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📄 stopidlestate.cpp

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💻 CPP
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#include "stdafx.h"
#include "StopIdleState.h"
#include "Field.h"
#include <Timer.h>
#include "AIParamParser.h"

StopIdleState::StopIdleState()
{
	m_pSearchTimer = new util::Timer;
}

StopIdleState::~StopIdleState()
{
	SAFE_DELETE( m_pSearchTimer );
}

VOID StopIdleState::Init()
{
}

VOID StopIdleState::OnEnter( LPARAM param1, LPARAM param2, LPARAM param3  )
{
	State::OnEnter( param1, param2, param3 );

	AIParamInfo& stAIParamInfo = AIParamParser::Instance()->GetInfo();

	m_pSearchTimer->SetTimer( stAIParamInfo.m_wSEARCH_PERIOD );

	// 鸥百捞 乐栏搁 傍拜规过阑 茫绰促. 弊贰具 傍拜荤芭府甫 备且 荐啊 乐促.
	if( m_pNPC->GetTargetChar() )
		m_pNPC->SelectSkill();
}

VOID StopIdleState::OnExit()
{
	State::OnExit();
}

VOID StopIdleState::OnUpdate( DWORD dwDeltaTick )
{
	__UNUSED(dwDeltaTick);

	if( m_pSearchTimer->IsExpired() )
	{
		// 鸥百捞 绝栏搁 矫具郴狼 利焙阑 茫绰促.
		Character* pTargetChar = m_pNPC->GetTargetChar();
		if( !pTargetChar )
		{
			pTargetChar = m_pNPC->SearchTarget();
			if( pTargetChar )
			{
				m_pNPC->SetTargetChar( pTargetChar );
				m_pNPC->SelectSkill();
			}
		}

		// 鸥百捞 乐栏搁
		if( pTargetChar )
		{
			// 傍拜 规过 急琶登绢 乐瘤 臼栏搁 急琶
			if( m_pNPC->GetSelectedSkill() == SKILLCODE_INVALID )
			{
				m_pNPC->SelectSkill();
			}

			AIParamInfo& stAIParamInfo = AIParamParser::Instance()->GetInfo();

			// 鸥百捞 傍拜 荤芭府 郴俊 甸绢乐栏搁 Attack 惑怕肺 傈捞
			if( m_pNPC->GetDistToTarget() > (m_pNPC->GetAttackRange()+stAIParamInfo.m_fRANGE_TOLERANCE) )
				return;

			// 弊缝狼 老盔捞搁 糕滚甸俊霸 利 惯斑 皋技瘤甫 焊辰促.
			if( m_pNPC->IsMemberOfGroup() )
			{
				AI_MSG_ENEMY_FOUND aiMsg;
				aiMsg.dwTargetObjectKey = pTargetChar->GetObjectKey();
				m_pNPC->SendAIMessageToGroupExceptMe( &aiMsg, sizeof(aiMsg) );
			}

			m_pNPC->ChangeState( STATE_ID_ATTACK );
		}
	}
}

VOID StopIdleState::OnMsgAttacked( AI_MSG *pMsg )
{
	State::OnMsgAttacked( pMsg );

	AI_MSG_ATTACKED *pAttackMsg = (AI_MSG_ATTACKED*)pMsg;

	Field* pField = m_pNPC->GetField();
	if( !pField )		return;

	Character* pAttacker = pField->FindCharacter( pAttackMsg->dwAttackerKey );
	if( !pAttacker )	return;

	// 惑措啊 利焙捞搁 傍拜 惑怕肺 傈捞
	if( !m_pNPC->IsFriend( pAttacker ) )
	{
		m_pNPC->SetTargetChar( pAttacker );
		m_pNPC->ChangeState( STATE_ID_TRACK );
	}
}

VOID StopIdleState::OnMsgLeaveField( AI_MSG *pMsg )
{
	AI_MSG_LEAVE_FIELD *pLeaveMsg = (AI_MSG_LEAVE_FIELD*)pMsg;

	m_pNPC->RemoveEnemy( pLeaveMsg->dwObjectKey );
}



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