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#!/usr/bin/python
# -*- coding: GBK -*-
#-------------------------------------------------------------------------------
#
##@package NPCAI.AIType_21
#
# @todo:¸±±¾»î¶¯»úÆ÷ÈË
# @author hxp
# @date 2018-12-06
# @version 1.0
#
# ÏêϸÃèÊö: ¸±±¾»î¶¯»úÆ÷ÈË
#
#-------------------------------------------------------------------------------
#"""Version = 2018-12-06 20:00"""
#-------------------------------------------------------------------------------
 
import ChConfig
import AICommon
import NPCCommon
import BaseAttack
import IpyGameDataPY
import IPY_GameWorld
import GameWorld
import FBCommon
import GameObj
 
import random
#---------------------------------------------------------------------
 
#---------------------------------------------------------------------
## ³õʼ»¯
#  @param curNPC µ±Ç°npc
#  @return None
#  @remarks º¯ÊýÏêϸ˵Ã÷.
def DoInit(curNPC):
    curNPC.GetNPCAngry().Init(ChConfig.Def_SuperFBBossAngryCount)
    return
 
def OnNPCReborn(curNPC):
    curNPC.SetIsNeedProcess(True)
    return
 
## Ö´ÐÐAI
#  @param curNPC µ±Ç°npc
#  @param tick µ±Ç°Ê±¼ä
#  @return None
#  @remarks º¯ÊýÏêϸ˵Ã÷.
def ProcessAI(curNPC, tick):
    npcControl = NPCCommon.NPCControl(curNPC)
    if curNPC.GetCurAction() == IPY_GameWorld.laNPCDie or not curNPC.IsAlive():
        return
    
    #Ë¢ÐÂ×Ô¼ºµÄbuff
    npcControl.RefreshBuffState(tick)
    if GameObj.GetHP(curNPC) == 0:
        # BUFFË¢ÐÂÖпÉÄܻᵼÖÂNPCËÀÍö
        return
    
    #Ë¢ÐÂ×Ô¼º³ðºÞ¶ÈÁбí
    npcControl.RefreshAngryList(tick)
    curNPCAngry = npcControl.GetMaxAngryTag()
    
    #³ðºÞ¶ÈÁбíÖеÄÈËΪ¿Õ
    if curNPCAngry == None:
        if curNPC.GetSpeed() != 0:
            __RobotMove(curNPC)
        return
    
    #³ðºÞ¶ÔÏóÀàÐÍ,³ðºÞ¶ÔÏóID
    curNPCAngryType = curNPCAngry.GetObjType()
    curNPCAngryID = curNPCAngry.GetObjID()
    
    #Ö´Ðй¥»÷Âß¼­
    __NPCFight(curNPC, curNPCAngryID, curNPCAngryType, tick)
    return
 
def __RobotMove(curNPC):
    if curNPC.GetCurAction() == IPY_GameWorld.laNPCMove:
        #GameWorld.DebugLog("ÒÆ¶¯Öв»´¦Àí£¡(%s,%s)" % (curNPC.GetPosX(), curNPC.GetPosY()))
        return
    mapID = GameWorld.GetMap().GetMapID()
    lineID = FBCommon.GetFBPropertyMark()
    posKey = "%d%02d" % (mapID, lineID)
    fbMovePosDict = IpyGameDataPY.GetFuncCfg("AI198Point", 1)
    if posKey not in fbMovePosDict:
        posKey = "%d%02d" % (mapID, 0)
        if posKey not in fbMovePosDict:
            return
        
    posList = fbMovePosDict[posKey]
    Key_PosIndex = "RobotMovePosIndex" # NPCÉÏ´ÎÒÆ¶¯µÄ×ø±êË÷Òý£¬´æÖµ+1
    posIndex =  curNPC.GetDictByKey(Key_PosIndex) - 1
    if posIndex < 0:
        # »¹Ã»ÓÐ×ß¹ýµãµÄ£¬Ñ°ÕÒËùÓеãÖÐ×î½üµÄµã
        posIndex = random.randint(0, len(posList) - 1)
    else:
        tagPosX, tagPosY = posList[posIndex]
        tagDist = GameWorld.GetDist(curNPC.GetPosX(), curNPC.GetPosY(), tagPosX, tagPosY)
        if tagDist < 2:
            posIndex += 1
            
    if posIndex < 0 or posIndex >= len(posList):
        posIndex = random.randint(0, len(posList) - 1)
        
    curNPC.SetDict(Key_PosIndex, posIndex + 1)
    tagPosX, tagPosY = posList[posIndex]
    curNPC.Move(tagPosX, tagPosY)
    return
 
#---------------------------------------------------------------------
## npc¹¥»÷Âß¼­
#  @param curNPC µ±Ç°npc
#  @param tagID curNPCAngryID
#  @param tagType curNPCAngryType 
#  @param tick µ±Ç°Ê±¼ä
#  @return None
#  @remarks º¯ÊýÏêϸ˵Ã÷.
def __NPCFight(curNPC, tagID, tagType, tick):
    #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())
    
    #---ÓÅÏÈÊͷż¼ÄÜ---
    if AICommon.DoAutoUseSkill(curNPC, curTag, tagDist, tick):
        return
    
    #---ÊÍ·ÅÆÕͨ¹¥»÷---
    
    if curNPC.GetSpeed() == 0:
        # ²»¿ÉÒÆ¶¯NPC
        if tagDist > curNPC.GetAtkDist():
            return
        
        if tick - curNPC.GetAttackTick() < curNPC.GetAtkInterval():
            #¹¥»÷¼ä¸ôûÓе½, ·µ»Ø
            return
        
        #ÆÕͨ¹¥»÷
        BaseAttack.Attack(curNPC, curTag, None, tick)
        return
    
    #³¬¹ý¹¥»÷¾àÀë,ÒÆ¶¯¹ýÈ¥
    if tagDist > curNPC.GetAtkDist():
 
        destDist = GameWorld.GetDist(curNPC.GetDestPosX() , curNPC.GetDestPosY(), curTag.GetPosX(), curTag.GetPosY())
        if destDist <= curNPC.GetAtkDist() and curNPC.GetCurAction() == IPY_GameWorld.laNPCMove:
            # Ä¿±êÔÚÒÆ¶¯µÄ¹¥»÷·¶Î§ÄÚ£¬²»¸Ä±äÄ¿±êµã
            return
        npcControl.MoveToObj_Detel(curTag)
        return
    else:
        curNPC.StopMove()
        
    if tick - curNPC.GetAttackTick() < curNPC.GetAtkInterval():
        #¹¥»÷¼ä¸ôûÓе½, ·µ»Ø
        return
    
    if npcControl.FixTagPos(curTag.GetPosX(), curTag.GetPosY()):
        #ÐÞÕýÕâ¸öNPCµÄÕ¾Á¢Î»ÖÃ
        return
    
    #ÆÕͨ¹¥»÷
    BaseAttack.Attack(curNPC, curTag, None, tick)
    return
 
## NPCËÀÍö
#  @param curNPC µ±Ç°npc
#  @param hurtType É˺¦ÕßµÄobjÀàÐÍ
#  @param hurtID É˺¦ÕßµÄobjID
#  @return None
def OnDie(curNPC, hurtType, hurtID):
    AICommon.DoNPCUseSkillOnDie(curNPC)
    return