1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
#!/usr/bin/python
# -*- coding: GBK -*-
#---------------------------------------------------------------------
#
#---------------------------------------------------------------------
##@package FBDefenseCommon
# @todo: ÊØ»¤Å®ÉñËùÓйÖÎïAIµÄ¹«¹²Êý¾ÝºÍº¯Êý
#
# @author adaws
# @date 2009-11-17 19:00
# @version 2.2
#
# @note: 
# @change: "2010-11-18 11:00" adaws ¼ÓNPC´æ»îʱ¼äÈ¡½Ó¿Ú½è ²»ÊÇÿ¸öNPC¶¼ÓÐ
# @change: "2010-11-18 18:00" adaws AIѰ·Ð޸ĠÔÚ¹¥»÷ÖеĶàÓàRefreshAllStateÈ¥µô
# @change: "2010-11-19 12:00" adaws ÓÐÄ¿±êµÄ·Å¼¼ÄÜÔö¼Ó »Øµ÷ÐÞ¸Ä
# @change: "2010-11-20 17:40" adaws AI×ß·Ð޸ĠNormalCheck¼ì²é¼ÓÈëÊÇ·ñÔÚ¿ìËÙÒÆ¶¯Ïà¹Ø ¿ìËÙÒÆ¶¯µ«ÊDz»»ØË¢ÐµãÐÞ¸Ä
# @change: "2010-11-22 12:15" Alee NPC¿ØÖÆÐÞ¸Ä
# @change: "2010-11-22 17:30" adaws NPC·Å¼¼ÄܵÄʱºò¸ù¾Ý¼¼ÄܵÄÄ¿±êÊÇ·ñÊǶÔ×Ô¼º·ÅµÄÑ¡²»Í¬µÄÄ¿±ê
# @change: "2010-11-26 10:00" adaws É¾³ýÉÏÒ»´ÎµÄÍ·¶¥BUFF ÑéÖ¤ È¥µôÕ½¶·»ØÑª ¼ÓBUFF²»Ë¢×´Ì¬
# @change: "2010-12-16 20:50" Alee Ð޸ĺ¯ÊýÃû
# @change: "2010-12-31 17:43" Alee ÐÞ¸ÄBUFF¹ÜÀíÆ÷ÑéÖ¤
# @change: "2011-06-15 11:40" chenxuewei Ôö¼ÓÊØ»¤Å®Éñ¶¯Ì¬°æµÄbossµÄkey
#
# @change: "2011-06-16 16:40" chenxuewei AIÔö¼ÓÒì×åÎ×Ò½µÄÌØÊâ¼¼ÄÜÊÍ·Å
# @change: "2015-03-30 12:00" hxp ÐÞ¸ÄΪ֧³ÖͨÓÃTDË¢¹ÖÐÐ×ß·Ïß
#
#---------------------------------------------------------------------
"""Version = 2015-03-30 12:00"""
#---------------------------------------------------------------------
import SkillShell
import GameWorld
import NPCCommon
import IPY_GameWorld
import BaseAttack
import ChConfig
import ReadChConfig
import AICommon
import GameObj
 
import random
 
#---ÏÂÃæ¶¼ÊÇNPCµÄ×ÖµäKEY---
NPCKey_PassedPointCount = 'PassedCount'          # NPC×ß¹ýµÄµãµÄ¸öÊý ²Èµã×ß·¨
NPCKey_CurLvUp_Step = 'LvUpStep'                 # µ±Ç°Í·¶¥BUFFµÄµÚ¼¸¸ö Í·¶¥BUFFµÈ¼¶
NPCKey_UseSkillHpPercent = 'UseSkillPercent'     # Ê¹Óü¼ÄÜÉúÃü°Ù·Ö±È·§Öµ
SingleMoveArea = 5  # NPCµ¥´ÎÒÆ¶¯¾àÀë
Dis_Differ = 3  # ÔÚÑ¡µãÒÆ¶¯µÄʱºò Ñ¡µãµÄ·¶Î§ ±ÜÃâÖØµþ
#MovePointList = [(53, 125), (73, 125), (93, 125), (113, 125), (133, 125), (146,125)]
#MovePointList = ReadChConfig.GetEvalChConfig('TDMovePointList')
Def_MaxDis = 999999
 
 
## ¸±±¾ÖеÄNPCµÄÒÆ¶¯Âß¼­ ²ÈµãÒÆ¶¯
#  @param curNpc: µ±Ç°NPC
#  @param movePointList: ²ÈµãÁÐ±í£¨×ø±êX£¬×ø±êY£¬¾àÀëÄ¿±êµãµÄÒÆ¶¯¾àÀ룩
#  @param tick: µ±Ç°tick
#  @return: ÎÞ
#  @remarks: ¸±±¾ÖÐNPC²ÈµãÒÆ¶¯
def NpcMoveByMovePointList(curNPC, movePointList, tick):
    npcControl = NPCCommon.NPCControl(curNPC)
    curNPCAction = curNPC.GetCurAction()
    
    #ÎÞ³ðºÞ,µ«ÊÇÓÐÉ˺¦Ä¿±ê
    if curNPC.GetPlayerHurtList().GetHurtCount() != 0:
        npcControl.ResetNPC_Init()
        
    elif curNPCAction == IPY_GameWorld.laNPCAttack:
        curNPC.SetCurAction(IPY_GameWorld.laNPCNull)
        #ÖØÖÃÉÏ´ÎÒÆ¶¯Ê±¼ä,ÈÃ×·»÷Íæ¼ÒµÄNPC¿ÉÒÔÉ¢¿ª
        curNPC.SetActionTick(0)
        
    elif curNPCAction == IPY_GameWorld.laNPCNull:
        #¿ÕÏÐ״̬»ØÑª
        npcControl.ProcessHPRestore(tick)
    
    curPassedPointCount = curNPC.GetDictByKey(NPCKey_PassedPointCount)
    needMoveToPointIndex = min(curPassedPointCount, len(movePointList) - 1)
 
    #µ±Ç°×ø±ê Ä¿
    curPosX, curPosY = curNPC.GetPosX(), curNPC.GetPosY()
    destPosX, destPosY = movePointList[needMoveToPointIndex]
    curDis = GameWorld.GetDist(curPosX, curPosY, destPosX, destPosY)
 
    #Èç¹ûÀëÄ¿±êµã±È½Ï½üµÄ»° È¡ÏÂÒ»¸öÄ¿±êµã
    if curDis <= Dis_Differ*2:
        nextIndex = min(needMoveToPointIndex + 1, len(movePointList) - 1)
        #Èç¹û»¹²»ÊÇ×îºóÒ»¸öÄ¿±êµã ÔòÈ¡ÏÂÒ»¸öÄ¿±êµãÐèÒªÒÆµÄλÖÃ
        if nextIndex != needMoveToPointIndex:
            curNPC.SetDict(NPCKey_PassedPointCount, needMoveToPointIndex + 1)
            destPosX, destPosY = movePointList[nextIndex]
            curDis = GameWorld.GetDist(curPosX, curPosY, destPosX, destPosY)
        
    #---Èç¹ûÀëÄ¿±êµã±È½Ï½ü»òÕß ÒѾ­È¥¹ýÄ¿±êµãÔòѡĿ±êµãÖÜΧµÄÒ»µã×ß
    moveDestX, moveDestY = npcControl.GetMoveNearPos(destPosX, destPosY, 1)
    npcControl.MoveToPosStepByStep(moveDestX, moveDestY, SingleMoveArea)
   
   
 
## Å®Éñ¸±±¾ÖеÄNPCÒÆ¶¯
#  @param curNpc: µ±Ç°NPC
#  @param tick: µ±Ç°tick
#  @return: ÎÞ
#  @remarks: Å®Éñ¸±±¾ÖÐNPC²ÈµãÒÆ¶¯ µ÷¸±±¾²ÈµãÒÆ¶¯º¯Êý ¸ø¶¨²ÈµãÁбí
def FBDefenceMove(curNPC, tick):
    #GameWorld.DebugLog("FBDefenceMove isboss=%s" % curNPC.GetIsBoss())
    fromRefreshValue = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_FromRefreshValue)
    fromRefreshMark = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_FromRefreshMark)
    
    MovePointList = ReadChConfig.GetEvalChConfig('TDMovePointList')
    if fromRefreshValue > 0:
        movePointDict = ReadChConfig.GetEvalChConfig('TD_%s_Move' % fromRefreshValue)
        if fromRefreshMark in movePointDict:
            MovePointList = movePointDict[fromRefreshMark]
            
    #NpcMoveByMovePointList(curNPC, MovePointList, tick)
    AICommon.NPCMoveByPointList(curNPC, MovePointList, tick)
    return
 
## Å®Éñ¸±±¾µÄÆÕͨ¼ì²é
# @param curNPC: µ±Ç°NPC
# @param tick: µ±Ç°Tick
# @return: ÊÇ·ñ¿ÉÒÔ¹¥»÷»òÖ´ÐÐÆäËüµÄ¶¯×÷
# @remarks:  ¼ì²éNPCËÀÍö ÊÇ·ñÓÐÒ쳣״̬²»Äܶ¯µÄ ÊÇ·ñÐèÒªËÀÍöµÈ
def NormalCheck(curNPC, tick):
    if curNPC.GetCurAction() == IPY_GameWorld.laNPCDie or not curNPC.IsAlive():
        #NPCËÀÍö, ½øÈëËÀÍöµ¹¼ÆÊ±
        return False
    
    npcControl = NPCCommon.NPCControl(curNPC)
    npcControl.RefreshBuffState(tick)
    if GameObj.GetHP(curNPC) == 0 :
        # BUFFË¢ÐÂÖпÉÄܻᵼÖÂNPCËÀÍö
        return
    
    npcLastTime = 0
    npcObjType = curNPC.GetGameNPCObjType()
    if npcObjType == IPY_GameWorld.gnotSummon:
        npcLastTime = curNPC.GetLastTime()
        
    #ÕÙ»½ÊÞ³¬¹ý´æ»îʱ¼ä, ÉèÖÃËÀÍö
    if npcLastTime != 0 and tick - curNPC.GetBornTime() >= npcLastTime:
        npcControl.SetKilled()
        return False
    
    #ÅжÏÒ쳣״̬
#    if curNPC.GetAbnormalState() == IPY_GameWorld.sctFaint:
#        return False
 
    curNPCAction = curNPC.GetCurAction()
    #NPC¿ìËÙ±¼ÅÜÖÐ, ²»´¦Àí 
    if curNPCAction == IPY_GameWorld.laNPCMove and curNPC.GetCurMoveType() == IPY_GameWorld.mtRun:
        FastMoveNotMoveBack(curNPC, tick)
        return False
    
    return True
 
 
##¿ìËÙÒÆ¶¯µ«ÊDz»»ØË¢Ðµã
# @param curNPC: µ±Ç°NPC
# @param tick: µ±Ç°Tick
# @return: ÎÞ
# @remarks:  NPC¿ìËÙÒÆ¶¯ µ«ÊDz»»ØË¢Ðµã
def FastMoveNotMoveBack(curNPC, tick):
    npcControl = NPCCommon.NPCControl(curNPC)
    if curNPC.GetPlayerHurtList().GetHurtCount() == 0:
        npcControl.ProcessHPRestore(tick)
    else:
        npcControl.ProcessBattleHPRestore(tick)
    return
        
## Å®Éñ¸±±¾µÄAIͨÓù¥»÷
# @param curNPC: µ±Ç°NPC
# @param tick: µ±Ç°Tick
# @param canMove: NPCÊÇ·ñ¿ÉÒÔÒÆ¶¯
# @param callbackList: ·Å¼¼Äܵļì²é»Øµ÷
# @param isWuYi: µ±Ç°NPCÊÇ·ñÊÇÒì×åÎ×Ò½£¬Ä¬Èϲ»ÊÇ
# @return: ÎÞ
# @remarks:  Å®Éñ¸±±¾µÄAIͨÓù¥»÷ °üÀ¨·Å¼¼ÄÜ Èç¹ûʲô¼¼ÄÜÒ²²»·Å²»¸ø¼ì²é»Øµ÷¼´¿É Èç¹û²»·ÅµÚ¼¸¸ö¼¼ÄÜÐèҪдһ¸ö»Øµ÷ÓÀ²»µ÷ÓÃ
def NormalFight(curNPC, tick, canMove=True, refreshInterval=ChConfig.Def_NPCRefreshAngryValueInterval, isUpdAngry=False):
    npcControl = NPCCommon.NPCControl(curNPC)
 
    #Ë¢ÐÂ×Ô¼º³ðºÞ¶ÈÁбí
    if not isUpdAngry:
        angryObj = None
        curNPCAngry = npcControl.GetMaxAngryTag()
        if curNPCAngry:
            angryObj = GameWorld.GetObj(curNPCAngry.GetObjID(), curNPCAngry.GetObjType())
        if not angryObj or (angryObj and GameObj.GetHP(angryObj) <= 0):
            npcControl.RefreshAngryList(tick, refreshInterval, isUpdAngry)
            curNPCAngry = npcControl.GetMaxAngryTag()
    else:
        npcControl.RefreshAngryList(tick, refreshInterval, isUpdAngry)
        curNPCAngry = npcControl.GetMaxAngryTag()
    
    #³ðºÞ¶ÈÁбíÖеÄÈËΪ¿Õ
    if curNPCAngry == None:
        if not canMove:
            return
        FBDefenceMove(curNPC, tick)
        return
    
    #³ðºÞ¶ÔÏóÀàÐÍ,³ðºÞ¶ÔÏóID
    curNPCAngryType = curNPCAngry.GetObjType()
    curNPCAngryID = curNPCAngry.GetObjID()
    #Õ½¶·ÖлØÑª
#    npcControl.ProcessBattleHPRestore(tick)
    
    #Ö´Ðй¥»÷Âß¼­
    __NPCFight(curNPC, curNPCAngryID, curNPCAngryType, tick, canMove)
    return
 
 
## npc¹¥»÷Âß¼­ ¸ù¾ÝNPCÊÇ·ñ¿ÉÒÔÒÆ¶¯ ¼¼Äܼì²é»Øµ÷Áбí·Å¼¼ÄÜ
#  @param curNPC µ±Ç°npc
#  @param tagID curNPCAngryID
#  @param tagType curNPCAngryType 
#  @param tick µ±Ç°Ê±¼ä
#  @param canMove£º NPCÊÇ·ñÒªÒÔÒÆ¶¯ 
#  @param callbackList£º ·Å¼¼Äܵļì²é»Øµ÷Áбí
#  @param isWuYi: µ±Ç°NPCÊÇ·ñÊÇÒì×åÎ×Ò½£¬Ä¬Èϲ»ÊÇ
#  @return None
#  @remarks º¯ÊýÏêϸ˵Ã÷.
def __NPCFight(curNPC, tagID, tagType, tick, canMove):
    #ÉèÖýøÈëÕ½¶·×´Ì¬
    NPCCommon.SetNPCInBattleState(curNPC)
    npcControl = NPCCommon.NPCControl(curNPC)
    
    #¿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())
    
    if AICommon.DoAutoUseSkill(curNPC, curTag, tagDist, tick):
        return
    
    #³¬¹ý¹¥»÷¾àÀë,ÒÆ¶¯¹ýÈ¥Èç¹û¿ÉÒÔÒÆ¶¯µÄ»° ·ñÔò²»´¦Àí
    if tagDist > curNPC.GetAtkDist():
        if not canMove:
            return
        
        npcControl.MoveToObj_Detel(curTag)
        return
    
    #¹¥»÷¼ä¸ôûÓе½, ·µ»Ø
    if tick - curNPC.GetAttackTick() < curNPC.GetAtkInterval():
        return
    
    #ÐÞÕýÕâ¸öNPCµÄÕ¾Á¢Î»ÖàÈç¹û¿ÉÒÔ¶¯µÄ»°
    if canMove:
        if npcControl.FixTagPos(curTag.GetPosX(), curTag.GetPosY()):
            return
    
    #if SeriesSkillByCallBackList(curNPC, curTag, tick, callbackList):
    #    return
    
    #ÆÕͨ¹¥»÷
    BaseAttack.Attack(curNPC, curTag, None, tick)
    return
 
## ¸ù¾Ýindex ·ÅNPCÖеĵÚindex¸ö¼¼ÄÜ
#  @param curNPC£º µ±Ç°NPC 
#  @param index£º ·ÅµÚ¼¸¸ö¼¼ÄÜ
#  @return ÎÞ
#  @remarks º¯ÊýÏêϸ˵Ã÷.¸ù¾Ýindex ·ÅNPCÖеĵÚindex¸ö¼¼ÄÜ
def UseSkillByIndex(curNPC, index):
    if index < 0:
        return
    
    skillManager = curNPC.GetSkillManager()
    if skillManager.GetSkillCount() <= index:
        return
    
    curSkill = skillManager.GetSkillByIndex(index)
    if not curSkill:
        return
    
    tick = GameWorld.GetGameWorld().GetTick()
    SkillShell.NPCUseSkill(curNPC, curSkill, tick)
 
 
## ËÀÍöµÄʱºò·Å¼¼ÄÜ ÒòΪNPCËÀÁËËùÒÔÐèÒªÏÈÉèHP 1 Èƹý¼ì²é È»ºóÔÙÉè³É0
# @param curNPC: µ±Ç°NPC
# @param index: Òª·ÅµÄ¼¼ÄÜindex
# @return: ÎÞ
# @remarks:  ËÀÍöµÄʱºò·Å¼¼ÄÜ ÒòΪNPCËÀÁËËùÒÔÐèÒªÏÈÉèHP 1 Èƹý¼ì²é È»ºóÔÙÉè³É0
def DeadUseSkillByIndex(curNPC, index):
    GameObj.SetHP(curNPC, 1)
    UseSkillByIndex(curNPC, index)
    GameObj.SetHP(curNPC, 0)
    
    
## »Øµ÷¼ì²é NPC ÊÇ·ñµ½ÁËNPC×ÖµäÖеÄÏàӦѪÁ¿°Ù·Ö±È
# @param curNPC: µ±Ç°NPC
# @return: ÊÇ·ñµ½ÁËNPC×ÖµäÖеÄÏàӦѪÁ¿°Ù·Ö±È£¨NPC ÑªÁ¿µ½·§ÖµÊ±ºò ÐèÒª·Å¼¼Äܵġ££©
# @remarks:  »Øµ÷¼ì²é ÊÇ·ñµ½ÁËNPC×ÖµäÖеÄÏàӦѪÁ¿°Ù·Ö±È
def CallbackCheckHpPercent(curNPC):
    curHp = GameObj.GetHP(curNPC)
    maxHp = GameObj.GetMaxHP(curNPC)
    npcUseSkillHpPercent = curNPC.GetDictByKey(NPCKey_UseSkillHpPercent)
    realPercent = float(npcUseSkillHpPercent)/ChConfig.Def_MaxRateValue
    
    #ѪÁ¿²»¹»°Ù·Ö±ÈÐèÒª·Å¼¼ÄÜ
    if curHp < maxHp*realPercent:
        return True
    else:
        return False
 
## ¸ù¾Ý¼ì²é»Øµ÷ ÊͷŶÔÓ¦NPCµÄ¼¼ÄÜ Èç¹û²»³É¹¦·µ»ØFalse
# @param curNPC: µ±Ç°NPC
# @param skillIndex: Òª·ÅµÄ¼¼ÄÜindex
# @param tick: µ±Ç°Tick
# @param skillIndex: ¼ì²é»Øµ÷
# @return: ·Å¼¼ÄÜÊÇ·ñÊͷųɹ¦
# @remarks: ¸ù¾Ý¼ì²é»Øµ÷ ÊͷŶÔÓ¦NPCµÄ¼¼ÄÜ Èç¹û²»³É¹¦·µ»ØFalse
def SkillCheckCallback(curNPC, curTag, skillIndex, tick, callback=None):
    #---¹¥»÷¼ä¸ô²»µ½ »òÕ߻ص÷ûÓв»´¦Àí---
    if tick - curNPC.GetAttackTick() < curNPC.GetAtkInterval():
        return False
    
    skillManager = curNPC.GetSkillManager()
    skillTotalCount = skillManager.GetSkillCount()
    if skillTotalCount <= skillIndex:
        return False
    
    #Èç¹ûÊǸºµÄÔò´Ó×îºóÒ»¸ö¼¼ÄÜÍùǰÊý ×îСΪ0¼´µÚÒ»¸ö
    if skillIndex < 0:
        skillIndex = min(0, skillTotalCount + skillIndex)
        
    curSkill = skillManager.GetSkillByIndex(skillIndex)
    
    if not curSkill:
        return False
    
    #CDδµ½²»´¦Àí  curSkill.GetCoolDownTime()
    if tick - curSkill.GetLastUseTick() < curSkill.GetCoolDownTime():
        return False
 
    #¼ì²é»Øµ÷²»Í¨¹ý
    if callback != None and not callback(curNPC):
        return False
    
    #¶Ô×ÔÒѷŵļ¼ÄÜ
    if SkillShell.GetSkillAffectTag(curSkill) in ChConfig.Def_ST_CanNPCUseSkill:
        curTag = curNPC
        
    #ÉÏÃæµÄÌõ¼þ¶¼Âú×ã·Å¼¼ÄÜ
    SkillShell.DoLogic_UseSkill(curNPC, curTag, curSkill, tick)
    return True
 
 
## ¸ù¾Ý¼ì²é»Øµ÷Áбí ÊͷŶÔÓ¦NPCµÄ¼¼ÄÜ »Øµ÷ÁбíÓÃÓÚÅж¨µ±Öеļ¼ÄÜÊÇ·ñÄÜ·Å
# @param curNPC: µ±Ç°NPC
# @param tick: µ±Ç°Tick
# @param callbackList: ¼ì²é»Øµ÷Áбí
# @return: ·Å¼¼ÄÜÊÇ·ñÊͷųɹ¦
# @remarks: ¸ù¾Ý¼ì²é»Øµ÷Áбí ÊͷŶÔÓ¦NPCµÄ¼¼ÄÜ »Øµ÷ÁбíÓÃÓÚÅж¨µ±Öеļ¼ÄÜÊÇ·ñÄÜ·Å »Øµ÷¼ì²éº¯Êý¿ÉÒÔÊÇ×Ô¼ºµÄPYµÄ
def SeriesSkillByCallBackList(curNPC, curTag, tick, callbackList):
    if callbackList == []:
        return False
    
    skillManager = curNPC.GetSkillManager()
    
    #---×î¶à¿ÉÒÔ·ÅNPC¼¼ÄܹÜÀíÆ÷ÖÐÓеļ¼ÄÜ---
    skillTotalCount = skillManager.GetSkillCount()
    callBackList = callbackList[:skillTotalCount]
    
    for index, curCallback in enumerate(callBackList):
        if SkillCheckCallback(curNPC, curTag, index, tick, curCallback):
            return True
    
    return False