Monsters, the basic idea of a managed player's design

Source: Internet
Author: User

1. host player, monster behavior AI is controlled and initiated by the background server.

A:ai Behavior using Behavior tree

B: Because the Unity plugin behavior Designer is not open source, the data format is unknown, so the background is inclined to design ai behavior tree, by the planning form

2. managed player, Monster properties :

A: Unified synchronization by the background.

B: The position information is calculated by the background in terms of movement, combat behavior, etc., and then broadcast to the player

C: Other properties, such as the amount of blood, acceleration, buff status, etc., because the attack judgment and results are calculated by the front-end players, it needs to sync to the server, and then broadcast all players.

3. behavior Determination and partial results (at least not including location) for mob hosting players

A: The behavior is initiated by the server

B: Broadcast to a field player

C: Have the view of the player to calculate the results of their own behavior, will be related to their own results synchronized to the server

D: Server Summary results, broadcast synchronization out.

4. Between monsters, hosting players and other behavioral decisions, you can choose a behavior host host

A: Preference for opposing faction players

B: Prefer a player with good network

Monsters, the basic idea of a managed player's design

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