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更多机器人

Coddy Roblox 游戏:竞技场对战 课程的第 21 课,共 25 课。

一个机器人就是一场决斗。竞技场里会有 Settings.Bots 个机器人,被击败的机器人还会回来。

机器人触发 Died 后,会停留一秒(这样仍在进行中的挥击或猛击可以穿过它并完成),然后离开,等 Settings.BotRespawn 秒后,会有一个新机器人取代它。spawnBot 可以像 setupDummy 那样调用自身来实现:

for _ = 1, 3 do
	spawnBot()
end
challenge icon

挑战

困难

让竞技场里充满机器人,并让被击败的机器人重新出现。

  1. 在 spawnBot 中,处理机器人的 Died 时:等待 1 秒,销毁机器人,等待 Settings.BotRespawn,然后调用 spawnBot()。
  2. 不要只调用一次 spawnBot(),而是用 for 循环生成 Settings.Bots 个机器人。

按“开始”:两个机器人会向你冲来,被击败的机器人会在 4 秒后返回。然后按“检查”。

亲手试试

local Players = game:GetService("Players")
local ServerStorage = game:GetService("ServerStorage")
local Debris = game:GetService("Debris")
local PathfindingService = game:GetService("PathfindingService")
local Settings = require(game.ReplicatedStorage.Settings)

local remotes = game.ReplicatedStorage.Remotes
local bots = workspace.Bots
local lastSwing = {} -- 玩家 → 上次挥剑的时间
local combo = {} -- 玩家 → { 连续命中次数,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")

-- 受击者头顶会短暂飘出一个数字
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
	-- 格挡能抵消大部分伤害
	if character:GetAttribute("Blocking") then
		amount *= Settings.BlockMultiplier
	end
	humanoid:TakeDamage(amount)
	damageNumber(character, amount)
end

-- 眩晕会让人暂时无法行动
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,再击中你面前方框范围内的所有人
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()
	-- 你面前的方框范围,不包括你自己
	local params = OverlapParams.new()
	params.FilterDescendantsInstances = { character }
	local box = root.CFrame * CFrame.new(0, 0, -3)
	local hit = {} -- 每次挥剑只命中每个 humanoid 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

-- 按名称列出各项能力及其作用
local abilities = {}

-- 玩家自己的设备负责移动角色,所以冲刺也在那里执行
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。技能下次可以使用的时间
-- 是玩家的一个属性,方便显示在玩家的屏幕上。
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)

-- 训练假人的血条会随生命值变化。被击败后,
-- 假人会在原处重新出现,变成一个全新的副本
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

-- 向角色移动:如果没有障碍,就直接走过去;否则,
-- 走向绕过障碍物的路径上的下一个点
local function walkToward(bot, target, path)
	local root = bot.HumanoidRootPart
	local goal = target.HumanoidRootPart.Position
	local params = RaycastParams.new()
	params.FilterDescendantsInstances = { bot }
	local hit = workspace:Raycast(root.Position, goal - root.Position, params)
	if not hit or hit.Instance:IsDescendantOf(target) then
		bot.Humanoid:MoveTo(goal)
		return
	end
	path:ComputeAsync(root.Position, goal)
	local points = path:GetWaypoints()
	if path.Status == Enum.PathStatus.Success and points[2] then
		bot.Humanoid:MoveTo(points[2].Position)
	end
end

-- 机器人的思考过程:每隔四分之一秒观察周围并作出决定
local function runBot(bot)
	local humanoid = bot.Humanoid
	local root = bot.HumanoidRootPart
	local lastAttack = 0
	local path = PathfindingService:CreatePath()
	while bot.Parent and humanoid.Health > 0 do
		local target, distance = nearestCharacter(root.Position)
		local state
		if bot:GetAttribute("Stunned") then
			state = "Stunned"
		elseif humanoid.Health < humanoid.MaxHealth * Settings.RetreatAt then
			state = "Retreat"
		elseif not target then
			state = "Idle"
		elseif distance <= Settings.BotRange then
			state = "Attack"
		else
			state = "Chase"
		end
		bot:SetAttribute("State", state)
		if state == "Chase" then
			walkToward(bot, target, path)
		elseif state == "Attack" then
			humanoid:MoveTo(root.Position)
			if time() - lastAttack >= Settings.BotAttackCooldown then
				lastAttack = time()
				humanoid.Animator:LoadAnimation(slash):Play()
				hurt(target.Humanoid, Settings.BotDamage)
			end
		elseif state == "Retreat" and target then
			local away = (root.Position - target.HumanoidRootPart.Position) * Vector3.new(1, 0, 1)
			if away.Magnitude > 0 then
				humanoid:MoveTo(root.Position + away.Unit * 12)
			end
		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,并设置它的数值和生命值条
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)
	-- 第 21 课:More Bots 的代码写在这里
	task.spawn(runBot, bot)
end

spawnBot()

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