示例#1
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;
		}
	}
}
示例#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;
		}
	}
}