Files
chuanqi-server-instance/LogicServer/data/robot/AITree.lua
2024-12-16 20:45:03 +08:00

244 lines
10 KiB
Lua
Executable File

-- 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",
}
}
}
}
}
}
}
}
}