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#!/usr/bin/python
# -*- coding: GBK -*-
 
##@package AIType_1
#ÆÕͨNPC(½üÕ½, Ð¡¹Ö)µÄAIÂß¼­, °´¸ÅÂʾö¶¨ÊÇ·ñ×·»÷,
## ´ËAIʹÓÃÂÊ×î¸ß£¬Í¨¹ýÔÚÏßÓû§¾ö¶¨AIÖ´ÐÐÆµÂÊ£¬²»È»»á¿¨ËÀ
#
# @author eggxp
# @date 2010-4-23
# @version 1.8
#
 
#------------------------------------------------------------------------------ 
"""Version = 2017-03-25 17:39"""
#---------------------------------------------------------------------
import IPY_GameWorld
import GameWorld
import NPCCommon
import BaseAttack
import ChConfig
import AICommon
import random
import GameObj
#---------------------------------------------------------------------
 
Def_LastAI1ProTick = "LastAI1ProTick" # ×îºóÒ»´ÎÖ´ÐÐtick
Def_AI1ProcessTick = "AI1Process"   # Ö´ÐÐÆµÂÊ ºÁÃë
 
#---------------------------------------------------------------------
## ³õʼ»¯
#  @param curNPC µ±Ç°npc
#  @return None
#  @remarks º¯ÊýÏêϸ˵Ã÷.
def DoInit(curNPC):
    curNPC.GetNPCAngry().Init(ChConfig.Def_NormalNPCAngryCount)
    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
    
    ## Ö´ÐÐÆµÂÊ, Ã¿10ÈËÑÓ³¤1ÃëÖ´ÐÐÆµÂÊ---------------------------
    if tick - curNPC.GetDictByKey(Def_LastAI1ProTick) < curNPC.GetDictByKey(Def_AI1ProcessTick):
        return
    playerCount = GameWorld.GetPlayerManager().OnlineCount()
    delayTime = max(playerCount/10-3, 0) * 1000
    curNPC.SetDict(Def_AI1ProcessTick, delayTime)
    curNPC.SetDict(Def_LastAI1ProTick, tick)
    #-------------------------------------------------------
 
 
    #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 curNPCAction == IPY_GameWorld.laNPCMove and curNPC.GetCurMoveType() == IPY_GameWorld.mtRun :
        AICommon.NormalNPCFast_Move(curNPC, tick)
        return
    
    #Ë¢ÐÂ×Ô¼º³ðºÞ¶ÈÁбí
    npcControl.RefreshAngryList(tick)
    
    if not curNPC.GetIsNeedProcess():
        AICommon.NormalNPCFree_Move(curNPC, tick)
        return
    
    curNPCAngry = npcControl.GetMaxAngryTag()
    
    #³ðºÞ¶ÈÁбíÖеÄÈËΪ¿Õ
    if curNPCAngry == None :
        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():
        #×·»÷·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())
    
    
    #³¬¹ý¹¥»÷¾àÀë,ÒÆ¶¯¹ýÈ¥
    if tagDist > curNPC.GetAtkDist() :
        if __CheckNPCBeAttackCanMove(curNPC, tick):
            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 __CheckNPCBeAttackCanMove(curNPC, tick):
        if npcControl.FixTagPos(curTag.GetPosX(), curTag.GetPosY()):
            #ÐÞÕýÕâ¸öNPCµÄÕ¾Á¢Î»ÖÃ
            return
    
    curNPCAction = curNPC.GetCurAction()
    if curNPCAction == IPY_GameWorld.laNPCMove:
        return
    
    #ÆÕͨ¹¥»÷
    BaseAttack.Attack( curNPC, curTag, None, tick )
    return
        
 
# 2017-11-21 ÐÂÐèÇóС¹ÖAI1±»»÷²»×öÒÆ¶¯´¦Àí
def __CheckNPCBeAttackCanMove(curNPC, tick):
    if curNPC.GetIsBoss():
        return True
    
    if tick - curNPC.GetDictByKey("NPCBeAttackedAI1") > 300:
        return True
    
    return False