#!/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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#
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##@package AIType_186
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#
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# @todo: NPCͨ¹ý±í¶ÁÈ¡Êͷż¼ÄÜ
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# @author Alee
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# @date 2011-05-18 18:00
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# @version 2.2
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#
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# ÏêϸÃèÊö:
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# @change: "2013-06-18 22:30" Alee С¹Ö³ðºÞÊýËõС
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# @change: "2014-01-28 15:30" hxp Ôö¼ÓÄêÊÞÊ£ÓàѪÁ¿¹ã²¥
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# @change: "2014-02-21 14:20" hxp Ôö¼ÓÊÀ½çbossÂß¼£¬¹¥»÷»ÆÃû£¬Ê£ÓàѪÁ¿¹ã²¥
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# @change: "2014-02-27 12:00" hxp Ôö¼ÓNPCѪÁ¿°Ù·Ö±ÈÂß¼Èë¿Ú
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# @change: "2014-03-11 19:30" hxp ÐÞ¸ÄÃþÊÀ½çboss»ÆÃûbuffID
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# @change: "2014-04-14 12:00" hxp Ôö¼ÓbossËÀÍöÕÙ»½²É¼¯Îï
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# @change: "2014-09-24 17:00" hxp ÃþÊÀ½çbossbuffÌí¼ÓÂß¼ÐÞ¸Ä
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# @change: "2014-10-27 21:00" hxp ¹¥»÷bossÊÇ·ñ»ñµÃbuff¿ª³öÅäÖÃ
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# @change: "2014-12-08 21:30" hxp ÓÅ»¯AI
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# @change: "2014-12-15 07:20" Alee ½µµÍNPCAIÏûºÄ
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# @change: "2014-12-31 14:40" Alee ½µµÍNPCAIÏûºÄ
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# @change: "2016-11-22 21:00" hxp Ö§³ÖÌí¼Ó×î´ó³ðºÞbuff
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#------------------------------------------------------------------------------
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#"""Version = 2016-11-22 21:00"""
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#-------------------------------------------------------------------------------
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import ChConfig
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import NPCCommon
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import AICommon
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import IPY_GameWorld
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import GameWorld
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import BaseAttack
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import PlayerState
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import GameObj
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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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angryCount = ChConfig.Def_NormalNPCAngryCount
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if ChConfig.IsGameBoss(curNPC):
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angryCount = ChConfig.Def_SuperFBBossAngryCount
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# ³ðºÞ¹éÊôÒòΪÐèÒª¶ÓԱͬʱ¼Ó³ðºÞ£¬ËùÒÔ³ðºÞÊýÉèÖôóµã
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if NPCCommon.GetDropOwnerType(curNPC) == ChConfig.DropOwnerType_MaxAngry:
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angryCount = ChConfig.Def_SuperBossAngryCount
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curNPC.GetNPCAngry().Init(angryCount)
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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 curNPC.IsAlive() != True:
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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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if curNPC.GetIsBoss():
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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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curNPCAction = curNPC.GetCurAction()
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if 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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#ĬÈϹ¥»÷¹éÊôÕß
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tagObj = npcControl.RefreshDropOwner(tick)
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if not curNPC.GetIsNeedProcess() or not tagObj:
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# ÏÈ»ØÑª£¬µÈ»ØÂúÔÙ×öÆäËûÊÂÇé
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if curNPCAction == IPY_GameWorld.laNPCNull and not npcControl.ProcessHPRestore(tick):
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AICommon.NormalNPCFree_Move(curNPC, tick)
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return
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#¹¥»÷Âß¼
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__NPCFight(curNPC, tagObj, tick)
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npcControl.DoHPPerLogic(ChConfig.Def_NPCHurtTypeAll, 0)
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return
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## ÿ´Î±»¹¥»÷´¦Àí½á¹û
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# @param atkObj ¹¥»÷·¢ÆðÕß
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# @param defObj ±»¹¥»÷Õß
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# @param skill ¹¥»÷¼¼ÄÜ
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# @param tick
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# @return ¾ßÌåÉ˺¦Öµ
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def OnAttacked(atkObj, curNPC, skill, tick):
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if atkObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
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PlayerState.SetBossStateTick(atkObj, tick)
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return
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def OnCheckCanDie(atkObj, curNPC, skill, tick):
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## ¼ì²éNPCÊÇ·ñ¿ÉËÀÍö
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dropOwnerType = NPCCommon.GetDropOwnerType(curNPC)
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if dropOwnerType not in [ChConfig.DropOwnerType_MaxHurt]:
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return True
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npcControl = NPCCommon.NPCControl(curNPC)
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tagObj = npcControl.RefreshDropOwner(tick, 0)
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if not atkObj or not tagObj:
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GameObj.SetHP(curNPC, 1)
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GameWorld.ErrLog("Bossµ±Ç°×´Ì¬Ï²»¿ÉÒÔËÀÍö£¡npcID=%s" % curNPC.GetNPCID())
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return False
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return True
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## NPC±»Íæ¼ÒɱËÀ
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def OnAttackDieByPlayer(curNPC, curPlayer, skill):
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tick = GameWorld.GetGameWorld().GetTick()
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PlayerState.SetBossStateTick(curPlayer, tick)
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#±»»÷É±Ê±Ç¿ÖÆË¢Ð¹éÊô
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npcControl = NPCCommon.NPCControl(curNPC)
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npcControl.RefreshDropOwner(tick, 0, True)
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return
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## NPCËÀÍö´¦Àí
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# @param curNPC ËÀÍöNPC
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# @param HurtType µôÂäÀàÐÍ
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# @param HurtID ¶ÔÓ¦ÓµÓÐÕßid
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# @param modulus µôÂäϵÊý
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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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def OnNPCSetDead(curNPC):
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npcControl = NPCCommon.NPCControl(curNPC)
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npcControl.DelayDropOwnerBuffDisappearTime()
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return
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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, curTag, tick):
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#Ô¤¾¯´¦Àí
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if AICommon.DoNPCSkillWarningProcess(curNPC, tick):
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return
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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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#²»ÔÚÒÆ¶¯·¶Î§
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if npcControl.IsInRefreshArea() != True:
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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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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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#³¬¹ý¹¥»÷¾àÀë,ÒÆ¶¯¹ýÈ¥
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if tagDist > curNPC.GetAtkDist():
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npcControl.MoveToObj_Detel(curTag)
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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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if npcControl.FixTagPos(curTag.GetPosX(), curTag.GetPosY()):
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#ÐÞÕýÕâ¸öNPCµÄÕ¾Á¢Î»ÖÃ
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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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