Пример #1
0
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;
		}
	}
}
Пример #2
0
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;
		}
	}
}
Пример #3
0
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;
		}
	}
}
Пример #4
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;
		}
	}
}