hxp
2022-02-21 0c27822ef5e6c67782ed143a4ff03ecfbdfda1fb
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#!/usr/bin/python
# -*- coding: GBK -*-
#---------------------------------------------------------------------
#
#---------------------------------------------------------------------
##@package AIType_180
# @todo: Ð¡¹ÖͨÓÃ×Ô¶¯Êͷż¼ÄÜAI
#
# @author: panwei
# @date 2010-08-04
# @version 1.2
#
# @note: 
# @change: "2010-11-22 12:15" Alee É¾³ýÒì³£/³ÁĬÅж¨
# @change: "2011-05-09 15:00" panwei ³ðºÞÁбí±ä¸ü
#---------------------------------------------------------------------
"""Version = 2011-05-09 15:00"""
#---------------------------------------------------------------------
import IPY_GameWorld
import GameWorld
import NPCCommon
import BaseAttack
import ChConfig
import AICommon
import GameObj
#---------------------------------------------------------------------
 
#---------------------------------------------------------------------
## ³õʼ»¯
#  @param curNPC µ±Ç°npc
#  @return None
#  @remarks º¯ÊýÏêϸ˵Ã÷.
def DoInit(curNPC):
    curNPC.GetNPCAngry().Init(ChConfig.Def_SuperFBBossAngryCount)
    return
 
## Ö´ÐÐAI
#  @param curNPC µ±Ç°npc
#  @param tick µ±Ç°Ê±¼ä
#  @return None
#  @remarks º¯ÊýÏêϸ˵Ã÷.
def ProcessAI(curNPC, tick):
    npcControl = NPCCommon.NPCControl(curNPC)
    if curNPC.GetCurAction() == IPY_GameWorld.laNPCDie or not curNPC.IsAlive():
        #NPCËÀÍö, ½øÈëËÀÍöµ¹¼ÆÊ±
        if npcControl.DieTick(tick) == 0:
            return
         
    #Ë¢ÐÂ×Ô¼ºµÄbuff
    npcControl.RefreshBuffState(tick)
    if GameObj.GetHP(curNPC) == 0 :
        # BUFFË¢ÐÂÖпÉÄܻᵼÖÂNPCËÀÍö
        return
#    #ÅжÏÒ쳣״̬
#    if curNPC.GetAbnormalState() == IPY_GameWorld.sctFaint:
#        return 
    
    curNPCAction = curNPC.GetCurAction()
    #NPC¿ìËÙ±¼ÅÜÖÐ, ´¦Àí
    if curNPC.GetSpeed() != 0 and curNPCAction == IPY_GameWorld.laNPCMove and curNPC.GetCurMoveType() == IPY_GameWorld.mtRun:
        AICommon.NormalNPCFast_Move(curNPC, tick)
        return
    
    #Ë¢ÐÂ×Ô¼º³ðºÞ¶ÈÁбí
    npcControl.RefreshAngryList(tick)
    curNPCAngry = npcControl.GetMaxAngryTag()
    
    #³ðºÞ¶ÈÁбíÖеÄÈËΪ¿Õ
    if curNPCAngry == None:
        if curNPC.GetSpeed() != 0:
            AICommon.NormalNPCFree_Move(curNPC, tick)
        return
    
    #³ðºÞ¶ÔÏóÀàÐÍ,³ðºÞ¶ÔÏóID
    curNPCAngryType = curNPCAngry.GetObjType()
    curNPCAngryID = curNPCAngry.GetObjID()
    #Õ½¶·ÖлØÑª
    npcControl.ProcessBattleHPRestore(tick)
    #Ö´Ðй¥»÷Âß¼­
    __NPCFight(curNPC, curNPCAngryID, curNPCAngryType, tick)
 
#---------------------------------------------------------------------
## npc¹¥»÷Âß¼­
#  @param curNPC µ±Ç°npc
#  @param tagID curNPCAngryID
#  @param tagType curNPCAngryType 
#  @param tick µ±Ç°Ê±¼ä
#  @return None
#  @remarks º¯ÊýÏêϸ˵Ã÷.
def __NPCFight(curNPC, tagID, tagType, tick):
    #ÉèÖýøÈëÕ½¶·×´Ì¬
    NPCCommon.SetNPCInBattleState(curNPC)
    npcControl = NPCCommon.NPCControl(curNPC)
    
    #ÊÇ·ñÔÚÒÆ¶¯·¶Î§ÄÚ
    if not npcControl.IsInRefreshArea() and curNPC.GetSpeed() != 0:
        #×·»÷·µ»Ø
        npcControl.MoveBack()
        return
    
    #¿ªÊ¼¹¥»÷
    curTag = GameWorld.GetObj(tagID, tagType)
    
    if curTag == None or GameObj.GetHP(curTag) <= 0:
        return
    
    tagDist = GameWorld.GetDist(curNPC.GetPosX(), curNPC.GetPosY(), curTag.GetPosX(), curTag.GetPosY())
    
    #---ÓÅÏÈÊͷż¼ÄÜ---
    if AICommon.DoAutoUseSkill(curNPC, curTag, tagDist, tick):
        return
    
    #---ÊÍ·ÅÆÕͨ¹¥»÷---
    
    if curNPC.GetSpeed() == 0:
        # ²»¿ÉÒÆ¶¯NPC
        if tagDist > curNPC.GetAtkDist():
            return
        
        if tick - curNPC.GetAttackTick() < curNPC.GetAtkInterval():
            #¹¥»÷¼ä¸ôûÓе½, ·µ»Ø
            return
        
        #ÆÕͨ¹¥»÷
        BaseAttack.Attack(curNPC, curTag, None, tick)
        return
    
    #³¬¹ý¹¥»÷¾àÀë,ÒÆ¶¯¹ýÈ¥
    if tagDist > curNPC.GetAtkDist():
 
        destDist = GameWorld.GetDist(curNPC.GetDestPosX() , curNPC.GetDestPosY(), curTag.GetPosX(), curTag.GetPosY())
        if destDist <= curNPC.GetAtkDist() and curNPC.GetCurAction() == IPY_GameWorld.laNPCMove:
            # Ä¿±êÔÚÒÆ¶¯µÄ¹¥»÷·¶Î§ÄÚ£¬²»¸Ä±äÄ¿±êµã
            return
        npcControl.MoveToObj_Detel(curTag)
        return
    else:
        curNPC.StopMove()
        
    if tick - curNPC.GetAttackTick() < curNPC.GetAtkInterval():
        #¹¥»÷¼ä¸ôûÓе½, ·µ»Ø
        return
    
    if npcControl.FixTagPos(curTag.GetPosX(), curTag.GetPosY()):
        #ÐÞÕýÕâ¸öNPCµÄÕ¾Á¢Î»ÖÃ
        return
    
    #ÆÕͨ¹¥»÷
    BaseAttack.Attack(curNPC, curTag, None, tick)
    return
 
## NPCËÀÍö
#  @param curNPC µ±Ç°npc
#  @param hurtType É˺¦ÕßµÄobjÀàÐÍ
#  @param hurtID É˺¦ÕßµÄobjID
#  @return None
def OnDie(curNPC, hurtType, hurtID):
    AICommon.DoNPCUseSkillOnDie(curNPC)
    return