hch
2018-11-26 0ff8e21c92b39adfdf062b40c4e0147213bba70a
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#!/usr/bin/python
# -*- coding: GBK -*-
#---------------------------------------------------------------------
#
#---------------------------------------------------------------------
##@package Player_Attack_NormalNPC
# Íæ¼Ò¹¥»÷ÆÕͨNPC
#
# @author eggxp
# @date 2010-4-20
# @version 1.8
#
# @change: "2010-09-06 17:30" panwei GetBattleTypeº¯ÊýÐÞ¸Ä, ÐÂÔö²ÎÊý:¹¥»÷·½
# @change: "2010-11-17 19:00" adaws ¼ÓÈëNPCÕóÈÝÅж¨
# @change: "2011-07-15 18:00" zhangd Ìí¼ÓNPC±»Íæ¼Ò´òËÀºó´¥·¢Âß¼­
# @change: "2012-02-10 20:20" Alee Ìí¼Ó¼¼Äܱط¢Éú״̬
# @change: "2013-11-08 18:00" hxp Ôö¼ÓNPC±»¹¥»÷Âß¼­Èë¿Ú
# @change: "2015-03-05 21:30" hxp ÉËѪÀàÐͼì²é´¥·¢±»¶¯¼¼ÄÜ
# @change: "2015-04-11 15:30" hxp Ôö¼Ó×îÖÕÉ˺¦Âß¼­
# @change: "2016-09-28 21:00" hxp ²»ËÀbossÂß¼­Ö§³Ö
#------------------------------------------------------------------------------ 
#"""Version = 2016-09-28 21:00"""
#---------------------------------------------------------------------
import NPCCommon
import ChConfig
import AttackCommon
import GameWorld
import FBLogic
import ChEquip
import IPY_GameWorld
import SkillCommon
import SkillShell
import ChNPC
import GameObj
#---------------------------------------------------------------------
 
#---------------------------------------------------------------------
 
## ÊÇ·ñ¿ÉÒÔ¹¥»÷ 
#  @param curNormalNPC ¹¥»÷·½:Íæ¼Ò
#  @param curTagPlayer ·ÀÊØ·½:ÆÕͨNPC
#  @param skill ¼¼ÄÜ(ÎÞ->None)
#  @param tick µ±Ç°Ê±¼ä
#  @return True or False
#  @remarks º¯ÊýÏêϸ˵Ã÷.
def GetCanAttack(curPlayer, curTagNormalNPC, skill, tick):
    #ͨÓÃÅжÏ
    if not AttackCommon.CheckPlayerCanAttackTag(curPlayer, curTagNormalNPC):
        return False
    
    if not AttackCommon.CheckPlayerAttackDist(curPlayer, curTagNormalNPC, skill):
        return False
    
    return True
 
## »ñµÃ¹ØÏµ
#  @param curNormalNPC ¹¥»÷·½:Íæ¼Ò
#  @param curTagPlayer ·ÀÊØ·½:ÆÕͨNPC
#  @param skill ¼¼ÄÜ(ÎÞ->None)
#  @param tick µ±Ç°Ê±¼ä
#  @return È磺ChConfig.Type_Relation_Enemy , ChConfig.Def_PASysMessage_None
#  @remarks º¯ÊýÏêϸ˵Ã÷.
def GetTagRelation(curPlayer, curTagNormalNPC, skill, tick):
    defenderCampType = NPCCommon.GetFaction(curTagNormalNPC)
    #²»¹¥»÷ÕýÒåµÄÐèҪȥ±£»¤µÄ ÕâÀïÓÐÅ®ÉñºÍÊØÎÀ
    if defenderCampType == ChConfig.CampType_Justice:
        return ChConfig.Type_Relation_Friend, ChConfig.Def_PASysMessage_None
    
    return ChConfig.Type_Relation_Enemy , ChConfig.Def_PASysMessage_None
 
## ¹¥»÷
#  @param curNormalNPC ¹¥»÷·½:Íæ¼Ò
#  @param curTagPlayer ·ÀÊØ·½:ÆÕͨNPC
#  @param skill ¼¼ÄÜ(ÎÞ->None)
#  @param skillValue ¼¼ÄÜÔöÇ¿
#  @param skillPercent ¼¼ÄÜÔöÇ¿°Ù·Ö±È
#  @param skillHurtList ¼¼ÄÜÉËѪÁбí(C++½Ó¿Ú)
#  @param tick µ±Ç°Ê±¼ä
#  @return hurtType £º HurtType É˺¦½á¹¹ÌåÀà 
#  @remarks º¯ÊýÏêϸ˵Ã÷.
def DoAttack(curPlayer, curTagNormalNPC, skill, skillValue, skillPercent, skillHurtList, tick):
 
    curTagNPCHPBeforeAtk = GameObj.GetHP(curTagNormalNPC)
    hurtType = AttackCommon.GetHurtHP(curPlayer, curTagNormalNPC, skill, skillValue, skillPercent, tick)
    
    #ÉËѪÁ¿
    hurtHP = hurtType.HurtHP
    #¸øÕâ¸öÆÕͨС¹ÖÔö¼Ó³ðºÞ
    npcControl = NPCCommon.NPCControl(curTagNormalNPC)
    npcControl.AddObjDetelToAngryList_ByAttack(curPlayer, hurtHP, skill)
    
    #Ìí¼ÓÉËѪÁбí
    AttackCommon.NPCAddObjInHurtList(curPlayer, curTagNormalNPC, curTagNPCHPBeforeAtk, hurtHP)
    #¸øÕâ¸öÍæ¼ÒµÄËùÓÐÕÙ»½ÊÞÔö¼Ó³ðºÞ
    AttackCommon.SummonAddAngryByOwner(curTagNormalNPC, curPlayer, hurtHP)
    #Ìí¼Ó¼¼ÄÜÉ˺¦Í¨ÖªÁбí,(ÓÃÓÚ¹¥»÷½áÊø,ͳһ֪ͨ¿Í»§¶Ë)
    AttackCommon.AddHurt(curTagNormalNPC, skillHurtList, hurtType.HurtType, hurtHP)
 
    return hurtType
 
## ´¦Àí¹¥»÷ºóµÄ½á¹û
#  @param curNormalNPC ¹¥»÷·½:Íæ¼Ò
#  @param curTagPlayer ·ÀÊØ·½:ÆÕͨNPC
#  @param skill ¼¼ÄÜ(ÎÞ->None)
#  @param tick µ±Ç°Ê±¼ä
#  @return True
#  @remarks º¯ÊýÏêϸ˵Ã÷.
def AttackResult(curPlayer, curTagNormalNPC, skill, tick):
    if ChNPC.OnUndeathBossAttacked(curTagNormalNPC):
        return
    
    if GameObj.GetHP(curTagNormalNPC) <= 0:
        if not ChNPC.OnCheckCanDie(curPlayer, curTagNormalNPC, skill, tick):
            return
        #Ö´Ðл÷ɱNPCÂß¼­
        FBLogic.DoFB_Player_KillNPC(curPlayer , curTagNormalNPC , tick)
        NPCCommon.OnPlayerAttackNPCDie(curTagNormalNPC, curPlayer, skill)
        #NPCËÀÍö
        curTagNormalNPCControl = NPCCommon.NPCControl(curTagNormalNPC)
        curTagNormalNPCControl.SetKilled()
    else:
        ChNPC.OnNPCAttacked(curPlayer, curTagNormalNPC, skill, tick)
        
        
    return True