#!/usr/bin/python  
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# -*- coding: GBK -*-  
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#---------------------------------------------------------------------  
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#  
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#---------------------------------------------------------------------  
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##@package AIType_180  
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# @todo: Ð¡¹ÖͨÓÃ×Ô¶¯Êͷż¼ÄÜAI  
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#  
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# @author: panwei  
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# @date 2010-08-04  
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# @version 1.2  
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#  
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# @note:   
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# @change: "2010-11-22 12:15" Alee É¾³ýÒì³£/³ÁĬÅж¨  
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# @change: "2011-05-09 15:00" panwei ³ðºÞÁбí±ä¸ü  
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#---------------------------------------------------------------------  
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"""Version = 2011-05-09 15:00"""  
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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 GameObj  
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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_SuperFBBossAngryCount)  
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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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    npcControl = NPCCommon.NPCControl(curNPC)  
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    if curNPC.GetCurAction() == IPY_GameWorld.laNPCDie or not curNPC.IsAlive():  
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        #NPCËÀÍö, ½øÈëËÀÍöµ¹¼ÆÊ±  
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        if npcControl.DieTick(tick) == 0:  
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            return  
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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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#    #ÅжÏÒ쳣״̬  
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#    if curNPC.GetAbnormalState() == IPY_GameWorld.sctFaint:  
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#        return   
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    curNPCAction = curNPC.GetCurAction()  
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    #NPC¿ìËÙ±¼ÅÜÖÐ, ´¦Àí  
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    if curNPC.GetSpeed() != 0 and curNPCAction == IPY_GameWorld.laNPCMove and curNPC.GetCurMoveType() == IPY_GameWorld.mtRun:  
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        AICommon.NormalNPCFast_Move(curNPC, tick)  
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        return  
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    #Ë¢ÐÂ×Ô¼º³ðºÞ¶ÈÁÐ±í  
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    npcControl.RefreshAngryList(tick)  
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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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        if curNPC.GetSpeed() != 0:  
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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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    #Õ½¶·ÖлØÑª  
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    npcControl.ProcessBattleHPRestore(tick)  
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    #Ö´Ðй¥»÷Âß¼  
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    __NPCFight(curNPC, curNPCAngryID, curNPCAngryType, tick)  
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#---------------------------------------------------------------------  
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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() and curNPC.GetSpeed() != 0:  
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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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    #---ÓÅÏÈÊͷż¼ÄÜ---  
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    if AICommon.DoAutoUseSkill(curNPC, curTag, tagDist, tick):  
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        return  
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    #---ÊÍ·ÅÆÕͨ¹¥»÷---  
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    if curNPC.GetSpeed() == 0:  
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        # ²»¿ÉÒÆ¶¯NPC  
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        if tagDist > curNPC.GetAtkDist():  
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            return  
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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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        #ÆÕͨ¹¥»÷  
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        BaseAttack.Attack(curNPC, curTag, None, tick)  
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        return  
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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»Öà  
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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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## NPCËÀÍö  
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#  @param curNPC µ±Ç°npc  
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#  @param hurtType É˺¦ÕßµÄobjÀàÐÍ  
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#  @param hurtID É˺¦ÕßµÄobjID  
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#  @return None  
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def OnDie(curNPC, hurtType, hurtID):  
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    AICommon.DoNPCUseSkillOnDie(curNPC)  
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    return  
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