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https://github.com/Qsgs-Fans/FreeKill.git
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6376b21fbb
改smart-ai... 还没改完呢,先合了 暂时不在新版本上线,还有的改的,到时候写个注释说明一下
1295 lines
39 KiB
Lua
1295 lines
39 KiB
Lua
-- SPDX-License-Identifier: GPL-3.0-or-later
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--[[
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关于SmartAI: 一款参考神杀基本AI架构的AI体系。
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该文件加载了AI常用的种种表以及实用函数等,并提供了可供拓展自定义AI逻辑的接口。
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AI的核心在于编程实现对各种交互的回应(或者说应付各种room:askForXXX),
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所以本文件的直接目的是编写出合适的函数充实smart_cb表以实现合理的答复,
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但为了实现这个目的就还要去额外实现敌友判断、收益计算等等功能。
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为了便于各个拓展快速编写AI,还要封装一些AI判断时常用的函数。
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-- TODO: 优化底层逻辑,防止AI每次操作之前都要json.decode一下。
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-- TODO: 更加详细的文档
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--]]
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---@class SmartAI: AI
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local SmartAI = AI:subclass("SmartAI")
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--[[
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* 数据表准备部分 *
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这部分定义了各种以后决策、拓展等都会用到的表。
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这些表的内容只要加载完成后就不会改变,所以定义成了全局表的样子。
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--]]
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--- 用来应对Room:askForUseActiveSkill的表。
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---@type table<string, fun(self: SmartAI, prompt: string, cancelable: bool, data: any)>
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fk.ai_use_skill = {}
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--- TOdo? Room:askForGeneral暂缺
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--- 用来应对Room:askForSkillInvoke的表。
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---@type table<string, fun(self: SmartAI, extra_data: any, prompt: string)>
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fk.ai_skill_invoke = {}
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--- 用来应对Room:askForAG的表。表的键是prompt的第一项。
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---@type table<string, fun(self: SmartAI, id_list: integer[], cancelable: bool, prompt: string)>
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fk.ai_ask_for_ag = {}
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--- 用来应对出牌阶段空闲时间点如何出牌/使用技能的表。
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---@type table<string, fun(self: SmartAI, card: Card|ActiveSkill|ViewAsSkill)>
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fk.ai_use_play = {}
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--- 用来应对Room:askForUseCard的表。表的键是prompt的第一项或者牌名,优先prompt。
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---@type table<string, fun(self: SmartAI, pattern: string, prompt: string, cancelable: bool, extra_data: any)>
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fk.ai_ask_usecard = {}
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---[effect.card.name] = function(self, effect.card, room:getPlayerById(effect.to), room:getPlayerById(effect.from), positive)
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---@type table<string, fun(self: SmartAI, card: Card, to: ServerPlayer, from: ServerPlayer, positive: bool)>
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fk.ai_nullification = {}
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---[card.name] = {intention = 0, value = 0, priority = 0}
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---
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---[skill.name] = {intention = 0, value = 0, priority = 0}
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---@type table<string, {intention: number, value: number, priority: number}>
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fk.ai_card = {}
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---[card.id] = 0
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---
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---[skill.name] = 0
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---@type table<string|number, number>
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fk.cardValue = {}
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---[prompt:split(":")[1]] = function(self, pattern, prompt, cancelable, extra_data)
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---
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---[card_name] = function(self, pattern, prompt, cancelable, extra_data)
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---@type table<string, fun(self: SmartAI, pattern: string, prompt: string, cancelable: bool, extra_data: any)>
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fk.ai_response_card = {}
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---[reason] = function(self, to, flag)
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---@type table<string, fun(self: SmartAI, to: ServerPlayer, flag: string)>
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fk.ai_card_chosen = {}
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---[reason] = function(self, to, min, max, flag)
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fk.ai_cards_chosen = {}
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---[skill_name] = function(self, choices, prompt, detailed, all_choices)
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---@type table<string, fun(self: SmartAI, choices: string[], prompt: string, detailed: bool, all_choices: string[])>
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fk.ai_ask_choice = {}
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---[judge.reason] = {judge.pattern,isgood}
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---@type table<string, {pattern: string,isgood: boolean}>
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fk.ai_judge = {}
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---[gameMode] = function(self, to)
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---
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---根据游戏模式定义目标敌友值
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---
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---返回的值大于0则为敌,小于0则为友,一般是值大于等于3才会杀目标,小于等于-2才会救目标
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---@type table<string, fun(self: SmartAI, to: ServerPlayer)>
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fk.ai_objective_level = {}
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--[[
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* SmartAI类成员函数部分 *
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--]]
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--[[
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* command处理函数部分 *
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这部分就像RandomAI一样对各种请求类型返回相应的数据。
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当然了,SmartAI会尽可能做出合乎逻辑的决策。
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--]]
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---@type table<string, fun(self: SmartAI, jsonData: string): string>
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local smart_cb = {}
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--- 请求发动主动技
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---
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--- 总的请求技,从它分支出各种功能技
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smart_cb["AskForUseActiveSkill"] = function(self, jsonData)
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local data = json.decode(jsonData)
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local skill = Fk.skills[data[1]]
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local prompt = data[2]
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local cancelable = data[3]
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self:updatePlayers()
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local extra_data = json.decode(data[4])
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for k, v in pairs(extra_data) do
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skill[k] = v
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end
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self.use_id = nil
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self.use_tos = {}
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local ask = fk.ai_use_skill[data[1]]
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if type(ask) == "function" then
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ask(self, prompt, cancelable, extra_data)
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end
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if self.use_id then
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return json.encode {
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card = self.use_id,
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targets = self.use_tos
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}
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end
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return ""
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end
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--- 请求发动技能
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smart_cb["AskForSkillInvoke"] = function(self, jsonData)
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local data = json.decode(jsonData)
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local prompt = data[2]
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local extra_data = data[3]
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local ask = fk.ai_skill_invoke[data[1]]
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self:updatePlayers()
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if type(ask) == "function" then
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return ask(self, extra_data, prompt) and "1" or ""
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elseif type(ask) == "boolean" then
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return ask and "1" or ""
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elseif Fk.skills[data[1]].frequency == 1 then
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return "1"
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else
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return table.random { "1", "" }
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end
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end
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--- 请求AG
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smart_cb["AskForAG"] = function(self, jsonData)
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local data = json.decode(jsonData)
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local prompt = data[3]
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local cancelable = data[2]
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local id_list = data[1]
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self:updatePlayers()
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local ask = fk.ai_ask_for_ag[prompt:split(":")[1]]
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if type(ask) == "function" then
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ask = ask(self, id_list, cancelable, prompt)
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end
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if type(ask) ~= "number" then
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local cards = table.map(id_list, function(id)
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return Fk:getCardById(id)
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end
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)
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self:sortValue(cards)
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ask = cards[#cards].id
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end
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return ask
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end
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--- 使用阶段技或卡牌
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---@param self SmartAI @ai系统
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---@param skill ActiveSkill|Card|ViewAsSkill @输入可用的阶段技或卡牌
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---@return string @json使用数据(包含了子卡和目标)
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local function usePlaySkill(self, skill)
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self.use_id = nil
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self.use_tos = {}
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Self = self.player
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self.special_skill = nil
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if skill:isInstanceOf(Card) then
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local uc = fk.ai_use_play[skill.name]
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if type(uc) == "function" then
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uc(self, skill)
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end
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if self.use_id == nil then
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if type(skill.special_skills) == "table" then
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for _, sn in ipairs(skill.special_skills) do
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uc = fk.ai_use_play[sn]
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if type(uc) == "function" then
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uc(self, skill)
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if self.use_id then
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break
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end
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end
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end
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end
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if skill.type == 3 then
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if self.player:getEquipment(skill.sub_type) or #self.player:getCardIds("h") <= self.player.hp then
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return ""
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end
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self.use_id = skill.id
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elseif skill.is_damage_card and skill.multiple_targets then
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if #self.enemies < #self.friends_noself then
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return ""
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end
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self.use_id = skill.id
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end
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end
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elseif skill:isInstanceOf(ViewAsSkill) then
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local selected = {}
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local cards = table.map(self.player:getCardIds("&he"), function(id)
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return Fk:getCardById(id)
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end
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)
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self:sortValue(cards)
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for _, c in ipairs(cards) do
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if skill:cardFilter(c.id, selected) then
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table.insert(selected, c.id)
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end
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end
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local tc = skill:viewAs(selected)
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if tc then
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local uc = fk.ai_use_play[tc.name]
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if type(uc) == "function" then
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uc(self, tc)
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if self.use_id then
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self.use_id = selected
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end
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end
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end
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else
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local uc = fk.ai_use_play[skill.name]
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if type(uc) == "function" then
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uc(self, skill)
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end
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end
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if self.use_id then
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if not skill:isInstanceOf(Card) then
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self.use_id = json.encode {
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skill = skill.name,
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subcards = self.use_id
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}
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end
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return json.encode {
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card = self.use_id,
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targets = self.use_tos,
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special_skill = self.special_skill
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}
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end
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return ""
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end
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--- 请求使用
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---
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---优先由prompt进行下一级的决策,需要定义self.use_id,如果卡牌需要目标也需要给self.use_tos添加角色id为目标
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---
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---然后若没有定义self.use_id则由card_name再进行决策
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smart_cb["AskForUseCard"] = function(self, jsonData)
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local data = json.decode(jsonData)
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local pattern = data[2]
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local prompt = data[3]
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local cancelable = data[4]
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local extra_data = data[5]
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self:updatePlayers()
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self.use_id = nil
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self.use_tos = {}
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local exp = Exppattern:Parse(data[2] or data[1])
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self.avail_cards = table.filter(self.player:getCardIds("&he"), function(id)
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return exp:match(Fk:getCardById(id)) and not self.player:prohibitUse(Fk:getCardById(id))
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end
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)
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Self = self.player
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local ask = fk.ai_ask_usecard[prompt:split(":")[1]]
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if type(ask) == "function" then
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ask(self, pattern, prompt, cancelable, extra_data)
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else
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local cards = table.map(self.player:getCardIds("&he"), function(id)
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return Fk:getCardById(id)
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end
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)
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self:sortValue(cards)
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for _, sth in ipairs(self:getActives(pattern)) do
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if sth:isInstanceOf(Card) then
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if sth.skill:canUse(self.player, sth) and not self.player:prohibitUse(sth) then
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local ret = usePlaySkill(self, sth)
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if ret ~= "" then
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return ret
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end
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end
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else
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local selected = {}
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for _, c in ipairs(cards) do
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if sth:cardFilter(c.id, selected) then
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table.insert(selected, c.id)
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end
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end
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local tc = sth:viewAs(selected)
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if tc and tc:matchPattern(pattern) then
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local uc = fk.ai_use_play[tc.name]
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if type(uc) == "function" then
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uc(self, tc)
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if self.use_id then
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self.use_id = json.encode {
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skill = sth.name,
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subcards = selected
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}
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break
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end
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end
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end
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end
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end
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end
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ask = fk.ai_ask_usecard[data[1]]
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if self.use_id == nil and type(ask) == "function" then
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ask(self, pattern, prompt, cancelable, extra_data)
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end
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if self.use_id == true then
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self.use_id = self.avail_cards[1]
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end
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if self.use_id then
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return json.encode {
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card = self.use_id,
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targets = self.use_tos
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}
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end
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return ""
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end
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---根据事件类型获取所有满足的事件的数据表
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---@param game_event string @事件类型(字符串,省略GameEvent. 例如要获取生效事件数据就输入"CardEffect")
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---@param ge any|nil @可输入起始事件
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---@return table @事件数据表
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function SmartAI:eventsData(game_event, ge)
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local datas = {}
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local _ge = ge or self.room.logic:getCurrentEvent()
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while _ge do
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if _ge.event == GameEvent[game_event] then
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table.insert(datas, _ge.data[1])
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end
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_ge = _ge.parent
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end
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return datas
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end
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---请求无懈
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---
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---由锦囊牌名进行下一级决策,给self.use_id定义无懈id进行使用,同时参数包含positive(boolean)来区分正反无懈
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---@param self SmartAI @ai系统
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---@param pattern any
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---@param prompt any
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---@param cancelable any
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---@param extra_data any
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fk.ai_ask_usecard.nullification = function(self, pattern, prompt, cancelable, extra_data)
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local datas = self:eventsData("CardEffect")
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local effect = datas[#datas] --修改了无懈的请求,不用在room.lua里加记录了
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local positive = #datas % 2 == 1
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local ask = fk.ai_nullification[effect.card.name]
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if type(ask) == "function" then
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ask(self, effect.card, self.room:getPlayerById(effect.to), self.room:getPlayerById(effect.from), positive)
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end
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end
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---根据事件类型获取满足的事件的数据
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---@param game_event string @事件类型(字符串,省略GameEvent. 例如要获取生效事件数据就输入"CardEffect")
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---@return any @事件数据
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function SmartAI:eventData(game_event)
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local event = self.room.logic:getCurrentEvent():findParent(GameEvent[game_event], true)
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return event and event.data[1]
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end
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---请求桃
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---@param self SmartAI @ai系统
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---@param pattern any
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---@param prompt any
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---@param cancelable any
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---@param extra_data any
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fk.ai_ask_usecard["#AskForPeaches"] = function(self, pattern, prompt, cancelable, extra_data)
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local dying = self:eventData("Dying")
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local who = self.room:getPlayerById(dying.who)
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if who and self:objectiveLevel(who) < -1 then
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local cards = table.map(self.player:getCardIds("&he"), function(id)
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return Fk:getCardById(id)
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end
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)
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self:sortValue(cards)
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for _, sth in ipairs(self:getActives(pattern)) do
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if sth:isInstanceOf(Card) then
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self.use_id = sth.id
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break
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else
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local selected = {}
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for _, c in ipairs(cards) do
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if sth.cardFilter(sth, c.id, selected) then
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table.insert(selected, c.id)
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end
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end
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local tc = sth.viewAs(sth, selected)
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if tc and tc:matchPattern(pattern) then
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self.use_id = json.encode {
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skill = sth.name,
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subcards = selected
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}
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break
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end
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end
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end
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end
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end
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fk.ai_ask_usecard["#AskForPeachesSelf"] = fk.ai_ask_usecard["#AskForPeaches"]
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---修正卡牌价值
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---
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---根据技能会转化的牌名修正卡牌的价值,例如有倾国时黑色手牌的价值会加上闪的价值
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---@param assign string[]|nil @牌名表
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function SmartAI:assignValue(assign)
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assign = assign or { "slash", "peach", "jink", "nullification" }
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for v, p in ipairs(assign) do
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local kept = {}
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v = fk.ai_card[p]
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v = v and v.value or 3
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for _, sth in ipairs(self:getActives(p)) do
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if sth:isInstanceOf(Card) then
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fk.cardValue[sth.id] = self:getValue(sth, kept)
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else
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fk.cardValue[sth.name] = self:getValue(sth, kept) + v
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end
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table.insert(kept, sth)
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end
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self.keptCv = nil
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end
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end
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---获取卡牌价值
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---
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---需要自己定义卡牌或阶段技的价值(直接看标包ai文件)
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---
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---当有输入kept时,就是对卡牌价值进行修正,同名卡牌的价值会逐渐递减,
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---例如有多张闪时,最高价值的那一张价值保持不变,然后每多一张,多的这张的价值就会减少25%,会不断累积
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---@param card Card @卡牌
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||
---@param kept string[]|nil @已有同名卡牌表(用来配合修正卡牌价值使用)
|
||
---@return number @价值
|
||
function SmartAI:getValue(card, kept)
|
||
local v = fk.ai_card[card.name]
|
||
v = v and v.value or 0
|
||
if kept then
|
||
if card:isInstanceOf(Card) then
|
||
if self.keptCv == nil then
|
||
self.keptCv = v
|
||
end
|
||
return v - #kept * 0.25
|
||
else
|
||
return (self.keptCv or v) - #kept * 0.25
|
||
end
|
||
elseif card:isInstanceOf(Card) then
|
||
return fk.cardValue[card.id] or v
|
||
else
|
||
return fk.cardValue[card.name] or v
|
||
end
|
||
end
|
||
|
||
---获取优先度
|
||
---
|
||
---需要自己定义卡牌或阶段技的优先值(直接看标包ai文件)
|
||
---@param card Card @卡牌
|
||
---@return number @优先值
|
||
function SmartAI:getPriority(card)
|
||
local v = card and fk.ai_card[card.name]
|
||
v = v and v.priority or 0
|
||
if card:isInstanceOf(Card) then
|
||
if card:isInstanceOf(Armor) then
|
||
v = v + 7
|
||
elseif card:isInstanceOf(Weapon) then
|
||
v = v + 3
|
||
elseif card:isInstanceOf(OffensiveRide) then
|
||
v = v + 6
|
||
elseif card:isInstanceOf(DefensiveRide) then
|
||
v = v + 4
|
||
end
|
||
v = v + (13 - card.number) / 100
|
||
v = v + card.suit / 100
|
||
if card:isVirtual() then
|
||
v = v - #card.subcards * 0.25
|
||
end
|
||
end
|
||
return v
|
||
end
|
||
|
||
fk.compareFunc = {
|
||
hp = function(p)
|
||
return p.hp
|
||
end,
|
||
maxHp = function(p)
|
||
return p.maxHp
|
||
end,
|
||
hand = function(p)
|
||
return #p:getHandlyIds(true)
|
||
end,
|
||
equip = function(p)
|
||
return #p:getCardIds("e")
|
||
end,
|
||
maxcards = function(p)
|
||
return p.hp
|
||
end,
|
||
skill = function(p)
|
||
return #p:getAllSkills()
|
||
end,
|
||
defense = function(p)
|
||
return p.hp + #p:getHandlyIds(true)
|
||
end
|
||
}
|
||
|
||
---对角色表进行条件排序,由低到高
|
||
---@param players ServerPlayer[] @角色表
|
||
---@param key string|nil @条件(上面compareFunc列举的,默认是状态值)
|
||
---@param reverse boolean|nil @反向排序(由高到低)
|
||
function SmartAI:sort(players, key, reverse)
|
||
key = key or "defense"
|
||
local func = fk.compareFunc[key]
|
||
if func == nil then
|
||
func = fk.compareFunc.defense
|
||
end
|
||
local function compare_func(a, b)
|
||
return func(a) < func(b)
|
||
end
|
||
table.sort(players, compare_func)
|
||
if reverse then
|
||
players = table.reverse(players)
|
||
end
|
||
end
|
||
|
||
---排序卡牌表价值,由低到高
|
||
---@param cards Card[] @卡牌表
|
||
---@param reverse boolean|nil @反向排序(由高到低)
|
||
function SmartAI:sortValue(cards, reverse)
|
||
local function compare_func(a, b)
|
||
return self:getValue(a) < self:getValue(b)
|
||
end
|
||
table.sort(cards, compare_func)
|
||
if reverse then
|
||
cards = table.reverse(cards)
|
||
end
|
||
end
|
||
|
||
---排序阶段技和卡牌表优先值,由高到低
|
||
---@param cards table @阶段技和卡牌表
|
||
---@param reverse boolean|nil @反向排序(由低到高)
|
||
function SmartAI:sortPriority(cards, reverse)
|
||
local function compare_func(a, b)
|
||
local va = a and self:getPriority(a) or 0
|
||
local vb = b and self:getPriority(b) or 0
|
||
if va == vb then
|
||
va = a and self:getValue(a) or 0
|
||
vb = b and self:getValue(b) or 0
|
||
end
|
||
return va > vb
|
||
end
|
||
table.sort(cards, compare_func)
|
||
if reverse then
|
||
cards = table.reverse(cards)
|
||
end
|
||
end
|
||
|
||
---请求打出
|
||
---
|
||
---优先按照prompt提示信息进行下一级决策,需要定义self.use_id,然后可以根据card_name再进行决策
|
||
smart_cb["AskForResponseCard"] = function(self, jsonData)
|
||
local data = json.decode(jsonData)
|
||
local pattern = data[2]
|
||
local prompt = data[3]
|
||
local cancelable = data[4]
|
||
local extra_data = data[5]
|
||
self:updatePlayers()
|
||
self.use_id = nil
|
||
local ask = fk.ai_response_card[prompt:split(":")[1]]
|
||
if type(ask) == "function" then
|
||
ask(self, pattern, prompt, cancelable, extra_data)
|
||
else
|
||
ask = fk.ai_response_card[data[1]]
|
||
if type(ask) == "function" then
|
||
ask(self, pattern, prompt, cancelable, extra_data)
|
||
else
|
||
local effect = self:eventData("CardEffect")
|
||
if effect and (effect.card.multiple_targets or self:isEnemie(effect.from, effect.to)) then
|
||
self:setUseId(pattern)
|
||
end
|
||
end
|
||
end
|
||
if self.use_id then
|
||
return json.encode {
|
||
card = self.use_id,
|
||
targets = {}
|
||
}
|
||
end
|
||
return ""
|
||
end
|
||
|
||
---根据pattern获取可用的卡牌或转化技
|
||
---
|
||
---默认是按照优先度从高到低排序
|
||
---@param pattern string @可用条件
|
||
---@return table @可用卡牌和转化技表
|
||
function SmartAI:getActives(pattern)
|
||
local cards = table.map(self.player:getCardIds("&he"), function(id)
|
||
return Fk:getCardById(id)
|
||
end
|
||
)
|
||
local exp = Exppattern:Parse(pattern)
|
||
cards = table.filter(cards, function(c)
|
||
return exp:match(c)
|
||
end
|
||
)
|
||
table.insertTable(cards,
|
||
table.filter(self.player:getAllSkills(), function(s)
|
||
return s:isInstanceOf(ViewAsSkill) and s:enabledAtResponse(self.player, pattern)
|
||
end
|
||
)
|
||
)
|
||
self:sortPriority(cards)
|
||
return cards
|
||
end
|
||
|
||
---根据pattern直接定义self.use_id
|
||
---
|
||
---默认是按照优先度从高到低排序且优先使用价值低的卡牌或转化技
|
||
---@param pattern string @可用条件
|
||
function SmartAI:setUseId(pattern)
|
||
local cards = table.map(self.player:getCardIds("&he"), function(id)
|
||
return Fk:getCardById(id)
|
||
end
|
||
)
|
||
self:sortValue(cards)
|
||
for _, sth in ipairs(self:getActives(pattern)) do
|
||
if sth:isInstanceOf(Card) then
|
||
self.use_id = sth.id
|
||
break
|
||
else
|
||
local selected = {}
|
||
for _, c in ipairs(cards) do
|
||
if sth:cardFilter(c.id, selected) then
|
||
table.insert(selected, c.id)
|
||
end
|
||
end
|
||
local tc = sth:viewAs(selected)
|
||
if tc and tc:matchPattern(pattern) then
|
||
self.use_id = json.encode {
|
||
skill = sth.name,
|
||
subcards = selected
|
||
}
|
||
break
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
---根据pattern获取可用的转化技
|
||
---@param pattern string @可用条件
|
||
---@return table @可用转化技表
|
||
function SmartAI:cardsView(pattern)
|
||
local actives = table.filter(self.player:getAllSkills(), function(s)
|
||
return s:isInstanceOf(ViewAsSkill) and s:enabledAtResponse(self.player, pattern)
|
||
end
|
||
)
|
||
return actives
|
||
end
|
||
|
||
---空闲点使用
|
||
smart_cb["PlayCard"] = function(self, jsonData)
|
||
local cards = table.map(self.player:getHandlyIds(true), function(id)
|
||
return Fk:getCardById(id)
|
||
end
|
||
)
|
||
cards = table.filter(cards, function(c)
|
||
return c.skill:canUse(self.player, c) and not self.player:prohibitUse(c)
|
||
end)
|
||
table.insertTable(cards,
|
||
table.filter(self.player:getAllSkills(), function(s)
|
||
return s:isInstanceOf(ActiveSkill) and s:canUse(self.player)
|
||
or s:isInstanceOf(ViewAsSkill) and s:enabledAtPlay(self.player)
|
||
end
|
||
)
|
||
)
|
||
if #cards < 1 then return "" end
|
||
self:updatePlayers()
|
||
self:sortPriority(cards)
|
||
for _, sth in ipairs(cards) do
|
||
local ret = usePlaySkill(self, sth)
|
||
if ret ~= "" then
|
||
return ret
|
||
end
|
||
end
|
||
return ""
|
||
end
|
||
|
||
---请求选择角色区域牌
|
||
---
|
||
---按照reason原因进行下一级决策,需返回选择的牌id,同时设置有兜底决策
|
||
smart_cb["AskForCardChosen"] = function(self, jsonData)
|
||
local data = json.decode(jsonData)
|
||
local to = self.room:getPlayerById(data[1])
|
||
local chosen = fk.ai_card_chosen[data[3]]
|
||
if type(chosen) == "function" then
|
||
return chosen(self, to, data[2]) or ""
|
||
elseif table.contains(self.friends, to) then
|
||
if string.find(data[2], "j") then
|
||
local jc = to:getCardIds("j")
|
||
if #jc > 0 then
|
||
return table.random(jc)
|
||
end
|
||
end
|
||
else
|
||
if string.find(data[2], "h") then
|
||
local hc = to:getCardIds("h")
|
||
if #hc == 1 then
|
||
return hc[1]
|
||
end
|
||
end
|
||
if string.find(data[2], "e") then
|
||
local ec = to:getCardIds("e")
|
||
if #ec > 0 then
|
||
return table.random(ec)
|
||
end
|
||
end
|
||
if string.find(data[2], "h") then
|
||
local hc = to:getCardIds("h")
|
||
if #hc > 0 then
|
||
return table.random(hc)
|
||
end
|
||
end
|
||
end
|
||
return ""
|
||
end
|
||
|
||
---请求选择角色区域多张牌
|
||
---
|
||
---按照reason原因进行下一级决策,需返回选择的牌id表,同时设置有兜底决策
|
||
smart_cb["AskForCardsChosen"] = function(self, jsonData)
|
||
local data = json.decode(jsonData)
|
||
local to = self.room:getPlayerById(data[1])
|
||
local min = data[2]
|
||
local max = data[3]
|
||
local flag = data[4]
|
||
local ids = {}
|
||
local chosen = fk.ai_cards_chosen[data[5]]
|
||
if type(chosen) == "function" then
|
||
return chosen(self, to, min, max, flag)
|
||
elseif table.contains(self.friends, to) then
|
||
if string.find(flag, "j") then
|
||
for _, id in ipairs(to:getCardIds("j")) do
|
||
if #ids<max then
|
||
table.insert(ids,id)
|
||
end
|
||
end
|
||
end
|
||
else
|
||
if string.find(flag, "h") then
|
||
local hc = to:getCardIds("h")
|
||
if max - #ids >= #hc then
|
||
for _, id in ipairs(hc) do
|
||
table.insert(ids,id)
|
||
end
|
||
end
|
||
end
|
||
if string.find(flag, "e") then
|
||
for _, id in ipairs(to:getCardIds("e")) do
|
||
if #ids<max then
|
||
table.insert(ids,id)
|
||
end
|
||
end
|
||
end
|
||
if string.find(flag, "h") then
|
||
for _, id in ipairs(to:getCardIds("h")) do
|
||
if #ids<max then
|
||
table.insertIfNeed(ids,id)
|
||
end
|
||
end
|
||
end
|
||
end
|
||
return #ids >= min and json.encode(ids) or ""
|
||
end
|
||
|
||
---请求选择选项
|
||
---
|
||
---按照skill_name进行下一级决策,需返回要选择的选项,兜底决策是随机选择
|
||
smart_cb["AskForChoice"] = function(self, jsonData)
|
||
local data = json.decode(jsonData)
|
||
local choices = data[1] ---@type string[]
|
||
local all_choices = data[2]
|
||
local prompt = data[4]
|
||
local detailed = data[5]
|
||
local chosen = fk.ai_ask_choice[data[3]]
|
||
if type(chosen) == "function" then
|
||
chosen = chosen(self, choices, prompt, detailed, all_choices)
|
||
end
|
||
return table.contains(choices,chosen) and chosen or table.random(choices)
|
||
end
|
||
|
||
fk.ai_judge.indulgence = { ".|.|heart", true }
|
||
fk.ai_judge.lightning = { ".|2~9|spade", false }
|
||
fk.ai_judge.supply_shortage = { ".|.|club", true }
|
||
|
||
---改判,输出要改判牌的id
|
||
---
|
||
---需要自己定义判定的好坏在fk.ai_judge,例如闪电fk.ai_judge.lightning = { ".|2~9|spade", false },第一个值是满足的条件,第二个值是满足条件后的好坏
|
||
---@param cards Card[] @可用改判的卡牌表
|
||
---@param exchange boolean|nil @是否可交换(类似鬼道)
|
||
---@return number|nil @改判牌id
|
||
function SmartAI:getRetrialCardId(cards, exchange)
|
||
local judge = self:eventData("Judge")
|
||
local ai_judge = fk.ai_judge[judge.reason] or {judge.pattern,true}
|
||
local isgood = judge.card:matchPattern(ai_judge[1])==ai_judge[2]
|
||
local canRetrial = {}
|
||
self:sortValue(cards)
|
||
if exchange then
|
||
for _, c in ipairs(cards) do
|
||
if c:matchPattern(judge.pattern) == isgood then
|
||
table.insert(canRetrial, c)
|
||
end
|
||
end
|
||
else
|
||
if isgood then
|
||
if self:isFriend(judge.who) then
|
||
return
|
||
end
|
||
elseif self:isEnemie(judge.who) then
|
||
return
|
||
end
|
||
end
|
||
for _, c in ipairs(cards) do
|
||
if self:isFriend(judge.who) and c:matchPattern(ai_judge[1])==ai_judge[2]
|
||
or self:isEnemie(judge.who) and c:matchPattern(ai_judge[1])~=ai_judge[2]
|
||
then
|
||
table.insert(canRetrial, c)
|
||
end
|
||
end
|
||
if #canRetrial > 0 then
|
||
return canRetrial[1].id
|
||
end
|
||
end
|
||
|
||
---请求观星
|
||
---@param self SmartAI @ai系统
|
||
---@param jsonData any @总数据
|
||
---@return string @json放置顶和底的牌id表
|
||
smart_cb["AskForGuanxing"] = function(self, jsonData)
|
||
local data = json.decode(jsonData)
|
||
local cards = table.map(data.cards, function(id)
|
||
return Fk:getCardById(id)
|
||
end
|
||
)
|
||
self:sortValue(cards)
|
||
local function table_clone(self)
|
||
local t = {}
|
||
for _, r in ipairs(self) do
|
||
table.insert(t, r)
|
||
end
|
||
return t
|
||
end
|
||
local top = {}
|
||
if self.room.current.phase < Player.Play then
|
||
local jt = table.map(self.room.current:getCardIds("j"), function(id)
|
||
return Fk:getCardById(id)
|
||
end
|
||
)
|
||
if #jt > 0 then
|
||
for _, j in ipairs(table.reverse(jt)) do
|
||
local tj = fk.ai_judge[j.name]
|
||
if tj then
|
||
for _, c in ipairs(table_clone(cards)) do
|
||
if tj[2] == c:matchPattern(tj[1]) and #top < data.max_top_cards then
|
||
table.insert(top, c.id)
|
||
table.removeOne(cards, c)
|
||
tj = 1
|
||
break
|
||
end
|
||
end
|
||
end
|
||
if tj ~= 1 and #cards > 0 and #top < data.max_top_cards then
|
||
table.insert(top, cards[1].id)
|
||
table.remove(cards, 1)
|
||
end
|
||
end
|
||
end
|
||
self:sortValue(cards, true)
|
||
for _, c in ipairs(table_clone(cards)) do
|
||
if #top < data.max_top_cards and c.skill:canUse(self.player, c) and usePlaySkill(self, c) ~= "" then
|
||
table.insert(top, c.id)
|
||
table.removeOne(cards, c)
|
||
break
|
||
end
|
||
end
|
||
end
|
||
for _, c in ipairs(table_clone(cards)) do
|
||
if #top < data.min_top_cards then
|
||
table.insert(top, c.id)
|
||
table.removeOne(cards, c)
|
||
break
|
||
end
|
||
end
|
||
return json.encode {
|
||
top,
|
||
table.map(cards, function(c)
|
||
return c.id
|
||
end
|
||
)
|
||
}
|
||
end
|
||
|
||
---更新存活身份数
|
||
---@param room Room
|
||
---@return table
|
||
local function aliveRoles(room)
|
||
fk.alive_roles = {
|
||
lord = 0,
|
||
loyalist = 0,
|
||
rebel = 0,
|
||
renegade = 0
|
||
}
|
||
for _, ap in ipairs(room.players) do
|
||
fk.alive_roles[ap.role] = 0
|
||
end
|
||
for _, ap in ipairs(room.alive_players) do
|
||
fk.alive_roles[ap.role] = fk.alive_roles[ap.role] + 1
|
||
end
|
||
return fk.alive_roles
|
||
end
|
||
|
||
fk.ai_objective_level["aaa_role_mode"] = function(self, to)--身份局的目标敌友值定义
|
||
local ars = aliveRoles(self.room)
|
||
if self.role == "renegade" then
|
||
if to.role == "lord" then
|
||
return -1
|
||
elseif ars.rebel < 1 then
|
||
return 4
|
||
elseif self.ai_role[to.id] == "loyalist" then
|
||
return ars.lord + ars.loyalist - ars.rebel
|
||
elseif self.ai_role[to.id] == "rebel" then
|
||
local r = ars.rebel - ars.lord + ars.loyalist
|
||
if r >= 0 then
|
||
return 3
|
||
else
|
||
return r
|
||
end
|
||
end
|
||
elseif self.role == "lord" or self.role == "loyalist" then
|
||
if self.ai_role[to.id] == "rebel" then
|
||
return 5
|
||
elseif to.role == "lord" then
|
||
return -4
|
||
elseif ars.rebel < 1 then
|
||
if self.role == "lord" then
|
||
return self.explicit_renegade and self.ai_role[to.id] == "renegade" and 4 or to.hp > 1 and 2 or 0
|
||
elseif self.explicit_renegade then
|
||
return self.ai_role[to.id] == "renegade" and 4 or -1
|
||
else
|
||
return 3
|
||
end
|
||
elseif self.ai_role[to.id] == "loyalist" then
|
||
return -2
|
||
elseif self.ai_role[to.id] == "renegade" then
|
||
local r = ars.lord + ars.loyalist - ars.rebel
|
||
if r <= 0 then
|
||
return r
|
||
else
|
||
return 3
|
||
end
|
||
end
|
||
elseif self.role == "rebel" then
|
||
if to.role == "lord" then
|
||
return 5
|
||
elseif self.ai_role[to.id] == "loyalist" then
|
||
return 4
|
||
elseif self.ai_role[to.id] == "rebel" then
|
||
return -2
|
||
elseif self.ai_role[to.id] == "renegade" then
|
||
local r = ars.rebel - ars.lord + ars.loyalist
|
||
if r > 0 then
|
||
return 1
|
||
else
|
||
return r
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
---判定目标敌友值
|
||
---
|
||
---大于0为敌方,小于0为友方
|
||
---@param to ServerPlayer @判断目标
|
||
---@return number
|
||
function SmartAI:objectiveLevel(to)
|
||
if type(to) == "number" then
|
||
to = self.room:getPlayerById(to)
|
||
end
|
||
if self.player.id == to.id then
|
||
return -3
|
||
elseif #self.room.alive_players < 3 then
|
||
return 5
|
||
end
|
||
local level = fk.ai_objective_level[self.room.settings.gameMode]
|
||
if type(level) == "function" then
|
||
level = level(self, to)
|
||
else
|
||
if self.role == "renegade" or to.role == "renegade" then
|
||
self.explicit_renegade = true
|
||
end
|
||
if to.role == self.role
|
||
or to.role == "lord" and self.role == "loyalist"
|
||
or to.role == "loyalist" and self.role == "lord" then
|
||
level = -2
|
||
else
|
||
level = 3
|
||
end
|
||
end
|
||
return level or 0
|
||
end
|
||
|
||
---更新场上敌友
|
||
function SmartAI:updatePlayers()
|
||
self.role = self.player.role
|
||
self.enemies = {}
|
||
self.friends = {}
|
||
self.friends_noself = {}
|
||
|
||
local function compare_func(a, b)
|
||
local v1 = self.role_value[a.id].rebel
|
||
local v2 = self.role_value[b.id].rebel
|
||
if v1 == v2 then
|
||
v1 = self.role_value[a.id].renegade
|
||
v2 = self.role_value[b.id].renegade
|
||
end
|
||
return v1 > v2
|
||
end
|
||
local aps = self.room.alive_players
|
||
table.sort(aps, compare_func)
|
||
self.explicit_renegade = false
|
||
local ars = aliveRoles(self.room)
|
||
local rebel, renegade, loyalist = 0, 0, 0
|
||
for _, ap in ipairs(aps) do
|
||
if ap.role == "lord" then
|
||
self.ai_role[ap.id] = "loyalist"
|
||
elseif self.role_value[ap.id].rebel > 50 and ars.rebel > rebel then
|
||
rebel = rebel + 1
|
||
self.ai_role[ap.id] = "rebel"
|
||
elseif self.role_value[ap.id].renegade > 50 and ars.renegade > renegade then
|
||
renegade = renegade + 1
|
||
self.ai_role[ap.id] = "renegade"
|
||
self.explicit_renegade = self.role_value[ap.id].renegade > 100
|
||
elseif self.role_value[ap.id].rebel < -50 and ars.loyalist > loyalist then
|
||
loyalist = loyalist + 1
|
||
self.ai_role[ap.id] = "loyalist"
|
||
else
|
||
self.ai_role[ap.id] = "neutral"
|
||
end
|
||
end
|
||
self.room:setTag("ai_role", self.ai_role)
|
||
local neutrality = {}
|
||
for n, p in ipairs(aps) do
|
||
n = self:objectiveLevel(p)
|
||
if n < 0 then
|
||
table.insert(self.friends, p)
|
||
if p.id ~= self.player.id then
|
||
table.insert(self.friends_noself, p)
|
||
end
|
||
elseif n > 0 then
|
||
table.insert(self.enemies, p)
|
||
else
|
||
table.insert(neutrality, p)
|
||
end
|
||
end
|
||
self:assignValue()
|
||
--[[
|
||
if self.enemies<1 and #neutrality>0 and#self.toUse<3 and self:getOverflow()>0 then
|
||
function compare_func(a,b)
|
||
return sgs.getDefense(a)<sgs.getDefense(b)
|
||
end
|
||
table.sort(neutrality,compare_func)
|
||
table.insert(self.enemies,neutrality[1])
|
||
end-]]
|
||
end
|
||
|
||
function SmartAI:initialize(player)
|
||
AI.initialize(self, player)
|
||
self.cb_table = smart_cb
|
||
self.player = player
|
||
if self.room:getTag("ai_role") == nil then
|
||
local ai_role = {}
|
||
local role_value = {}
|
||
for _, ap in ipairs(self.room.players) do
|
||
ai_role[ap.id] = "neutral"
|
||
role_value[ap.id] = {
|
||
rebel = 0,
|
||
renegade = 0
|
||
}
|
||
end
|
||
self.room:setTag("ai_role", ai_role)
|
||
self.room:setTag("role_value", role_value)
|
||
end
|
||
self.ai_role = self.room:getTag("ai_role")
|
||
self.role_value = self.room:getTag("role_value")
|
||
end
|
||
|
||
---给来源附加身份值
|
||
---
|
||
---关于给卡牌或技能定义身份值直接看标包ai文件
|
||
---@param player ServerPlayer @来源
|
||
---@param to ServerPlayer @目标
|
||
---@param intention number @卡牌或技能身份值
|
||
local function updateIntention(player, to, intention)
|
||
if player.id == to.id then return end
|
||
local ai_role = player.room:getTag("ai_role")
|
||
local role_value = player.room:getTag("role_value")
|
||
if player.role == "lord" then
|
||
if role_value[to.id].rebel ~= 0
|
||
then
|
||
role_value[to.id].rebel = role_value[to.id].rebel + intention * (200 - role_value[to.id].rebel) / 200
|
||
end
|
||
else
|
||
if to.role == "lord" or ai_role[to.id] == "loyalist" then
|
||
role_value[player.id].rebel = role_value[player.id].rebel + intention * (200 - role_value[player.id].rebel) / 200
|
||
elseif ai_role[to.id] == "rebel" then
|
||
role_value[player.id].rebel = role_value[player.id].rebel - intention * (role_value[player.id].rebel + 200) / 200
|
||
end
|
||
if role_value[player.id].rebel < 0 and intention > 0 or role_value[player.id].rebel > 0 and intention < 0 then
|
||
role_value[player.id].renegade = role_value[player.id].renegade + intention * (100 - role_value[player.id].renegade) / 200
|
||
end
|
||
local function compare_func(a, b)
|
||
local v1 = role_value[a.id].rebel
|
||
local v2 = role_value[b.id].rebel
|
||
if v1 == v2 then
|
||
v1 = role_value[a.id].renegade
|
||
v2 = role_value[b.id].renegade
|
||
end
|
||
return v1 > v2
|
||
end
|
||
local aps = player.room.alive_players
|
||
table.sort(aps, compare_func)
|
||
player.explicit_renegade = false
|
||
local ars = aliveRoles(player.room)
|
||
local rebel, renegade, loyalist = 0, 0, 0
|
||
for _, ap in ipairs(aps) do
|
||
if ap.role == "lord" then
|
||
ai_role[ap.id] = "loyalist"
|
||
elseif role_value[ap.id].rebel > 50 and ars.rebel > rebel then
|
||
rebel = rebel + 1
|
||
ai_role[ap.id] = "rebel"
|
||
elseif role_value[ap.id].renegade > 50 and ars.renegade > renegade then
|
||
renegade = renegade + 1
|
||
ai_role[ap.id] = "renegade"
|
||
player.explicit_renegade = role_value[ap.id].renegade > 100
|
||
elseif role_value[ap.id].rebel < -50 and ars.loyalist > loyalist then
|
||
loyalist = loyalist + 1
|
||
ai_role[ap.id] = "loyalist"
|
||
else
|
||
ai_role[ap.id] = "neutral"
|
||
end
|
||
end --[[
|
||
fk.qWarning(--提示身份值变化信息,消除注释后就会在调试框中显示
|
||
player.general ..
|
||
" " ..
|
||
intention ..
|
||
" " ..
|
||
ai_role[player.id] ..
|
||
" rebelValue:" .. role_value[player.id].rebel .. " renegadeValue:" .. role_value[player.id].renegade
|
||
) --]]
|
||
end
|
||
player.room:setTag("ai_role", ai_role)
|
||
player.room:setTag("role_value", role_value)
|
||
end
|
||
|
||
--[[
|
||
function SmartAI:filterEvent(event, player, data)
|
||
end--]]
|
||
--增加全局触发技,这样就不用在gamelogic.lua里增加接口了
|
||
local filterEvent = fk.CreateTriggerSkill {
|
||
name = "filter_event",
|
||
events = {
|
||
fk.TargetSpecified,
|
||
--fk.GameStart,
|
||
--fk.AfterCardsMove,
|
||
fk.CardUsing
|
||
},
|
||
priority = -1,
|
||
global = true,
|
||
can_trigger = function(self, event, target, player, data)
|
||
return target == nil or target == player
|
||
end,
|
||
on_trigger = function(self, event, target, player, data)
|
||
local room = player.room
|
||
if event == fk.TargetSpecified then
|
||
local callback = fk.ai_card[data.card.name]
|
||
callback = callback and callback.intention
|
||
if type(callback) == "function" then
|
||
for _, p in ipairs(TargetGroup:getRealTargets(data.tos)) do
|
||
p = room:getPlayerById(p)
|
||
local intention = callback(p.ai, data.card, room:getPlayerById(data.from))
|
||
if type(intention) == "number" then
|
||
updateIntention(room:getPlayerById(data.from), p, intention)
|
||
end
|
||
end
|
||
elseif type(callback) == "number" then
|
||
for _, p in ipairs(TargetGroup:getRealTargets(data.tos)) do
|
||
p = room:getPlayerById(p)
|
||
updateIntention(room:getPlayerById(data.from), p, callback)
|
||
end
|
||
end
|
||
elseif event == fk.CardUsing then
|
||
if data.card.name == "nullification" then
|
||
local datas = player.ai:eventsData("CardEffect")
|
||
local effect = datas[#datas]
|
||
local to = room:getPlayerById(effect.to)
|
||
local from = room:getPlayerById(data.from)
|
||
local callback = fk.ai_card[effect.card.name]
|
||
callback = callback and callback.intention
|
||
if #datas % 2 == 1 then
|
||
if type(callback) == "function" then
|
||
callback = callback(to.ai, effect.card, from)
|
||
if type(callback) == "number" then
|
||
updateIntention(from, to, -callback)
|
||
end
|
||
elseif type(callback) == "number" then
|
||
updateIntention(from, to, -callback)
|
||
end
|
||
else
|
||
if type(callback) == "function" then
|
||
callback = callback(to.ai, effect.card, from)
|
||
if type(callback) == "number" then
|
||
updateIntention(from, to, callback)
|
||
end
|
||
elseif type(callback) == "number" then
|
||
updateIntention(from, to, callback)
|
||
end
|
||
end
|
||
end
|
||
elseif event == fk.AfterCardsMove then
|
||
end
|
||
end
|
||
}
|
||
Fk:addSkill(filterEvent)
|
||
|
||
---判断目标是否虚弱
|
||
---@param player ServerPlayer @目标,默认是自己
|
||
---@param getAP boolean|nil @默认包含目标可知的桃酒(未完成)
|
||
---@return boolean
|
||
function SmartAI:isWeak(player, getAP)
|
||
player = player or self.player
|
||
if type(player) == "number" then
|
||
player = self.room:getPlayerById(player)
|
||
end
|
||
return player.hp < 2 or player.hp <= 2 and #player:getCardIds("&h") <= 2
|
||
end
|
||
|
||
---判断目标是否是友军
|
||
---
|
||
---如果有tp就判断p和tp之间是否是友军,否则就判断p是不是自己的友军
|
||
---@param p ServerPlayer @目标
|
||
---@param tp ServerPlayer|nil @比较目标
|
||
---@return boolean|nil @有时候需要nil来判断中立角色
|
||
function SmartAI:isFriend(p, tp)
|
||
if tp then
|
||
local bt = self:isFriend(p)
|
||
return bt ~= nil and bt == self:isFriend(tp)
|
||
end
|
||
local ve = self:objectiveLevel(p)
|
||
if ve < 0 then
|
||
return true
|
||
elseif ve > 0 then
|
||
return false
|
||
end
|
||
end
|
||
|
||
---判断目标是否是敌军
|
||
---
|
||
---如果有tp就判断p和tp之间是否是敌军,否则就判断p是不是自己的敌军
|
||
---@param p ServerPlayer @目标
|
||
---@param tp ServerPlayer|nil @比较目标
|
||
---@return boolean|nil @有时候需要nil来判断中立角色
|
||
function SmartAI:isEnemie(p, tp)
|
||
if tp then
|
||
local bt = self:isFriend(p)
|
||
return bt ~= nil and bt ~= self:isFriend(tp)
|
||
end
|
||
local ve = self:objectiveLevel(p)
|
||
if ve > 0 then
|
||
return true
|
||
elseif ve < 0 then
|
||
return false
|
||
end
|
||
end
|
||
|
||
return SmartAI
|