Commit b286f8c7 authored by mccm's avatar mccm

update bot

parent 996363d2
<?php
require './include/common.inc.php';
require './bot/revbotservice.php';
while (true) {
sleep(1);
botservice();
sleep($botcds);
}
?>
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@echo off
set BOT_CD=0.5
cd ..
php bot/bot.php
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:loop
php bot/revbotservice.php
timeout /t %BOT_CD%
goto loop
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#!/bin/bash
BOT_CD=0.5
cd ..
php bot/bot.php
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while true; do
php bot/revbotservice.php
sleep $BOT_CD
done
<?php
require './include/common.inc.php';
require GAME_ROOT . './include/game.func.php';
require config('combatcfg', $gamecfg);
$botname = '测试用脚本狗';
$botcds = 0.5; //每0.5秒行动一次
$bdata = fetch_playerdata_by_name($botname);
if (!$bdata) {
echo "bot_not_in_game=1\n";
exit();
}
if ($gamestate == 0) {
echo "game_ended=1\n";
exit();
}
# 初始化bot上次行动时间
if (empty($bdata['clbpara']['action_flag']['lastact']))
$bdata['clbpara']['action_flag']['lastact'] = $now;
# 初始化bot可行动次数
$action_t = ($now - $bdata['clbpara']['action_flag']['lastact']) / $botcds;
# 初始化bot逻辑判断
while ($action_t > 0 && $bdata['hp'] > 0) {
player_save($bdata);
$bdata = fetch_playerdata_by_name($bdata['name']);
echo "bot开始行动...<br>";
$bdata['clbpara']['action_flag']['lastact'] = $now;
$action_t--;
unset($bmoveto);
# 判定bot是否需要移动:
# bot优先移动到有声音的位置
if ($noisepls && $bdata['pls'] != $noisepls) {
$bmoveto = $noisepls;
}
# 否则检查是否在同一个位置探索超过20次,超过20次则移动到下个位置
elseif ($bdata['pls'] == 0 || $bdata['clbpara']['action_flag']['sctimes'] > 20 || !empty($bdata['clbpara']['action_flag']['needmove'])) {
$bmoveto = rand(1, 31);
}
# 待补完:直接调用move()
if (isset($bmoveto)) {
$bdata['pls'] = $bmoveto;
unset($bdata['clbpara']['action_flag']['sctimes']);
unset($bdata['clbpara']['action_flag']['needmove']);
}
# 判断是否需要执行探索行为
$bsearch = 1;
# 待补完:直接调用search()
if ($bsearch) {
echo "bot开始探索...<br>";
# bot触发事件(暂不可用)
$bot_event_obbs = -1;
$event_dice = rand(0, 99);
if ($event_dice < $event_obbs) {
include_once GAME_ROOT . './include/game/event.func.php';
$event_flag = event();
//触发了事件,中止探索推进
if ($event_flag)
goto action_end_flag;
}
# bot踩雷(暂不可用)
$bot_trap_obbs = -1;
$trap_dice = diceroll(99);
// 计算陷阱“发现率”
if ($trap_dice < $bot_trap_obbs) {
$trapresult = $db->query("SELECT * FROM {$tablepre}maptrap WHERE pls = {$bdata['pls']} ORDER BY itmk DESC");
$trpnum = $db->num_rows($trapresult);
//看地图上有没有陷阱
if ($trpnum) {
include_once GAME_ROOT . './include/game/itemmain.func.php';
$fstrp = $db->fetch_array($trapresult);
//奇迹雷
$xtrpflag = $fstrp['itmk'] == 'TOc' ? true : false;
//计算 或不计算陷阱“触发率”:
$real_trap_obbs = $xtrpflag ? 100 : calc_real_trap_obbs($bdata, $trpnum);
//echo "realtrapobbs = {$real_trap_obbs}<br>";
if ($trap_dice < $real_trap_obbs) {
if (!$xtrpflag) {
$itemno = rand(0, $trpnum - 1);
$db->data_seek($trapresult, $itemno);
$fstrp = $db->fetch_array($trapresult);
}
$bdata['itm0'] = $fstrp['itm'];
$bdata['itmk0'] = $fstrp['itmk'];
$bdata['itme0'] = $fstrp['itme'];
$bdata['itms0'] = $fstrp['itms'];
$bdata['itmsk0'] = $fstrp['itmsk'];
$tid = $fstrp['tid'];
$db->query("DELETE FROM {$tablepre}maptrap WHERE tid='$tid'");
//itemfind();
goto action_end_flag;
}
}
}
# bot遇敌
$bot_schmode_obbs = 75;
include_once GAME_ROOT . './include/game/attr.func.php';
$mode_dice = rand(0, 99);
if ($mode_dice < $bot_schmode_obbs) {
echo "bot进入遇敌判定...<br>";
$result = $db->query("SELECT * FROM {$tablepre}players WHERE pls={$bdata['pls']} AND pid!={$bdata['pid']}");
if (!$db->num_rows($result)) {
echo 'bot发现<span class="yellow">周围一个人都没有</span>,准备离开。<br>';
$bdata['clbpara']['action_flag']['needmove'] = 1;
goto action_end_flag;
}
$enemynum = $db->num_rows($result);
$enemyarray = range(0, $enemynum - 1);
shuffle($enemyarray);
# 计算bot遇敌率 待整合
//$find_r = get_find_r($weather,$pls,$pose,$tactic,$club,$inf);
$b_find_r = 75;
global $enemy_obbs, $corpse_obbs, $corpseprotect;
$find_obbs = $enemy_obbs + $b_find_r;
# 计算bot是否遇敌
$meetman_flag = 0;
include_once GAME_ROOT . './include/game/revattr.func.php';
foreach ($enemyarray as $enum) {
$db->data_seek($result, $enum);
$edata = $db->fetch_array($result);
if (!$edata['type'] || $gamestate < 50) {
if ($edata['hp'] <= 0) {
//直接略过无效尸体
if ($gamestate >= 40 || ($edata['endtime'] > ($now - $corpseprotect)))
continue;
$ret = false;
foreach (array('money', 'arhs', 'aras', 'arfs', 'arts', 'itms1', 'itms2', 'itms3', 'itms4', 'itms5', 'itms6') as $chkval) {
if ($edata[$chkval]) {
$ret = true;
break;
}
}
if (!$ret)
continue;
//计算尸体发现率
$corpse_dice = rand(0, 99);
if ($corpse_dice < $corpse_obbs) {
$meetman_flag = 1;
break;
}
} else {
//直接略过决斗者
global $artk;
if ((!$edata['type']) && ($artk == 'XX') && (($edata['artk'] != 'XX') || ($edata['art'] != $name)) && ($gamestate < 50))
continue;
if (($artk != 'XX') && ($edata['artk'] == 'XX') && ($gamestate < 50))
continue;
//计算活人发现率
$hide_r = get_hide_r_rev($bdata, $edata);
$enemy_dice = diceroll(99);
//echo "hide_r = {$hide_r} | find_obbs = {$find_obbs} | dice = {$enemy_dice}";
$meetman_flag = $enemy_dice < ($find_obbs - $hide_r) ? 1 : -1;
break;
}
}
}
if ($meetman_flag > 0) {
echo "bot已遇敌!<br>";
if ($edata['hp'] > 0) {
# bot发现发现队友或中立单位(暂无效果)
/*if($teamID&&(!$fog)&&($gamestate<40)&&($teamID == $edata['teamID']))
{
$bid = $edata['pid'];
$action = 'team'.$edata['pid'];
include_once GAME_ROOT.'./include/game/battle.func.php';
findteam($edata);
return;
}
//发现中立NPC或友军 TODO:把这里条件判断挪到一个函数里
elseif(isset($edata['clbpara']['post']) && $edata['clbpara']['post'] == $pid)
{
$bid = $edata['pid'];
$action = 'neut'.$edata['pid'];
include_once GAME_ROOT.'./include/game/revbattle.func.php';
findneut($edata,1);
return;
}*/
# bot 发现敌人
include_once GAME_ROOT . './include/game/revbattle.func.php';
include_once GAME_ROOT . './include/game/revcombat.func.php';
//刷新敌人时效性状态
if (!empty($edata['clbpara']['lasttimes']))
$edata = check_skilllasttimes($edata);
//计算先攻概率
$active_r = get_active_r_rev($bdata, $edata);
$active_dice = diceroll(99);
//进入战斗
//先制
if ($active_dice < $active_r) {
$action = 'enemy' . $edata['pid'];
//findenemy_rev($edata);
rev_combat_prepare($bdata, $edata, 1);
}
//挨打
else {
rev_combat_prepare($edata, $bdata, 0);
}
echo $log;
//战斗后刷新bdata数据
$bdata = fetch_playerdata_by_name($bdata['name']);
} else {
# bot发现尸体(暂无操作)
echo "bot发现了{$edata['name']}的尸体。<br>";
//$bdata['action'] = 'corpse'.$edata['pid'];
//include_once GAME_ROOT.'./include/game/battle.func.php';
//findcorpse($edata);
}
} elseif ($meetman_flag < 0) {
echo "bot没有发现敌人,因为敌人隐藏起来了。<br>";
} else {
echo 'bot发现<span class="yellow">周围一个人都没有</span>,准备移动到下一张地图。<br>';
$bdata['clbpara']['action_flag']['needmove'] = 1;
}
goto action_end_flag;
} else {
# bot发现道具判定(暂无)
echo "bot发现了道具...<br>";
//echo "进入道具判定<br>";
/*$find_r = get_find_r($weather,$pls,$pose,$tactic,$club,$inf);
$find_obbs = $item_obbs + $find_r;
$item_dice = rand(0,99);
if($item_dice < $find_obbs) {
$result = $db->query("SELECT * FROM {$tablepre}mapitem WHERE pls = '$pls'");
$itemnum = $db->num_rows($result);
if($itemnum <= 0){
$log .= '<span class="yellow">周围找不到任何物品。</span><br>';
$mode = 'command';
return;
}
$itemno = rand(0,$itemnum-1);
$db->data_seek($result,$itemno);
$mi=$db->fetch_array($result);
global $itm0,$itmk0,$itme0,$itms0,$itmsk0;
$itm0=$mi['itm'];
$itmk0=$mi['itmk'];
$itme0=$mi['itme'];
$itms0=$mi['itms'];
$itmsk0=$mi['itmsk'];
$iid=$mi['iid'];
$db->query("DELETE FROM {$tablepre}mapitem WHERE iid='$iid'");
if($itms0){
include_once GAME_ROOT.'./include/game/itemmain.func.php';
itemfind();
return;
} else {
$log .= "但是什么都没有发现。可能是因为道具有天然呆属性。<br>";
}
} else {
$log .= "但是什么都没有发现。<br>";
}*/
}
goto action_end_flag;
}
action_end_flag:
player_save($bdata);
$bdata = fetch_playerdata_by_name($bdata['name']);
}
player_save($bdata);
$bdata = fetch_playerdata_by_name($bdata['name']);
?>
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