自动寻路NPC与追击,能够穿越各种障碍,有效防止卡顿滞后

该源码是从国际服看到的,但是源码后一个致命的问题,想必不少用过寻路的开发者都遇到过,Ai运行一段时间就会出现滞后,每走一步就卡顿大概0.1秒,这里我用设置网络所有权解决了,顺便用国际友人的源码加上我对源码的一些修改,解决了卡顿问题。

源码:

local myHuman = script.Parent:WaitForChild("Humanoid")
local myRoot = script.Parent:WaitForChild("HumanoidRootPart")
local head = script.Parent:WaitForChild("Head")
local lowerTorso = script.Parent:WaitForChild("LowerTorso")

--local grab = script.Parent:WaitForChild("Grab")
--local grabAnim = myHuman:LoadAnimation(grab)
--grabAnim.Priority = Enum.AnimationPriority.Action

--local grabSound = head:WaitForChild("Attack")
--local screamSound = head:WaitForChild("Scream")

local clone = script.Parent:Clone()
--设置网络所有权,防止滞后,也就是防止NPC走一步就卡一下
for _, object in pairs(script.Parent:GetChildren()) do 
	if object:IsA("BasePart") then 
		object:SetNetworkOwner()
	end
end
function walkRandomly()
	local xRand = math.random(-50,50)
	local zRand = math.random(-50,50)
	local goal = myRoot.Position + Vector3.new(xRand,0,zRand)

	local path = game:GetService("PathfindingService"):CreatePath()
	path:ComputeAsync(myRoot.Position, goal)
	local waypoints = path:GetWaypoints()

	if path.Status == Enum.PathStatus.Success then
		for _, waypoint in ipairs(waypoints) do
			if waypoint.Action == Enum.PathWaypointAction.Jump then
				myHuman.Jump = true
			end
			myHuman:MoveTo(waypoint.Position)
			local timeOut = myHuman.MoveToFinished:Wait(1)
			if not timeOut then
				print("Got stuck")
				myHuman.Jump = true
				walkRandomly()
			end
		end
	else
		print("Path failed")
		wait(1)
		walkRandomly()
	end
end

function findPath(target)
	local path = game:GetService("PathfindingService"):CreatePath()
	path:ComputeAsync(myRoot.Position,target.Position)
	local waypoints = path:GetWaypoints()

	if path.Status == Enum.PathStatus.Success then
		for _, waypoint in ipairs(waypoints) do
			if waypoint.Action == Enum.PathWaypointAction.Jump then
				myHuman.Jump = true
			end
			myHuman:MoveTo(waypoint.Position)
			local timeOut = myHuman.MoveToFinished:Wait(1)
			if not timeOut then
				myHuman.Jump = true
				print("Path too long!")
				findPath(target)
				break
			end
			if checkSight(target) then
				repeat
					print("Moving directly to the target")
					myHuman:MoveTo(target.Position)
					attack(target)
					wait(0.1)
					if target == nil then
						break
					elseif target.Parent == nil then
						break
					end
				until checkSight(target) == false or myHuman.Health < 1 or target.Parent.Humanoid.Health < 1
				break
			end
			if (myRoot.Position - waypoints[1].Position).magnitude > 20 then
				print("Target has moved, generating new path")
				findPath(target)
				break
			end
		end
	end
end

function checkSight(target)
	local ray = Ray.new(myRoot.Position, (target.Position - myRoot.Position).Unit * 40)
	local hit,position = workspace:FindPartOnRayWithIgnoreList(ray, {script.Parent})
	if hit then
		if hit:IsDescendantOf(target.Parent) and math.abs(hit.Position.Y - myRoot.Position.Y) < 3 then
			print("I can see the target")
			return true
		end
	end
	return false
end

function findTarget()
	local dist = 50
	local target = nil
	local potentialTargets = {}
	local seeTargets = {}
	for i,v in ipairs(workspace:GetChildren()) do
		local human = v:FindFirstChild("Humanoid")
		local torso = v:FindFirstChild("Torso") or v:FindFirstChild("HumanoidRootPart")
		if human and torso and v.Name ~= script.Parent.Name then
			if (myRoot.Position - torso.Position).magnitude < dist and human.Health > 0 then
				table.insert(potentialTargets,torso)
			end
		end
	end
	if #potentialTargets > 0 then
		for i,v in ipairs(potentialTargets) do
			if checkSight(v) then
				table.insert(seeTargets, v)
			elseif #seeTargets == 0 and (myRoot.Position - v.Position).magnitude < dist then
				target = v
				dist = (myRoot.Position - v.Position).magnitude
			end
		end
	end
	if #seeTargets > 0 then
		dist = 200
		for i,v in ipairs(seeTargets) do
			if (myRoot.Position - v.Position).magnitude < dist then
				target = v
				dist = (myRoot.Position - v.Position).magnitude
			end
		end
	end
	if target then
		if math.random(20) == 1 then
			--screamSound:Play()
		end
	end
	return target
end

function attack(target)
	if (myRoot.Position - target.Position).magnitude < 5 then
		--grabAnim:Play()
		--grabSound:Play()
		if target.Parent ~= nil then
			target.Parent.Humanoid:TakeDamage(25)
		end
		wait(0.4)
	end
end

function died()
	wait(5)
	clone.Parent = workspace
	game:GetService("Debris"):AddItem(script.Parent,0.1)
end

myHuman.Died:Connect(died)

lowerTorso.Touched:Connect(function(obj)
	if not obj.Parent:FindFirstChild("Humanoid") then
		myHuman.Jump = true
	end
end)

function main()
	local target = findTarget()
	if target then
		myHuman.WalkSpeed = 16
		findPath(target)
	else
		myHuman.WalkSpeed = 8
		walkRandomly()
	end
end

while wait(0.1) do
	if myHuman.Health < 1 then
		break
	end
	main()
end

解决滞后的代码:

--设置网络所有权,防止滞后,也就是防止NPC走一步就卡一下
for _, object in pairs(script.Parent:GetChildren()) do 
	if object:IsA("BasePart") then 
		object:SetNetworkOwner()
	end
end

AI源码经过本人修改过小部分,目的是不需要加入任何东西就能让AI跑起来,解决滞后的代码是自己加进去的。
感谢国际友人AI源码,源码原帖子:https://devforum.roblox.com/t/my-pathfinding-zombie-does-not-work/1234091

5 个赞

虽然我自己用不到,但是看起来好厉害啊……

冷颜大佬NB!!!!

冷颜大佬NB!!!!

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