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

This commit is contained in:
Иванов Иван 2024-08-18 17:32:29 +02:00
parent abadf90d4a
commit 5f19cc1f76
11 changed files with 50 additions and 34 deletions

View File

@ -47,11 +47,11 @@ namespace Client.Domain.AI
if (isEnabled && worldHandler.Hero != null)
{
states[currentState].Execute();
foreach (var transition in locator.Get(Type).Build())
foreach (var transition in locator.Get(Type).Build(worldHandler, config, asyncPathMover))
{
if (transition.fromStates.ContainsKey(BaseState.Type.Any) && transition.toState != currentState || transition.fromStates.ContainsKey(currentState))
{
if (transition.predicate(worldHandler, config, states[currentState]))
if (transition.predicate(states[currentState]))
{
states[currentState].OnLeave();
currentState = transition.toState;

View File

@ -27,12 +27,9 @@ namespace Client.Domain.AI.Combat
{
continue;
}
if (skill.IsReadyToUse && hero.VitalStats.Mp >= skill.Cost)
{
return skill;
}
}
}
return null;
}

View File

@ -12,25 +12,25 @@ namespace Client.Domain.AI.Combat
{
public class TransitionBuilder : TransitionBuilderInterface
{
public List<TransitionBuilderInterface.Transition> Build()
public List<TransitionBuilderInterface.Transition> Build(WorldHandler worldHandler, Config config, AsyncPathMoverInterface pathMover)
{
if (transitions.Count == 0)
{
transitions = new List<TransitionBuilderInterface.Transition>()
{
new(new List<BaseState.Type>{BaseState.Type.Any}, BaseState.Type.Dead, (worldHandler, config, state) => {
new(new List<BaseState.Type>{BaseState.Type.Any}, BaseState.Type.Dead, (state) => {
if (worldHandler.Hero == null) {
return false;
}
return worldHandler.Hero.VitalStats.IsDead;
}),
new(new List<BaseState.Type>{BaseState.Type.Dead}, BaseState.Type.Idle, (worldHandler, config, state) => {
new(new List<BaseState.Type>{BaseState.Type.Dead}, BaseState.Type.Idle, (state) => {
if (worldHandler.Hero == null) {
return false;
}
return !worldHandler.Hero.VitalStats.IsDead;
}),
new(new List<BaseState.Type>{BaseState.Type.Idle, BaseState.Type.MoveToTarget, BaseState.Type.Rest, BaseState.Type.MoveToSpot}, BaseState.Type.FindTarget, (worldHandler, config, state) => {
new(new List<BaseState.Type>{BaseState.Type.Idle, BaseState.Type.MoveToTarget, BaseState.Type.Rest, BaseState.Type.MoveToSpot}, BaseState.Type.FindTarget, (state) => {
if (worldHandler.Hero == null) {
return false;
}
@ -45,13 +45,13 @@ namespace Client.Domain.AI.Combat
return worldHandler.Hero.AttackerIds.Count > 0;
}),
new(new List<BaseState.Type>{BaseState.Type.FindTarget}, BaseState.Type.MoveToTarget, (worldHandler, config, state) => {
new(new List<BaseState.Type>{BaseState.Type.FindTarget}, BaseState.Type.MoveToTarget, (state) => {
if (worldHandler.Hero == null) {
return false;
}
return worldHandler.Hero.HasValidTarget;
}),
new(new List<BaseState.Type>{BaseState.Type.FindTarget}, BaseState.Type.MoveToSpot, (worldHandler, config, state) => {
new(new List<BaseState.Type>{BaseState.Type.FindTarget}, BaseState.Type.MoveToSpot, (state) => {
if (worldHandler.Hero == null) {
return false;
}
@ -59,7 +59,7 @@ namespace Client.Domain.AI.Combat
return Helper.GetMobsToAttackByConfig(worldHandler, config, worldHandler.Hero).Count == 0
&& !Helper.IsOnSpot(worldHandler, config, worldHandler.Hero);
}),
new(new List<BaseState.Type>{BaseState.Type.MoveToSpot}, BaseState.Type.Idle, (worldHandler, config, state) => {
new(new List<BaseState.Type>{BaseState.Type.MoveToSpot}, BaseState.Type.Idle, (state) => {
if (worldHandler.Hero == null) {
return false;
}
@ -70,27 +70,27 @@ namespace Client.Domain.AI.Combat
return Helper.IsOnSpot(worldHandler, config, worldHandler.Hero);
}),
new(new List<BaseState.Type>{BaseState.Type.MoveToTarget}, BaseState.Type.Idle, (worldHandler, config, state) => {
new(new List<BaseState.Type>{BaseState.Type.MoveToTarget}, BaseState.Type.Idle, (state) => {
if (worldHandler.Hero == null) {
return false;
}
return !worldHandler.Hero.HasValidTarget;
}),
new(new List<BaseState.Type>{BaseState.Type.Idle}, BaseState.Type.Rest, (worldHandler, config, state) => {
new(new List<BaseState.Type>{BaseState.Type.Idle}, BaseState.Type.Rest, (state) => {
if (worldHandler.Hero == null) {
return false;
};
return worldHandler.Hero.AttackerIds.Count == 0 && (worldHandler.Hero.VitalStats.HpPercent < config.Combat.RestStartPercentHp
|| worldHandler.Hero.VitalStats.MpPercent < config.Combat.RestStartPecentMp);
}),
new(new List<BaseState.Type>{BaseState.Type.Rest}, BaseState.Type.Idle, (worldHandler, config, state) => {
new(new List<BaseState.Type>{BaseState.Type.Rest}, BaseState.Type.Idle, (state) => {
if (worldHandler.Hero == null) {
return false;
}
return worldHandler.Hero.VitalStats.HpPercent >= config.Combat.RestEndPecentHp
&& worldHandler.Hero.VitalStats.MpPercent >= config.Combat.RestEndPecentMp;
}),
new(new List<BaseState.Type>{BaseState.Type.MoveToTarget}, BaseState.Type.Attack, (worldHandler, config, state) => {
new(new List<BaseState.Type>{BaseState.Type.MoveToTarget}, BaseState.Type.Attack, (state) => {
if (worldHandler.Hero == null) {
return false;
}
@ -99,6 +99,11 @@ namespace Client.Domain.AI.Combat
return false;
}
if (!pathMover.Pathfinder.HasLineOfSight(worldHandler.Hero.Transform.Position, worldHandler.Hero.Target.Transform.Position))
{
return false;
}
if (config.Combat.SpoilIsPriority) {
var spoil = worldHandler.GetSkillById(config.Combat.SpoilSkillId);
if (spoil != null && !spoil.IsReadyToUse) {
@ -109,21 +114,21 @@ namespace Client.Domain.AI.Combat
var distance = worldHandler.Hero.Transform.Position.HorizontalDistance(worldHandler.Hero.Target.Transform.Position);
return distance < Helper.GetAttackDistanceByConfig(worldHandler, config, worldHandler.Hero, worldHandler.Hero.Target);
}),
new(new List<BaseState.Type>{BaseState.Type.Attack}, BaseState.Type.Pickup, (worldHandler, config, state) => {
new(new List<BaseState.Type>{BaseState.Type.Attack}, BaseState.Type.Pickup, (state) => {
if (worldHandler.Hero == null) {
return false;
}
return !worldHandler.Hero.HasValidTarget;
}),
new(new List<BaseState.Type>{BaseState.Type.Attack}, BaseState.Type.FindTarget, (worldHandler, config, state) => {
new(new List<BaseState.Type>{BaseState.Type.Attack}, BaseState.Type.FindTarget, (state) => {
if (worldHandler.Hero == null) {
return false;
}
return worldHandler.Hero.HasValidTarget && worldHandler.Hero.AttackerIds.Count > 0 && !worldHandler.Hero.AttackerIds.Contains(worldHandler.Hero.TargetId);
}),
new(new List<BaseState.Type>{BaseState.Type.Pickup}, BaseState.Type.Idle, (worldHandler, config, state) => {
new(new List<BaseState.Type>{BaseState.Type.Pickup}, BaseState.Type.Idle, (state) => {
if (worldHandler.Hero == null) {
return false;
}

View File

@ -12,37 +12,39 @@ namespace Client.Domain.AI.Deleveling
{
public class TransitionBuilder : TransitionBuilderInterface
{
public List<TransitionBuilderInterface.Transition> Build()
// todo add MoveToDropState, SweepState
public List<TransitionBuilderInterface.Transition> Build(WorldHandler worldHandler, Config config, AsyncPathMoverInterface pathMover)
{
if (transitions.Count == 0)
{
transitions = new List<TransitionBuilderInterface.Transition>()
{
new(new List<BaseState.Type>{BaseState.Type.Any}, BaseState.Type.Dead, (worldHandler, config, state) => {
new(new List<BaseState.Type>{BaseState.Type.Any}, BaseState.Type.Dead, (state) => {
if (worldHandler.Hero == null) {
return false;
}
return worldHandler.Hero.VitalStats.IsDead;
}),
new(new List<BaseState.Type>{BaseState.Type.Dead}, BaseState.Type.Idle, (worldHandler, config, state) => {
new(new List<BaseState.Type>{BaseState.Type.Dead}, BaseState.Type.Idle, (state) => {
if (worldHandler.Hero == null) {
return false;
}
return !worldHandler.Hero.VitalStats.IsDead;
}),
new(new List<BaseState.Type>{BaseState.Type.FindGuard}, BaseState.Type.MoveToTarget, (worldHandler, config, state) => {
new(new List<BaseState.Type>{BaseState.Type.FindGuard}, BaseState.Type.MoveToTarget, (state) => {
if (worldHandler.Hero == null) {
return false;
}
return worldHandler.Hero.Target != null;
}),
new(new List<BaseState.Type>{BaseState.Type.MoveToTarget}, BaseState.Type.Idle, (worldHandler, config, state) => {
new(new List<BaseState.Type>{BaseState.Type.MoveToTarget}, BaseState.Type.Idle, (state) => {
if (worldHandler.Hero == null) {
return false;
}
return worldHandler.Hero.Target == null;
}),
new(new List<BaseState.Type>{BaseState.Type.MoveToTarget}, BaseState.Type.AttackGuard, (worldHandler, config, state) => {
new(new List<BaseState.Type>{BaseState.Type.MoveToTarget}, BaseState.Type.AttackGuard, (state) => {
if (worldHandler.Hero == null) {
return false;
}
@ -55,7 +57,7 @@ namespace Client.Domain.AI.Deleveling
var expectedDistance = config.Deleveling.AttackDistance;
return distance < expectedDistance;
}),
new(new List<BaseState.Type>{BaseState.Type.AttackGuard}, BaseState.Type.FindGuard, (worldHandler, config, state) => {
new(new List<BaseState.Type>{BaseState.Type.AttackGuard}, BaseState.Type.FindGuard, (state) => {
if (worldHandler.Hero == null) {
return false;
}
@ -68,7 +70,7 @@ namespace Client.Domain.AI.Deleveling
var expectedDistance = config.Deleveling.AttackDistance;
return distance >= expectedDistance;
}),
new(new List<BaseState.Type>{BaseState.Type.Idle}, BaseState.Type.FindGuard, (worldHandler, config, state) => {
new(new List<BaseState.Type>{BaseState.Type.Idle}, BaseState.Type.FindGuard, (state) => {
if (worldHandler.Hero == null) {
return false;
}

View File

@ -48,7 +48,7 @@ namespace Client.Domain.AI.State
}
var skill = Helper.GetSkillByConfig(worldHandler, config, hero, hero.Target);
if (skill != null)
if (skill != null && skill.IsReadyToUse && hero.VitalStats.Mp >= skill.Cost)
{
worldHandler.RequestUseSkill(skill.Id, false, false);
}

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@ -25,7 +25,8 @@ namespace Client.Domain.AI.State
{
return;
}
if (distance >= Helper.GetAttackDistanceByConfig(worldHandler, config, hero, target))
var hasLineOfSight = asyncPathMover.Pathfinder.HasLineOfSight(hero.Transform.Position, target.Transform.Position);
if (distance >= Helper.GetAttackDistanceByConfig(worldHandler, config, hero, target) || !hasLineOfSight)
{
asyncPathMover.MoveAsync(target.Transform.Position);
}

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@ -14,16 +14,16 @@ namespace Client.Domain.AI
{
public readonly Dictionary<BaseState.Type, BaseState.Type> fromStates;
public readonly BaseState.Type toState;
public readonly Func<WorldHandler, Config, BaseState, bool> predicate;
public readonly Func<BaseState, bool> predicate;
public Transition(List<BaseState.Type> fromStates, BaseState.Type toState, Func<WorldHandler, Config, BaseState, bool>? predicate = null)
public Transition(List<BaseState.Type> fromStates, BaseState.Type toState, Func<BaseState, bool>? predicate = null)
{
this.fromStates = fromStates.ToDictionary(x => x, x => x);
this.toState = toState;
this.predicate = predicate != null ? predicate : (worldHandler, config, state) => { return true; };
this.predicate = predicate != null ? predicate : (state) => { return true; };
}
}
List<Transition> Build();
List<Transition> Build(WorldHandler worldHandler, Config config, AsyncPathMoverInterface pathMover);
}
}

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@ -11,6 +11,7 @@ namespace Client.Domain.Service
{
public interface AsyncPathMoverInterface
{
public PathfinderInterface Pathfinder { get; }
public ObservableCollection<PathSegment> Path { get; }
public Task<bool> MoveAsync(Vector3 location);
public Task MoveUntilReachedAsync(Vector3 location);

View File

@ -11,5 +11,6 @@ namespace Client.Domain.Service
public interface PathfinderInterface
{
public List<PathSegment> FindPath(Vector3 start, Vector3 end);
public bool HasLineOfSight(Vector3 start, Vector3 end);
}
}

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@ -27,6 +27,7 @@ namespace Client.Infrastructure.Service
private readonly int nextNodeDistanceTolerance;
private CancellationTokenSource? cancellationTokenSource;
public PathfinderInterface Pathfinder => pathfinder;
public ObservableCollection<PathSegment> Path { get; private set; } = new ObservableCollection<PathSegment>();
public bool IsLocked { get; private set; } = false;

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@ -17,6 +17,9 @@ namespace Client.Infrastructure.Service
[DllImport("L2JGeoDataPathFinder.dll", CallingConvention = CallingConvention.Cdecl)]
private static extern uint ReleasePath(IntPtr arrayPtr);
[DllImport("L2JGeoDataPathFinder.dll", CallingConvention = CallingConvention.Cdecl)]
private static extern bool HasLineOfSight(string geoDataDirectory, float startX, float startY, float startZ, float endX, float endY, ushort maxPassableHeight);
public L2jGeoDataPathfinder(string geodataDirectory, ushort maxPassableHeight)
{
this.geodataDirectory = geodataDirectory;
@ -48,6 +51,11 @@ namespace Client.Infrastructure.Service
return BuildPath(nodes);
}
public bool HasLineOfSight(Vector3 start, Vector3 end)
{
return HasLineOfSight(GetGeodataFullpath(), start.X, start.Y, start.Z, end.X, end.Y, maxPassableHeight);
}
private List<PathSegment> BuildPath(List<PathNode> nodes)
{
var result = new List<PathSegment>();