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本帖最后由 jackjian321 于 2025-6-2 20:26 编辑
2025-06-02 更新
修复两个bug,
一个是在指令判断处有遗漏,导致玩家下达 停止射击 指令,步射AI依旧会射击;
另一个是当单位退出步射AI时,若手中持有的是 无法持盾的远程武器 ,将不再会攻击,直到切换武器后可以做出 格挡或持盾 动作为止。
这个AI仅适用于 步射(投掷、弓、弩、火器),且指令是“冲锋”时才会启用。
需要战团版本达到v1.165。
目前在 泡菜【黎明时代】版本里,仅添加于 野战、村庄强盗/抢劫战、自定义战斗(快速战斗) 以及 军事演练(主线剧情结束后,在禅达 特殊战斗回顾 中新增的自定义战斗)。
命中率采用战团原版的AI辅助射击,避免人人都是神射手。
瞄准时机参考 君悦 提供的 shoot_ai 源码。
实际射程经过我的测试总结得出近似值(详见附件 战团AI射程测试.rar)。
我想尽可能适用于战团原版的AI模式,同时让“冲锋”的射击不如“坚守”,但又区别于“坚守”(会强制射击,而非怕误伤前方队友,因为冲锋容易让人挤在一起)。
- 如果目标在射程内,会开始射击。射击时有4%几率边走边射,而非立定射击(视为失误,因为移动时散射很高)。
- 如果目标不在精准射程范围内,则会向目标靠近;否则会随机向前移动。
- 如果目标距离低于安全距离(默认30米),则会开始后退。
这套代码仅适用于本版,因为里面有段关于 检测是否下雨 的判断是通过多方实现的。
在 mission_templates 中的频率为 0.3 秒。
- (set_fixed_point_multiplier, 1000),
- (try_for_agents, ":agent"),
- (agent_is_alive, ":agent"),
- (agent_is_human, ":agent"),
- (agent_is_non_player, ":agent"),
- (try_begin),
- (agent_slot_eq, ":agent", slot_agent_is_running_away, 0), # 没有处在逃跑中的单位
- (agent_slot_eq, ":agent", slot_agent_is_not_reinforcement, 0), # 没有处于 泡菜 野战敌方陷入混乱AI
- (agent_get_horse, ":agent_horse", ":agent"),
- (eq, ":agent_horse", -1), # 仅步射应用此AI,骑射由 君悦骑射AI 接管
- (agent_get_wielded_item, ":weapon", ":agent", 0),
- (gt, ":weapon", 0),
- (item_get_type, ":type", ":weapon"),
- (this_or_next|eq, ":type", 8),
- (this_or_next|eq, ":type", 9),
- (this_or_next|eq, ":type", 16),
- (this_or_next|eq, ":type", 17),
- (eq, ":type", 10),
- (agent_get_team, ":agent_team", ":agent"),
- (agent_get_division, ":agent_group", ":agent"),
- (team_get_movement_order, ":agent_team_order", ":agent_team", ":agent_group"), # 仅适用于“冲锋”中的 agent
- (eq, ":agent_team_order", 2),
- (team_get_weapon_usage_order, ":agent_team_order", ":agent_team", ":agent_group"), # 武器指令是 任意 或 远程
- (neg|eq, ":agent_team_order", 1),
- (neg|eq, ":agent_team_order", 2),
- (team_get_hold_fire_order, ":agent_team_order", ":agent_team", ":agent_group"), # 射击指令是 自由开火
- (neg|eq, ":agent_team_order", 1),
- (agent_set_slot, ":agent", 100, 1), # 启用此AI
- (agent_get_attack_action, ":action", ":agent"),
- (try_begin),
- (eq, ":action", 0), # 若 弩、火器 没有上膛弹药,优先进行装填
- (this_or_next|eq, ":type", 9),
- (this_or_next|eq, ":type", 16),
- (eq, ":type", 17),
- (assign, ":slot_max", 4),
- (try_for_range, ":slot", 0, ":slot_max"),
- (agent_get_item_slot, ":item", ":agent", ":slot"),
- (eq, ":item", ":weapon"),
- (assign, ":slot_max", ":slot"),
- (try_end),
- (neg|eq, ":slot_max", 4),
- (agent_get_item_cur_ammo, ":ammo", ":agent", ":slot_max"),
- (eq, ":ammo", 0),
- (agent_get_ammo, ":ammo", ":agent", 1),
- (gt, ":ammo", 0),
- (agent_set_defend_action, ":agent", -2, 1),
- (agent_set_attack_action, ":agent", 3, 1),
- (assign, ":action", 5),
- (agent_set_slot, ":agent", 102, 6),
- (try_end),
- (try_begin),
- (agent_ai_get_look_target, ":target", ":agent"), # 计算攻击距离与移动距离
- (try_begin),
- (ge, ":target", 0),
- (agent_is_alive, ":target"),
- (agent_get_team, ":target_team", ":target"),
- (teams_are_enemies, ":agent_team", ":target_team"),
- (else_try),
- (assign, ":target", -1),
- (try_end),
- (ge, ":target", 0),
- (2076, 1, ":agent", 9, 1),
- (2076, 2, ":target", 9, 1),
- (position_has_line_of_sight_to_position, pos1, pos2),
- (get_distance_between_positions, ":distance", pos1, pos2),
- (agent_get_troop_id, ":troop", ":agent"),
- (try_begin),
- (eq, ":type", 8),
- (store_skill_level, ":weapon_skill_level", "skl_power_draw", ":troop"),
- (store_proficiency_level, ":weapon_proficiency_level", ":troop", wpt_archery),
- (else_try),
- (eq, ":type", 9),
- (assign, ":weapon_skill_level", 0),
- (store_proficiency_level, ":weapon_proficiency_level", ":troop", wpt_crossbow),
- (else_try),
- (eq, ":type", 10),
- (store_skill_level, ":weapon_skill_level", "skl_power_throw", ":troop"),
- (store_proficiency_level, ":weapon_proficiency_level", ":troop", wpt_throwing),
- (else_try),
- (assign, ":weapon_skill_level", 0),
- (store_proficiency_level, ":weapon_proficiency_level", ":troop", wpt_firearm),
- (try_end),
- (2709, ":missile_speed", ":weapon"), # 武器弹速
- (2711, ":missile_accuracy", ":weapon"), # 武器精准度
- (try_begin),
- (troop_is_hero, ":troop"), # 英雄根据物品栏获取前缀
- (assign, ":modifier", -1),
- (assign, ":slot_max", 4),
- (try_for_range, ":slot", 0, ":slot_max"),
- (troop_get_inventory_slot, ":item", ":troop", ":slot"),
- (eq, ":item", ":weapon"),
- (troop_get_inventory_slot_modifier, ":modifier", ":troop", ":slot"),
- (assign, ":slot_max", 0),
- (try_end),
- (val_max, ":modifier", 0),
- (else_try),
- (assign, ":modifier", 0), # 普通士兵无法通过快照物品栏获取正确的前缀
- (try_end),
- (val_mul, ":missile_speed", 100), # 单位转换:米 -> 厘米 /秒
- (try_begin), # 计算AI有效射程(ai_shoot_range)
- (eq, ":type", 8), # 弓
- (2702, ":difficulty", ":weapon"), # 弓的难度
- (try_begin), # 根据前缀校准弓的难度
- (eq, ":modifier", 17), # - 精良的
- (val_add, ":difficulty", 4),
- (else_try),
- (eq, ":modifier", 19), # - 坚硬的
- (val_add, ":difficulty", 2),
- (else_try),
- (eq, ":modifier", 18), # - 重
- (val_add, ":difficulty", 1),
- (try_end),
- (val_add, ":difficulty", 4), # 弓的难度加四
- (val_min, ":weapon_skill_level", ":difficulty"), # 强弓的有效上限
- (store_mul, ":shoot_range_mult", ":weapon_skill_level", 104),
- (val_add, ":shoot_range_mult", 2200),
- (store_mul, ":ai_shoot_range", ":missile_speed", ":shoot_range_mult"),
- (val_div, ":ai_shoot_range", 1000),
- (else_try),
- (eq, ":type", 9), # 弩
- (store_mul, ":ai_shoot_range", ":missile_speed", 24),
- (val_div, ":ai_shoot_range", 10),
- (else_try),
- (eq, ":type", 10), # 投掷
- (store_mul, ":shoot_range_mult", ":weapon_skill_level", 62),
- (val_add, ":shoot_range_mult", 1575),
- (store_mul, ":ai_shoot_range", ":missile_speed", ":shoot_range_mult"),
- (val_div, ":ai_shoot_range", 1000),
- (else_try),
- (this_or_next|eq, ":type", 16), # 手枪
- (eq, ":type", 17), # 步枪
- (store_mul, ":ai_shoot_range", ":missile_speed", 132),
- (val_div, ":ai_shoot_range", 100),
- (try_end),
- (try_begin),
- (eq, "$scene_is_raining", 1), # 下雨天对于 弓、弩 的影响
- (try_begin),
- (eq, ":type", 8),
- (val_mul, ":ai_shoot_range", 95),
- (val_div, ":ai_shoot_range", 100),
- (else_try),
- (eq, ":type", 9),
- (val_mul, ":ai_shoot_range", 100),
- (val_div, ":ai_shoot_range", 115),
- (try_end),
- (try_end),
- (val_sub, ":ai_shoot_range", 300), # 误差修正,单位:厘米
- (try_begin), # 根据武器精准度,计算更为精准的射程(ac_shoot_range)
- (eq, ":missile_accuracy", 0),
- (assign, ":missile_accuracy", 99),
- (else_try),
- (val_abs, ":missile_accuracy"),
- (val_min, ":missile_accuracy", 100),
- (try_end),
- (store_mul, ":ac_shoot_range", ":ai_shoot_range", ":missile_accuracy"),
- (val_mul, ":ac_shoot_range", ":missile_accuracy"),
- (val_div, ":ac_shoot_range", 12500), # (射程 * 精准度 * 精准度) ÷10000 ×0.8
- (val_sub, ":ac_shoot_range", 100), # 误差修正,单位:厘米
- (store_sub, ":mv_shoot_range", ":ac_shoot_range", 300), # 若敌人靠近,边后撤边射击的距离(mv_shoot_range)
- (val_min, ":mv_shoot_range", 3000), # 30米视为安全距离,因为后续每次会撤退2米,而33米是最佳射击距离。 战团原版射击AI命中率 经不可靠测试,40米约为75%,45米约为36%,50米约为25% ……
- (try_begin),
- (eq, ":action", 1),
- (agent_get_slot, ":fire_weapon_time", ":agent", 102),
- (neg|ge, ":fire_weapon_time", 6),
- (val_add, ":fire_weapon_time", 1),
- (try_begin),
- (gt, ":distance", ":ai_shoot_range"), # 若敌人脱离射程,取消射击
- (agent_set_attack_action, ":agent", -2, 0),
- (agent_set_defend_action, ":agent", 3, 1),
- (else_try),
- (neg|gt, ":distance", 700), # 若敌人就在眼前,下一刻立即射击
- (neg|eq, ":fire_weapon_time", 0),
- (assign, ":fire_weapon_time", -1),
- (else_try),
- (eq, ":fire_weapon_time", 0), # 瞄准时机已过,则开始射击
- (agent_set_defend_action, ":agent", -2, 1),
- (agent_set_attack_action, ":agent", 3, 0),
- (try_end),
- (agent_set_slot, ":agent", 102, ":fire_weapon_time"),
- (else_try),
- (neg|gt, ":distance", ":ai_shoot_range"),
- (neg|eq, ":action", 5),
- (store_random_in_range, ":anim_random", 0, 100), # 射击欲望,让想要射击的时机随机化
- (try_begin),
- (gt, ":distance", ":ac_shoot_range"), # 如果超出精准射程,降低射击欲望
- (val_sub, ":anim_random", 6),
- (else_try),
- (eq, ":action", 1), # 如果是 弩、火器 有装填时间,对此补偿
- (val_add, ":anim_random", 19),
- (try_end),
- (ge, ":anim_random", 62),
- (agent_set_defend_action, ":agent", -2, 1),
- (agent_set_attack_action, ":agent", 3, 1),
- (2708, ":weapon_speed", ":weapon"), # 武器速度
- (try_begin), # 根据前缀校准武器速度
- (eq, ":modifier", 17), # - 精良的
- (val_add, ":weapon_speed", 1),
- (else_try),
- (eq, ":modifier", 19), # - 坚硬的
- (val_sub, ":weapon_speed", 3),
- (else_try),
- (eq, ":modifier", 18), # - 重
- (val_sub, ":weapon_speed", 2),
- (else_try),
- (eq, ":modifier", 13), # - 平衡的
- (val_add, ":weapon_speed", 3),
- (try_end),
- (try_begin), # 根据武器熟练度与武器速度,计算准心合拢时机
- (eq, ":type", 8),
- (store_mul, ":anim_delay_time", ":weapon_proficiency_level", 123),
- (val_div, ":anim_delay_time", 10),
- (val_add, ":anim_delay_time", 10000),
- (val_mul, ":anim_delay_time", ":weapon_speed"),
- (store_div, ":anim_delay_time", 1000000000, ":anim_delay_time"),
- (val_add, ":anim_delay_time", 1000),
- (else_try),
- (eq, ":type", 10),
- (store_mul, ":anim_delay_time", ":weapon_proficiency_level", 8),
- (val_add, ":anim_delay_time", 10000),
- (val_mul, ":anim_delay_time", ":weapon_speed"),
- (store_div, ":anim_delay_time", 640000000, ":anim_delay_time"),
- (val_add, ":anim_delay_time", 400),
- (else_try),
- (store_add, ":anim_delay_time", ":weapon_proficiency_level", 100),
- (store_div, ":anim_delay_time", 80000, ":anim_delay_time"),
- (val_add, ":anim_delay_time", 1100),
- (try_end),
- (store_random_in_range, ":anim_random", 50, 260),
- (val_add, ":anim_delay_time", ":anim_random"),
- (val_div, ":anim_delay_time", 300), # 在mst中触发频率为 300ms
- (try_begin),
- (neg|gt, ":distance", 3300), # 距离越近,命中率越高,不需要更多时间瞄准(允许更大的散射误差范围)
- (val_sub, ":anim_delay_time", 1),
- (try_end),
- (val_max, ":anim_delay_time", 1),
- (val_mul, ":anim_delay_time", -1),
- (agent_set_slot, ":agent", 102, ":anim_delay_time"),
- (else_try),
- (eq, ":action", 1),
- (agent_set_attack_action, ":agent", -2, 0),
- (agent_set_defend_action, ":agent", 3, 300),
- (else_try),
- (eq, ":action", 0),
- (agent_set_defend_action, ":agent", 3, 300),
- (try_end),
- (try_begin),
- (eq, ":action", 1),
- (gt, ":distance", 700),
- (agent_set_speed_limit, ":agent", 1), # 射击时减速(若依然在移动时)作为限制
- (else_try),
- (agent_set_speed_limit, ":agent", 1000),
- (try_end),
- (try_begin),
- (eq, ":action", 5), # 弩装填时,让 agent 立定,避免因移动打断装填
- (eq, ":type", 9),
- (agent_get_position, pos1, ":agent"),
- (agent_set_scripted_destination_no_attack, ":agent", pos1, 1),
- (else_try),
- (eq, ":action", 1), # 射击时,让 agent 立定,为了兼容火器(战团原版AI没有对火器的射击作处理)
- (store_random_in_range, ":anim_random", 0, 100), # 给予一定几率慢速移动射击,避免一直站在原地(毕竟是在“冲锋”)
- (ge, ":anim_random", 4),
- (agent_get_position, pos1, ":agent"),
- (agent_set_scripted_destination_no_attack, ":agent", pos1, 1),
- (else_try),
- (gt, ":distance", ":ac_shoot_range"), # 距离过远、超出精准射程,则靠近目标
- (agent_get_position, pos1, ":target"),
- (agent_set_scripted_destination_no_attack, ":agent", pos1, 1),
- (else_try),
- (neg|gt, ":distance", ":mv_shoot_range"), # 距离过近、在安全距离内,则后退两步
- (agent_get_position, pos1, ":agent"),
- (position_move_y, pos1, -200, 0),
- (agent_set_scripted_destination_no_attack, ":agent", pos1, 1),
- (else_try),
- (neg|eq, ":action", 2),
- (store_random_in_range, ":anim_random", 0, 100), # 若没有移动,且未射击,则随机移动
- (ge, ":anim_random", 50),
- (agent_get_position, pos1, ":agent"),
- (store_random_in_range, ":anim_random", -400, 401),
- (position_move_x, pos1, ":anim_random", 0),
- (store_random_in_range, ":anim_random", -200, 601),
- (position_move_y, pos1, ":anim_random", 0),
- (agent_set_scripted_destination_no_attack, ":agent", pos1, 1),
- (try_end),
- (try_begin),
- (neg|gt, ":distance", 500), # 敌人过于靠近,强制切换近战武器,以长度优先
- (assign, ":weapon_2", -1),
- (assign, ":weapon_quality", 0),
- (try_for_range, ":slot", 0, 4),
- (agent_get_item_slot, ":item", ":agent", ":slot"),
- (gt, ":item", 0),
- (item_get_type, ":type_2", ":item"),
- (this_or_next|eq, ":type_2", 2),
- (this_or_next|eq, ":type_2", 3),
- (eq, ":type_2", 4),
- (2707, ":weapon_length", ":item"),
- (gt, ":weapon_length", ":weapon_quality"),
- (assign, ":weapon_2", ":item"),
- (assign, ":weapon_quality", ":weapon_length"),
- (try_end),
- (agent_set_wielded_item, ":agent", ":weapon_2"),
- (try_end),
- (else_try),
- (try_begin),
- (ge, ":target", 0), # 若有目标,只是被障碍物挡住了,则向目标靠近
- (agent_get_position, pos1, ":target"),
- (agent_set_scripted_destination_no_attack, ":agent", pos1, 1),
- (agent_get_slot, ":fire_weapon_time", ":agent", 102),
- (try_begin),
- (neg|ge, ":fire_weapon_time", 0), # 若目标丢失,则根据情况取消射击
- (val_add, ":fire_weapon_time", 1),
- (agent_set_slot, ":agent", 102, ":fire_weapon_time"),
- (else_try),
- (agent_set_speed_limit, ":agent", 1000),
- (eq, ":action", 1),
- (agent_set_attack_action, ":agent", -2, 0),
- (agent_set_defend_action, ":agent", 3, 1),
- (try_end),
- (try_begin),
- (2670, ":slot_max", ":agent"), # 尝试换一个视野中的其他目标
- (gt, ":slot_max", 1),
- (store_random_in_range, ":slot", 0, ":slot_max"),
- (2671, ":target", ":agent", ":slot"),
- (agent_is_alive, ":target"),
- (2076, 1, ":agent", 9, 1),
- (2076, 2, ":target", 9, 1),
- (position_has_line_of_sight_to_position, pos1, pos2),
- (agent_set_look_target_agent, ":agent", ":target"),
- (try_end),
- (else_try),
- (agent_get_position, pos1, ":agent"), # 若没有目标,在原地等待筛选(避免战斗结束后依然往尸体目标处前行)
- (agent_get_scripted_destination, pos2, ":agent"),
- (get_distance_between_positions, ":distance", pos1, pos2),
- (try_begin),
- (gt, ":distance", 100),
- (agent_set_scripted_destination_no_attack, ":agent", pos1, 1),
- (agent_force_rethink, ":agent"),
- (agent_set_slot, ":agent", 102, 7),
- (else_try),
- (agent_get_slot, ":fire_weapon_time", ":agent", 102),
- (neg|ge, ":fire_weapon_time", 7),
- (agent_set_slot, ":agent", 102, 7),
- (else_try),
- (neg|eq, ":action", 5),
- (eq, ":fire_weapon_time", 7),
- (agent_set_attack_action, ":agent", -2, 0),
- (agent_set_defend_action, ":agent", 3, 1),
- (agent_set_speed_limit, ":agent", 1000),
- (agent_clear_scripted_mode, ":agent"), # 退出 script mode (用于战斗结束后响应欢呼动作)
- (agent_force_rethink, ":agent"),
- (agent_set_slot, ":agent", 102, 8),
- (try_end),
- (try_end),
- (try_end),
- (else_try),
- (agent_slot_eq, ":agent", 100, 1), # 结束此AI
- (agent_set_slot, ":agent", 100, 0),
- (agent_set_attack_action, ":agent", -2, 0),
- (agent_set_defend_action, ":agent", -2, 0), # 不能持盾的远程武器 因切换指令(如 冲锋 -> 坚守)而退出此AI,须解除防御行为,否则会 因未做出1ms的防御动作 而卡住不攻击
- (try_begin),
- (agent_slot_eq, ":agent", slot_agent_is_not_reinforcement, 0), # 若未触发 泡菜 野战敌方陷入混乱AI,则清除脚本设置;否则由 陷入混乱AI 继续接管
- (agent_set_speed_limit, ":agent", 1000),
- (agent_clear_scripted_mode, ":agent"),
- (agent_ai_get_look_target, ":target", ":agent"), # 若目标在近距离,则让 agent 强制重新思考 以进入近战模式;
- (gt, ":target", -1), # 否则让 agent 自然更新思考,避免频繁切换武器(agent_force_rethink 的 bug)
- (agent_get_horse, ":agent_horse", ":target"), # 同时针对 agent 拥有 长杆武器 与 远程武器 去对抗 骑马敌人 时,避免频繁切换武器
- (eq, ":agent_horse", -1),
- (2076, 1, ":agent", 9, 1),
- (2076, 2, ":target", 9, 1),
- (get_distance_between_positions, ":distance", pos1, pos2),
- (neg|gt, ":distance", 500),
- (agent_force_rethink, ":agent"),
- (try_end),
- (try_end),
- (try_end),
复制代码
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战团AI射程测试.rar
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