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C++ NPC_ClearLOS4函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中NPC_ClearLOS4函数的典型用法代码示例。如果您正苦于以下问题:C++ NPC_ClearLOS4函数的具体用法?C++ NPC_ClearLOS4怎么用?C++ NPC_ClearLOS4使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了NPC_ClearLOS4函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: Seeker_Attack

//------------------------------------
void Seeker_Attack( void )
{
	float		distance;
	qboolean	visible, advance;

	// Always keep a good height off the ground
	Seeker_MaintainHeight();

	// Rate our distance to the target, and our visibilty
	distance	= DistanceHorizontalSquared( NPCS.NPC->r.currentOrigin, NPCS.NPC->enemy->r.currentOrigin );
	visible		= NPC_ClearLOS4( NPCS.NPC->enemy );
	advance		= (qboolean)(distance > MIN_DISTANCE_SQR);

	if ( NPCS.NPC->client->NPC_class == CLASS_BOBAFETT )
	{
		advance = (qboolean)(distance>(200.0f*200.0f));
	}

	// If we cannot see our target, move to see it
	if ( visible == qfalse )
	{
		if ( NPCS.NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
		{
			Seeker_Hunt( visible, advance );
			return;
		}
	}

	Seeker_Ranged( visible, advance );
}
开发者ID:Avygeil,项目名称:NewJK,代码行数:31,代码来源:NPC_AI_Seeker.c


示例2: Sentry_AttackDecision

/*
-------------------------
Sentry_AttackDecision
-------------------------
*/
void Sentry_AttackDecision( void )
{
	float		distance;	
	qboolean	visible;
	qboolean	advance;

	// Always keep a good height off the ground
	Sentry_MaintainHeight();

	NPC->s.loopSound = G_SoundIndex( "sound/chars/sentry/misc/sentry_hover_2_lp" );

	//randomly talk
	if ( TIMER_Done(NPC,"patrolNoise") )
	{
		if (TIMER_Done(NPC,"angerNoise"))
		{
			G_SoundOnEnt( NPC, CHAN_AUTO, va("sound/chars/sentry/misc/talk%d", Q_irand(1, 3)) );

			TIMER_Set( NPC, "patrolNoise", Q_irand( 4000, 10000 ) );
		}
	}

	// He's dead.
	if (NPC->enemy->health<1)
	{
		NPC->enemy = NULL;
		Sentry_Idle();
		return;
	}

	// If we don't have an enemy, just idle
	if ( NPC_CheckEnemyExt(qfalse) == qfalse )
	{
		Sentry_Idle();
		return;
	}

	// Rate our distance to the target and visibilty
	distance	= (int) DistanceHorizontalSquared( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin );	
	visible		= NPC_ClearLOS4( NPC->enemy );
	advance		= (qboolean)(distance > MIN_DISTANCE_SQR);

	// If we cannot see our target, move to see it
	if ( visible == qfalse )
	{
		if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
		{
			Sentry_Hunt( visible, advance );
			return;
		}
	}

	NPC_FaceEnemy( qtrue );

	Sentry_RangedAttack( visible, advance );
}
开发者ID:DarthFutuza,项目名称:JediKnightGalaxies,代码行数:61,代码来源:NPC_AI_Sentry.cpp


示例3: Seeker_FindEnemy

//------------------------------------
void Seeker_FindEnemy( void )
{
	int			numFound;
	float		dis, bestDis = SEEKER_SEEK_RADIUS * SEEKER_SEEK_RADIUS + 1;
	vec3_t		mins, maxs;
	int			entityList[MAX_GENTITIES];
	gentity_t	*ent, *best = NULL;
	int			i;

	VectorSet( maxs, SEEKER_SEEK_RADIUS, SEEKER_SEEK_RADIUS, SEEKER_SEEK_RADIUS );
	VectorScale( maxs, -1, mins );

	numFound = trap->EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );

	for ( i = 0 ; i < numFound ; i++ )
	{
		ent = &g_entities[entityList[i]];

		if ( ent->s.number == NPCS.NPC->s.number
			|| !ent->client //&& || !ent->NPC
			|| ent->health <= 0
			|| !ent->inuse )
		{
			continue;
		}

		if ( ent->client->playerTeam == NPCS.NPC->client->playerTeam || ent->client->playerTeam == NPCTEAM_NEUTRAL ) // don't attack same team or bots
		{
			continue;
		}

		// try to find the closest visible one
		if ( !NPC_ClearLOS4( ent ))
		{
			continue;
		}

		dis = DistanceHorizontalSquared( NPCS.NPC->r.currentOrigin, ent->r.currentOrigin );

		if ( dis <= bestDis )
		{
			bestDis = dis;
			best = ent;
		}
	}

	if ( best )
	{
		// used to offset seekers around a circle so they don't occupy the same spot.  This is not a fool-proof method.
		NPCS.NPC->random = Q_flrand(0.0f, 1.0f) * 6.3f; // roughly 2pi

		NPCS.NPC->enemy = best;
	}
}
开发者ID:Avygeil,项目名称:NewJK,代码行数:55,代码来源:NPC_AI_Seeker.c


示例4: ATST_Attack

void ATST_Attack( void ) {
	qboolean altAttack = qfalse, visible = qfalse, advance = qfalse;
	int blasterTest, chargerTest;
	float distance;

	if ( !NPC_CheckEnemyExt( qfalse ) ) {
		NPC->enemy = NULL;
		return;
	}

	NPC_FaceEnemy( qtrue );

	// Rate our distance to the target, and our visibilty
	distance = (int)DistanceHorizontalSquared( &NPC->r.currentOrigin, &NPC->enemy->r.currentOrigin );
	visible = NPC_ClearLOS4( NPC->enemy ) ? qtrue : qfalse;
	advance = (distance > MIN_DISTANCE_SQR) ? qtrue : qfalse;

	// If we cannot see our target, move to see it
	if ( !visible ) {
		if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES ) {
			ATST_Hunt( visible, advance );
			return;
		}
	}

	// Decide what type of attack to do
	if ( distance > MIN_MELEE_RANGE_SQR ) {
		// DIST_LONG
		//		NPC_ChangeWeapon( WP_ATST_SIDE );
		//rwwFIXMEFIXME: make atst weaps work.

		// See if the side weapons are there
		blasterTest = trap->G2API_GetSurfaceRenderStatus( NPC->ghoul2, 0, "head_light_blaster_cann" );
		chargerTest = trap->G2API_GetSurfaceRenderStatus( NPC->ghoul2, 0, "head_concussion_charger" );

		// It has both side weapons
		if ( blasterTest != -1 && !(blasterTest & TURN_OFF) && chargerTest != -1 && !(chargerTest & TURN_OFF) )
			altAttack = Q_irand( 0, 1 ) ? qtrue : qfalse;
		else if ( blasterTest != -1 && !(blasterTest & TURN_OFF) )
			altAttack = qfalse;
		else if ( chargerTest != -1 && !(chargerTest & TURN_OFF) )
			altAttack = qtrue;
		else
			NPC_ChangeWeapon( WP_NONE );
	}
	else {
		// DIST_MELEE
		//	NPC_ChangeWeapon( WP_ATST_MAIN );
	}

	NPC_FaceEnemy( qtrue );
	ATST_Ranged( visible, advance, altAttack );
}
开发者ID:Arcadiaprime,项目名称:japp,代码行数:53,代码来源:NPC_AI_Atst.cpp


示例5: ImperialProbe_AttackDecision

void ImperialProbe_AttackDecision( void )
{
	float		distance;	
	qboolean	visible;
	qboolean	advance;

	// Always keep a good height off the ground
	ImperialProbe_MaintainHeight();

	//randomly talk
	if ( TIMER_Done(NPC,"patrolNoise") )
	{
		if (TIMER_Done(NPC,"angerNoise"))
		{
			G_SoundOnEnt( NPC, CHAN_AUTO, va("sound/chars/probe/misc/probetalk%d", Q_irand(1, 3)) );

			TIMER_Set( NPC, "patrolNoise", Q_irand( 4000, 10000 ) );
		}
	}

	// If we don't have an enemy, just idle
	if ( NPC_CheckEnemyExt(qfalse) == qfalse )
	{
		ImperialProbe_Idle();
		return;
	}

	NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_RUN1, SETANIM_FLAG_NORMAL);

	// Rate our distance to the target, and our visibilty
	distance	= (int) DistanceHorizontalSquared( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin );	
	visible		= NPC_ClearLOS4( NPC->enemy );
	advance		= (qboolean)(distance > MIN_DISTANCE_SQR);

	// If we cannot see our target, move to see it
	if ( visible == qfalse )
	{
		if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
		{
			ImperialProbe_Hunt( visible, advance );
			return;
		}
	}

	// Sometimes I have problems with facing the enemy I'm attacking, so force the issue so I don't look dumb
	NPC_FaceEnemy( qtrue );

	// Decide what type of attack to do
	ImperialProbe_Ranged( visible, advance );
}
开发者ID:ForcePush,项目名称:OJPRPFZ,代码行数:50,代码来源:NPC_AI_ImperialProbe.c


示例6: Seeker_Attack

void Seeker_Attack( void )
{
    float		distance;
    qboolean	visible;
    qboolean	advance;

    // Always keep a good height off the ground
    Seeker_MaintainHeight();

    // Rate our distance to the target, and our visibilty
    distance	= DistanceHorizontalSquared( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin );
    visible		= NPC_ClearLOS4( NPC->enemy );
    advance		= (qboolean)(distance > MIN_DISTANCE_SQR);

    //[SeekerItemNpc]
    //dont shoot at dead people
    if(!NPC->enemy->inuse || NPC->enemy->health <= 0) {
        NPC->enemy = NULL;
        return;
    }
    //[/SeekerItemNpc]

    if ( NPC->client->NPC_class == CLASS_BOBAFETT )
    {
        advance = (qboolean)(distance>(200.0f*200.0f));
    }

    // If we cannot see our target, move to see it
    if ( visible == qfalse )
    {
        if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
        {
            Seeker_Hunt( visible, advance );
            return;
        }
        //[SeekerItemNpc]
        else {
            //we cant chase them?  then return to the follow target
            NPC->enemy = NULL;
            if(NPC->client->leader)
                NPCInfo->goalEntity = NPC->client->leader;
            return;
        }
        //[/SeekerItemNpc]

    }

    Seeker_Ranged( visible, advance );
}
开发者ID:jwginge,项目名称:ojpa,代码行数:49,代码来源:NPC_AI_Seeker.c


示例7: Interrogator_Attack

/*
-------------------------
Interrogator_Attack
-------------------------
*/
void Interrogator_Attack( void )
{
	float		distance;	
	qboolean	visible;
	qboolean	advance;

	// Always keep a good height off the ground
	Interrogator_MaintainHeight();

	//randomly talk
	if ( TIMER_Done(NPC,"patrolNoise") )
	{
		if (TIMER_Done(NPC,"angerNoise"))
		{
			G_SoundOnEnt( NPC, CHAN_AUTO, va("sound/chars/probe/misc/talk.wav",	Q_irand(1, 3)) );

			TIMER_Set( NPC, "patrolNoise", Q_irand( 4000, 10000 ) );
		}
	}

	// If we don't have an enemy, just idle
	if ( NPC_CheckEnemyExt(qfalse) == qfalse )
	{
		Interrogator_Idle();
		return;
	}

	// Rate our distance to the target, and our visibilty
	distance	= (int) DistanceHorizontalSquared( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin );	
	visible		= NPC_ClearLOS4( NPC->enemy );
	advance		= (qboolean)(distance > MIN_DISTANCE*MIN_DISTANCE );

	if ( !visible )
	{
		advance = qtrue;
	}
	if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
	{
		Interrogator_Hunt( visible, advance );
	}

	NPC_FaceEnemy( qtrue );

	if (!advance)
	{
		Interrogator_Melee( visible, advance );
	}
}
开发者ID:AlexCSilva,项目名称:jediacademy,代码行数:53,代码来源:NPC_AI_Interrogator.c


示例8: NPC_TargetVisible

qboolean NPC_TargetVisible( gentity_t *ent )
{
	//Make sure we're in a valid range
	if ( DistanceSquared( ent->r.currentOrigin, NPC->r.currentOrigin ) > ( NPCInfo->stats.visrange * NPCInfo->stats.visrange ) )
		return qfalse;

	//Check our FOV
	if ( InFOV( ent, NPC, NPCInfo->stats.hfov, NPCInfo->stats.vfov ) == qfalse )
		return qfalse;

	//Check for sight
	if ( NPC_ClearLOS4( ent ) == qfalse )
		return qfalse;

	return qtrue;
}
开发者ID:jwginge,项目名称:ojpa,代码行数:16,代码来源:NPC_utils.c


示例9: Remote_Attack

/*
-------------------------
Remote_Attack
-------------------------
*/
void Remote_Attack( void )
{
	float		distance;
	qboolean	visible;
	float		idealDist;
	qboolean	advance;
	qboolean	retreat;

	if ( TIMER_Done(NPC,"spin") )
	{
		TIMER_Set( NPC, "spin", Q_irand( 250, 1500 ) );
		NPCInfo->desiredYaw += Q_irand( -200, 200 ); 
	}
	// Always keep a good height off the ground
	Remote_MaintainHeight();

	// If we don't have an enemy, just idle
	if ( NPC_CheckEnemyExt(qfalse) == qfalse )
	{
		Remote_Idle();
		return;
	}

	// Rate our distance to the target, and our visibilty
	distance	= (int) DistanceHorizontalSquared( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin );	
	visible		= NPC_ClearLOS4( NPC->enemy );
	//[CoOp]
	idealDist	= MIN_DISTANCE_SQR+(MIN_DISTANCE_SQR*Q_flrand( 0, 1 ));
	//idealDist	= MIN_DISTANCE_SQR+(MIN_DISTANCE_SQR*flrand( 0, 1 ));
	//[/CoOp]
	advance		= (qboolean)(distance > idealDist*1.25);
	retreat		= (qboolean)(distance < idealDist*0.75);

	// If we cannot see our target, move to see it
	if ( visible == qfalse )
	{
		if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
		{
			Remote_Hunt( visible, advance, retreat );
			return;
		}
	}

	Remote_Ranged( visible, advance, retreat );

}
开发者ID:jwginge,项目名称:ojpa,代码行数:51,代码来源:NPC_AI_Remote.c


示例10: MineMonster_Combat

//----------------------------------
void MineMonster_Combat( void )
{
	float distance;
	qboolean advance;

	// If we cannot see our target or we have somewhere to go, then do that
	if ( !NPC_ClearLOS4( NPC->enemy ) || UpdateGoal( ))
	{
		NPCInfo->combatMove = qtrue;
		NPCInfo->goalEntity = NPC->enemy;
		NPCInfo->goalRadius = MAX_DISTANCE;	// just get us within combat range

		NPC_MoveToGoal( qtrue );
		return;
	}

	// Sometimes I have problems with facing the enemy I'm attacking, so force the issue so I don't look dumb
	NPC_FaceEnemy( qtrue );

	distance	= DistanceHorizontalSquared( &NPC->r.currentOrigin, &NPC->enemy->r.currentOrigin );	

	advance = (qboolean)( distance > MIN_DISTANCE_SQR ? qtrue : qfalse  );

	if (( advance || NPCInfo->localState == LSTATE_WAITING ) && TIMER_Done( NPC, "attacking" )) // waiting monsters can't attack
	{
		if ( TIMER_Done2( NPC, "takingPain", qtrue ))
		{
			NPCInfo->localState = LSTATE_CLEAR;
		}
		else
		{
			MineMonster_Move( qtrue );
		}
	}
	else
	{
		MineMonster_Attack();
	}
}
开发者ID:Geptun,项目名称:japp,代码行数:40,代码来源:NPC_AI_MineMonster.c


示例11: NPC_BSHowler_Default

//replaced with SP version.
void NPC_BSHowler_Default( void )
{
	if ( NPC->client->ps.legsAnim != BOTH_GESTURE1 )
	{
		NPC->count = 0;
	}
	//FIXME: if in jump, do damage in front and maybe knock them down?
	if ( !TIMER_Done( NPC, "attacking" ) )
	{
		if ( NPC->enemy )
		{
			//NPC_FaceEnemy( qfalse );
			Howler_Attack( Distance( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin ), qfalse );
		}
		else
		{
			//NPC_UpdateAngles( qfalse, qtrue );
			Howler_Attack( 0.0f, qfalse );
		}
		NPC_UpdateAngles( qfalse, qtrue );
		return;
	}

	if ( NPC->enemy )
	{
		if ( NPCInfo->stats.aggression > 0 )
		{
			if ( TIMER_Done( NPC, "aggressionDecay" ) )
			{
				NPCInfo->stats.aggression--;
				TIMER_Set( NPC, "aggressionDecay", 500 );
			}
		}
		//RAFIXME - No fleeing, need to fix this at some point.
		/*
		if ( !TIMER_Done( NPC, "flee" ) 
			&& NPC_BSFlee() )	//this can clear ENEMY
		{//successfully trying to run away
			return;
		}
		*/
		if ( NPC->enemy == NULL)
		{
			NPC_UpdateAngles( qfalse, qtrue );
			return;
		}
		if ( NPCInfo->localState == LSTATE_FLEE )
		{//we were fleeing, now done (either timer ran out or we cannot flee anymore
			if ( NPC_ClearLOS4( NPC->enemy ) )
			{//if enemy is still around, go berzerk
				NPCInfo->localState = LSTATE_BERZERK;
			}
			else
			{//otherwise, lick our wounds?
				NPCInfo->localState = LSTATE_CLEAR;
				TIMER_Set( NPC, "standing", Q_irand( 3000, 10000 ) );
			}
		}
		else if ( NPCInfo->localState == LSTATE_BERZERK )
		{//go nuts!
		}
		else if ( NPCInfo->stats.aggression >= Q_irand( 75, 125 ) )
		{//that's it, go nuts!
			NPCInfo->localState = LSTATE_BERZERK;
		}
		else if ( !TIMER_Done( NPC, "retreating" ) )
		{//trying to back off
			NPC_FaceEnemy( qtrue );
			if ( NPC->client->ps.speed > NPCInfo->stats.walkSpeed )
			{
				NPC->client->ps.speed = NPCInfo->stats.walkSpeed;
			}
			ucmd.buttons |= BUTTON_WALKING;
			if ( Distance( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin ) < HOWLER_RETREAT_DIST )
			{//enemy is close
				vec3_t moveDir;
				AngleVectors( NPC->r.currentAngles, moveDir, NULL, NULL );
				VectorScale( moveDir, -1, moveDir );
				if ( !NAV_DirSafe( NPC, moveDir, 8 ) )
				{//enemy is backing me up against a wall or ledge!  Start to get really mad!
					NPCInfo->stats.aggression += 2;
				}
				else
				{//back off
					ucmd.forwardmove = -127;
				}
				//enemy won't leave me alone, get mad...
				NPCInfo->stats.aggression++;
			}
			return;
		}
		else if ( TIMER_Done( NPC, "standing" ) )
		{//not standing around
			if ( !(NPCInfo->last_ucmd.forwardmove)
				&& !(NPCInfo->last_ucmd.rightmove) )
			{//stood last frame
				if ( TIMER_Done( NPC, "walking" ) 
					&& TIMER_Done( NPC, "running" ) )
				{//not walking or running
//.........这里部分代码省略.........
开发者ID:mehmehsomeone,项目名称:OpenRP,代码行数:101,代码来源:NPC_AI_Howler.cpp


示例12: Mark2_AttackDecision

/*
-------------------------
Mark2_AttackDecision
-------------------------
*/
void Mark2_AttackDecision( void )
{
	float		distance;
	qboolean	visible;
	qboolean	advance;

	NPC_FaceEnemy( qtrue );

	distance	= (int) DistanceHorizontalSquared( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin );	
	visible		= NPC_ClearLOS4( NPC->enemy );
	advance		= (qboolean)(distance > MIN_DISTANCE_SQR);

	// He's been ordered to get up
	if (NPCInfo->localState == LSTATE_RISINGUP)
	{
		NPC->flags &= ~FL_SHIELDED;
		NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_RUN1START, SETANIM_FLAG_HOLD|SETANIM_FLAG_OVERRIDE );
		if ((NPC->client->ps.legsTimer<=0) && 
			NPC->client->ps.torsoAnim == BOTH_RUN1START )
		{
			NPCInfo->localState = LSTATE_NONE;	// He's up again.
		}
		return;
	}

	// If we cannot see our target, move to see it
	if ((!visible) || (!NPC_FaceEnemy(qtrue)))
	{
		// If he's going down or is down, make him get up
		if ((NPCInfo->localState == LSTATE_DOWN) || (NPCInfo->localState == LSTATE_DROPPINGDOWN))
		{
			if ( TIMER_Done( NPC, "downTime" ) )	// Down being down?? (The delay is so he doesn't pop up and down when the player goes in and out of range)
			{
				NPCInfo->localState = LSTATE_RISINGUP;
				NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_RUN1STOP, SETANIM_FLAG_HOLD|SETANIM_FLAG_OVERRIDE );
				TIMER_Set( NPC, "runTime", Q_irand( 3000, 8000) );	// So he runs for a while before testing to see if he should drop down.
			}
		}
		else
		{
			Mark2_Hunt();
		}
		return;
	}

	// He's down but he could advance if he wants to.
	if ((advance) && (TIMER_Done( NPC, "downTime" )) && (NPCInfo->localState == LSTATE_DOWN))
	{
		NPCInfo->localState = LSTATE_RISINGUP;
		NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_RUN1STOP, SETANIM_FLAG_HOLD|SETANIM_FLAG_OVERRIDE );
		TIMER_Set( NPC, "runTime", Q_irand( 3000, 8000) );	// So he runs for a while before testing to see if he should drop down.
	}

	NPC_FaceEnemy( qtrue );

	// Dropping down to shoot
	if (NPCInfo->localState == LSTATE_DROPPINGDOWN)
	{
		NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_RUN1STOP, SETANIM_FLAG_HOLD|SETANIM_FLAG_OVERRIDE );
		TIMER_Set( NPC, "downTime", Q_irand( 3000, 9000) );

		if ((NPC->client->ps.legsTimer<=0) && NPC->client->ps.torsoAnim == BOTH_RUN1STOP )
		{
			NPC->flags |= FL_SHIELDED;
			NPCInfo->localState = LSTATE_DOWN;
		}
	}
	// He's down and shooting
	else if (NPCInfo->localState == LSTATE_DOWN)
	{
		NPC->flags |= FL_SHIELDED;//only damagable by lightsabers and missiles

		Mark2_BlasterAttack(qfalse);
	}
	else if (TIMER_Done( NPC, "runTime" ))	// Lowering down to attack. But only if he's done running at you.
	{
		NPCInfo->localState = LSTATE_DROPPINGDOWN;
	}
	else if (advance)
	{
		// We can see enemy so shoot him if timer lets you.
		Mark2_BlasterAttack(advance);
	}
}
开发者ID:NikitaRus,项目名称:JediKnightGalaxies-1,代码行数:89,代码来源:NPC_AI_Mark2.cpp


示例13: Rancor_Combat

//----------------------------------
void Rancor_Combat( void )
{
	if ( NPCS.NPC->count )
	{//holding my enemy
		if ( TIMER_Done2( NPCS.NPC, "takingPain", qtrue ))
		{
			NPCS.NPCInfo->localState = LSTATE_CLEAR;
		}
		else
		{
			Rancor_Attack( 0, qfalse );
		}
		NPC_UpdateAngles( qtrue, qtrue );
		return;
	}
	// If we cannot see our target or we have somewhere to go, then do that
	if ( !NPC_ClearLOS4( NPCS.NPC->enemy ) )//|| UpdateGoal( ))
	{
		NPCS.NPCInfo->combatMove = qtrue;
		NPCS.NPCInfo->goalEntity = NPCS.NPC->enemy;
		NPCS.NPCInfo->goalRadius = MIN_DISTANCE;//MAX_DISTANCE;	// just get us within combat range

		if ( !NPC_MoveToGoal( qtrue ) )
		{//couldn't go after him?  Look for a new one
			TIMER_Set( NPCS.NPC, "lookForNewEnemy", 0 );
			NPCS.NPCInfo->consecutiveBlockedMoves++;
		}
		else 
		{
			NPCS.NPCInfo->consecutiveBlockedMoves = 0;
		}
		return;
	}

	// Sometimes I have problems with facing the enemy I'm attacking, so force the issue so I don't look dumb
	NPC_FaceEnemy( qtrue );

	{
		float	distance;
		qboolean	advance;
		qboolean	doCharge;

		distance	= Distance( NPCS.NPC->r.currentOrigin, NPCS.NPC->enemy->r.currentOrigin );	
		advance = (qboolean)( distance > (NPCS.NPC->r.maxs[0]+MIN_DISTANCE) ? qtrue : qfalse  );
		doCharge = qfalse;

		if ( advance )
		{//have to get closer
			vec3_t	yawOnlyAngles;
			VectorSet( yawOnlyAngles, 0, NPCS.NPC->r.currentAngles[YAW], 0 );
			if ( NPCS.NPC->enemy->health > 0
				&& fabs(distance-250) <= 80 
				&& InFOV3( NPCS.NPC->enemy->r.currentOrigin, NPCS.NPC->r.currentOrigin, yawOnlyAngles, 30, 30 ) )
			{
				if ( !Q_irand( 0, 9 ) )
				{//go for the charge
					doCharge = qtrue;
					advance = qfalse;
				}
			}
		}

		if (( advance /*|| NPCInfo->localState == LSTATE_WAITING*/ ) && TIMER_Done( NPCS.NPC, "attacking" )) // waiting monsters can't attack
		{
			if ( TIMER_Done2( NPCS.NPC, "takingPain", qtrue ))
			{
				NPCS.NPCInfo->localState = LSTATE_CLEAR;
			}
			else
			{
				Rancor_Move( qtrue );
			}
		}
		else
		{
			Rancor_Attack( distance, doCharge );
		}
	}
}
开发者ID:Almightygir,项目名称:OpenJK,代码行数:80,代码来源:NPC_AI_Rancor.c


示例14: Mark1_AttackDecision

/*
-------------------------
Mark1_AttackDecision
-------------------------
*/
void Mark1_AttackDecision( void )
{
	int blasterTest,rocketTest;
	float		distance;
	distance_e	distRate;
	qboolean	visible;
	qboolean	advance;

	//randomly talk
	if ( TIMER_Done(NPC,"patrolNoise") )
	{
		if (TIMER_Done(NPC,"angerNoise"))
		{
			TIMER_Set( NPC, "patrolNoise", Q_irand( 4000, 10000 ) );
		}
	}

	// Enemy is dead or he has no enemy.
	if ((NPC->enemy->health<1) || ( NPC_CheckEnemyExt(qfalse) == qfalse ))
	{
		NPC->enemy = NULL;
		return;
	}

	// Rate our distance to the target and visibility
	distance	= (int) DistanceHorizontalSquared( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin );	
	distRate	= ( distance > MIN_MELEE_RANGE_SQR ) ? DIST_LONG : DIST_MELEE;
	visible		= NPC_ClearLOS4( NPC->enemy );
	advance		= (qboolean)(distance > MIN_DISTANCE_SQR);

	// If we cannot see our target, move to see it
	if ((!visible) || (!NPC_FaceEnemy(qtrue)))
	{
		Mark1_Hunt();
		return;
	}

	// See if the side weapons are there
	blasterTest = trap_G2API_GetSurfaceRenderStatus( NPC->ghoul2, 0, "l_arm" );
	rocketTest = trap_G2API_GetSurfaceRenderStatus( NPC->ghoul2, 0, "r_arm" );

	// It has both side weapons
	if (!blasterTest  && !rocketTest)
	{
		;	// So do nothing.
	}
	else if (blasterTest!=-1
		&&blasterTest)
	{
		distRate = DIST_LONG;
	}
	else if (rocketTest!=-1
		&&rocketTest)
	{
		distRate = DIST_MELEE;
	}
	else	// It should never get here, but just in case
	{ 
		NPC->health = 0;
		NPC->client->ps.stats[STAT_HEALTH] = 0;
		if (NPC->die)
		{
			NPC->die(NPC, NPC, NPC, 100, MOD_UNKNOWN);
		}
	}

	// We can see enemy so shoot him if timers let you.
	NPC_FaceEnemy( qtrue );

	if (distRate == DIST_MELEE)
	{
		Mark1_BlasterAttack(advance);
	}
	else if (distRate == DIST_LONG)
	{
		Mark1_RocketAttack(advance);
	}
}
开发者ID:NoahBennet,项目名称:base_enhanced,代码行数:83,代码来源:NPC_AI_Mark1.c


示例15: NPC_BSSaberDroid_Attack

void NPC_BSSaberDroid_Attack( void )
{//attack behavior
	//Don't do anything if we're hurt
	if ( NPC->painDebounceTime > level.time )
	{
		NPC_UpdateAngles( qtrue, qtrue );
		return;
	}

	//NPC_CheckEnemy( qtrue, qfalse );
	//If we don't have an enemy, just idle
	if ( NPC_CheckEnemyExt(qfalse) == qfalse )//!NPC->enemy )//
	{
		NPC->enemy = NULL;
		NPC_BSSaberDroid_Patrol();//FIXME: or patrol?
		return;
	}

	if ( !NPC->enemy )
	{//WTF?  somehow we lost our enemy?
		NPC_BSSaberDroid_Patrol();//FIXME: or patrol?
		return;
	}

	enemyLOS = enemyCS = qfalse;
	move = qtrue;
	faceEnemy = qfalse;
	shoot = qfalse;
	enemyDist = DistanceSquared( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin );

	//can we see our target?
	if ( NPC_ClearLOS4( NPC->enemy ) )
	{
		NPCInfo->enemyLastSeenTime = level.time;
		enemyLOS = qtrue;

		if ( enemyDist <= 4096 && InFOV3( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin, NPC->client->ps.viewangles, 90, 45 ) )//within 64 & infront
		{
			VectorCopy( NPC->enemy->r.currentOrigin, NPCInfo->enemyLastSeenLocation );
			enemyCS = qtrue;
		}
	}
	/*
	else if ( gi.inPVS( NPC->enemy->currentOrigin, NPC->currentOrigin ) )
	{
		NPCInfo->enemyLastSeenTime = level.time;
		faceEnemy = qtrue;
	}
	*/

	if ( enemyLOS )
	{//FIXME: no need to face enemy if we're moving to some other goal and he's too far away to shoot?
		faceEnemy = qtrue;
	}

	if ( !TIMER_Done( NPC, "taunting" ) )
	{
		move = qfalse;
	}
	else if ( enemyCS )
	{
		shoot = qtrue;
		if ( enemyDist < (NPC->r.maxs[0]+NPC->enemy->r.maxs[0]+32)*(NPC->r.maxs[0]+NPC->enemy->r.maxs[0]+32) )
		{//close enough
			move = qfalse;
		}
	}//this should make him chase enemy when out of range...?

	if ( NPC->client->ps.legsTimer 
		&& NPC->client->ps.legsAnim != BOTH_A3__L__R )//this one is a running attack
	{//in the middle of a held, stationary anim, can't move
		move = qfalse;
	}

	if ( move )
	{//move toward goal
		move = SaberDroid_Move();
		if ( move )
		{//if we had to chase him, be sure to attack as soon as possible
			TIMER_Set( NPC, "attackDelay", NPC->client->ps.weaponTime );
		}
	}

	if ( !faceEnemy )
	{//we want to face in the dir we're running
		if ( move )
		{//don't run away and shoot
			NPCInfo->desiredYaw = NPCInfo->lastPathAngles[YAW];
			NPCInfo->desiredPitch = 0;
			shoot = qfalse;
		}
		NPC_UpdateAngles( qtrue, qtrue );
	}
	else// if ( faceEnemy )
	{//face the enemy
		NPC_FaceEnemy(qtrue);
	}

	if ( NPCInfo->scriptFlags&SCF_DONT_FIRE )
	{
//.........这里部分代码省略.........
开发者ID:ForcePush,项目名称:OJPRPFZ,代码行数:101,代码来源:NPC_AI_SaberDroid.c


示例16: ATST_Attack

/*
-------------------------
ATST_Attack
-------------------------
*/
void ATST_Attack( void )
{
	qboolean	altAttack=qfalse;
	int			blasterTest,chargerTest,weapon;
	float		distance;	
	distance_e	distRate;
	qboolean	visible;
	qboolean	advance;

	if ( NPC_CheckEnemyExt(qfalse) == qfalse )//!NPC->enemy )//
	{
		NPC->enemy = NULL;
		return;
	}

	NPC_FaceEnemy( qtrue );

	// Rate our distance to the target, and our visibilty
	distance	= (int) DistanceHorizontalSquared( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin );	
	distRate	= ( distance > MIN_MELEE_RANGE_SQR ) ? DIST_LONG : DIST_MELEE;
	visible		= NPC_ClearLOS4( NPC->enemy );
	advance		= (qboolean)(distance > MIN_DISTANCE_SQR);

	// If we cannot see our target, move to see it
	if ( visible == qfalse )
	{
		if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
		{
			ATST_Hunt( visible, advance );
			return;
		}
	}

	// Decide what type of attack to do
	switch ( distRate )
	{
	case DIST_MELEE:
//		NPC_ChangeWeapon( WP_ATST_MAIN );
		break;

	case DIST_LONG:

//		NPC_ChangeWeapon( WP_ATST_SIDE );
		//rwwFIXMEFIXME: make atst weaps work.

		// See if the side weapons are there
		blasterTest = trap_G2API_GetSurfaceRenderStatus( NPC->ghoul2, 0, "head_light_blaster_cann" );
		chargerTest = trap_G2API_GetSurfaceRenderStatus( NPC->ghoul2, 0, "head_concussion_charger" );

		// It has both side weapons
		if ( blasterTest != -1
			&& !(blasterTest&TURN_OFF)  
			&& chargerTest != -1
			&& !(chargerTest&TURN_OFF))
		{
			weapon = Q_irand( 0, 1);	// 0 is blaster, 1 is charger (ALT SIDE)

			if (weapon)				// Fire charger
			{
				altAttack = qtrue;
			}
			else
			{
				altAttack = qfalse;
			}

		}
		else if (blasterTest != -1
			&& !(blasterTest & TURN_OFF))	// Blaster is on
		{
			altAttack = qfalse;
		}
		else if (chargerTest != -1
			&&!(chargerTest & TURN_OFF))	// Blaster is on
		{
			altAttack = qtrue;
		}
		else 
		{
			NPC_ChangeWeapon( WP_NONE );
		}
		break;
	}

	NPC_FaceEnemy( qtrue );

	ATST_Ranged( visible, advance,altAttack );
}
开发者ID:jwginge,项目名称:ojpa,代码行数:93,代码来源:NPC_AI_Atst.c


示例17: NPC_BSSniper_Attack

void NPC_BSSniper_Attack( void )
{
	//Don't do anything if we're hurt
	if ( NPC->painDebounceTime > level.time )
	{
		NPC_UpdateAngles( qtrue, qtrue );
		return;
	}

	//NPC_CheckEnemy( qtrue, qfalse );
	//If we don't have an enemy, just idle
	if ( NPC_CheckEnemyExt(qfalse) == qfalse )//!NPC->enemy )//
	{
		NPC->enemy = NULL;
		NPC_BSSniper_Patrol();//FIXME: or patrol?
		return;
	}

	//[CoOp]
	if ( TIMER_Done( NPC, "flee" ) && NPC_CheckForDanger( NPC_CheckAlertEvents( qtrue, qtrue, -1, qfalse, AEL_DANGER, qfalse ) ) )
	//if ( TIMER_Done( NPC, "flee" ) && NPC_CheckForDanger( NPC_CheckAlertEvents( qtrue, qtrue, -1, qfalse, AEL_DANGER ) ) )
	//[/CoOp]
	{//going to run
		NPC_UpdateAngles( qtrue, qtrue );
		return;
	}

	if ( !NPC->enemy )
	{//WTF?  somehow we lost our enemy?
		NPC_BSSniper_Patrol();//FIXME: or patrol?
		return;
	}

	enemyLOS2 = enemyCS2 = qfalse;
	move2 = qtrue;
	faceEnemy2 = qfalse;
	shoot2 = qfalse;
	enemyDist2 = DistanceSquared( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin );
	if ( enemyDist2 < 16384 )//128 squared
	{//too close, so switch to primary fire
		if ( NPC->client->ps.weapon == WP_DISRUPTOR )
		{//sniping... should be assumed
			if ( NPCInfo->scriptFlags & SCF_ALT_FIRE )
			{//use primary fire
				trace_t	trace;
				trap_Trace ( &trace, NPC->enemy->r.currentOrigin, NPC->enemy->r.mins, NPC->enemy->r.maxs, NPC->r.currentOrigin, NPC->enemy->s.number, NPC->enemy->clipmask );
				if ( !trace.allsolid && !trace.startsolid && (trace.fraction == 1.0 || trace.entityNum == NPC->s.number ) )
				{//he can get right to me
					NPCInfo->scriptFlags &= ~SCF_ALT_FIRE;
					//reset fire-timing variables
					NPC_ChangeWeapon( WP_DISRUPTOR );
					NPC_UpdateAngles( qtrue, qtrue );
					return;
				}
			}
			//FIXME: switch back if he gets far away again?
		}
	}
	else if ( enemyDist2 > 65536 )//256 squared
	{
		if ( NPC->client->ps.weapon == WP_DISRUPTOR )
		{//sniping... should be assumed
			if ( !(NPCInfo->scriptFlags&SCF_ALT_FIRE) )
			{//use primary fire
				NPCInfo->scriptFlags |= SCF_ALT_FIRE;
				//reset fire-timing variables
				NPC_ChangeWeapon( WP_DISRUPTOR );
				NPC_UpdateAngles( qtrue, qtrue );
				return;
			}
		}
	}

	Sniper_UpdateEnemyPos();
	//can we see our target?
	if ( NPC_ClearLOS4( NPC->enemy ) )//|| (NPCInfo->stats.aim >= 5 && gi.inPVS( NPC->client->renderInfo.eyePoint, NPC->enemy->currentOrigin )) )
	{
		float maxShootDist;

		NPCInfo->enemyLastSeenTime = level.time;
		VectorCopy( NPC->enemy->r.currentOrigin, NPCInfo->enemyLastSeenLocation );
		enemyLOS2 = qtrue;
		maxShootDist = NPC_MaxDistSquaredForWeapon();
		if ( enemyDist2 < maxShootDist )
		{
			vec3_t fwd, right, up, muzzle, end;
			trace_t	tr;
			int hit;

			AngleVectors( NPC->client->ps.viewangles, fwd, right, up );
			CalcMuzzlePoint( NPC, fwd, right, up, muzzle );
			VectorMA( muzzle, 8192, fwd, end );
			trap_Trace ( &tr, muzzle, NULL, NULL, end, NPC->s.number, MASK_SHOT );

			hit = tr.entityNum;
			//can we shoot our target?
			if ( Sniper_EvaluateShot( hit ) )
			{
				enemyCS2 = qtrue;
			}
//.........这里部分代码省略.........
开发者ID:jwginge,项目名称:ojpa,代码行数:101,代码来源:NPC_AI_Sniper.c


示例18: Seeker_FindEnemy

//------------------------------------
void Seeker_FindEnemy( void )
{
    int			numFound;
    float		dis, bestDis = SEEKER_SEEK_RADIUS * SEEKER_SEEK_RADIUS + 1;
    vec3_t		mins, maxs;
    int			entityList[MAX_GENTITIES];
    gentity_t	*ent, *best = NULL;
    int			i;
    //[SeekerItemNpc]
    float closestDist = SEEKER_SEEK_RADIUS * SEEKER_SEEK_RADIUS + 1;
    //[/SeekerItemNpc]

    if(NPC->activator && NPC->activator->client->ps.weapon == WP_SABER && !NPC->activator->client->ps.saberHolstered)
    {
        NPC->enemy=NULL;
        return;
    }

    VectorSet( maxs, SEEKER_SEEK_RADIUS, SEEKER_SEEK_RADIUS, SEEKER_SEEK_RADIUS );
    VectorScale( maxs, -1, mins );

    //[CoOp]
    //without this, the seekers are just scanning in terms of the world coordinates instead of around themselves, which is bad.
    VectorAdd(maxs, NPC->r.currentOrigin, maxs);
    VectorAdd(mins, NPC->r.currentOrigin, mins);
    //[/CoOp]

    numFound = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );

    for ( i = 0 ; i < numFound ; i++ )
    {
        ent = &g_entities[entityList[i]];

        if ( ent->s.number == NPC->s.number
                || !ent->client //&& || !ent->NPC
                //[CoOp]
                //SP says this.  Don't attack non-NPCs?!
                //|| !ent->NPC
                //[/CoOp]
                || ent->health <= 0
                || !ent->inuse )
        {
            continue;
        }

        //[SeekerItemNpc]
        if(OnSameTeam(NPC->activator, ent))
        {   //our owner is on the same team as this entity, don't target them.
            continue;
        }

        //dont attack our owner
        if(NPC->activator == ent)
            continue;

        if(ent->s.NPC_class == CLASS_VEHICLE)
            continue;
        //[/SeekerItemNpc]

        dis = DistanceHorizontalSquared( NPC->r.currentOrigin, ent->r.currentOrigin );

        if ( dis <= closestDist )
            closestDist = dis;

        // try to find the closest visible one
        if ( !NPC_ClearLOS4( ent ))
        {
            continue;
        }

        if ( dis <= bestDis )
        {
            bestDis = dis;
            best = ent;
        }
        //[/SeekerItemNpc]

    }

    if ( best )
    {
        //[SeekerItemNpc] because we can run even if we already have an enemy
        if(!NPC->enemy) {
            // used to offset seekers around a circle so they don't occupy the same spot.  This is not a fool-proof method.
            NPC->random = random() * 6.3f; // roughly 2pi

            NPC->enemy = best;
        }
        //[/SeekerItemNpc]
    }

    //[SeekerItemNpc]
    //positive radius, check with los in mind
    if(NPC->radius > 0) {
        if(best && bestDis <= NPC->radius)
            NPC->fly_sound_debounce_time = level.time + (int)floor(2500.0f * (bestDis / (float)NPC->radius)) + 500;
        else
            NPC->fly_sound_debounce_time = -1;
    }
//.........这里部分代码省略.........
开发者ID:jwginge,项目名称:ojpa,代码行数:101,代码来源:NPC_AI_Seeker.c


示例19: Howler_Combat

//----------------------------------
//replaced with SP version.
static void Howler_Combat( void )
{
	qboolean	faced = qfalse;
	float		distance;	
	qboolean	advance = qfalse;
	if ( NPC->client->ps.groundEntityNum == ENTITYNUM_NONE )
	{//not on the ground
		if ( NPC->client->ps.legsAnim == BOTH_JUMP1
			|| NPC->client->ps.legsAnim == BOTH_INAIR1 )
		{//flying through the air with the greatest of ease, etc
			Howler_TryDamage( 10, qfalse, qfalse );
		}
	}
	else
	{//not in air, see if we should attack or advance
		// If we cannot see our target or we have somewhere to go, then do that
		if ( !NPC_ClearLOS4( NPC->enemy ) )//|| UpdateGoal( ))
		{
			NPCInfo->goalEntity = NPC->enemy;
			NPCInfo->goalRadius = MAX_DISTANCE;	// just get us within combat range

			if ( NPCInfo->localState == LSTATE_BERZERK )
			{
				NPC_Howler_Move( 3 );
			}
			else
			{
				NPC_Howler_Move( 10 );
			}
			NPC_UpdateAngles( qfalse, qtrue );
			return;
		}

		distance = DistanceHorizontal( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin );	

		if ( NPC->enemy && NPC->enemy->client && PM_InKnockDown( &NPC->enemy->client->ps ) )
		{//get really close to knocked down enemies
			advance = (qboolean)( distance > MIN_DISTANCE ? qtrue : qfalse  );
		}
		else
		{
			advance = (qboolean)( distance > MAX_DISTANCE ? qtrue : qfalse  );//MIN_DISTANCE
		}

		if (( advance || NPCInfo->localState == LSTATE_WAITING ) && TIMER_Done( NPC, "attacking" )) // waiting monsters can't attack
		{
			if ( TIMER_Done2( NPC, "takingPain", qtrue ))
			{
				NPCInfo->localState = LSTATE_CLEAR;
			}
			else if ( TIMER_Done( NPC, "standing" ) )
			{
				faced = Howler_Move( qtrue );
			}
		}
		else
		{
			Howler_Attack( distance, qfalse );
		}
	}

	if ( !faced )
	{
		if ( //TIMER_Done( NPC, "standing" ) //not just standing there
			//!advance //not moving
			TIMER_Done( NPC, "attacking" ) )// not attacking
		{//not standing around
			// Sometimes I have problems with facing the enemy I'm attacking, so force the issue so I don't look dumb
			NPC_FaceEnemy( qtrue );
		}
		else
		{
			NPC_UpdateAngles( qfalse, qtrue );
		}
	}
}
开发者ID:mehmehsomeone,项目名称:OpenRP,代码行数:78,代码来源:NPC_AI_Howler.cpp


示例20: NPC_BSGrenadier_Attack

void NPC_BSGrenadier_Attack( void )
{
	//Don't do anything if we're hurt
	if ( NPC->painDebounceTime > level.time )
	{
		NPC_UpdateAngles( qtrue, qtrue );
		return;
	}

	//NPC_CheckEnemy( qtrue, qfalse );
	//If we don't have an enemy, just idle
	if ( NPC_CheckEnemyExt(qfalse) == qfalse )//!NPC->enemy )//
	{
		NPC->enemy = NULL;
		NPC_BSGrenadier_Patrol();//FIXME: or patrol?
		return;
	}

	if ( TIMER_Done( NPC, "flee" ) && NPC_CheckForDanger( NPC_CheckAlertEvents( qtrue, qtrue, -1, qfalse, AEL_DANGER ) ) )
	{//going to run
		NPC_UpdateAngles( qtrue, qtrue );
		return;
	}

	if ( !NPC->enemy )
	{//WTF?  somehow we lost our enemy?
		NPC_BSGrenadier_Patrol();//FIXME: or patrol?
		return;
	}

	enemyLOS3 = enemyCS3 = qfalse;
	move3 = qtrue;
	faceEnemy3 = qfalse;
	shoot3 = qfalse;
	enemyDist3 = DistanceSquared( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin );

	//See if we should switch to melee attack
	if ( enemyDist3 < 16384 //128
		&& (!NPC->enemy->client
			|| NPC->enemy->client->ps.weapon != WP_SABER
			|| BG_SabersOff( &NPC->enemy->client->ps ) 
			) 
		)
	{//enemy is close a 

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C++ NPC_FaceEnemy函数代码示例发布时间:2022-05-30
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C++ NPC_ClearLOS函数代码示例发布时间:2022-05-30
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