上传武馆踢馆延迟
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modules/parkour/ai.go
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219
modules/parkour/ai.go
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@ -0,0 +1,219 @@
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package parkour
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import (
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"fmt"
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"go_dreamfactory/lego/core"
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"go_dreamfactory/lego/core/cbase"
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"go_dreamfactory/lego/sys/timewheel"
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"go_dreamfactory/pb"
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"math/rand"
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"sync"
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"time"
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)
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/*
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AI 逻辑组件
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*/
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type aiComp struct {
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cbase.ModuleCompBase
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service core.IService
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module *Parkour
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lock sync.RWMutex
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ais map[string][]*AI
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handleS []AIHandleType
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handleSS []AIHandleType
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handleSSS []AIHandleType
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}
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//组件初始化接口
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func (this *aiComp) Init(service core.IService, module core.IModule, comp core.IModuleComp, options core.IModuleOptions) (err error) {
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this.ModuleCompBase.Init(service, module, comp, options)
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this.module = module.(*Parkour)
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this.service = service
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this.ais = make(map[string][]*AI)
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this.handleS = make([]AIHandleType, 100)
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this.handleSS = make([]AIHandleType, 100)
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this.handleSSS = make([]AIHandleType, 100)
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this.inithandle()
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return
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}
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func (this *aiComp) Start() (err error) {
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err = this.ModuleCompBase.Start()
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timewheel.AddCron(time.Second*3, this.aihandle)
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return
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}
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func (this *aiComp) inithandle() {
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var index int32
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//AILevelS
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for i := 0; i < 40; i++ { //失败躲避次数 40
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this.handleS[index] = AIHandle_Avoid0
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index++
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}
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for i := 0; i < 10; i++ { //成功躲避次数 10
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this.handleS[index] = AIHandle_Avoid1
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index++
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}
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for i := 0; i < 5; i++ { //完美躲避次数 5
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this.handleS[index] = AIHandle_Avoid2
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index++
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}
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for i := 0; i < 7; i++ { //射门失败次数 5
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this.handleS[index] = AIHandle_Shots0
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index++
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}
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for i := 0; i < 3; i++ { //射门成功次数 3
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this.handleS[index] = AIHandle_Shots1
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index++
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}
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index = 0
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//AILevelSS
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for i := 0; i < 30; i++ { //失败躲避次数 30
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this.handleSS[index] = AIHandle_Avoid0
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index++
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}
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for i := 0; i < 20; i++ { //成功躲避次数 20
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this.handleSS[index] = AIHandle_Avoid1
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index++
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}
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for i := 0; i < 10; i++ { //完美躲避次数 10
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this.handleSS[index] = AIHandle_Avoid2
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index++
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}
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for i := 0; i < 5; i++ { //射门失败次数 5
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this.handleSS[index] = AIHandle_Shots0
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index++
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}
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for i := 0; i < 5; i++ { //射门成功次数 5
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this.handleSS[index] = AIHandle_Shots1
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index++
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}
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index = 0
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//AILevelSSS
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for i := 0; i < 10; i++ { //失败躲避次数 10
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this.handleSSS[index] = AIHandle_Avoid0
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index++
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}
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for i := 0; i < 30; i++ { //成功躲避次数 30
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this.handleSSS[index] = AIHandle_Avoid1
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index++
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}
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for i := 0; i < 15; i++ { //完美躲避次数 15
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this.handleSSS[index] = AIHandle_Avoid2
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index++
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}
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for i := 0; i < 2; i++ { //射门失败次数 2
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this.handleSSS[index] = AIHandle_Shots0
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index++
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}
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for i := 0; i < 8; i++ { //射门成功次数 8
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this.handleSSS[index] = AIHandle_Shots1
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index++
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}
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}
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//创建战斗ai
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func (this *aiComp) createAi(battleid string, users []*pb.DBRaceMember) (err error) {
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var (
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ok bool
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ais []*AI
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r *rand.Rand = rand.New(rand.NewSource(time.Now().Unix()))
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)
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if battleid == "" || users == nil || len(users) == 0 {
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err = fmt.Errorf("battleid:%s users:%v parameter exceptions", battleid, users)
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return
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}
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this.lock.RLock()
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_, ok = this.ais[battleid]
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this.lock.RUnlock()
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if ok {
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err = fmt.Errorf("battle:%s already exists", battleid)
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return
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}
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ais = make([]*AI, len(users))
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for i, v := range users {
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ais[i] = &AI{
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BattleId: battleid,
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UId: v.Uid,
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AILevel: AILevelS,
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Handle: make([]AIHandleType, 100),
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LastTime: time.Now(),
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}
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switch ais[i].AILevel {
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case AILevelS:
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ais[i].Interval = time.Second*10 + time.Second*time.Duration(rand.Int31n(5))
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for ii, vv := range r.Perm(len(this.handleS)) {
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ais[i].Handle[ii] = this.handleS[vv]
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}
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break
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case AILevelSS:
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ais[i].Interval = time.Second*5 + time.Second*time.Duration(rand.Int31n(5))
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for ii, vv := range r.Perm(len(this.handleSS)) {
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ais[i].Handle[ii] = this.handleSS[vv]
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}
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break
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case AILevelSSS:
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ais[i].Interval = time.Second*3 + time.Second*time.Duration(rand.Int31n(3))
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for ii, vv := range r.Perm(len(this.handleSSS)) {
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ais[i].Handle[ii] = this.handleSSS[vv]
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}
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break
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}
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}
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this.lock.Lock()
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this.ais[battleid] = ais
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this.lock.Unlock()
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return
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}
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//移除AI
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func (this *aiComp) removeAi(battleid string) {
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this.lock.Lock()
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delete(this.ais, battleid)
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this.lock.Unlock()
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}
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//ai自动化
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func (this *aiComp) aihandle(task *timewheel.Task, args ...interface{}) {
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var (
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ok bool
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ais map[string][]*AI = make(map[string][]*AI)
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)
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this.lock.RLock()
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if len(this.ais) > 0 {
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ok = true
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for k, v := range this.ais {
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ais[k] = v
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}
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}
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this.lock.RUnlock()
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if ok {
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for id, member := range ais {
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for _, ai := range member {
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if time.Now().Sub(ai.LastTime) > ai.Interval {
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switch ai.Handle[ai.CurrIndex] {
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case AIHandle_Avoid0: //躲避障碍 失败
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go this.module.avoid(id, ai.UId, -1)
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break
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case AIHandle_Avoid1: //躲避障碍 成功
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go this.module.avoid(id, ai.UId, 3)
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break
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case AIHandle_Avoid2: //躲避障碍 完美
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go this.module.avoid(id, ai.UId, 1)
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break
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case AIHandle_Shots0: //射门 失败
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break
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case AIHandle_Shots1: //射门 成功
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go this.module.shot(id, ai.UId)
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break
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}
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ai.CurrIndex++
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ai.CurrIndex = ai.CurrIndex % int32(len(ai.Handle))
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}
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}
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}
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}
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}
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@ -5,6 +5,7 @@ import (
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"go_dreamfactory/lego/sys/timewheel"
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"go_dreamfactory/pb"
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"sync"
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"time"
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)
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///捕羊大赛对象
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@ -17,3 +18,33 @@ type RaceItem struct {
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BuleSession []comm.IUserSession //蓝方会话
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overtimer *timewheel.Task //准备倒计时定时器
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}
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type AILevel int32
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const (
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AILevelS AILevel = iota
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AILevelSS
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AILevelSSS
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)
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type AIHandleType int32
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const (
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AIHandle_Null AIHandleType = iota //空操作
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AIHandle_Avoid0 //躲避障碍 失败
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AIHandle_Avoid1 //躲避障碍 成功
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AIHandle_Avoid2 //躲避障碍 完美
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AIHandle_Shots0 //射门 失败
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AIHandle_Shots1 //射门 成功
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)
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//捕羊大赛AI对象
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type AI struct {
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BattleId string //战场id
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UId string //用户id
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AILevel AILevel //AI级别
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Handle []AIHandleType //操作列表
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CurrIndex int32 //当前执行下标
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LastTime time.Time //上一次操作时间
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Interval time.Duration //最小操作时间
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}
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@ -30,6 +30,7 @@ type Parkour struct {
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modules.ModuleBase
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service base.IRPCXService
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api *apiComp
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ai *aiComp
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configure *configureComp
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parkourComp *ModelParkourComp
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raceComp *ModelRaceComp
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@ -60,6 +61,7 @@ func (this *Parkour) Start() (err error) {
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func (this *Parkour) OnInstallComp() {
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this.ModuleBase.OnInstallComp()
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this.api = this.RegisterComp(new(apiComp)).(*apiComp)
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this.ai = this.RegisterComp(new(aiComp)).(*aiComp)
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this.configure = this.RegisterComp(new(configureComp)).(*configureComp)
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this.parkourComp = this.RegisterComp(new(ModelParkourComp)).(*ModelParkourComp)
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this.raceComp = this.RegisterComp(new(ModelRaceComp)).(*ModelRaceComp)
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@ -7,6 +7,7 @@ import (
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"go_dreamfactory/lego/sys/mgo"
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"go_dreamfactory/modules"
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"go_dreamfactory/pb"
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"go_dreamfactory/sys/configure"
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cfg "go_dreamfactory/sys/configure/structs"
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"go.mongodb.org/mongo-driver/bson/primitive"
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@ -51,6 +52,8 @@ func (this *modelPandata) queryUserMartialhall(uid string) (result *pb.DBPractic
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Pillar3: &pb.DBPracticePillar{Index: 3, Lv: 1},
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Pillarf: &pb.DBPracticePillar{Index: 4, Isunlock: 0, Lv: 1},
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Statuers: make([]*pb.DBPracticeStatuer, 0),
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Npcstate: 3,
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Refresh: configure.Now().Unix(),
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}
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if err = this.refreshnpc(result); err != nil {
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this.module.Errorln(err)
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@ -90,11 +93,13 @@ func (this *modelPandata) queryrooms(uids []string) (results []*pb.DBPracticeRoo
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Pillar3: &pb.DBPracticePillar{Index: 3, Lv: 1},
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Pillarf: &pb.DBPracticePillar{Index: 4, Isunlock: 2, Lv: 1},
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Statuers: make([]*pb.DBPracticeStatuer, 0),
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Npcstate: 3,
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Refresh: configure.Now().Unix(),
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}
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if err = this.refreshnpc(temp); err != nil {
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this.module.Errorln(err)
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continue
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}
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// if err = this.refreshnpc(temp); err != nil {
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// this.module.Errorln(err)
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// continue
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// }
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go this.module.atlas.CheckActivatePandaAtlasCollect(v, "100001")
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newdata[v] = temp
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}
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@ -136,6 +136,8 @@ func (this *Practice) AddItems(session comm.IUserSession, items map[string]int32
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Pillar3: &pb.DBPracticePillar{Index: 3, Lv: 1},
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Pillarf: &pb.DBPracticePillar{Index: 4, Isunlock: 0, Lv: 1},
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Statuers: make([]*pb.DBPracticeStatuer, 0),
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Npcstate: 3,
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Refresh: configure.Now().Unix(),
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}
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id = make([]string, 0)
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for k, _ := range items {
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@ -143,10 +145,10 @@ func (this *Practice) AddItems(session comm.IUserSession, items map[string]int32
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id = append(id, k)
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this.atlas.CheckActivatePandaAtlasCollect(session.GetUserId(), k)
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}
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if err = this.modelPandata.refreshnpc(room); err != nil {
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this.Errorln(err)
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return
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}
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// if err = this.modelPandata.refreshnpc(room); err != nil {
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// this.Errorln(err)
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// return
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// }
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if err = model.Add(session.GetUserId(), room); err != nil {
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this.Errorln(err)
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return
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