feat: add check for line of sight for range and skill attacks
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parent
abadf90d4a
commit
5f19cc1f76
@ -47,11 +47,11 @@ namespace Client.Domain.AI
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if (isEnabled && worldHandler.Hero != null)
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{
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states[currentState].Execute();
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foreach (var transition in locator.Get(Type).Build())
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foreach (var transition in locator.Get(Type).Build(worldHandler, config, asyncPathMover))
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{
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if (transition.fromStates.ContainsKey(BaseState.Type.Any) && transition.toState != currentState || transition.fromStates.ContainsKey(currentState))
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{
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if (transition.predicate(worldHandler, config, states[currentState]))
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if (transition.predicate(states[currentState]))
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{
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states[currentState].OnLeave();
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currentState = transition.toState;
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@ -27,10 +27,7 @@ namespace Client.Domain.AI.Combat
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{
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continue;
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}
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if (skill.IsReadyToUse && hero.VitalStats.Mp >= skill.Cost)
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{
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return skill;
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}
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return skill;
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}
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}
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@ -12,25 +12,25 @@ namespace Client.Domain.AI.Combat
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{
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public class TransitionBuilder : TransitionBuilderInterface
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{
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public List<TransitionBuilderInterface.Transition> Build()
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public List<TransitionBuilderInterface.Transition> Build(WorldHandler worldHandler, Config config, AsyncPathMoverInterface pathMover)
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{
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if (transitions.Count == 0)
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{
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transitions = new List<TransitionBuilderInterface.Transition>()
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{
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new(new List<BaseState.Type>{BaseState.Type.Any}, BaseState.Type.Dead, (worldHandler, config, state) => {
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new(new List<BaseState.Type>{BaseState.Type.Any}, BaseState.Type.Dead, (state) => {
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if (worldHandler.Hero == null) {
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return false;
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}
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return worldHandler.Hero.VitalStats.IsDead;
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}),
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new(new List<BaseState.Type>{BaseState.Type.Dead}, BaseState.Type.Idle, (worldHandler, config, state) => {
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new(new List<BaseState.Type>{BaseState.Type.Dead}, BaseState.Type.Idle, (state) => {
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if (worldHandler.Hero == null) {
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return false;
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}
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return !worldHandler.Hero.VitalStats.IsDead;
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}),
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new(new List<BaseState.Type>{BaseState.Type.Idle, BaseState.Type.MoveToTarget, BaseState.Type.Rest, BaseState.Type.MoveToSpot}, BaseState.Type.FindTarget, (worldHandler, config, state) => {
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new(new List<BaseState.Type>{BaseState.Type.Idle, BaseState.Type.MoveToTarget, BaseState.Type.Rest, BaseState.Type.MoveToSpot}, BaseState.Type.FindTarget, (state) => {
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if (worldHandler.Hero == null) {
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return false;
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}
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@ -45,13 +45,13 @@ namespace Client.Domain.AI.Combat
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return worldHandler.Hero.AttackerIds.Count > 0;
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}),
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new(new List<BaseState.Type>{BaseState.Type.FindTarget}, BaseState.Type.MoveToTarget, (worldHandler, config, state) => {
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new(new List<BaseState.Type>{BaseState.Type.FindTarget}, BaseState.Type.MoveToTarget, (state) => {
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if (worldHandler.Hero == null) {
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return false;
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}
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return worldHandler.Hero.HasValidTarget;
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}),
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new(new List<BaseState.Type>{BaseState.Type.FindTarget}, BaseState.Type.MoveToSpot, (worldHandler, config, state) => {
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new(new List<BaseState.Type>{BaseState.Type.FindTarget}, BaseState.Type.MoveToSpot, (state) => {
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if (worldHandler.Hero == null) {
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return false;
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}
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@ -59,7 +59,7 @@ namespace Client.Domain.AI.Combat
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return Helper.GetMobsToAttackByConfig(worldHandler, config, worldHandler.Hero).Count == 0
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&& !Helper.IsOnSpot(worldHandler, config, worldHandler.Hero);
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}),
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new(new List<BaseState.Type>{BaseState.Type.MoveToSpot}, BaseState.Type.Idle, (worldHandler, config, state) => {
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new(new List<BaseState.Type>{BaseState.Type.MoveToSpot}, BaseState.Type.Idle, (state) => {
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if (worldHandler.Hero == null) {
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return false;
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}
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@ -70,27 +70,27 @@ namespace Client.Domain.AI.Combat
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return Helper.IsOnSpot(worldHandler, config, worldHandler.Hero);
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}),
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new(new List<BaseState.Type>{BaseState.Type.MoveToTarget}, BaseState.Type.Idle, (worldHandler, config, state) => {
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new(new List<BaseState.Type>{BaseState.Type.MoveToTarget}, BaseState.Type.Idle, (state) => {
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if (worldHandler.Hero == null) {
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return false;
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}
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return !worldHandler.Hero.HasValidTarget;
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}),
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new(new List<BaseState.Type>{BaseState.Type.Idle}, BaseState.Type.Rest, (worldHandler, config, state) => {
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new(new List<BaseState.Type>{BaseState.Type.Idle}, BaseState.Type.Rest, (state) => {
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if (worldHandler.Hero == null) {
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return false;
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};
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return worldHandler.Hero.AttackerIds.Count == 0 && (worldHandler.Hero.VitalStats.HpPercent < config.Combat.RestStartPercentHp
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|| worldHandler.Hero.VitalStats.MpPercent < config.Combat.RestStartPecentMp);
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}),
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new(new List<BaseState.Type>{BaseState.Type.Rest}, BaseState.Type.Idle, (worldHandler, config, state) => {
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new(new List<BaseState.Type>{BaseState.Type.Rest}, BaseState.Type.Idle, (state) => {
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if (worldHandler.Hero == null) {
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return false;
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}
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return worldHandler.Hero.VitalStats.HpPercent >= config.Combat.RestEndPecentHp
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&& worldHandler.Hero.VitalStats.MpPercent >= config.Combat.RestEndPecentMp;
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}),
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new(new List<BaseState.Type>{BaseState.Type.MoveToTarget}, BaseState.Type.Attack, (worldHandler, config, state) => {
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new(new List<BaseState.Type>{BaseState.Type.MoveToTarget}, BaseState.Type.Attack, (state) => {
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if (worldHandler.Hero == null) {
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return false;
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}
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@ -99,6 +99,11 @@ namespace Client.Domain.AI.Combat
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return false;
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}
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if (!pathMover.Pathfinder.HasLineOfSight(worldHandler.Hero.Transform.Position, worldHandler.Hero.Target.Transform.Position))
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{
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return false;
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}
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if (config.Combat.SpoilIsPriority) {
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var spoil = worldHandler.GetSkillById(config.Combat.SpoilSkillId);
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if (spoil != null && !spoil.IsReadyToUse) {
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@ -109,21 +114,21 @@ namespace Client.Domain.AI.Combat
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var distance = worldHandler.Hero.Transform.Position.HorizontalDistance(worldHandler.Hero.Target.Transform.Position);
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return distance < Helper.GetAttackDistanceByConfig(worldHandler, config, worldHandler.Hero, worldHandler.Hero.Target);
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}),
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new(new List<BaseState.Type>{BaseState.Type.Attack}, BaseState.Type.Pickup, (worldHandler, config, state) => {
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new(new List<BaseState.Type>{BaseState.Type.Attack}, BaseState.Type.Pickup, (state) => {
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if (worldHandler.Hero == null) {
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return false;
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}
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return !worldHandler.Hero.HasValidTarget;
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}),
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new(new List<BaseState.Type>{BaseState.Type.Attack}, BaseState.Type.FindTarget, (worldHandler, config, state) => {
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new(new List<BaseState.Type>{BaseState.Type.Attack}, BaseState.Type.FindTarget, (state) => {
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if (worldHandler.Hero == null) {
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return false;
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}
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return worldHandler.Hero.HasValidTarget && worldHandler.Hero.AttackerIds.Count > 0 && !worldHandler.Hero.AttackerIds.Contains(worldHandler.Hero.TargetId);
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}),
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new(new List<BaseState.Type>{BaseState.Type.Pickup}, BaseState.Type.Idle, (worldHandler, config, state) => {
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new(new List<BaseState.Type>{BaseState.Type.Pickup}, BaseState.Type.Idle, (state) => {
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if (worldHandler.Hero == null) {
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return false;
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}
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@ -12,37 +12,39 @@ namespace Client.Domain.AI.Deleveling
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{
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public class TransitionBuilder : TransitionBuilderInterface
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{
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public List<TransitionBuilderInterface.Transition> Build()
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// todo add MoveToDropState, SweepState
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public List<TransitionBuilderInterface.Transition> Build(WorldHandler worldHandler, Config config, AsyncPathMoverInterface pathMover)
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{
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if (transitions.Count == 0)
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{
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transitions = new List<TransitionBuilderInterface.Transition>()
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{
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new(new List<BaseState.Type>{BaseState.Type.Any}, BaseState.Type.Dead, (worldHandler, config, state) => {
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new(new List<BaseState.Type>{BaseState.Type.Any}, BaseState.Type.Dead, (state) => {
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if (worldHandler.Hero == null) {
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return false;
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}
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return worldHandler.Hero.VitalStats.IsDead;
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}),
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new(new List<BaseState.Type>{BaseState.Type.Dead}, BaseState.Type.Idle, (worldHandler, config, state) => {
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new(new List<BaseState.Type>{BaseState.Type.Dead}, BaseState.Type.Idle, (state) => {
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if (worldHandler.Hero == null) {
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return false;
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}
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return !worldHandler.Hero.VitalStats.IsDead;
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}),
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new(new List<BaseState.Type>{BaseState.Type.FindGuard}, BaseState.Type.MoveToTarget, (worldHandler, config, state) => {
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new(new List<BaseState.Type>{BaseState.Type.FindGuard}, BaseState.Type.MoveToTarget, (state) => {
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if (worldHandler.Hero == null) {
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return false;
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}
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return worldHandler.Hero.Target != null;
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}),
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new(new List<BaseState.Type>{BaseState.Type.MoveToTarget}, BaseState.Type.Idle, (worldHandler, config, state) => {
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new(new List<BaseState.Type>{BaseState.Type.MoveToTarget}, BaseState.Type.Idle, (state) => {
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if (worldHandler.Hero == null) {
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return false;
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}
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return worldHandler.Hero.Target == null;
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}),
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new(new List<BaseState.Type>{BaseState.Type.MoveToTarget}, BaseState.Type.AttackGuard, (worldHandler, config, state) => {
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new(new List<BaseState.Type>{BaseState.Type.MoveToTarget}, BaseState.Type.AttackGuard, (state) => {
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if (worldHandler.Hero == null) {
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return false;
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}
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@ -55,7 +57,7 @@ namespace Client.Domain.AI.Deleveling
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var expectedDistance = config.Deleveling.AttackDistance;
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return distance < expectedDistance;
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}),
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new(new List<BaseState.Type>{BaseState.Type.AttackGuard}, BaseState.Type.FindGuard, (worldHandler, config, state) => {
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new(new List<BaseState.Type>{BaseState.Type.AttackGuard}, BaseState.Type.FindGuard, (state) => {
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if (worldHandler.Hero == null) {
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return false;
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}
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@ -68,7 +70,7 @@ namespace Client.Domain.AI.Deleveling
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var expectedDistance = config.Deleveling.AttackDistance;
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return distance >= expectedDistance;
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}),
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new(new List<BaseState.Type>{BaseState.Type.Idle}, BaseState.Type.FindGuard, (worldHandler, config, state) => {
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new(new List<BaseState.Type>{BaseState.Type.Idle}, BaseState.Type.FindGuard, (state) => {
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if (worldHandler.Hero == null) {
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return false;
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}
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@ -48,7 +48,7 @@ namespace Client.Domain.AI.State
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}
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var skill = Helper.GetSkillByConfig(worldHandler, config, hero, hero.Target);
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if (skill != null)
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if (skill != null && skill.IsReadyToUse && hero.VitalStats.Mp >= skill.Cost)
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{
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worldHandler.RequestUseSkill(skill.Id, false, false);
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}
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@ -25,7 +25,8 @@ namespace Client.Domain.AI.State
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{
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return;
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}
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if (distance >= Helper.GetAttackDistanceByConfig(worldHandler, config, hero, target))
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var hasLineOfSight = asyncPathMover.Pathfinder.HasLineOfSight(hero.Transform.Position, target.Transform.Position);
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if (distance >= Helper.GetAttackDistanceByConfig(worldHandler, config, hero, target) || !hasLineOfSight)
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{
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asyncPathMover.MoveAsync(target.Transform.Position);
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}
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@ -14,16 +14,16 @@ namespace Client.Domain.AI
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{
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public readonly Dictionary<BaseState.Type, BaseState.Type> fromStates;
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public readonly BaseState.Type toState;
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public readonly Func<WorldHandler, Config, BaseState, bool> predicate;
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public readonly Func<BaseState, bool> predicate;
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public Transition(List<BaseState.Type> fromStates, BaseState.Type toState, Func<WorldHandler, Config, BaseState, bool>? predicate = null)
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public Transition(List<BaseState.Type> fromStates, BaseState.Type toState, Func<BaseState, bool>? predicate = null)
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{
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this.fromStates = fromStates.ToDictionary(x => x, x => x);
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this.toState = toState;
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this.predicate = predicate != null ? predicate : (worldHandler, config, state) => { return true; };
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this.predicate = predicate != null ? predicate : (state) => { return true; };
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}
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}
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List<Transition> Build();
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List<Transition> Build(WorldHandler worldHandler, Config config, AsyncPathMoverInterface pathMover);
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}
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}
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@ -11,6 +11,7 @@ namespace Client.Domain.Service
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{
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public interface AsyncPathMoverInterface
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{
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public PathfinderInterface Pathfinder { get; }
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public ObservableCollection<PathSegment> Path { get; }
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public Task<bool> MoveAsync(Vector3 location);
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public Task MoveUntilReachedAsync(Vector3 location);
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@ -11,5 +11,6 @@ namespace Client.Domain.Service
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public interface PathfinderInterface
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{
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public List<PathSegment> FindPath(Vector3 start, Vector3 end);
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public bool HasLineOfSight(Vector3 start, Vector3 end);
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}
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}
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@ -27,6 +27,7 @@ namespace Client.Infrastructure.Service
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private readonly int nextNodeDistanceTolerance;
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private CancellationTokenSource? cancellationTokenSource;
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public PathfinderInterface Pathfinder => pathfinder;
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public ObservableCollection<PathSegment> Path { get; private set; } = new ObservableCollection<PathSegment>();
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public bool IsLocked { get; private set; } = false;
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@ -17,6 +17,9 @@ namespace Client.Infrastructure.Service
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[DllImport("L2JGeoDataPathFinder.dll", CallingConvention = CallingConvention.Cdecl)]
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private static extern uint ReleasePath(IntPtr arrayPtr);
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[DllImport("L2JGeoDataPathFinder.dll", CallingConvention = CallingConvention.Cdecl)]
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private static extern bool HasLineOfSight(string geoDataDirectory, float startX, float startY, float startZ, float endX, float endY, ushort maxPassableHeight);
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public L2jGeoDataPathfinder(string geodataDirectory, ushort maxPassableHeight)
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{
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this.geodataDirectory = geodataDirectory;
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@ -48,6 +51,11 @@ namespace Client.Infrastructure.Service
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return BuildPath(nodes);
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}
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public bool HasLineOfSight(Vector3 start, Vector3 end)
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{
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return HasLineOfSight(GetGeodataFullpath(), start.X, start.Y, start.Z, end.X, end.Y, maxPassableHeight);
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}
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private List<PathSegment> BuildPath(List<PathNode> nodes)
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{
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var result = new List<PathSegment>();
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