Exemplo n.º 1
0
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;
		}
	}
}
Exemplo n.º 2
0
void CStateMachinen::DoPursuit(CMonster& monster, eStateEvent evt)
{
	const BASE_MONSTER_LIST& baseMonsterList = monster.GetSMonsterList();
	StateParameter& stateParamter = monster.mStateParamter;
	
	if(0 == baseMonsterList.SkillInfo[stateParamter.CurAttackKind])
	{
		SetState(
			&monster,
			eMA_STAND);
		return;
	}
	else if(0 == monster.GetTObject() ||
		(monster.GetTObject() && (eObjectState_Die == monster.GetTObject()->GetState())) ||
		FALSE == monster.GetTObject()->GetInited())
	{
		SetState(
			&monster,
			eMA_STAND);
		return;
	}
	else 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:
		{
			stateParamter.PursuitForgiveStartTime = gCurTime + baseMonsterList.PursuitForgiveTime;
			stateParamter.nextTime = gCurTime + 1000;
			monster.DoPursuit();
			RandCurAttackKind(
				baseMonsterList,
				stateParamter);
			monster.SetNoCheckCollision(TRUE);
			break;
		}
	case eSEVENT_Process:
		{
			VECTOR3 ObjectPos = *CCharMove::GetPosition(&monster);
			VECTOR3 TObjectPos = *CCharMove::GetPosition(monster.GetTObject());
			DWORD Distance = 0;

			float fDist = CalcDistanceXZ( &ObjectPos, &TObjectPos ) - monster.GetRadius();

			if( fDist > 0.f )
			{
				Distance = (DWORD)fDist;
			}
			
			if( stateParamter.prePursuitForgiveTime == 0 && ( stateParamter.PursuitForgiveStartTime < gCurTime ||
				baseMonsterList.PursuitForgiveDistance < Distance ) )
			{
				monster.RemoveAllAggro();

				stateParamter.SearchLastTime = gCurTime + 3000; //3초간 선공몹 서치를 안하게 하기 위해서.
				SetState(
					&monster,
					eMA_WALKAROUND);

				MonSpeechInfo* pTemp = MON_SPEECHMGR->GetCurStateSpeechIndex( monster.GetMonsterKind(), eMon_Speech_ForgivePursuit );
				if( pTemp )
					monster.AddSpeech( pTemp->SpeechType, pTemp->SpeechIndex );	
			}
			else if( Distance < baseMonsterList.SkillInfo[stateParamter.CurAttackKind]->GetInfo().Range )
			{
				SetState(
					&monster,
					eMA_ATTACK);
				break;
			}
			else if( stateParamter.nextTime > gCurTime )
			{
				break;
			}

			stateParamter.nextTime = gCurTime + 1000;
			monster.DoPursuit();
			RandCurAttackKind(
				baseMonsterList,
				stateParamter);
			break;
		}
	}
}
Exemplo n.º 3
0
void CStateMachinen::DoStand(CMonster& monster, eStateEvent evt)
{
	const BASE_MONSTER_LIST& baseMonsterList = monster.GetSMonsterList();
	StateParameter& stateParamter = monster.mStateParamter;
	
	switch(evt)
	{
	case eSEVENT_Enter:
		{
			// 소유주가 전투중인 경우 도와주러 간다
			if(CObject* const ownerObject = g_pUserTable->FindUser(monster.GetOwnerIndex()))
			{
				if(ownerObject->GetObjectBattleState() &&
					TRUE == monster.SetTObject(ownerObject->GetTObject()))
				{
					SetState(
						&monster,
						eMA_PERSUIT);
					stateParamter.nextTime = gCurTime + 500;
					break;
				}
			}

			stateParamter.nextTime	= gCurTime + baseMonsterList.StandTime;
			monster.DoStand();

			if(FALSE == monster.IsNoCheckCollision())
			{
				break;
			}

			VECTOR3 vPos = {0};
			monster.GetPosition(&vPos);

			if(g_pServerSystem->GetMap()->CollisionTilePos(
				vPos.x,
				vPos.z,
				g_pServerSystem->GetMapNum()))
			{
				break;
			}

			monster.SetNoCheckCollision(FALSE);
			break;
		}
	case eSEVENT_Process:
		{
			if(stateParamter.nextTime > gCurTime)
			{
				break;
			}

			Mon_SpeechState speechState = eMon_Speech_MAX;
			const BYTE rate = BYTE(rand() % 100);

			if(rate < baseMonsterList.StandRate)
			{
				SetState(
					&monster,
					eMA_STAND);
				speechState = eMon_Speech_KeepWalkAround;
			}
			else
			{
				SetState(
					&monster,
					eMA_WALKAROUND);
				speechState = eMon_Speech_WalkAround;
			}

			// 100617 ONS 정지상태에서 타겟이 죽었을 경우, 배회상태로 변경한다.
			if( monster.GetTObject() && monster.GetTObject()->GetState() == eObjectState_Die )
			{
				monster.SetTObject(0);
				SetState(
					&monster,
					eMA_WALKAROUND);
			}

			const MonSpeechInfo* const speechInfo = MON_SPEECHMGR->GetCurStateSpeechIndex(
				monster.GetMonsterKind(),
				speechState);

			if(0 == speechInfo)
			{
				break;
			}

			monster.AddSpeech(
				speechInfo->SpeechType,
				speechInfo->SpeechIndex);
			break;
		}
	}
}