本文主要是介绍骑砍战团MOD开发(31)-游戏AI系统,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!
一.骑砍单机模式下AI控制
骑砍战团中野外战斗,训练场中小兵行为,城镇中行人行走, 士兵巡逻, 攻城时小兵冲锋统称为场景AI.乱舞水浒中单挑功能,5V5竞技比赛等功能通过场景AI设置实现.
骑砍大地图中敌军追踪和遭遇追击统称为大地图AI.
二.骑砍场景AI
<1.单个agent的AI控制(最细粒度)
骑砍引擎通过header_mission_templates,py定制AI常量控制小兵位置,动作和朝向.可实现自定义阵型和攻击动作。
# Agent AI Simple Behaviors
aisb_hold = 0
aisb_go_to_pos = 1
aisb_mount = 2
aisb_dismount = 3
aisb_melee = 4
aisb_ranged = 5
aisb_ranged_horseback = 6
aisb_charge_horseback = 7
aisb_maneuver_horseback = 8
aisb_flock = 9
aisb_race = 10
aisb_patrol = 11
aisb_no_enemies = 12
aisb_horse_hold = 13
aisb_horse_run_away = 14#设置攻击动作,四向攻击方向,挥舞动作
agent_set_attack_action = 1745 # (agent_set_attack_action, <agent_id>, <direction_value>, <action_value>),
#设置格挡动作
agent_set_defend_action = 1746 # (agent_set_defend_action, <agent_id>, <value>, <duration-in-1/1000-seconds>),
#控制小兵阵型和位置
agent_set_scripted_destination = 1730 # (agent_set_scripted_destination, <agent_id>, <position>, [auto_set_z_to_ground_level], [no_rethink]),
#控制小兵AI强度
agent_ai_set_aggressiveness = 1753 # (agent_ai_set_aggressiveness, <agent_id>, <value>),
<2.引擎内置AI仇恨值系统(team_no)
骑砍引擎内置在初始化agent完成之后(调用spawn_agent)会根据agent的team_no计算仇恨值和仇恨数量,也就是我们经常看到野外战斗中友军,玩家,敌军之间相互攻击行为。
将敌方和友方士兵agent通过team_no进行标识,通过设置team之间的关系实现敌军和友军
例如野外战斗模式下,引擎默认将玩家team设置为0,敌方team设置为1,通过设置team0和team1之间关系实现敌军/友军划分和士兵攻击AI设定。
#通过设置agent team实现友军和敌军划分
agent_set_team = 1771 # (agent_set_team, <agent_id>, <value>),team_set_relation = 1796 # (team_set_relation, <team_no>, <team_no_2>, <value>),
<3.引擎内置同一team下的分组division
骑砍引擎内置将同一team下的agent进行division划分,便于实现冲锋,坚守,撤退等团队命令,如常见的F1/F3冲锋操作就是对玩家team中某一个division的命令,division内置提供9组,分别为步兵,弓箭手,骑兵等.
#分组小兵AI控制
team_give_order = 1790 # (team_give_order, <team_no>, <division>, <order_id>),
team_set_order_position = 1791 # (team_set_order_position, <team_no>, <division>, <position>),
team_set_order_listener = 1795 # (team_set_order_listener, <team_no>, <division>, [add_to_listeners]),#小组内弓箭手/成员
grc_infantry = 0
grc_archers = 1
grc_cavalry = 2
grc_heroes = 3
grc_everyone = 9#小组攻击命令
mordr_hold = 0 坚守
mordr_follow = 1 跟随
mordr_charge = 2 冲锋
mordr_mount = 3 上马
mordr_dismount = 4
mordr_advance = 5
mordr_fall_back = 6
mordr_stand_closer = 7
mordr_spread_out = 8
mordr_use_blunt_weapons = 9
mordr_use_any_weapon = 10
mordr_stand_ground = 11
mordr_hold_fire = 12
mordr_fire_at_will = 13
mordr_retreat = 14
mordr_use_melee_weapons = 15
mordr_use_ranged_weapons= 16
mordr_fire_at_my_command= 17
mordr_all_fire_now = 18
mordr_left_fire_now = 19
mordr_middle_fire_now = 20
mordr_right_fire_now = 21
mordr_form_1_row = 22
mordr_form_2_row = 23
mordr_form_3_row = 24
mordr_form_4_row = 25
mordr_form_5_row = 26rordr_free = 0
rordr_mount = 1
rordr_dismount = 2wordr_use_any_weapon = 0
wordr_use_blunt_weapons = 1
wordr_use_melee_weapons = 2
wordr_use_ranged_weapons= 3aordr_fire_at_will = 0
aordr_hold_your_fire = 1
<4.城镇士兵,村名巡逻AI脚本
通过module_scripts.py中战团内置函数实现,通过产生随机目标点position,然后调用agent_set_scripted_destination实现行人随机游走。
# script_tick_town_walkers 城镇行人行走AI 可实现士兵巡逻等AI功能
# Input: none
# Output: none# script_set_town_walker_destination 随机产生AI目标点,调用set_scripted_destination实现游走
# Input: arg1 = agent_no
# Output: none("set_town_walker_destination",[(store_script_param_1, ":agent_no"),(assign, reg0, 9),(assign, reg1, 10),(assign, reg2, 12),(assign, reg3, 32),(assign, reg4, 33),(assign, reg5, 34),(assign, reg6, 35),(assign, reg7, 36),(assign, reg8, 37),(assign, reg9, 38),(assign, reg10, 39),(try_for_agents, ":cur_agent"),(agent_get_troop_id, ":cur_troop", ":cur_agent"),(is_between, ":cur_troop", walkers_begin, walkers_end),(agent_get_slot, ":target_entry_point", ":cur_agent", 0),(try_begin),(eq, ":target_entry_point", 9),(assign, reg0, 0),(else_try),(eq, ":target_entry_point", 10),(assign, reg1, 0),(else_try),(eq, ":target_entry_point", 12),(assign, reg2, 0),(else_try),(eq, ":target_entry_point", 32),(assign, reg3, 0),(else_try),(eq, ":target_entry_point", 33),(assign, reg4, 0),(else_try),(eq, ":target_entry_point", 34),(assign, reg5, 0),(else_try),(eq, ":target_entry_point", 35),(assign, reg6, 0),(else_try),(eq, ":target_entry_point", 36),(assign, reg7, 0),(else_try),(eq, ":target_entry_point", 37),(assign, reg8, 0),(else_try),(eq, ":target_entry_point", 38),(assign, reg9, 0),(else_try),(eq, ":target_entry_point", 39),(assign, reg10, 0),(try_end),(try_end),(assign, ":try_limit", 100),(assign, ":target_entry_point", 0),(try_for_range, ":unused", 0, ":try_limit"),(shuffle_range, 0, 11),(gt, reg0, 0),(assign, ":target_entry_point", reg0),(assign, ":try_limit", 0),(try_end),(try_begin),(gt, ":target_entry_point", 0),(agent_set_slot, ":agent_no", 0, ":target_entry_point"),(entry_point_get_position, pos1, ":target_entry_point"),(try_begin),(lt, ":target_entry_point", 32),(init_position, pos2),(position_set_y, pos2, 250),(position_transform_position_to_parent, pos1, pos1, pos2),(try_end),(agent_set_scripted_destination, ":agent_no", pos1, 0), #设置AI目标位置(agent_set_speed_limit, ":agent_no", 5),(try_end),]),
三.骑砍场景AI网格
骑砍引擎通过在场景物中添加AI网格静态模型实现AI行走路线控制,根据小兵当前位置pos1和scripted_destination目标位置pos2选择AI行走路线.
例如东方1135中攻城小兵选择行走路线就提前通过AI网格进行设置(Ctrl+E,AI网格编辑),这样小兵就不会从河道行走而会选择从桥上向城门进发。
四.骑砍大地图AI
骑砍引擎通过header_parties.py定制AI常量控制城镇和军团状态,实现大地图军团的追踪和攻击。可实现大地图护卫队(乱舞水浒功能),军团阵型等功能
ai_bhvr_hold = 0 中立
ai_bhvr_travel_to_party = 1
ai_bhvr_patrol_location = 2
ai_bhvr_patrol_party = 3
ai_bhvr_track_party = 4
ai_bhvr_attack_party = 4
ai_bhvr_avoid_party = 5
ai_bhvr_travel_to_point = 6 前往某个位置
ai_bhvr_negotiate_party = 7
ai_bhvr_in_town = 8 围城
ai_bhvr_travel_to_ship = 9
ai_bhvr_escort_party = 10
ai_bhvr_driven_by_party = 11party_set_marshall = 1604 # (party_set_marshall, <party_id>, <value>),
party_set_flags = 1603 # (party_set_flags, <party_id>, <flag>, <clear_or_set>),
party_set_aggressiveness = 1606 # (party_set_aggressiveness, <party_id>, <number>),
party_set_courage = 1607 # (party_set_courage, <party_id>, <number>),
party_set_ai_initiative = 1639 # (party_set_ai_initiative, <party_id>, <value>),
party_set_ai_behavior = 1640 # (party_set_ai_behavior, <party_id>, <ai_bhvr>),
party_set_ai_object = 1641 # (party_set_ai_object, <party_id>, <object_party_id>),
party_set_ai_target_position = 1642 # (party_set_ai_target_position, <party_id>, <position>),
party_set_ai_patrol_radius = 1643 # (party_set_ai_patrol_radius, <party_id>, <radius_in_km>),
party_ignore_player = 1644 # (party_ignore_player, <party_id>, <duration_in_hours>),
party_set_bandit_attraction = 1645 # (party_set_bandit_attraction, <party_id>, <attaraction>),
这篇关于骑砍战团MOD开发(31)-游戏AI系统的文章就介绍到这儿,希望我们推荐的文章对编程师们有所帮助!