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              C++博客 :: 首頁 :: 新隨筆 :: 聯系 :: 聚合  :: 管理

            三、CreatureAI

             

            CreatureAI這個類并不大,構造函數要傳一個Creature的指針,然后就是20來個接口函數。

            構造函數:

            explicit CreatureAI(Creature* creature) : m_creature(creature) {}

            接口函數不多,可以全部列出來:

            // Called if IsVisible(Unit *who) is true at each *who move, reaction at visibility zone enter

            virtual void MoveInLineOfSight(Unit *) {}

            // Called for reaction at enter to combat if not in combat yet (enemy can be NULL)

            virtual void EnterCombat(Unit* /*enemy*/) {}

            // Called for reaction at stopping attack at no attackers or targets

            virtual void EnterEvadeMode() {}

            // Called at reaching home after evade

            virtual void JustReachedHome() {}

            // Called at any heal cast/item used (call non implemented)

            virtual void HealBy(Unit * /*healer*/, uint32 /*amount_healed*/) {}

            // Called at any Damage to any victim (before damage apply)

            virtual void DamageDeal(Unit * /*done_to*/, uint32 & /*damage*/) {}

            // Called at any Damage from any attacker (before damage apply)

            // Note: it for recalculation damage or special reaction at damage

            // for attack reaction use AttackedBy called for not DOT damage in Unit::DealDamage also

            virtual void DamageTaken(Unit * /*done_by*/, uint32 & /*damage*/) {}

            // Called when the creature is killed

            virtual void JustDied(Unit *) {}

            // Called when the creature kills a unit

            virtual void KilledUnit(Unit *) {}

            // Called when the creature summon successfully other creature

            virtual void JustSummoned(Creature* ) {}

            virtual void SummonedCreatureDespawn(Creature* /*unit*/) {}

            // Called when hit by a spell

            virtual void SpellHit(Unit*, const SpellEntry*) {}

            // Called when spell hits creature's target

            virtual void SpellHitTarget(Unit*, const SpellEntry*) {}

            // Called when the creature is target of hostile action: swing, hostile spell landed, fear/etc)

            virtual void AttackedBy(Unit* attacker);

            // Called when creature is spawned or respawned (for reseting variables)

            virtual void JustRespawned() {}

            // Called at waypoint reached or point movement finished

            virtual void MovementInform(uint32 /*MovementType*/, uint32 /*Data*/) {}

            // Called at text emote receive from player

            virtual void ReceiveEmote(Player* /*pPlayer*/, uint32 /*text_emote*/) {}

            // Called when creature attack expected (if creature can and no have current victim)

            // Note: for reaction at hostile action must be called AttackedBy function.

            virtual void AttackStart(Unit *) {}

            // Is unit visible for MoveInLineOfSight

            virtual bool IsVisible(Unit *) const { return false; }

            // Called when victim entered water and creature can not enter water

            virtual bool canReachByRangeAttack(Unit*) { return false; }

            // Called at World update tick

            virtual void UpdateAI(const uint32 /*diff*/) {}

            可以看到,大部分接口是事件觸發和消息通知。UpdateAI我放到最后,這個和別的接口函數不同,是負責AI狀態的更新處理。

            以CreatureAI為基類,派生出了PetAI、CreatureEventAI、GuardAI、ReactorAI、AggressAI、TotemAI和NullCreatureAI 7類基本AI。Creature的AIM_Initialize()函數,對AI進行初始化,根據Creature的類型選擇不同的AI。值得提出的是,Mangos還支持ScriptAI,對于非寵物類的生物支持擴展腳本AI。Mangos的腳本系統我還沒有怎么看,有空研究下。

            可以看到Mangos的AI設計還是比較傳統的,Creature類相當于身體和物理存在,干很多“傻大粗”的事情;AI相當于Creature的大腦,對事件進行響應和處理,指揮著身體物理存在進行反應。

            下面可以看下寵物AI的一段代碼:

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