-- 基础节点(中间节点) ANBT_SELECT = 1 --选择节点 ANBT_SEQUENCE = 2 --顺序节点 ANBT_PARALLEL = 3 --并列节点 ANBT_NOT = 4 --取反节点 ANBT_FINAL = ANBT_NOT -- 判断节点(叶子节点) ANCT_IsDeath = ANBT_FINAL + 1 --是否死亡 ANCT_HasTask = ANBT_FINAL + 2 --是否有可接任务 ANCT_CanTask = ANBT_FINAL + 3 --是否能进行任务 ANCT_HasFlyShoes = ANBT_FINAL + 4--是否还有小飞鞋 ANCT_HasMonster = ANBT_FINAL + 5 --周围是否有怪物 ANCT_CanAttack = ANBT_FINAL+6 --能否攻击目标 ANCT_TarInAttkRange = ANBT_FINAL+7--目标在可攻击范围内 ANCT_MovePointIsNearTar = ANBT_FINAL+8 --(移动)坐标点为目标旁边 ANCT_MovePointIsPosi = ANBT_FINAL+9 --(移动)坐标点为当前位置 ANCT_PiCanArrive = ANBT_FINAL+10 --(移动)坐标点为可到达的 ANCT_CanNextAction = ANBT_FINAL+11--能进行下一个动作 ANCT_FINAL = ANCT_CanNextAction -- 功能节点(叶子节点) ANFT_ReturnRelive = ANCT_FINAL + 1 --请求回城复活 ANFT_YBRelive = ANCT_FINAL + 2 --请求元宝复活 ANFT_MovePoint = ANCT_FINAL + 3 --往 (移动)坐标点 移动一步 ANFT_SetTarMonster = ANCT_FINAL + 4 --设置目标 - 怪物(如果目标死亡或不存在了) ANFT_SetTarItem = ANCT_FINAL + 5 --设置目标 - 物品 ANFT_SetMovePointAsHook = ANCT_FINAL + 6 --设置(移动)坐标点 - 挂机点(并寻路) ANFT_SetMovePointAsTar = ANCT_FINAL + 7 --设置(移动)坐标点 - 目标旁(并寻路) ANFT_AttackTarget = ANCT_FINAL + 8 --攻击目标 ANFT_ChangeTarMonster = ANCT_FINAL+9--改变目标 - 怪物(非本目标) ANFT_SetHook = ANCT_FINAL+10 --设置挂机点 AITreeConfig = { ntype = ANBT_SELECT, desc = "根节点-任务/挂机", nodes = { [1] = { ntype = ANBT_SEQUENCE, desc = "如果死亡,则回城复活", nodes= { [1]= { ntype = ANCT_IsDeath, desc = "死亡了,要复活", }, [2]= { ntype = ANFT_ReturnRelive, desc = "回城复活", } } }, [2] = { ntype = ANBT_SEQUENCE, desc = "有可进行任务,则跑任务", nodes= { [1]= { ntype = ANCT_CanTask, desc = "是否有可进行任务", }, } }, [3] = { ntype = ANBT_SELECT, desc = "否则,挂机打怪/跑挂机点", nodes = { [1]= { ntype = ANBT_SEQUENCE, desc = "周围有怪物,则去打怪", nodes= { [1] = { ntype = ANCT_HasMonster,--这里要优化,如果周围有“可攻击/可到达”的怪物 desc = "周围如果有怪物", }, [2] = { ntype = ANCT_CanNextAction, desc = "动作超时检查", }, [3] = { ntype = ANFT_SetTarMonster, desc = "设置目标怪物", }, [4] = { ntype = ANBT_SELECT, desc = "如果一直无法接近目标,则切换,否则移动到怪物旁打怪", nodes = { [1]= { ntype = ANBT_SEQUENCE, desc = "检查切换目标", nodes = { [1] = { ntype = ANBT_NOT, desc = "", node = { ntype = ANCT_PiCanArrive, desc = "如果目标不能到达" } }, [2] = { ntype = ANFT_ChangeTarMonster, desc = "切换怪物目标", } } }, [2]= { ntype = ANBT_SELECT, desc = "移动到怪物旁打怪", nodes = { [1]= { ntype = ANBT_SEQUENCE, desc = "打怪", nodes = { [1] = { ntype = ANCT_TarInAttkRange, desc = "目标在可攻击范围", }, [2] = { ntype = ANFT_AttackTarget, desc = "攻击目标", } } }, [2]= { ntype = ANBT_SELECT, desc = "追怪", nodes = { [1] = { ntype = ANBT_SEQUENCE, desc = "走向怪物", nodes = { [1] = { ntype = ANCT_MovePointIsNearTar, desc = "(移动)坐标点为目标附近", }, [2] = { ntype = ANFT_MovePoint, desc = "往怪物移动一次", } } }, [2] = { ntype = ANFT_SetMovePointAsTar, desc = "设置(移动)坐标点为目标(怪物)", } } } } } } } } }, [2]= { ntype = ANBT_SEQUENCE, desc = "没怪物,则跑挂机点", nodes= { [1] = { ntype = ANBT_NOT, desc = "", node = { ntype = ANCT_HasMonster, desc = "周围如果没有怪物" } }, [2] = { ntype = ANFT_SetHook, desc = "设置挂机点", }, [3] = { ntype = ANCT_CanNextAction, desc = "动作超时检查", }, [4] = { ntype = ANBT_SELECT, desc = "跑挂机点", nodes = { [1] = { ntype = ANBT_SEQUENCE, desc = "走向挂机点", nodes = { [1] = { ntype = ANBT_NOT, desc = "", node = { ntype = ANCT_MovePointIsPosi, desc = "还没走到挂机点" } }, [2] = { ntype = ANFT_MovePoint, desc = "往挂机点移动一步", } } }, [2] = { ntype = ANFT_SetMovePointAsHook, desc = "设置(移动)坐标点为挂机点", } } } } } } } } }