using CommonAI.RTS;
using CommonLang.Vector;
using CommonAI.Zone.Helper;
using CommonAI.Zone.Formula;
using CommonLang;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using CommonLang.IO;
using CommonAI.Data;
using CommonAI.Zone.ZoneEditor.EventTrigger;
using CommonAI.ZoneClient;
namespace CommonAI.Zone.Instance
{
///
/// 可自动战斗的可操作单位
///
public class InstancePlayer : InstanceUnit
{
private readonly string mPlayerUUID;
//private HashMap mKilledPlayersID = new HashMap();
private CommonAI.ZoneClient.SyncMode mCurrentSyncMode;
private bool mIsSkillControlByServer = true;
//自动拾取范围
protected float mAutoPickRange = XmdsConstConfig.AUTOPICK_RANGE;
protected float mAutoPickSearchRange = XmdsConstConfig.AUTOPICK_RANGE * 3;
protected TimeInterval mCheckGuard;
protected HashMap mQuests = new HashMap();
protected UnitLaunchSkillAction mWaitingSkill;
protected StatePlayerControlMove mControlMove;
protected StatePlayerUpdateMove mUpdateMove;
protected StateFollowAndAttack mFocusTarget;
protected StateFollowAndPickItem mFocusPickItem;
protected StatePlayerAttackTo mAttackTo;
public virtual bool isTeamMemberAndFollow()
{
return false;
}
public override string PlayerUUID
{
get { return mPlayerUUID; }
}
public string ClientID { get; set; }
public bool IsGuard { get; set; }
public bool IsReady { get; private set; }
public override bool IsPlayer { get { return true; } }
public override bool IsPlayerUnit { get { return true; } }
public override bool IntersectObj { get { return (Templates.CFG.PLAYER_NONE_TOUCH) ? false : base.IntersectObj; } }
public override bool IsSkillControllableByServer { get { return mIsSkillControlByServer; } }
public CommonAI.ZoneClient.SyncMode ClientSyncMode { get { return mCurrentSyncMode; } }
public bool IsRobot { get; set; }
public InstancePlayer(InstanceZone zone, UnitInfo info, string name, int force, int level, int alliesForce)
: base(zone, info, name, force, level, false, alliesForce)
{
this.mPlayerUUID = string.IsNullOrEmpty(name) ? "" : name;
this.mSyncInfo.PlayerUUID = mPlayerUUID;
this.mControlMove = new StatePlayerControlMove(this);
this.mUpdateMove = new StatePlayerUpdateMove(this);
this.mCheckGuard = new TimeInterval(Templates.CFG.AI_VIEW_TRIGGER_CHECK_TIME_MS);
}
protected override void Disposing()
{
/*
mControlMove = null;
mUpdateMove = null;
mFocusTarget = null;
mFocusPickItem = null;
mAttackTo = null;
*/
base.Disposing();
}
///
/// 联网模式,断开连接。
///
public virtual void OnDisconnected() { }
///
/// 联网模式,重新连接。
///
public virtual void OnReconnected(UnitInfo temp, int force, int level, Vector2 enterPos) { }
public virtual LockActorEvent GenLockActorEvent(string displayName, float inRange, float outRange, int updateInterval)
{
// 准备发送当前场景信息 //
var loc = new LockActorEvent();
loc.ServerUpdateInterval = updateInterval;
loc.ClientSyncObjectRange = inRange;
loc.ClientSyncObjectOutRange = outRange;
loc.UnitData = IOUtil.CloneIExternalizable(TemplateManager.MessageCodec, this.GenSyncUnitInfo(true));
loc.UnitData.Name = displayName;
loc.UnitData.x = this.X;
loc.UnitData.y = this.Y;
loc.GameServerProp = CUtils.TryClone(this.Info.Properties);
loc.Skills = this.GetSkillEvent();
loc.UnitData.CurrentBuffStatus = this.GetCurrentBuffStatus();
loc.CurrentSkillStatus = this.GetCurrentSkillStatus();
loc.CurrentItemStatus = this.GetCurrentItemStatus();
loc.CurrentPlayerVars = this.GetCurrentUnitVars();
loc.CurrentZoneVars = Parent.GetCurrentZoneVars();
return loc;
}
protected override void onUpdateRecover()
{
base.onUpdateRecover();
}
override protected void onResetAI()
{
this.cleanFocus();
this.doSomething();
}
protected override void onAdded(bool pointLv)
{
base.onAdded(pointLv);
this.doSomething();
}
// override protected void onDead(InstanceUnit attacker)
// {
// if (attacker is IPlayerUnit)
// {
// var killer = attacker as IPlayerUnit;
// killer.PutKillPlayer(this.PlayerUUID);
// }
// }
override protected void onUpdate(bool slowRefresh)
{
base.onUpdate(slowRefresh);
this.updateGuard();
this.updateCurrentSkill();
this.updateAttackTo();
}
protected virtual void updateCurrentSkill()
{
if (CurrentState is StateSkill)
{
var current = CurrentState as StateSkill;
if (mWaitingSkill != null && current.IsCancelableBySkill)
{
doLaunchSkill(mWaitingSkill);
}
else if (IsGuard)
{
if ((mFocusTarget != null))
{
tryLaunchRandomSkillAndCancelCurrentSkill(mFocusTarget.TargetUnit, true);
}
}
}
}
protected virtual void updateGuard()
{
if (mFocusTarget != null && !mFocusTarget.IsActive)
{
mFocusTarget = null;
}
if (mFocusPickItem != null && !mFocusPickItem.IsActive)
{
mFocusPickItem = null;
}
if (IsGuard)
{
// 旋风斩贴近目标 //
if (mFocusTarget != null && CurrentState is StateSkill)
{
var state = CurrentState as StateSkill;
if (state.IsControlMoveable && !state.unit.IsCannotMove)
{
state.setMoveTo(mFocusTarget.Target.X, mFocusTarget.Target.Y);
}
}
// 没目标定期检测目标 //
if ((mFocusTarget == null) && (mFocusPickItem == null))
{
if (mCheckGuard.Update(Parent.UpdateIntervalMS))
{
var item = findGuardPickItem();
if (item != null)
{
doFocusPickItem(item);
return;
}
var enemy = findGuardTarget(SkillTemplate.CastTarget.Enemy, AttackReason.Look);
if (enemy != null)
{
doFocusAttack(enemy, SkillTemplate.CastTarget.Enemy);
return;
}
var alias = findGuardTarget(SkillTemplate.CastTarget.AlliesIncludeSelf, AttackReason.Look);
if (alias != null)
{
doFocusAttack(alias, SkillTemplate.CastTarget.AlliesIncludeSelf);
return;
}
}
}
}
}
protected virtual void updateAttackTo()
{
if (mAttackTo != null)
{
if (mAttackTo.IsDone)
{
mAttackTo = null;
}
else if (!mAttackTo.IsAttack)
{
cleanFocus();
}
}
}
public override void doSomething()
{
if (mWaitingSkill != null && CurrentState is StateSkill)
{
if (doLaunchSkill(mWaitingSkill))
{
return;
}
}
else if (IsGuard)
{
if (mFocusPickItem != null && mFocusPickItem.IsActive)
{
changeState(mFocusPickItem);
return;
}
else
{
mFocusPickItem = null;
}
if (mFocusTarget != null && mFocusTarget.IsActive)
{
if (Parent.IsAttackable(this, mFocusTarget.TargetUnit, SkillTemplate.CastTarget.AlliesIncludeSelf, AttackReason.Attack, Info))
{
mFocusTarget = null;
}
else
{
changeState(mFocusTarget);
return;
}
}
else
{
mFocusTarget = null;
}
if (mAttackTo != null && !mAttackTo.IsDone)
{
changeState(mAttackTo);
return;
}
}
base.doSomething();
}
public virtual InstanceUnit findGuardTarget(SkillTemplate.CastTarget expect = SkillTemplate.CastTarget.Enemy, AttackReason reason = AttackReason.Look)
{
InstanceUnit min = null;
if (getAvailableSkill(expect) != null)
{
float min_len = float.MaxValue;
Parent.ForEachNearObjects(this.X, this.Y, this.Info.GuardRange, (InstanceUnit u, ref bool cancel) =>
{
if (Parent.IsAttackable(this, u, expect, reason, Info))
{
float len = MathVector.getDistanceSquare(u.X, u.Y, this.X, this.Y);
if (min_len > len)
{
min_len = len;
min = u;
}
}
});
}
return min;
}
public virtual StateFollowAndAttack doFocusAttack(InstanceUnit target, SkillTemplate.CastTarget expect_target = SkillTemplate.CastTarget.Enemy)
{
if ((mAttackTo == null || mAttackTo.IsAttack) && Parent.IsAttackable(this, target, expect_target, AttackReason.Tracing, Info))
{
if (mFocusTarget != null)
{
if (mFocusTarget.TargetUnit != target)
{
mFocusTarget = new StateFollowAndAttack(this, target, expect_target, true);
if (changeState(mFocusTarget))
{
queueEvent(new PlayerFocuseTargetEvent(this.ID, target.ID, expect_target));
}
}
}
else
{
mFocusTarget = new StateFollowAndAttack(this, target, expect_target, true);
if (changeState(mFocusTarget))
{
queueEvent(new PlayerFocuseTargetEvent(this.ID, target.ID, expect_target));
}
}
}
else
{
mFocusTarget = null;
}
return mFocusTarget;
}
//可被自动拾取的,是那种没有进度条的
public virtual InstanceItem findGuardPickItem()
{
InstanceItem min = null;
float min_len = float.MaxValue;
Parent.ForEachNearObjects(this.X, this.Y, this.mAutoPickRange, (InstanceItem u, ref bool cancel) =>
{
if (u.IsPickable(this))
{
float len = MathVector.getDistanceSquare(u.X, u.Y, this.X, this.Y);
if (min_len > len)
{
min_len = len;
min = u;
}
}
});
return min;
}
public virtual StateFollowAndPickItem doFocusPickItem(InstanceItem target, bool doPick = true)
{
if (mAttackTo == null || mAttackTo.IsAttack)
{
if (mFocusPickItem != null)
{
if (mFocusPickItem.Target != target)
{
StateFollowAndPickItem focusPickItem = new StateFollowAndPickItem(this, target, doPick);
if (changeState(focusPickItem))
{
mFocusPickItem = focusPickItem;
queueEvent(new PlayerFocuseTargetEvent(this.ID, target.ID, SkillTemplate.CastTarget.NA));
}
}
}
else
{
StateFollowAndPickItem focusPickItem = new StateFollowAndPickItem(this, target, doPick);
if (changeState(focusPickItem))
{
mFocusPickItem = focusPickItem;
queueEvent(new PlayerFocuseTargetEvent(this.ID, target.ID, SkillTemplate.CastTarget.NA));
}
}
}
else
{
mFocusPickItem = null;
}
return mFocusPickItem;
}
protected virtual void cleanFocus()
{
mFocusPickItem = null;
mFocusTarget = null;
}
// internal void PutKillPlayer(string killed)
// {
// int count = 0;
// if (mKilledPlayersID.TryGetValue(killed, out count))
// {
// mKilledPlayersID.Put(killed, count + 1);
// }
// else
// {
// mKilledPlayersID.Put(killed, 1);
// }
// }
//--------------------------------------------------------------------------------------
public virtual bool doRequest(ActorRequest req)
{
if (req is UnitGetStatisticRequest)
{
doGetStatisticRequest(req as UnitGetStatisticRequest);
return true;
}
return false;
}
//设置自动拾取范围
public override void SetAutoPickRange(int value)
{
this.mAutoPickRange = value;
this.mAutoPickSearchRange = value * 3;
}
protected override void onAction(ObjectAction act)
{
//log.Info("------(focus.targetUnitID);
if ((src is InstanceUnit))
{
if (!IsNoneSkill && ((src as InstanceUnit).IsActive))
{
doFocusAttack(src as InstanceUnit);
}
}
else if ((src is InstanceItem))
{
if (src.Enable)
{
doFocusPickItem(src as InstanceItem);
}
}
else
{
cleanFocus();
}
}
}
protected virtual void doAttackTo(UnitAttackToAction act)
{
if (!act.attack)
{
cleanFocus();
}
mAttackTo = new StatePlayerAttackTo(this, act.targetX, act.targetY, act.attack);
changeState(mAttackTo);
}
protected virtual void doUseItem(UnitUseItemAction use)
{
UseInventoryItem(use.Index, use.Count);
}
protected virtual void doPickObject(UnitPickObjectAction pick)
{
InstanceZoneObject obj = Parent.getObject(pick.PickableObjectID);
if (obj is InstanceItem)
{
InstanceItem item = obj as InstanceItem;
item.PickItem(this);
}
else if (obj is InstanceUnit)
{
InstanceUnit unit = obj as InstanceUnit;
this.PickUnit(unit);
}
}
protected virtual void doChat(ChatAction chat)
{
ChatEvent send = new ChatEvent(chat.To);
send.FromPlayerUUID = this.PlayerUUID;
send.Message = chat.Message;
switch (chat.To)
{
case ChatMessageType.PlayerToPlayer:
InstancePlayer target = Parent.getPlayerByUUID(chat.TargetPlayerUUID);
if (target != null)
{
send.ToPlayerUUID = target.PlayerUUID;
Parent.queueEvent(send);
}
break;
case ChatMessageType.PlayerToForce:
send.Force = this.Force;
Parent.queueEvent(send);
break;
case ChatMessageType.PlayerToAll:
Parent.queueEvent(send);
break;
}
}
protected virtual void doUnitUpdatePos(UnitUpdatePosAction act)
{
//Console.WriteLine("-------------------UnitUpdatePosAction : " + TimeUtil.GetTimestampMS() + ", " + act.x + ", " + act.y + " \t \t" + act.d);
if (mCurrentSyncMode == ZoneClient.SyncMode.MoveByClient_PreSkillByClient && !this.IsCannotMove)
{
//mWaitingSkill = null;
mUpdateMove.SetPos(act);
if (CurrentState is StateSkill)
{
var ss = CurrentState as StateSkill;
ss.doUpdatePosByClient(act);
//服务器判断下,蓄力阶段才同步客户端蓄力状态
if (ss.CurrentActionIndex < ss.SkillData.ActionQueue.Count &&
ss.SkillData.ActionQueue[ss.CurrentActionIndex].SigleActionType == ActionEnum.chargeAtk)
{
if (act.st == UnitActionStatus.ChargeAtkMove)
{
this.RemoveActionSubState(UnitActionSubStatus.ChargeAtkIdle);
this.AddActionSubState(UnitActionSubStatus.ChargeAtkMove);
}
else if (act.st == UnitActionStatus.ChargeAtkIdle)
{
this.RemoveActionSubState(UnitActionSubStatus.ChargeAtkMove);
this.AddActionSubState(UnitActionSubStatus.ChargeAtkIdle);
}
}
}
else if (CurrentState is StatePickObject)
{
if (act.st == UnitActionStatus.Move)
{
this.faceTo(act.d);
this.setPos(act.x, act.y, this.IntersectMap);
changeState(mUpdateMove);
}
}
else if (CurrentState is StateDamage || CurrentState is StateDead || CurrentState is IStateNoneControllable)
{
}
else if (CurrentActionStatus == UnitActionStatus.DaZuo || CurrentActionStatus == UnitActionStatus.DaZuoRecoveryAttr ||
CurrentActionStatus == UnitActionStatus.Idle || CurrentActionStatus == UnitActionStatus.Move)
{
//changestate在帧中切换状态,这里提前判断下一个动作能否转向
bool canChangeDircetion = true;
StateSkill nextSkill = this.NextState as StateSkill;
if (nextSkill != null && nextSkill.Skill != null)
{
UnitActionData action = nextSkill.Skill.GetCurAction();
if(action != null && !action.IsControlFaceable)
{
canChangeDircetion = false;
}
}
if (canChangeDircetion)
{
this.faceTo(act.d);
}
this.setPos(act.x, act.y, this.IntersectMap);
if (act.st == UnitActionStatus.Idle)
{
doSomething();
}
else if (act.st == UnitActionStatus.Move)
{
changeState(mUpdateMove);
}
//Console.WriteLine("st=" + act.d);
}
}
}
protected virtual void doGuard(UnitGuardAction act)
{
if (this.IsGuard != act.guard)
{
var IsInCancelingGuard = this.IsGuard;
this.IsGuard = act.guard;
this.mIsSkillControlByServer = IsGuard || (mCurrentSyncMode != ZoneClient.SyncMode.MoveByClient_PreSkillByClient);
if (IsGuard == false)
{
mAttackTo = null;
cleanFocus();
}
else
{
mCheckGuard.Reset();
}
resetAI();
if (NextState == null && IsInCancelingGuard && CurrentState is StateSkill)
{
TryEnqueueIdleState();
}
//通知待机状态\
//if (act.forceNotify)
{
this.Virtual.doEvent(JSGCustomOpType.UpdateAutoBattleFlag);
}
}
}
public virtual void doEnterAutoFight()
{
this.IsGuard = true;
}
protected virtual void doFollow(UnitFollowAction act)
{
this.mIsSkillControlByServer = act.follow || (mCurrentSyncMode != ZoneClient.SyncMode.MoveByClient_PreSkillByClient);
//this.mIsSkillControlByServer = (mCurrentSyncMode != ZoneClient.SyncMode.MoveByClient_PreSkillByClient);
}
protected virtual void doSetSyncMode(UnitSetSyncModeAction act)
{
this.mCurrentSyncMode = act.Mode;
this.mIsSkillControlByServer = IsGuard || (mCurrentSyncMode != ZoneClient.SyncMode.MoveByClient_PreSkillByClient);
}
protected virtual void doCancelBuff(UnitCancelBuffAction act)
{
BuffState bs = this.GetBuffByID(act.BuffID);
if (bs != null && bs.Data.IsCancelBySelf)
{
this.removeBuff(act.BuffID, BuffState.EndResult_ByClientRemoved);
}
}
protected virtual void doUnitSetSubStateAction(UnitSetSubStateAction act)
{
base.AddActionSubState((UnitActionSubStatus)(act.UnitSubState));
}
protected virtual void doPetTeleportAction(PlayPetTeleportAction act)
{
InstanceUnit petUnit = this.Virtual.GetPetUnit();
if (petUnit != null)
{
if (petUnit.petTeleportTime < CommonLang.CUtils.CurrentTimeMS)
{
petUnit.petTeleportTime = CommonLang.CUtils.CurrentTimeMS+10*1000;
petUnit.lastTeleportTime = CommonLang.CUtils.CurrentTimeMS+3*1000; //3秒之后开始返回
//获取玩家当前坐标
float x = this.get_x();
float y = this.get_y();
petUnit.setPos(this.get_x(), this.get_y(), this.IntersectMap);
petUnit.faceTo(this.get_direction());
State s = new PetLockState(petUnit);
petUnit.changeState(s);
}
else
{
if (petUnit.lastTeleportTime < CommonLang.CUtils.CurrentTimeMS)
{
petUnit.lastTeleportTime = CommonLang.CUtils.CurrentTimeMS+3*1000; //3秒之后开始返回
this.Virtual.SendMsgToClient(CommonAI.XmdsConstConfig.TIPS_CALL_BACK_BTN);
}
}
}
}
#endregion
// --------------------------------------------------------------------------------------
#region PlayerQuests
public virtual void InitQuestData(ICollection datas)
{
foreach (QuestData q in datas)
{
if (q.QuestID != null)
{
mQuests.Put(q.QuestID, q);
}
}
}
internal QuestData doQuestAccepted(string quest)
{
if (!string.IsNullOrEmpty(quest))
{
QuestData qd = new QuestData(quest);
qd.State = QuestState.Accepted;
mQuests.Put(quest, qd);
return qd;
}
return null;
}
internal QuestData doQuestCommitted(string quest)
{
QuestData qd = mQuests.RemoveByKey(quest);
if (qd != null)
{
qd.State = QuestState.Commited;
onQuestCommitted(qd);
}
return qd;
}
///
/// 当任务完成时,子类覆盖的方法被调用
///
///
protected virtual void onQuestCommitted(QuestData qd) { }
internal QuestData doQuestDropped(string quest)
{
QuestData qd = mQuests.RemoveByKey(quest);
if (qd != null)
{
qd.State = QuestState.Uncharted;
}
return qd;
}
internal QuestData doQuestStatusChanged(string quest, string key, string value)
{
QuestData qd = mQuests.Get(quest);
if (qd != null)
{
qd.Attributes.Put(key, value);
}
return qd;
}
public virtual bool IsQuestAccepted(string quest)
{
QuestData qd = mQuests.Get(quest);
if (qd != null)
{
string ret;
if (qd.Attributes.TryGetValue("state", out ret))
{
return ret == "0";
}
return qd.State == QuestState.Accepted;
}
return false;
}
public virtual string GetQuestStatus(string quest, string key)
{
QuestData qd = mQuests.Get(quest);
if (qd != null)
{
string value;
if (qd.Attributes.TryGetValue(key, out value))
{
return value;
}
}
return null;
}
public virtual QuestData GetQuest(string quest)
{
return mQuests.Get(quest);
}
#endregion
//--------------------------------------------------------------------------------------
///
/// 更新坐标移动状态
///
public class StatePlayerUpdateMove : State
{
private UnitUpdatePosAction act;
public bool IsPosChanged
{
get
{
if (act != null)
{
return act.x != unit.X || act.y != unit.Y;
}
return false;
}
}
public StatePlayerUpdateMove(InstancePlayer unit)
: base(unit)
{
}
public void SetPos(UnitUpdatePosAction act)
{
// TODO 检测作弊
this.act = act;
}
public override bool onBlock(State new_state)
{
return true;
}
protected override void onStart()
{
unit.SetActionStatus(UnitActionStatus.Move);
}
protected override void onUpdate()
{
unit.SetActionStatus(UnitActionStatus.Move);
}
protected override void onStop()
{
}
}
//--------------------------------------------------------------------------------------
///
/// 摇杆控制移动状态
///
protected class StatePlayerControlMove : State
{
private float mDirection;
private UnitAxisAction mAction;
public UnitAxisAction Action
{
get { return mAction; }
set
{
mAction = value;
mDirection = MathVector.getDegree(value.dx, value.dy);
}
}
public float Direction
{
get { return mDirection; }
}
public StatePlayerControlMove(InstancePlayer unit)
: base(unit)
{
}
public override bool onBlock(State new_state)
{
return true;
}
protected override void onStart()
{
unit.SetActionStatus(UnitActionStatus.Move);
}
protected override void onUpdate()
{
unit.faceTo(mDirection);
unit.moveBlockTo(unit.Direction, unit.MoveSpeedSEC, zone.UpdateIntervalMS);
unit.SetActionStatus(UnitActionStatus.Move);
}
protected override void onStop()
{
}
}
//--------------------------------------------------------------------------------------
protected class StatePlayerAttackTo : State
{
private TargetPos target;
private MoveAI moveAI;
private bool is_attack;
public bool IsAttack { get { return is_attack; } }
public bool IsDone { get { return target == null; } }
public StatePlayerAttackTo(InstancePlayer unit, float tx, float ty, bool attack)
: base(unit)
{
this.target = new TargetPos(tx, ty);
this.is_attack = attack;
}
public override bool onBlock(State new_state)
{
return true;
}
override protected void onStart()
{
this.moveAI = new MoveAI(unit, true, 0);
this.moveAI.IsNoWayAutoFindNear = false; ;
if (target != null)
{
this.moveAI.FindPath(target);
unit.SetActionStatus(UnitActionStatus.Move);
}
else
{
unit.SetActionStatus(UnitActionStatus.Idle);
}
}
override protected void onUpdate()
{
if (target == null)
{
unit.doSomething();
}
else
{
var result = this.moveAI.Update();
if (result.HasFlag(MoveResult.MOVE_RESULT_ARRIVED))
{
do_stop();
}
else if (result.HasFlag(MoveResult.MOVE_RESULT_MIN_STEP) && result.HasFlag(MoveResult.MOVE_RESULT_NO_WAY))
{
do_stop();
}
else if (result.HasFlag(MoveResult.MOVE_RESULT_BLOCK_OBJ))
{
if (CMath.includeRoundPoint(unit.X, unit.Y, unit.BodyBlockSize, target.X, target.Y))
{
do_stop();
}
else if (result.obj != null && CMath.includeRoundPoint(result.obj.X, result.obj.Y, result.obj.BodyBlockSize, target.X, target.Y))
{
do_stop();
}
}
}
}
protected override void onStop()
{
}
private void do_stop()
{
target = null;
unit.doSomething();
}
class TargetPos : IPositionObject
{
public float Direction { get; set; }
public float RadiusSize { get; set; }
public float X { get; set; }
public float Y { get; set; }
public TargetPos(float tx, float ty)
{
this.X = tx;
this.Y = ty;
}
}
}
}
}