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::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; } } }