void CStateMachinen::DoPause(CMonster& monster, eStateEvent event) { StateParameter& stateParamter = monster.mStateParamter; switch(event) { case eSEVENT_Enter: { const DWORD pausedTick = monster.GetFiniteStateMachine().GetMemory().GetVariable( "__tick__"); stateParamter.nextTime = gCurTime + pausedTick; break; } case eSEVENT_Process: { if(gCurTime > stateParamter.nextTime) { const eMONSTER_ACTION pausedAction = eMONSTER_ACTION(monster.GetFiniteStateMachine().GetMemory().GetVariable( "__lastState__")); SetState( &monster, pausedAction); } break; } } }
void CStateMachinen::DoScriptMove(CMonster& monster, eStateEvent event) { StateParameter& stateParamter = monster.mStateParamter; switch(event) { case eSEVENT_Enter: { VECTOR3 position = { float(monster.GetFiniteStateMachine().GetMemory().GetVariable("__move_x__")), 0, float(monster.GetFiniteStateMachine().GetMemory().GetVariable("__move_z__")), }; monster.OnMove( &position); stateParamter.nextTime = gCurTime + CCharMove::GetMoveEstimateTime( &monster); break; } case eSEVENT_Process: { if( stateParamter.nextTime > gCurTime ) { break; } SetState( &monster, eMA_STAND); break; } } }
void CStateMachinen::DoRunAway(CMonster& monster, eStateEvent evt) { StateParameter& stateParamter = monster.mStateParamter; if( monster.GetAbnormalStatus()->IsStun || monster.GetAbnormalStatus()->IsFreezing || monster.GetAbnormalStatus()->IsStone || monster.GetAbnormalStatus()->IsSlip || monster.GetAbnormalStatus()->IsMoveStop || monster.GetAbnormalStatus()->IsParalysis ) { return; } switch(evt) { case eSEVENT_Enter: { monster.RemoveAllAggro(); monster.SetTObject(0); VECTOR3 position = {0}; position.x = float(monster.GetFiniteStateMachine().GetMemory().GetVariable( "__runaway_x__")); position.z = float(monster.GetFiniteStateMachine().GetMemory().GetVariable( "__runaway_z__")); monster.OnMove( &position); stateParamter.nextTime = gCurTime + CCharMove::GetMoveEstimateTime(&monster) + 1000; break; } case eSEVENT_Process: { if(gCurTime > stateParamter.nextTime) { SetState( &monster, eMA_STAND); break; } break; } } }
void CStateMachinen::DoWalkAround(CMonster& monster, eStateEvent evt) { const BASE_MONSTER_LIST& baseMonsterList = monster.GetSMonsterList(); StateParameter& stateParamter = monster.mStateParamter; if( monster.GetAbnormalStatus()->IsStun || monster.GetAbnormalStatus()->IsFreezing || monster.GetAbnormalStatus()->IsStone || monster.GetAbnormalStatus()->IsSlip || monster.GetAbnormalStatus()->IsMoveStop || monster.GetAbnormalStatus()->IsParalysis ) { SetState( &monster, eMA_STAND); return; } switch(evt) { case eSEVENT_Enter: { // 소유주가 있을 경우 그 중심으로 행동한다 if(CObject* const ownerObject = g_pUserTable->FindUser(monster.GetOwnerIndex())) { if(ownerObject->GetObjectBattleState()) { SetState( &monster, eMA_STAND); break; } VECTOR3 ownerPosition = {0}; ownerObject->GetPosition( &ownerPosition); const float distance = ownerObject->GetRadius() * 3; VECTOR3 monsterPosition = {0}; monster.GetPosition( &monsterPosition); if(distance > CalcDistanceXZ(&ownerPosition, &monsterPosition)) { SetState( &monster, eMA_STAND); break; } const float randomRateX = float(rand()) / RAND_MAX; const float randomRateZ = float(rand()) / RAND_MAX; const float randomAxisX = (randomRateX < 0.5f ? -1.0f : 1.0f) * (ownerObject->GetRadius() * (1.0f + randomRateX)); const float randomAxisZ = (randomRateZ < 0.5f ? -1.0f : 1.0f) * (ownerObject->GetRadius() * (1.0f + randomRateZ)); monster.GetFiniteStateMachine().GetMemory().SetVariable( "__move_x__", int(ownerPosition.x + randomAxisX)); monster.GetFiniteStateMachine().GetMemory().SetVariable( "__move_z__", int(ownerPosition.z + randomAxisZ)); SetState( &monster, eMA_SCRIPT_RUN); // 이렇게 하지 않으면 eSEVENT_Process 루틴으로 들어가서 상태를 바꿔버린다 stateParamter.nextTime = gCurTime + 500; break; } monster.SetTObject(0); monster.DoWalkAround(); stateParamter.nextTime = gCurTime + CCharMove::GetMoveEstimateTime(&monster); break; } case eSEVENT_Process: { if( stateParamter.nextTime > gCurTime ) { break; } Mon_SpeechState speechState = eMon_Speech_MAX; const int rate = rand() % 100; if(0 <= rate && rate < baseMonsterList.StandRate ) { SetState( &monster, eMA_STAND); speechState = eMon_Speech_Stand; } else { SetState( &monster, eMA_WALKAROUND); speechState = eMon_Speech_KeepStand; } const MonSpeechInfo* const speechInfo = MON_SPEECHMGR->GetCurStateSpeechIndex( monster.GetMonsterKind(), speechState); if(0 == speechInfo) { break; } monster.AddSpeech( speechInfo->SpeechType, speechInfo->SpeechIndex); break; } } }