonster->ChangeState(STATE_ID_IDLE);
}
}
return true;
}
inline void
WanderState::_UpdateTouchedSomething(BOOL bSet)
{
BOOL bSrc = m_bTouchedSomething;
if ((!!bSet) != (!!bSrc))
m_bTouchedSomething = !bSet;
}
// 목적지 선택에 성공하면 true를 리턴
BOOL
WanderState::DoWander()
{
// 이동할 거리를 구한다.
float MOVE_DISTANCE = (float)dRandom(AIParamParser::AICommonInfo.m_fMIN_MOVE_DISTANCE,
AIParamParser::AICommonInfo.m_fMAX_MOVE_DISTANCE);
const WzVector& wvCurPos = *m_pMonster->GetPosPtr();
GameField* pField = m_pMonster->GetField();
if (pField == NULL)
return false;
WzVector wvMovement;
// 목적지 좌표를 찾는다.
if (m_bTouchedSomething)
{
// 이전 길찾기에서 무언가에 닿은 경우 49도 회전시키고
m_bTouchedSomething = false;
wvMovement = m_wvRotatedVector;
}
else if (m_pMonster->IsOutOfWanderRadius())
{
// 방황 범위를 벗어났으면 안쪽으로 이동
WzVector direction = m_pMonster->GetRegenPos();
; direction -= wvCurPos;
VectorNormalize(&wvMovement, &direction);
wvMovement *= MOVE_DISTANCE;
}
else
{
// 랜덤한 방향으로 포인팅
int iAngle = State::GetStateRandomNo() % 360;
wvMovement.x = (float)(MOVE_DISTANCE * g_SinTable.FCOS(iAngle));
wvMovement.y = (float)(MOVE_DISTANCE * g_SinTable.FSIN(iAngle));
wvMovement.z = 0.0f;
}
WzVector wvDestPos = wvCurPos;
; wvDestPos += wvMovement;
// 이동가능 여부를 체크후 패킷을 날린다.
BOOL bRef = !!m_bTouchedSomething;
if (!m_pMonster->ThrustMoveAndBroadcast(&wvDestPos, CMS_WALK, bRef, m_wvRotatedVector))
{
_UpdateTouchedSomething(bRef);
return false;
}
_UpdateTouchedSomething(bRef);
// 그룹의 리더이면 그룹 쫄따구들한테 AI 메세지를 보낸다.
if (m_pMonster->IsLeader())
//if (m_pMonster->GetGroupState().IsLeader())
{
AI_MSG_LETSGO letsgoMsg;
letsgoMsg.wvDestPos = wvDestPos;
letsgoMsg.byMoveState = CMS_WALK;
m_pMonster->SendAIMessageToGroupExceptMe(&letsgoMsg, sizeof(letsgoMsg),
(DWORD)dRandom(AIParamParser::AICommonInfo.m_wGROUP_AIMESSAGE_MIN_DELAY,
AIParamParser::AICommonInfo.m_wGROUP_AIMESSAGE_MAX_DELAY));
}
return true;
}
void
WanderState::OnMsgAttacked(const AI_MSG* pMsg)
{
State::OnMsgAttacked(pMsg);
const AI_MSG_ATTACKED* pAttackMsg = static_cast<const AI_MSG_ATTACKED*>(pMsg);
GameField* pField = m_pMonster->GetField();
if (pField == NULL)
return;
Character* pAttacker = pField->FindCharacter(pAttackMsg->dwAttackerKey);
if (pAttacker == NULL)
return;
// 상대가 적군이면 공격 상태로 전이
#ifdef _NA_007667_20141001_WITCHBLADE_SKILL
State::SetTarget(pMsg, STATE_ID_TRACK);
#else
if (m_pMonster->IsFriend(pAttacker) == USER_RELATION_ENEMY)
{
m_pMonster->SetTargetChar(pAttacker);
m_pMonster->ChangeState(STATE_ID_TRACK, 0, 0, pAttackMsg->dwMsgID);
}
#endif //_NA_007667_20141001_WITCHBLADE_SKILL
}
void
WanderState::OnMsgLetsGo(const AI_MSG* pMsg)
{
State::OnMsgLetsGo(pMsg);
m_bDestSelected = true;
}