#!/usr/bin/python
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# -*- coding: GBK -*-
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#
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##@package
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#
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# @todo:
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#
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# @author: Alee
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# @date 2018-4-3 ÏÂÎç05:03:18
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# @version 1.0
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#
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# @note:
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#
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#---------------------------------------------------------------------
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import IPY_GameWorld
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import GameWorld
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import NPCCommon
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import BaseAttack
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import ChConfig
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import AICommon
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import random
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import GameObj
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import IpyGameDataPY
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#---------------------------------------------------------------------
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#---------------------------------------------------------------------
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## ³õʼ»¯
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# @param curNPC µ±Ç°npc
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# @return None
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# @remarks º¯ÊýÏêϸ˵Ã÷.
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def DoInit(curNPC):
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curNPC.GetNPCAngry().Init(ChConfig.Def_NormalNPCAngryCount)
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return
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## Ö´ÐÐAI
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# @param curNPC µ±Ç°npc
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# @param tick µ±Ç°Ê±¼ä
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# @return None
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# @remarks º¯ÊýÏêϸ˵Ã÷.
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def ProcessAI(curNPC, tick):
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if AppearMove(curNPC):
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return
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npcControl = NPCCommon.NPCControl(curNPC)
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#Ë¢ÐÂ×Ô¼ºµÄbuff
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npcControl.RefreshBuffState(tick)
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if GameObj.GetHP(curNPC) == 0 :
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# BUFFË¢ÐÂÖпÉÄܻᵼÖÂNPCËÀÍö
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return
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#Ë¢ÐÂ×Ô¼º³ðºÞ¶ÈÁбí
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npcControl.RefreshAngryList(tick)
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if not curNPC.GetIsNeedProcess():
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AICommon.NormalNPCFree_Move(curNPC, tick)
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return
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curNPCAngry = npcControl.GetMaxAngryTag()
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#³ðºÞ¶ÈÁбíÖеÄÈËΪ¿Õ
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if curNPCAngry == None :
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AICommon.NormalNPCFree_Move(curNPC, tick)
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return
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#³ðºÞ¶ÔÏóÀàÐÍ,³ðºÞ¶ÔÏóID
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curNPCAngryType = curNPCAngry.GetObjType()
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curNPCAngryID = curNPCAngry.GetObjID()
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#Ö´Ðй¥»÷Âß¼
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__NPCFight(curNPC, curNPCAngryID, curNPCAngryType, tick)
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## npc¹¥»÷Âß¼
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# @param curNPC µ±Ç°npc
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# @param tagID curNPCAngryID
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# @param tagType curNPCAngryType
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# @param tick µ±Ç°Ê±¼ä
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# @return None
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# @remarks º¯ÊýÏêϸ˵Ã÷.
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def __NPCFight(curNPC, tagID, tagType, tick):
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#ÉèÖýøÈëÕ½¶·×´Ì¬
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NPCCommon.SetNPCInBattleState(curNPC)
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npcControl = NPCCommon.NPCControl(curNPC)
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#ÊÇ·ñÔÚÒÆ¶¯·¶Î§ÄÚ
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if not npcControl.IsInRefreshArea():
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#×·»÷·µ»Ø
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npcControl.MoveBack()
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return
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#¿ªÊ¼¹¥»÷
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curTag = GameWorld.GetObj(tagID, tagType)
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if curTag == None or GameObj.GetHP(curTag) <= 0:
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return
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tagDist = GameWorld.GetDist(curNPC.GetPosX(), curNPC.GetPosY(), curTag.GetPosX(), curTag.GetPosY())
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#³¬¹ý¹¥»÷¾àÀë,ÒÆ¶¯¹ýÈ¥
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if tagDist > curNPC.GetAtkDist() :
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destDist = GameWorld.GetDist(curNPC.GetDestPosX() , curNPC.GetDestPosY(), curTag.GetPosX(), curTag.GetPosY())
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if destDist <= curNPC.GetAtkDist() and curNPC.GetCurAction() == IPY_GameWorld.laNPCMove:
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# Ä¿±êÔÚÒÆ¶¯µÄ¹¥»÷·¶Î§ÄÚ£¬²»¸Ä±äÄ¿±êµã
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return
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npcControl.MoveToObj_Detel(curTag)
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return
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else:
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curNPC.StopMove()
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if tick - curNPC.GetAttackTick() < curNPC.GetAtkInterval():
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#¹¥»÷¼ä¸ôûÓе½, ·µ»Ø
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return
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if npcControl.FixTagPos(curTag.GetPosX(), curTag.GetPosY()):
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#ÐÞÕýÕâ¸öNPCµÄÕ¾Á¢Î»ÖÃ
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return
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curNPCAction = curNPC.GetCurAction()
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if curNPCAction == IPY_GameWorld.laNPCMove:
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return
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#ÆÕͨ¹¥»÷
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BaseAttack.Attack( curNPC, curTag, None, tick )
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return
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# ³ö³¡Òƶ¯
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def AppearMove(curNPC):
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if curNPC.GetDictByKey("appearmove"):
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# ÒÑ´¦Àí
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return False
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if curNPC.GetCurAction() == IPY_GameWorld.laNPCMove:
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return
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aiRefreshPointNPCRun = IpyGameDataPY.GetFuncEvalCfg("AIRefreshPointNPCRun", 1, {})
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refreshMark = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_FromRefreshMark)
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movePointList = aiRefreshPointNPCRun.get(refreshMark, [])
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if not movePointList:
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return False
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# ÆðµãΪ³öÉúµã
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destPosX, destPosY = movePointList[0]
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curNPC.Move(destPosX, destPosY)
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curNPC.SetDict("appearmove", 1)
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return True
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