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#!/usr/bin/python
# -*- coding: GBK -*-
#
##@package
#
# @todo: 
#
# @author: Alee
# @date 2018-4-3 ÏÂÎç05:03:18
# @version 1.0
#
# @note: 
#
#---------------------------------------------------------------------
 
import IPY_GameWorld
import GameWorld
import NPCCommon
import BaseAttack
import ChConfig
import AICommon
import random
import GameObj
import IpyGameDataPY
#---------------------------------------------------------------------
 
 
#---------------------------------------------------------------------
## 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):
 
    if AppearMove(curNPC):
        return
    
    npcControl = NPCCommon.NPCControl(curNPC)
 
    #Ë¢ÐÂ×Ô¼ºµÄbuff
    npcControl.RefreshBuffState(tick)
    if GameObj.GetHP(curNPC) == 0 :
        # BUFFË¢ÐÂÖпÉÄܻᵼÖÂNPCËÀÍö
        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()
 
    #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() :
        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
    
    curNPCAction = curNPC.GetCurAction()
    if curNPCAction == IPY_GameWorld.laNPCMove:
        return
    
    #ÆÕͨ¹¥»÷
    BaseAttack.Attack( curNPC, curTag, None, tick )
    return
        
# ³ö³¡Òƶ¯
def AppearMove(curNPC):
    if curNPC.GetDictByKey("appearmove"):
        # ÒÑ´¦Àí
        return False
    if curNPC.GetCurAction() == IPY_GameWorld.laNPCMove:
        return
    aiRefreshPointNPCRun = IpyGameDataPY.GetFuncEvalCfg("AIRefreshPointNPCRun", 1, {})
 
    refreshMark = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_FromRefreshMark)
    movePointList = aiRefreshPointNPCRun.get(refreshMark, [])
    if not movePointList:
        return False
    
    # ÆðµãΪ³öÉúµã
    destPosX, destPosY = movePointList[0]
        
    curNPC.Move(destPosX, destPosY)
    curNPC.SetDict("appearmove", 1)
    
    return True