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デフォルトAI | |
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require "./AI/Const.lua"
require "./AI/Util.lua"
-----------------------------
-- state
-----------------------------
IDLE_ST = 0 -- 待機状態
FOLLOW_ST = 1 -- 所持者追従状態
CHASE_ST = 2 -- ターゲット追跡状態
ATTACK_ST = 3 -- 攻撃状態
MOVE_CMD_ST = 4
STOP_CMD_ST = 5
ATTACK_OBJECT_CMD_ST = 6
ATTACK_AREA_CMD_ST = 7
PATROL_CMD_ST = 8
HOLD_CMD_ST = 9
SKILL_OBJECT_CMD_ST = 10
SKILL_AREA_CMD_ST = 11
FOLLOW_CMD_ST = 12
----------------------------
------------------------------------------
-- global variable
------------------------------------------
MyState = IDLE_ST -- ホムの現在状態(初期値は待機状態)
MyEnemy = 0 -- ホムがターゲットしている敵のキャラクターID
MyDestX = 0 -- ホムの目標座標X(移動先 / スキル使用座標)
MyDestY = 0 -- ホムの目標座標Y(移動先 / スキル使用座標)
MyPatrolX = 0 -- ホムの偵察目的地 x座標
MyPatrolY = 0 -- ホムの偵察目的地 y座標
ResCmdList = List.new() -- 予約コマンドリスト
MyID = 0 -- ホムンクルス自身のid
MySkill = 0 -- ホムンクルスの使用スキル
MySkillLevel = 0 -- ホムンクルスの使用スキルレベル
------------------------------------------
-- 手動(予約)処理
------------- command process ---------------------
----------------------------------------------------
-- 移動命令(地面をALT+右クリック)
----------------------------------------------------
----------------------------------------------------
function OnMOVE_CMD (x,y)
TraceAI ("OnMOVE_CMD")
if ( x == MyDestX and y == MyDestY and MOTION_MOVE == GetV(V_MOTION,MyID)) then
return -- 目的地と現在地が同一の場合は、処理しない
end
local curX, curY = GetV (V_POSITION,MyID) -- ホム自身の座標を代入
-- ホムの自動戻り処理
if (math.abs(x-curX)+math.abs(y-curY) > 15) then -- 目的地が一定距離(15セル)以上なら (サーバーで遠距離は処理しないため)
List.pushleft (ResCmdList,{MOVE_CMD,x,y}) -- 元の目的地への移動を予約する
x = math.floor((x+curX)/2) -- 予約した地点と現在位置の中間地点へ移動する
y = math.floor((y+curY)/2) -- 同上
end
-- 移動処理
Move (MyID,x,y)
MyState = MOVE_CMD_ST -- 移動状態へ、以下初期化
MyDestX = x
MyDestY = y
MyEnemy = 0
MySkill = 0
end
----------------------------------------------------
-- 停止命令(未実装)
----------------------------------------------------
----------------------------------------------------
function OnSTOP_CMD ()
TraceAI ("OnSTOP_CMD")
if (GetV(V_MOTION,MyID) ~= MOTION_STAND) then -- 現在の命令がSTANDでない場合
Move (MyID,GetV(V_POSITION,MyID)) -- ホム自身の座標へ移動(その場で停止)
end
MyState = IDLE_ST -- 待機状態へ、以下初期化
MyDestX = 0
MyDestY = 0
MyEnemy = 0
MySkill = 0
end
----------------------------------------------------
-- 指定目標への攻撃命令(対象を ALT+右ダブルクリック or ALT+右クリック2回目)
----------------------------------------------------
----------------------------------------------------
function OnATTACK_OBJECT_CMD (id)
TraceAI ("OnATTACK_OBJECT_CMD")
MySkill = 0
MyEnemy = id -- 指定目標のidをホムのターゲットに指定
MyState = CHASE_ST -- 指定目標を追跡
end
----------------------------------------------------
-- 指定座標への攻撃命令(未実装)
----------------------------------------------------
----------------------------------------------------
function OnATTACK_AREA_CMD (x,y)
TraceAI ("OnATTACK_AREA_CMD")
if (x ~= MyDestX or y ~= MyDestY or MOTION_MOVE ~= GetV(V_MOTION,MyID)) then
Move (MyID,x,y) -- 座標目標と指定座標が違う、または現在の状態が移動状態ではない場合、指定座標まで移動
end
MyDestX = x
MyDestY = y
MyEnemy = 0 -- ターゲットリセット
MyState = ATTACK_AREA_CMD_ST -- 範囲攻撃開始
end
----------------------------------------------------
-- 偵察(移動)命令(未実装)
----------------------------------------------------
----------------------------------------------------
function OnPATROL_CMD (x,y)
TraceAI ("OnPATROL_CMD")
MyPatrolX , MyPatrolY = GetV (V_POSITION,MyID) -- 偵察目的地に現在のホムの座標を代入
MyDestX = x -- 指定座標を目標座標に設定
MyDestY = y
Move (MyID,x,y)
MyState = PATROL_CMD_ST -- 偵察開始
end
----------------------------------------------------
-- (未実装)
----------------------------------------------------
----------------------------------------------------
function OnHOLD_CMD ()
TraceAI ("OnHOLD_CMD")
MyDestX = 0
MyDestY = 0
MyEnemy = 0
MyState = HOLD_CMD_ST
end
----------------------------------------------------
-- 指定目標へスキルを使う命令
----------------------------------------------------
----------------------------------------------------
function OnSKILL_OBJECT_CMD (level,skill,id)
TraceAI ("OnSKILL_OBJECT_CMD")
MySkillLevel = level
MySkill = skill
MyEnemy = id
MyState = CHASE_ST
end
----------------------------------------------------
-- 指定座標へスキルを使う命令(未実装)
----------------------------------------------------
----------------------------------------------------
function OnSKILL_AREA_CMD (level,skill,x,y)
TraceAI ("OnSKILL_AREA_CMD")
Move (MyID,x,y)
MyDestX = x
MyDestY = y
MySkillLevel = level
MySkill = skill
MyState = SKILL_AREA_CMD_ST
end
----------------------------------------------------
-- 主人追尾命令(ALT+T)、追尾状態と待機状態を互いに転換させる
----------------------------------------------------
----------------------------------------------------
function OnFOLLOW_CMD ()
-- 待機命令は、待機状態と休息状態を互いに転換させる
if (MyState ~= FOLLOW_CMD_ST) then -- 現在状態が待機コマンド実行中でない場合
MoveToOwner (MyID) -- ホム所持者(ケミ)の元まで移動
MyState = FOLLOW_CMD_ST
MyDestX, MyDestY = GetV (V_POSITION,GetV(V_OWNER,MyID)) -- 所持者の座標を目標に指定
MyEnemy = 0
MySkill = 0
TraceAI ("OnFOLLOW_CMD")
else
MyState = IDLE_ST -- 待機コマンド実行中だった場合、待機状態に
MyEnemy = 0
MySkill = 0
TraceAI ("FOLLOW_CMD_ST --> IDLE_ST")
end
end
-- 手動(予約)処理、本体
-- クライアントからのコマンドを解釈し対応する関数へ渡す
function ProcessCommand (msg)
if (msg[1] == MOVE_CMD) then -- msg[1]が移動コマンドだった場合
OnMOVE_CMD (msg[2],msg[3]) -- msg[2]とmsg[3]の値をそれぞれOnMOVE_CMDのxとyへ
TraceAI ("MOVE_CMD")
elseif (msg[1] == STOP_CMD) then -- msg[1]が停止コマンドだった場合
OnSTOP_CMD ()
TraceAI ("STOP_CMD")
elseif (msg[1] == ATTACK_OBJECT_CMD) then -- msg[1]が指定目標への攻撃コマンドだった場合
OnATTACK_OBJECT_CMD (msg[2]) -- msg[2]をOnATTACK_OBJECT_CMDのidへ
TraceAI ("ATTACK_OBJECT_CMD")
elseif (msg[1] == ATTACK_AREA_CMD) then -- msg[1]が指定座標への攻撃コマンドだった場合
OnATTACK_AREA_CMD (msg[2],msg[3])
TraceAI ("ATTACK_AREA_CMD")
elseif (msg[1] == PATROL_CMD) then -- msg[1]が偵察(移動)コマンドだった場合
OnPATROL_CMD (msg[2],msg[3])
TraceAI ("PATROL_CMD")
elseif (msg[1] == HOLD_CMD) then -- msg[1]がターゲット指定のコマンドだった場合
OnHOLD_CMD ()
TraceAI ("HOLD_CMD")
elseif (msg[1] == SKILL_OBJECT_CMD) then -- msg[1]が指定座標へのスキルコマンドだった場合
OnSKILL_OBJECT_CMD (msg[2],msg[3],msg[4],msg[5]) -- それぞれ、OnSKILL_OBJECT_CMD (level,skill,id)へ代入
TraceAI ("SKILL_OBJECT_CMD")
elseif (msg[1] == SKILL_AREA_CMD) then
OnSKILL_AREA_CMD (msg[2],msg[3],msg[4],msg[5]) -- それぞれ、OnSKILL_AREA_CMD (level,skill,x,y)へ代入
TraceAI ("SKILL_AREA_CMD")
elseif (msg[1] == FOLLOW_CMD) then -- msg[1]が待機コマンドだった場合
OnFOLLOW_CMD ()
TraceAI ("FOLLOW_CMD")
end
end
--------------------------------------------------
-- 基本処理
-------------- state process --------------------
----------------------------------------------------
-- 待機処理
----------------------------------------------------
function OnIDLE_ST ()
TraceAI ("OnIDLE_ST")
local cmd = List.popleft(ResCmdList)
if (cmd ~= nil) then
ProcessCommand (cmd) -- 予約コマンド処理
return
end
local object = GetOwnerEnemy (MyID) -- 所持者(ケミ)のidをobjectへ
if (object ~= 0) then -- MYOWNER_ATTACKED_IN
MyState = CHASE_ST
MyEnemy = object
TraceAI ("IDLE_ST -> CHASE_ST : MYOWNER_ATTACKED_IN")
return
end
object = GetMyEnemy (MyID) -- ホムの敵のidをobjectへ
if (object ~= 0) then -- ATTACKED_IN
MyState = CHASE_ST
MyEnemy = object
TraceAI ("IDLE_ST -> CHASE_ST : ATTACKED_IN")
return
end
local distance = GetDistanceFromOwner(MyID)
if ( distance > 3 or distance == -1) then -- MYOWNER_OUTSIGNT_IN
MyState = FOLLOW_ST
TraceAI ("IDLE_ST -> FOLLOW_ST")
return;
end
end
----------------------------------------------------
-- 追尾処理
----------------------------------------------------
function OnFOLLOW_ST ()
TraceAI ("OnFOLLOW_ST")
if (GetDistanceFromOwner(MyID) <= 3) then -- DESTINATION_ARRIVED_IN
MyState = IDLE_ST
TraceAI ("FOLLOW_ST -> IDLW_ST")
return;
elseif (GetV(V_MOTION,MyID) == MOTION_STAND) then
MoveToOwner (MyID)
TraceAI ("FOLLOW_ST -> FOLLOW_ST")
return;
end
end
----------------------------------------------------
-- ターゲット追跡処理
----------------------------------------------------
function OnCHASE_ST ()
TraceAI ("OnCHASE_ST")
if (true == IsOutOfSight(MyID,MyEnemy)) then -- ENEMY_OUTSIGHT_IN
MyState = IDLE_ST
MyEnemy = 0
MyDestX, MyDestY = 0,0
TraceAI ("CHASE_ST -> IDLE_ST : ENEMY_OUTSIGHT_IN")
return
end
if (true == IsInAttackSight(MyID,MyEnemy)) then -- ENEMY_INATTACKSIGHT_IN
MyState = ATTACK_ST
TraceAI ("CHASE_ST -> ATTACK_ST : ENEMY_INATTACKSIGHT_IN")
return
end
local x, y = GetV (V_POSITION,MyEnemy)
if (MyDestX ~= x or MyDestY ~= y) then -- DESTCHANGED_IN
MyDestX, MyDestY = GetV (V_POSITION,MyEnemy);
Move (MyID,MyDestX,MyDestY)
TraceAI ("CHASE_ST -> CHASE_ST : DESTCHANGED_IN")
return
end
end
----------------------------------------------------
-- 攻撃処理
----------------------------------------------------
function OnATTACK_ST ()
TraceAI ("OnATTACK_ST")
if (true == IsOutOfSight(MyID,MyEnemy)) then -- ENEMY_OUTSIGHT_IN
MyState = IDLE_ST
TraceAI ("ATTACK_ST -> IDLE_ST")
return
end
if (MOTION_DEAD == GetV(V_MOTION,MyEnemy)) then -- ENEMY_DEAD_IN
MyState = IDLE_ST
TraceAI ("ATTACK_ST -> IDLE_ST")
return
end
if (false == IsInAttackSight(MyID,MyEnemy)) then -- ENEMY_OUTATTACKSIGHT_IN
MyState = CHASE_ST
MyDestX, MyDestY = GetV (V_POSITION,MyEnemy);
Move (MyID,MyDestX,MyDestY)
TraceAI ("ATTACK_ST -> CHASE_ST : ENEMY_OUTATTACKSIGHT_IN")
return
end
if (MySkill == 0) then
Attack (MyID,MyEnemy)
else
SkillObject (MyID,MySkillLevel,MySkill,MyEnemy)
MySkill = 0
end
TraceAI ("ATTACK_ST -> ATTACK_ST : ENERGY_RECHARGED_IN")
return
end
----------------------------------------------------
-- 移動処理
----------------------------------------------------
function OnMOVE_CMD_ST ()
TraceAI ("OnMOVE_CMD_ST")
local x, y = GetV (V_POSITION,MyID)
if (x == MyDestX and y == MyDestY) then -- DESTINATION_ARRIVED_IN
MyState = IDLE_ST
end
end
-------------------------------------------------
-- (使用されていない)
-------------------------------------------------
function OnSTOP_CMD_ST ()
end
-------------------------------------------------
-- (使用されていない)
-------------------------------------------------
function OnATTACK_OBJECT_CMD_ST ()
end
-------------------------------------------------
-- (使用されていない)
-------------------------------------------------
function OnATTACK_AREA_CMD_ST ()
TraceAI ("OnATTACK_AREA_CMD_ST")
local object = GetOwnerEnemy (MyID)
if (object == 0) then
object = GetMyEnemy (MyID)
end
if (object ~= 0) then -- MYOWNER_ATTACKED_IN or ATTACKED_IN
MyState = CHASE_ST
MyEnemy = object
return
end
local x , y = GetV (V_POSITION,MyID)
if (x == MyDestX and y == MyDestY) then -- DESTARRIVED_IN
MyState = IDLE_ST
end
end
-------------------------------------------------
-- (使用されていない)
-------------------------------------------------
function OnPATROL_CMD_ST ()
TraceAI ("OnPATROL_CMD_ST")
local object = GetOwnerEnemy (MyID)
if (object == 0) then
object = GetMyEnemy (MyID)
end
if (object ~= 0) then -- MYOWNER_ATTACKED_IN or ATTACKED_IN
MyState = CHASE_ST
MyEnemy = object
TraceAI ("PATROL_CMD_ST -> CHASE_ST : ATTACKED_IN")
return
end
local x , y = GetV (V_POSITION,MyID)
if (x == MyDestX and y == MyDestY) then -- DESTARRIVED_IN
MyDestX = MyPatrolX
MyDestY = MyPatrolY
MyPatrolX = x
MyPatrolY = y
Move (MyID,MyDestX,MyDestY)
end
end
-------------------------------------------------
-- (使用されていない)
-------------------------------------------------
function OnHOLD_CMD_ST ()
TraceAI ("OnHOLD_CMD_ST")
if (MyEnemy ~= 0) then
local d = GetDistance(MyEnemy,MyID) -- ホムのターゲットの距離
if (d ~= -1 and d <= GetV(V_ATTACKRANGE,MyID)) then
Attack (MyID,MyEnemy)
else
MyEnemy = 0;
end
return
end
local object = GetOwnerEnemy (MyID)
if (object == 0) then
object = GetMyEnemy (MyID)
if (object == 0) then
return
end
end
MyEnemy = object
end
-------------------------------------------------
-- (使用されていない)
-------------------------------------------------
function OnSKILL_OBJECT_CMD_ST ()
end
-------------------------------------------------
-- (使用されていない)
-------------------------------------------------
function OnSKILL_AREA_CMD_ST ()
TraceAI ("OnSKILL_AREA_CMD_ST")
local x , y = GetV (V_POSITION,MyID)
if (GetDistance(x,y,MyDestX,MyDestY) <= GetV(V_SKILLATTACKRANGE,MyID,MySkill)) then -- DESTARRIVED_IN
SkillGround (MyID,MySkillLevel,MySkill,MyDestX,MyDestY)
MyState = IDLE_ST
MySkill = 0
end
end
-------------------------------------------------
-- 主人追尾(ALT+T)
-------------------------------------------------
function OnFOLLOW_CMD_ST ()
TraceAI ("OnFOLLOW_CMD_ST")
local ownerX, ownerY, myX, myY
ownerX, ownerY = GetV (V_POSITION,GetV(V_OWNER,MyID)) -- 持ち主
myX, myY = GetV (V_POSITION,MyID) -- 自分
local d = GetDistance (ownerX,ownerY,myX,myY)
if ( d <= 3) then -- 3セル以下の距離なら
return
end
local motion = GetV (V_MOTION,MyID)
if (motion == MOTION_MOVE) then -- 移動中
d = GetDistance (ownerX, ownerY, MyDestX, MyDestY)
if ( d > 3) then -- 4セル以上の距離なら
MoveToOwner (MyID)
MyDestX = ownerX
MyDestY = ownerY
return
end
else -- 他の動作
MoveToOwner (MyID)
MyDestX = ownerX
MyDestY = ownerY
return
end
end
-------------------------------------------------
-- 主人の敵のIDを得る関数
-------------------------------------------------
function GetOwnerEnemy (myid)
local result = 0
local owner = GetV (V_OWNER,myid)
local actors = GetActors ()
local enemys = {}
local index = 1
local target
for i,v in ipairs(actors) do
if (v ~= owner and v ~= myid) then -- vが主人でなく、ホム自身でもなければ
target = GetV (V_TARGET,v) -- vのターゲット対象をtargetへ
if (target == owner) then -- ターゲットが主人なら
if (IsMonster(v) == 1) then -- さらにvがモンスターなら
enemys[index] = v -- 敵とみなす
index = index+1
else
local motion = GetV(V_MOTION,i) -- vの行動を取得
if (motion == MOTION_ATTACK or motion == MOTION_ATTACK2) then -- 攻撃行動を取っているなら
enemys[index] = v -- 敵とみなす
index = index+1
end
end
end
end
end
local min_dis = 100
local dis
for i,v in ipairs(enemys) do
dis = GetDistance2 (myid,v)
if (dis < min_dis) then
result = v
min_dis = dis
end
end
return result
end
-------------------------------------------------
-- ホム敵の敵のIDを得る関数(Aタイプ(非先行)とBタイプ(先行)に分かれている)
-------------------------------------------------
function GetMyEnemy (myid)
local result = 0
local type = GetV (V_HOMUNTYPE,myid) -- typeにホム自身の種別を入れる
-- typeの中身が、リーフ、アルミストとその上位ホムだったら、非先行型に
if (type == LIF or type == LIF_H or type == AMISTR or type == AMISTR_H or type == LIF2 or type == LIF_H2 or type == AMISTR2 or type == AMISTR_H2) then
result = GetMyEnemyA (myid)
-- typeの中身が、リーフ、アルミストとその上位ホムだったら、先行型に
elseif (type == FILIR or type == FILIR_H or type == VANILMIRTH or type == VANILMIRTH_H or type == FILIR2 or type == FILIR_H2 or type == VANILMIRTH2 or type == VANILMIRTH_H2) then
result = GetMyEnemyB (myid)
end
return result
end
-------------------------------------------
-- 非先攻型 GetMyEnemy
-------------------------------------------
function GetMyEnemyA (myid)
local result = 0
local owner = GetV (V_OWNER,myid)
local actors = GetActors ()
local enemys = {}
local index = 1
local target
for i,v in ipairs(actors) do
if (v ~= owner and v ~= myid) then -- vの値が主人のidでもホム自身のidでもない場合
target = GetV (V_TARGET,v) -- vのターゲット対象を抽出
if (target == myid) then -- ターゲットが自分だったら
enemys[index] = v -- 敵とみなす
index = index+1
end
end
end
local min_dis = 100
local dis
for i,v in ipairs(enemys) do
dis = GetDistance2 (myid,v)
if (dis < min_dis) then
result = v
min_dis = dis
end
end
return result
end
-------------------------------------------
-- 先攻型 GetMyEnemy
-------------------------------------------
function GetMyEnemyB (myid)
local result = 0
local owner = GetV (V_OWNER,myid)
local actors = GetActors ()
local enemys = {}
local index = 1
local type
for i,v in ipairs(actors) do
if (v ~= owner and v ~= myid) then -- vの値が主人のidでもホム自身のidでもない場合
if (1 == IsMonster(v)) then -- vがモンスターの場合
enemys[index] = v -- 敵とみなす
index = index+1
end
end
end
local min_dis = 100
local dis
for i,v in ipairs(enemys) do
dis = GetDistance2 (myid,v)
if (dis < min_dis) then
result = v
min_dis = dis
end
end
return result
end
-------------------------------------------------
-- メイン関数(本体)
-------------------------------------------------
function AI(myid)
MyID = myid
local msg = GetMsg (myid) -- command
local rmsg = GetResMsg (myid) -- reserved command
if msg[1] == NONE_CMD then
if rmsg[1] ~= NONE_CMD then
if List.size(ResCmdList) < 10 then
List.pushright (ResCmdList,rmsg) -- 予約コマンド保存
end
end
else
List.clear (ResCmdList) -- 新しいコマンドが入力されたら、予約コマンドは削除する
ProcessCommand (msg) -- コマンド処理
end
-- 状態処理
if (MyState == IDLE_ST) then
OnIDLE_ST ()
elseif (MyState == CHASE_ST) then
OnCHASE_ST ()
elseif (MyState == ATTACK_ST) then
OnATTACK_ST ()
elseif (MyState == FOLLOW_ST) then
OnFOLLOW_ST ()
elseif (MyState == MOVE_CMD_ST) then
OnMOVE_CMD_ST ()
elseif (MyState == STOP_CMD_ST) then
OnSTOP_CMD_ST ()
elseif (MyState == ATTACK_OBJECT_CMD_ST) then
OnATTACK_OBJECT_CMD_ST ()
elseif (MyState == ATTACK_AREA_CMD_ST) then
OnATTACK_AREA_CMD_ST ()
elseif (MyState == PATROL_CMD_ST) then
OnPATROL_CMD_ST ()
elseif (MyState == HOLD_CMD_ST) then
OnHOLD_CMD_ST ()
elseif (MyState == SKILL_OBJECT_CMD_ST) then
OnSKILL_OBJECT_CMD_ST ()
elseif (MyState == SKILL_AREA_CMD_ST) then
OnSKILL_AREA_CMD_ST ()
elseif (MyState == FOLLOW_CMD_ST) then
OnFOLLOW_CMD_ST ()
end
end
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