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#!/usr/bin/python
# -*- coding: GBK -*-
#-------------------------------------------------------------------------------
#
#-------------------------------------------------------------------------------
#
##@package AIType_100
#
# @todo: ÕÙ»½ÊÞAI
# @author Alee
# @date 2013-06-18 22:30
# @version 1.1
#
# ÏêϸÃèÊö:
# @change: "2013-11-28 18:20" Alee ÉèÖÃÕÙ»½Ê޿ɹ¥»÷
#------------------------------------------------------------------------------ 
"""Version = 2013-11-28 18:20"""
#------------------------------------------------------------------------------
 
import IPY_GameWorld
import GameWorld
import NPCCommon
import BaseAttack
import ChConfig
import AICommon
import SkillShell
import GameObj
#---------------------------------------------------------------------
 
## ³õʼ³ðºÞ
#  @param curNPC ÊµÀý
#  @return None
def DoInit(curNPC):
    curNPC.GetNPCAngry().Init(ChConfig.Def_BossAngryCount)
 
 
## AIÑ­»·µ÷ÓÃ
#  @param curNPC ÊµÀý
#  @return None
def ProcessAI(curNPC, tick):
    if not curNPC.IsAlive():
        #NPCËÀÍö
        return
    
    curNPCControl = NPCCommon.NPCControl(curNPC)
    if curNPC.GetLastTime() != 0 and tick - curNPC.GetBornTime() >= curNPC.GetLastTime():
        #ÕÙ»½ÊÞ³¬¹ý´æ»îʱ¼ä, ÉèÖÃËÀÍö
        curNPCControl.SetKilled()
        return
 
    if not curNPC.GetCanAttack():
        curNPC.SetCanAttack(True)
        
    curNPCOwner = NPCCommon.GetSummonNPCOwner(IPY_GameWorld.gotPlayer, curNPC)
    if curNPCOwner == None:
        #ûÓÐÖ÷ÈË, ²»×öÈκζ¯×÷
        return
        
    #ÕÙ»½ÊÞÓÅÏȹ¥»÷×Ô¼ºÖ÷ÈË´òµÄÄ¿±ê
    #Ë¢ÐÂ×Ô¼ºµÄbuff
    curNPCControl.RefreshBuffState(tick)
    if GameObj.GetHP(curNPC) == 0 :
        # BUFFË¢ÐÂÖпÉÄܻᵼÖÂNPCËÀÍö
        return
    
    #NPC¿ìËÙ±¼ÅÜÖÐ, ´¦Àí
    if curNPC.GetCurAction() == IPY_GameWorld.laNPCMove and curNPC.GetCurMoveType() == IPY_GameWorld.mtRun:
        __SummonOutRefreshArea(curNPC, curNPCControl)
        return
    
    #¿ÉÒÔ¹¥»÷µÄ¶ÔÏó
    masterAttackObj = AICommon.PlayerSummonAkObj(curNPC, tick, False)    
    if masterAttackObj != None:
        __NPCFight(curNPC, masterAttackObj.GetID(), masterAttackObj.GetGameObjType(), tick)
        return
        
    #----------------ÕÙ»½ÊÞ¹¥»÷×Ô¼º³ðºÞÁбíÖеĶÔÏó
    #Ë¢ÐÂ×Ô¼º³ðºÞ¶ÈÁбí
    curNPCControl.RefreshAngryList(tick)
    curAngry = curNPCControl.GetMaxAngryTag()
    
    if curAngry == None:
        curNPCAction = curNPC.GetCurAction()
        #³ðºÞ¶ÈÁбíÖеÄÈËΪ¿Õ
        if curNPCAction == IPY_GameWorld.laNPCMove:
            #ÒÆ¶¯ÖÐ, ÔÝʱ²»´¦Àí
            pass
        elif curNPCAction == IPY_GameWorld.laNPCNull:
            #¿ÕÏÐ״̬,ÐèÒª¸úËæÖ÷ÈËÒÆ¶¯
            __SummonMove(curNPC, curNPCOwner)
        elif curNPCAction == IPY_GameWorld.laNPCAttack:
            #Èç¹û¹¥»÷״̬,ÉèÖÃΪ¿ÕÏÐ״̬
            curNPC.SetCurAction(IPY_GameWorld.laNPCNull)
        return
    
    __NPCFight(curNPC, curAngry.GetObjID(), curAngry.GetObjType(), tick)
 
 
## Õ½¶·
#  @param curNPC ÊµÀý
#  @param tagID ¹¥»÷Ä¿±êID
#  @param tagType ¹¥»÷Ä¿±êÀàÐÍ
#  @param tick µ±Ç°Ê±¼ä
#  @return None
def __NPCFight(curNPC, tagID, tagType, tick):
    curNPCControl = NPCCommon.NPCControl(curNPC)
    
    #×·»÷·µ»Ø
    if __SummonOutRefreshArea(curNPC, curNPCControl):
        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 tagDist > curNPC.GetAtkDist():
        curNPCControl.MoveToObj_Detel(curTag)
        return
    
    #¹¥»÷Âß¼­
    if tick - curNPC.GetAttackTick() < curNPC.GetAtkInterval():
        #¹¥»÷¼ä¸ôûÓе½, ·µ»Ø
        return
    
    if curNPCControl.FixTagPos(curTag.GetPosX(), curTag.GetPosY()):
        #ÐÞÕýÕâ¸öNPCµÄÕ¾Á¢Î»ÖÃ
        return
    
    #ÆÕͨ¹¥»÷
    BaseAttack.Attack(curNPC, curTag, None, tick)
    
    return
 
 
## ÕÙ»½ÊÞÒÆ¶¯
#  @param curNPC ÊµÀý
#  @return None
def __SummonMove(curNPC, curPlayer):
    npcControl = NPCCommon.NPCControl(curNPC)
    dist = GameWorld.GetDist(curNPC.GetPosX(), curNPC.GetPosY(), curPlayer.GetPosX(), curPlayer.GetPosY())
    #Í£Ö¹¾àÀë
    stopDist = 3
    #¸úËæ¾àÀë
    followDist = ChConfig.Def_Screen_Area
    
    if dist < stopDist:
        pass
    elif dist < followDist:
        npcControl.MoveToObj_Detel(curPlayer)
    else:
        #˲¼äÒÆ¶¯
        __SummonResetPos(curNPC, curPlayer, npcControl)
    
    return
 
 
##ÕÙ»½ÊÞ³¬¹ýÇø¼ä
#  @param curNPC ÊµÀý
#  @return None
def __SummonOutRefreshArea(curNPC, npcControl):
    curPlayer = NPCCommon.GetSummonNPCOwner(IPY_GameWorld.gotPlayer, curNPC)
    if curPlayer == None:
        return
    
    dist = GameWorld.GetDist(curNPC.GetPosX(), curNPC.GetPosY(), curPlayer.GetPosX(), curPlayer.GetPosY())
    
    if dist < ChConfig.Def_PlayerSight_Default:
        return
    
    #ÖØÖÃλÖÃ
    __SummonResetPos(curNPC, curPlayer, npcControl)
    return True
 
 
##ÖØÖÃλÖÃ
#  @param curNPC ÊµÀý
#  @return None
def __SummonResetPos(curNPC, curPlayer, npcControl):
    #Çå¿Õ³ðºÞ,Çå¿ÕÉËѪÁбí
    npcControl.ClearNPCAngry()
    npcControl.ClearNPCHurtList()
    moveDestX, moveDestY = npcControl.GetMoveNearPos(curPlayer.GetPosX(), curPlayer.GetPosY(), 
                                                     ChConfig.Def_PlayerTurckBeginMoveDist)
    curNPC.ResetPos(moveDestX, moveDestY)
    #ÖØÖÃNPCΪ¿ÕÏÐ״̬
    curNPC.SetCurAction(IPY_GameWorld.laNPCNull)
    return