初始化内容
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// Include the shared code
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#include 'shared.as'
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// This script implements the logic for the zombie
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class CZombie : IController
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{
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// The constructor must take a CGameObj handle as input,
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// this is the object that the script will control
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CZombie(CGameObj @obj)
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{
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// Keep the owner for later reference
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@self = obj;
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direction = UP;
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}
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void OnThink()
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{
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// Check if we already have a reference to the player
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const CGameObj @player = playerRef;
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if( player is null )
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{
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@player = game.FindObjByName('player');
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// Keep a weak ref to the player so we don't keep the object alive unnecessarily
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@playerRef = player;
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}
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// The zombie can either turn, move forward, or hit.
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// It cannot do more than one of these, otherwise the
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// player will not have any advantage.
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int dx = 0, dy = 0;
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switch( direction )
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{
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case UP:
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if( player.y < self.y )
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dy--;
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else if( player.x < self.x )
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direction--;
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else
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direction++;
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break;
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case RIGHT:
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if( player.x > self.x )
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dx++;
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else if( player.y < self.y )
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direction--;
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else
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direction++;
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break;
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case DOWN:
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if( player.y > self.y )
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dy++;
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else if( player.x > self.x )
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direction--;
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else
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direction++;
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break;
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case LEFT:
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if( player.x < self.x )
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dx--;
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else if( player.y > self.y )
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direction--;
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else
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direction++;
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break;
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}
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if( direction < 0 ) direction += 4;
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if( direction > 3 ) direction -= 4;
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if( dx != 0 || dy != 0 )
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{
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if( !self.Move(dx,dy) )
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{
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// It wasn't possible to move there.
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// Was the player in front of us?
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if( player.x == self.x + dx && player.y == self.y + dy )
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{
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// Hit the player
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self.Send(CMessage('Attack'), player);
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}
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else
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{
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// It was a stone. Turn towards the player
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switch( direction )
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{
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case UP: if( player.x < self.x ) direction--; else direction++; break;
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case RIGHT: if( player.y < self.y ) direction--; else direction++; break;
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case DOWN: if( player.x > self.x ) direction--; else direction++; break;
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case LEFT: if( player.y > self.y ) direction--; else direction++; break;
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}
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if( direction < 0 ) direction += 4;
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if( direction > 3 ) direction -= 4;
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}
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}
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}
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}
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CGameObj @self;
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const_weakref<CGameObj> playerRef;
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int direction;
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}
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enum EDirection
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{
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UP,
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RIGHT,
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DOWN,
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LEFT
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}
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