feat: add check for line of sight for range and skill attacks
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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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