Beispiel #1
0
bool FightObj::CheckReturnPeace()
{
    if (m_Owner->GetIsFlyToPeace() == 0)
        return false;

    long dis = Distance(m_EnterFightPos.x, m_EnterFightPos.y, m_Owner->GetTileX(),
                        m_Owner->GetTileY());

    unsigned long thisTime = timeGetTime();
    if(m_AI->HasTarget())
    {
        CMoveShape *target = m_AI->GetTarget();

        if (target == NULL || PHASEMAN.PhasePlayerFilter(target,m_Owner))
        {
            ReturnPeace();
            return true;
        }

        if(target->IsDied() ||
                !target->IsAttackAble(m_Owner) ||
                !target->IsVisible(m_Owner))
        {
            ReturnPeace();
            return true;
        }

        if(dis > m_Owner->GetBaseChaseRange())
        {
            ReturnPeace();
            return true;
        }

        if(dis > m_Owner->GetReturnRange() && thisTime > m_HurtTime)
        {
            ReturnPeace();
            return true;
        }
    }
    else if(thisTime > m_GuardTime)
    {
        ReturnPeace();
        return true;
    }

    return false;
}
Beispiel #2
0
    bool PetAI::SearchEnemy()
    {
        CPet *owner = (CPet*) m_Owner;
        CMoveShape *host = owner->GetHost();
        if(NULL == host)
        {
			LogError(AI_MODULE, "m_Owner->GetHost() error.");
            return false;
        }
        CMoveShape *target = GetTarget();

        // 当前有追踪目标
        if(target != NULL)
        {
            long dis = owner->Distance(target);
            long tracDis = owner->GetTrackRange();
            if(!target->IsDied() &&
                tracDis > dis &&
                !target->IsGod())
            {
                return true;
            }
        }

        // 寻找所在场景
        CServerRegion *region = dynamic_cast<CServerRegion*>(host->GetFather());
        if(NULL == region)
        {
            return false;
        }

        vector<CShape*> vOut;
        region->FindAroundObject(owner, TYPE_PLAYER, vOut);
        region->FindAroundObject(owner, TYPE_MONSTER, vOut);
        region->FindAroundObject(owner, TYPE_PET, vOut);

        bool ret = false;
        map<long, CMoveShape*> AroundObjs;
        long distance = 0;
        for(size_t i=0; i < vOut.size(); ++i)
        {
            target = (CMoveShape*)vOut[i];
            if(target != NULL &&
                target->IsDied() &&
                !target->IsGod() &&
                target->IsAttackAble(owner))
            {
                distance = m_Owner->Distance(target->GetTileX(), target->GetTileY());
                AroundObjs[distance] = target;
                ret = true;
            }
        }

        if(ret)		// 满足条件设置对象
        {
            map<long, CMoveShape*>::iterator itr = AroundObjs.begin();
            target = itr->second;
            SetTarget(target->GetExID(), target->GetType());
            //if(PET_TYPE_TRAP == owner->GetPetType())
            //{
            //    owner->SetActTime(0, 0);		// 避免寻敌后无法攻击
            //    owner->OnTrapSpring();
            //}
        }

        return true;
    }