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#!/usr/bin/python
# -*- coding: GBK -*-
#-------------------------------------------------------------------------------
#
##@package NPCAI.AIType_223
#
# @todo:×·×ÙÔ¤¾¯×Ô±¬
# @author hxp
# @date 2017-11-23
# @version 1.0
#
# ÏêϸÃèÊö: ×·×ÙÔ¤¾¯×Ô±¬AI£¬»á×Ô¶¯×·×ÙÊÓÒ°Äڿɹ¥»÷Ä¿±ê£¬ÔÚNPC¹¥»÷·¶Î§ÄÚ»áÔ¤¾¯×Ô±¬
#
#-------------------------------------------------------------------------------
#"""Version = 2017-11-23 22:00"""
#-------------------------------------------------------------------------------
 
import ChConfig
import NPCCommon
import SkillShell
import GameWorld
import AICommon
import GameObj
#---------------------------------------------------------------------
 
 
 
#---------------------------------------------------------------------
## ³õʼ»¯
#  @param curNPC µ±Ç°npc
#  @return None
#  @remarks º¯ÊýÏêϸ˵Ã÷.
def DoInit(curNPC):
    curNPC.GetNPCAngry().Init(ChConfig.Def_SummonNPC_Angry_Count)
    return
 
## Ö´ÐÐAI
#  @param curNPC µ±Ç°npc
#  @param tick µ±Ç°Ê±¼ä
#  @return None
#  @remarks º¯ÊýÏêϸ˵Ã÷.
def ProcessAI(curNPC, tick):
    #1.¼ì²éÕâ¸öNPCµÄ³ðºÞÁÐ±í£¬ Èç¹û³ðºÞÁбíΪ¿Õ£¬ ²»´¦Àí
    if curNPC.IsAlive() != True:
        #NPCËÀÍö, ½øÈëËÀÍöµ¹¼ÆÊ±
        return
    
    #»ñµÃNPC¹ÜÀíÆ÷
    npcControl = NPCCommon.NPCControl(curNPC)
 
    skillWarnRet = AICommon.DoNPCSkillWarningProcess(curNPC, tick)
    if skillWarnRet > 0:
        if skillWarnRet == 1:
            #GameWorld.DebugLog("Ô¤¾¯×Ô±¬½áÊø...")
            npcControl.SetKilled()
        return
    
    if curNPC.GetLastTime() != 0 and tick - curNPC.GetBornTime() >= curNPC.GetLastTime():
        __DoDestructWarn(npcControl, curNPC, tick)
        return
    
    #Ë¢ÐÂ×Ô¼º³ðºÞ¶ÈÁбí
    npcControl.RefreshAngryList(tick)
    
    #±éÀú³ðºÞÁбí
    for i in xrange(curNPC.GetNPCAngry().GetAngryCount()):
        curAngry = curNPC.GetNPCAngry().GetAngryValueTag(i)
        if curAngry == None or curAngry.GetObjID() == 0:
            continue
        
        curObj = GameWorld.GetObj(curAngry.GetObjID(), curAngry.GetObjType())
        if curObj == None or GameObj.GetHP(curObj) <= 0:
            continue
        
        # ³¬³ö¹¥»÷¾àÀ룬ÏòÄ¿±êÒÆ¶¯
        if GameWorld.GetDist(curNPC.GetPosX(), curNPC.GetPosY(), curObj.GetPosX(), curObj.GetPosY()) > curNPC.GetAtkDist():
            npcControl.MoveToObj_Detel(curObj)
        else:
            # ×Ô±¬Ô¤¾¯
            __DoDestructWarn(npcControl, curNPC, tick)
            
        return
        
    # Ã»ÓÐÕÒµ½Ä¿±êÔòËæ»úÒÆ¶¯
    AICommon.NormalNPCFree_Move(curNPC, tick)
    return
 
def __DoDestructWarn(npcControl, curNPC, tick):
    #GameWorld.DebugLog("Ö´ÐÐ×Ô±¬Ô¤¾¯...")
    skillManager = curNPC.GetSkillManager()
    #´Ó¼¼ÄܹÜÀíÆ÷,»ñÈ¡¿ÉÒÔʹÓõļ¼ÄÜ
    curSkill = skillManager.GetSkillByIndex(0)
    if not curSkill:
        return
    
    if SkillShell.NPCUseSkillWarn(curNPC, None, curSkill, tick):
        return
    
    SkillShell.NPCUseSkill(curNPC, curSkill, tick)
    npcControl.SetKilled()
    return