机器人状态
Coddy Roblox 游戏:竞技场对战 课程的第 19 课,共 25 课。
这个机器人的思路越来越乱了。游戏 AI 通常用状态来编写:每个游戏刻,判断机器人处于哪种状态,然后执行该状态对应的操作。这个机器人有五种状态:
Stunned:你的连击让它僵住了。它什么也不做。Retreat:它的生命值低于Settings.RetreatAt时,就会逃离你。Idle:视野中没有人。Attack:你在攻击范围内。Chase:它能看到你。
检查状态的顺序体现了机器人的优先级。状态是机器人的一个属性 State,你可以通过它查看机器人在想什么。
挑战
困难为机器人设置状态。
- 在
runBot的循环中,将state设为第一个为真的状态:"Stunned"、"Retreat"、"Idle"、"Attack",否则设为"Chase",并将它存储在机器人的State属性中。 - Chase 状态会朝目标行走,Attack 状态会像之前一样站着攻击,Retreat 状态会走到距离目标 12 studs 的地方,其他状态则保持不动。
按下 Play,并把机器人打得很惨:它会逃离你。然后点击 Check。
亲手试试
local Players = game:GetService("Players")
local ServerStorage = game:GetService("ServerStorage")
local Debris = game:GetService("Debris")
local Settings = require(game.ReplicatedStorage.Settings)
local remotes = game.ReplicatedStorage.Remotes
local bots = workspace.Bots
local lastSwing = {} -- 玩家对应上次挥剑的时间
local combo = {} -- 玩家对应连续命中次数和上次命中的时间
-- Roblox 自带的剑术动画
local slash = Instance.new("Animation")
slash.AnimationId = "rbxassetid://522635514"
local lunge = Instance.new("Animation")
lunge.AnimationId = "rbxassetid://522638767"
print("Swords deal " .. Settings.SwordDamage .. " damage")
-- 受击者头顶短暂浮现的伤害数字
local function damageNumber(character, amount)
local root = character:FindFirstChild("HumanoidRootPart")
if not root then
return
end
local tag = Instance.new("BillboardGui")
tag.Name = "Damage"
tag.Size = UDim2.fromOffset(60, 30)
tag.StudsOffset = Vector3.new(0, 4.5, 0)
tag.Adornee = root
local text = Instance.new("TextLabel")
text.Size = UDim2.fromScale(1, 1)
text.BackgroundTransparency = 1
text.TextColor3 = Color3.fromRGB(255, 220, 80)
text.TextScaled = true
text.Text = "-" .. math.round(amount)
text.Parent = tag
tag.Parent = character
Debris:AddItem(tag, 0.8)
end
-- 游戏中的每次命中都会经过这里
local function hurt(humanoid, amount)
if humanoid.Health <= 0 then
return
end
local character = humanoid.Parent
-- 格挡可以抵消大部分伤害
if character:GetAttribute("Blocking") then
amount *= Settings.BlockMultiplier
end
humanoid:TakeDamage(amount)
damageNumber(character, amount)
end
-- 眩晕会让目标短暂无法移动
local function stun(humanoid)
local character = humanoid.Parent
if character:GetAttribute("Stunned") then
return
end
character:SetAttribute("Stunned", true)
print(character.Name .. " is stunned")
local speed = humanoid.WalkSpeed
humanoid.WalkSpeed = 0
task.delay(Settings.StunTime, function()
if character.Parent then
humanoid.WalkSpeed = speed
character:SetAttribute("Stunned", nil)
end
end)
end
-- 挥剑:先播放动画,再击中你前方范围内的所有目标
local function swing(player)
local character = player.Character
local root = character and character:FindFirstChild("HumanoidRootPart")
if not root or character.Humanoid.Health <= 0 then
return
end
local now = time()
if lastSwing[player] and now - lastSwing[player] < Settings.SwingCooldown then
return
end
lastSwing[player] = now
-- 连续挥剑三次形成连击,第三次是突刺
local c = combo[player]
if c and now - c.last <= Settings.ComboWindow then
c.count = c.count % 3 + 1
else
c = { count = 1 }
combo[player] = c
end
c.last = now
local finisher = c.count == 3
character.Humanoid.Animator:LoadAnimation(finisher and lunge or slash):Play()
-- 检测你前方的范围,不包括你自己
local params = OverlapParams.new()
params.FilterDescendantsInstances = { character }
local box = root.CFrame * CFrame.new(0, 0, -3)
local hit = {} -- 每次挥剑对每个 humanoid 只命中一次
for _, part in workspace:GetPartBoundsInBox(box, Settings.HitboxSize, params) do
local humanoid = part.Parent:FindFirstChildOfClass("Humanoid")
if humanoid and not hit[humanoid] then
hit[humanoid] = true
hurt(humanoid, Settings.ComboDamage[c.count])
if finisher then
stun(humanoid)
end
end
end
end
-- 按名称记录各项技能的作用
local abilities = {}
-- 玩家自己的设备负责移动角色,所以冲刺也在客户端执行
function abilities.Dash(player)
remotes.Ability:FireClient(player, "Dash")
end
-- 你周围的所有人都会受到攻击,并被击退
function abilities.Slam(player, character, root)
local params = OverlapParams.new()
params.FilterDescendantsInstances = { character }
local hit = {}
for _, part in workspace:GetPartBoundsInRadius(root.Position, Settings.SlamRadius, params) do
local humanoid = part.Parent:FindFirstChildOfClass("Humanoid")
local theirRoot = part.Parent:FindFirstChild("HumanoidRootPart")
if humanoid and theirRoot and not hit[humanoid] then
hit[humanoid] = true
hurt(humanoid, Settings.SlamDamage)
local away = (theirRoot.Position - root.Position) * Vector3.new(1, 0, 1)
if away.Magnitude > 0 then
away = away.Unit
end
theirRoot:ApplyImpulse((away * Settings.SlamKnockback + Vector3.new(0, 40, 0)) * theirRoot.AssemblyMass)
end
end
end
function abilities.Block(player, character)
character:SetAttribute("Blocking", true)
task.delay(Settings.BlockTime, function()
if character.Parent then
character:SetAttribute("Blocking", nil)
end
end)
end
-- 客户端按名称请求使用技能。服务器会检查:技能是否存在、
-- 玩家是否还活着,以及冷却是否结束。技能再次可用的时间
-- 保存在玩家的属性中,这样屏幕上就能显示出来。
remotes.Ability.OnServerEvent:Connect(function(player, name)
if typeof(name) ~= "string" or not abilities[name] then
return
end
local character = player.Character
local root = character and character:FindFirstChild("HumanoidRootPart")
if not root or character.Humanoid.Health <= 0 then
return
end
local now = workspace:GetServerTimeNow()
if now < (player:GetAttribute(name .. "ReadyAt") or 0) then
return
end
player:SetAttribute(name .. "ReadyAt", now + Settings.Cooldowns[name])
abilities[name](player, character, root)
end)
-- 每位玩家每次重生都会获得一把剑
Players.PlayerAdded:Connect(function(player)
player.CharacterAdded:Connect(function()
local sword = ServerStorage.Sword:Clone()
sword.Parent = player.Backpack
sword.Activated:Connect(function()
swing(player)
end)
end)
end)
-- 训练假人的生命条会随生命值变化。被击败后,
-- 它会在原地重新出现,成为一个全新的假人
local function setupDummy(dummy)
local humanoid = dummy.Humanoid
humanoid.HealthChanged:Connect(function(health)
dummy.HealthBar.Back.Fill.Size = UDim2.fromScale(health / humanoid.MaxHealth, 1)
end)
humanoid.Died:Connect(function()
local spot = dummy:GetPivot()
task.wait(0.5)
dummy:Destroy()
task.wait(Settings.DummyRespawn)
local fresh = ServerStorage.Dummy:Clone()
fresh:PivotTo(spot)
fresh.Parent = workspace
setupDummy(fresh)
end)
end
setupDummy(workspace.Dummy)
-- 机器人能看到的最近的存活玩家角色,以及与它的距离
local function nearestCharacter(position)
local best, bestDistance = nil, Settings.BotSight
for _, player in Players:GetPlayers() do
local character = player.Character
local root = character and character:FindFirstChild("HumanoidRootPart")
if root and character.Humanoid.Health > 0 then
local distance = (root.Position - position).Magnitude
if distance < bestDistance then
best, bestDistance = character, distance
end
end
end
return best, bestDistance
end
-- 机器人的判断逻辑:每隔四分之一秒观察周围并做出决定
local function runBot(bot)
local humanoid = bot.Humanoid
local root = bot.HumanoidRootPart
local lastAttack = 0
while bot.Parent and humanoid.Health > 0 do
local target, distance = nearestCharacter(root.Position)
-- 第 19 课:在这里添加机器人状态
if target and distance <= Settings.BotRange then
-- 距离足够近:停下并攻击,每隔 BotAttackCooldown 攻击一次
humanoid:MoveTo(root.Position)
if time() - lastAttack >= Settings.BotAttackCooldown then
lastAttack = time()
humanoid.Animator:LoadAnimation(slash):Play()
hurt(target.Humanoid, Settings.BotDamage)
end
elseif target then
humanoid:MoveTo(target.HumanoidRootPart.Position)
else
humanoid:MoveTo(root.Position)
end
task.wait(0.25)
end
end
-- 在红色平台上生成一个新机器人,设置好各项数值和生命值条
local function spawnBot()
local bot = ServerStorage.Bot:Clone()
bot:PivotTo(workspace.BotSpawn.CFrame + Vector3.new(0, 3, 0))
bot.Humanoid.MaxHealth = Settings.BotHealth
bot.Humanoid.Health = Settings.BotHealth
bot.Humanoid.WalkSpeed = Settings.BotSpeed
bot.Parent = bots
-- 让服务器处理机器人的物理效果,这样 Slam 的击退效果才能推动它
bot.HumanoidRootPart:SetNetworkOwner(nil)
bot.Humanoid.HealthChanged:Connect(function(health)
bot.HealthBar.Back.Fill.Size = UDim2.fromScale(health / bot.Humanoid.MaxHealth, 1)
end)
task.spawn(runBot, bot)
end
spawnBot()
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