| | |
| | | return
|
| | | mapID = GameWorld.GetMap().GetMapID()
|
| | | lineID = FBCommon.GetFBPropertyMark()
|
| | | dataMapID = FBCommon.GetRecordMapID(mapID)
|
| | | fbRandMovePosDict = IpyGameDataPY.GetFuncEvalCfg("AI198Point", 2, {})
|
| | | if str(dataMapID) in fbRandMovePosDict:
|
| | | __RobotMove2(curNPC, fbRandMovePosDict[str(dataMapID)])
|
| | | return
|
| | | posKey = "%d%02d" % (mapID, lineID)
|
| | | fbMovePosDict = IpyGameDataPY.GetFuncCfg("AI198Point", 1)
|
| | | if posKey not in fbMovePosDict:
|
| | |
| | | curNPC.Move(tagPosX, tagPosY)
|
| | | return
|
| | |
|
| | | def __RobotMove2(curNPC, randPosList):
|
| | | ''' 根据多条路径随机移动,不同路径间如果存在交叉点,那么可能随机改变路径
|
| | | @param randPosList: [[[路径A点1x,y],[路径A点2x,y],...], [[路径B点1x,y],[路径B点2x,y],...], ...]
|
| | | '''
|
| | | if not randPosList:
|
| | | return
|
| | | |
| | | #objID = curNPC.GetID()
|
| | | #npcID = curNPC.GetNPCID()
|
| | | RobotMoveIndexInfo = "RobotMoveIndexInfo" # 上次移动目标坐标点索引信息 i * 100 + j
|
| | | RobotMovePosInfo = "RobotMovePosInfo" # 上次移动目标坐标点 posX * 10000 + posY
|
| | | indexInfo = curNPC.GetDictByKey(RobotMoveIndexInfo)
|
| | | posInfo = curNPC.GetDictByKey(RobotMovePosInfo)
|
| | | tagI, tagJ = indexInfo / 100, indexInfo % 100
|
| | | tagPosX, tagPosY = posInfo / 10000, posInfo % 10000
|
| | | curPosX, curPosY = curNPC.GetPosX(), curNPC.GetPosY()
|
| | | |
| | | |
| | | resetPosPath = True # 重置坐标路径,为True时重新搜索路径
|
| | | # 已经有目标点
|
| | | if tagPosX and tagPosY:
|
| | | # 理论上配置没重读
|
| | | if tagI < len(randPosList) and type(randPosList[tagI]) in [list, tuple] and tagJ < len(randPosList[tagI]) \
|
| | | and randPosList[tagI][tagJ] == [tagPosX, tagPosY]:
|
| | | resetPosPath = False
|
| | | |
| | | #GameWorld.DebugLog("__RobotMove2: objID=%s,npcID=%s,curPos(%s,%s),tagPos(%s,%s),tagIndex(%s,%s)" |
| | | # % (objID, npcID, curPosX, curPosY, tagPosX, tagPosY, tagI, tagJ))
|
| | | #GameWorld.DebugLog(" resetPosPath=%s,randPosList=%s" % (resetPosPath, randPosList))
|
| | | |
| | | # 重置路径,先走向最近的点
|
| | | if resetPosPath:
|
| | | nearestDist = 99999999
|
| | | for i, pathList in enumerate(randPosList):
|
| | | for j, pos in enumerate(pathList):
|
| | | posX, posY = pos
|
| | | tagDist = GameWorld.GetDist(curPosX, curPosY, posX, posY)
|
| | | if tagDist < nearestDist:
|
| | | nearestDist = tagDist
|
| | | tagI, tagJ = i, j
|
| | | tagPosX, tagPosY = posX, posY
|
| | | #GameWorld.DebugLog(" nearestDist=%s" % nearestDist)
|
| | | else:
|
| | | tagDist = GameWorld.GetDist(curPosX, curPosY, tagPosX, tagPosY)
|
| | | #GameWorld.DebugLog(" tagDist=%s" % (tagDist))
|
| | | # 快到达目标点了,预先寻找下个点
|
| | | if tagDist < 2:
|
| | | nearPosIndexList = __getNearPosIndexList(randPosList, tagI, tagJ)
|
| | | #GameWorld.DebugLog(" nearPosIndexList=%s" % nearPosIndexList)
|
| | | if nearPosIndexList:
|
| | | tagI, tagJ = random.choice(nearPosIndexList)
|
| | | tagPosX, tagPosY = randPosList[tagI][tagJ]
|
| | | |
| | | #GameWorld.DebugLog(" tagPos(%s,%s),tagIndex(%s,%s)" % (tagPosX, tagPosY, tagI, tagJ))
|
| | | curNPC.SetDict(RobotMoveIndexInfo, tagI * 100 + tagJ)
|
| | | curNPC.SetDict(RobotMovePosInfo, tagPosX * 10000 + tagPosY)
|
| | | curNPC.Move(tagPosX, tagPosY)
|
| | | return
|
| | |
|
| | | def __getNearPosIndexList(randPosList, tagI, tagJ):
|
| | | ## 获取多条路径上相邻的点
|
| | | pathPosList = randPosList[tagI]
|
| | | if not pathPosList or len(pathPosList) <= 1:
|
| | | return
|
| | | |
| | | tagPosX, tagPosY = randPosList[tagI][tagJ]
|
| | | nearPosIndexList = __getNearIndexByPath(pathPosList, tagI, tagJ)
|
| | | # 检查其他路径交叉点
|
| | | for i, pathList in enumerate(randPosList):
|
| | | if i == tagI:
|
| | | # 本路径不处理
|
| | | continue
|
| | | for j, pos in enumerate(pathList):
|
| | | posX, posY = pos
|
| | | if posX == tagPosX and posY == tagPosY:
|
| | | for ni, nj in __getNearIndexByPath(pathList, i, j):
|
| | | if [ni, nj] not in nearPosIndexList:
|
| | | nearPosIndexList.append([ni, nj])
|
| | | return nearPosIndexList
|
| | |
|
| | | def __getNearIndexByPath(pathPosList, tagI, tagJ):
|
| | | ## 获取某条路径上的相邻点索引信息
|
| | | nearPosIndexList = []
|
| | | # 起始点 或 最终点
|
| | | if tagJ == 0 or tagJ == len(pathPosList) - 1:
|
| | | # 起点=终点
|
| | | if pathPosList[0] == pathPosList[-1]:
|
| | | nearPosIndexList.append([tagI, 1])
|
| | | nearPosIndexList.append([tagI, -2])
|
| | | # 起点
|
| | | elif tagJ == 0:
|
| | | nearPosIndexList.append([tagI, 1])
|
| | | else:
|
| | | nearPosIndexList.append([tagI, -2])
|
| | | |
| | | # 中间点,取前后两点
|
| | | else:
|
| | | nearPosIndexList.append([tagI, tagJ - 1])
|
| | | nearPosIndexList.append([tagI, tagJ + 1])
|
| | | return nearPosIndexList
|
| | |
|
| | | #---------------------------------------------------------------------
|
| | | ## npc攻击逻辑
|
| | | # @param curNPC 当前npc
|