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| | | #-------------------------------------------------------------------------------
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| | |
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| | | import ChConfig
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| | | import AICommon
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| | | import NPCCommon
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| | | import BaseAttack
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| | | import IpyGameDataPY
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| | | import IPY_GameWorld
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| | | import GameWorld
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| | | import FBCommon
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| | | import GameObj
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| | |
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| | | import random
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| | | #---------------------------------------------------------------------
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| | |
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| | | #---------------------------------------------------------------------
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| | | ## 初始化
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| | | # @param curNPC NPC实例
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| | | # @param curNPC 当前npc
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| | | # @return None
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| | | # @remarks 函数详细说明.
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| | | def DoInit(curNPC):
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| | | curNPC.GetNPCAngry().Init(ChConfig.Def_BossAngryCount)
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| | | curNPC.GetNPCAngry().Init(ChConfig.Def_SuperFBBossAngryCount)
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| | | return
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| | |
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| | | def OnNPCReborn(curNPC):
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| | | curNPC.SetIsNeedProcess(True)
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| | | return
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| | |
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| | | ## 执行AI
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| | | # @param curNPC 当前npc
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| | | # @param tick 当前时间
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| | | # @return None
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| | | # @remarks 函数详细说明.
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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 not curNPC.IsAlive():
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| | | return
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| | | |
| | | #刷新自己的buff
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| | | npcControl.RefreshBuffState(tick)
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| | | if GameObj.GetHP(curNPC) == 0:
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| | | # BUFF刷新中可能会导致NPC死亡
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| | | return
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| | | |
| | | #刷新自己仇恨度列表
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| | | npcControl.RefreshAngryList(tick)
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| | | curNPCAngry = npcControl.GetMaxAngryTag()
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| | | |
| | | #仇恨度列表中的人为空
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| | | if curNPCAngry == None:
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| | | if curNPC.GetSpeed() != 0:
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| | | __RobotMove(curNPC)
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| | | return
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| | | |
| | | #仇恨对象类型,仇恨对象ID
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| | | curNPCAngryType = curNPCAngry.GetObjType()
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| | | curNPCAngryID = curNPCAngry.GetObjID()
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| | | |
| | | #执行攻击逻辑
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| | | __NPCFight(curNPC, curNPCAngryID, curNPCAngryType, tick)
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| | | return
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| | |
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| | | def __RobotMove(curNPC):
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| | | if curNPC.GetCurAction() == IPY_GameWorld.laNPCMove:
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| | | #GameWorld.DebugLog("移动中不处理!(%s,%s)" % (curNPC.GetPosX(), curNPC.GetPosY()))
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| | | return
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| | | mapID = GameWorld.GetMap().GetMapID()
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| | | lineID = FBCommon.GetFBPropertyMark()
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| | | posKey = "%d%02d" % (mapID, lineID)
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| | | fbMovePosDict = IpyGameDataPY.GetFuncCfg("AI198Point", 1)
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| | | if posKey not in fbMovePosDict:
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| | | posKey = "%d%02d" % (mapID, 0)
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| | | if posKey not in fbMovePosDict:
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| | | return
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| | | |
| | | posList = fbMovePosDict[posKey]
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| | | Key_PosIndex = "RobotMovePosIndex" # NPC上次移动的坐标索引,存值+1
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| | | posIndex = curNPC.GetDictByKey(Key_PosIndex) - 1
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| | | if posIndex < 0:
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| | | # 还没有走过点的,寻找所有点中最近的点
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| | | posIndex = random.randint(0, len(posList) - 1)
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| | | else:
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| | | tagPosX, tagPosY = posList[posIndex]
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| | | tagDist = GameWorld.GetDist(curNPC.GetPosX(), curNPC.GetPosY(), tagPosX, tagPosY)
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| | | if tagDist < 2:
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| | | posIndex += 1
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| | | |
| | | if posIndex < 0 or posIndex >= len(posList):
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| | | posIndex = random.randint(0, len(posList) - 1)
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| | | |
| | | curNPC.SetDict(Key_PosIndex, posIndex + 1)
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| | | tagPosX, tagPosY = posList[posIndex]
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| | | curNPC.Move(tagPosX, tagPosY)
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| | | return
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| | |
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| | | #---------------------------------------------------------------------
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| | | ##正常AI逻辑处理
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| | | #@param curNPC NPC实例
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| | | #@param tick 时间戳
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| | | #@return 返回值无意义
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| | | #@remarks 正常AI逻辑处理
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| | | def ProcessAI(curNPC, tick):
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| | | ## npc攻击逻辑
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| | | # @param curNPC 当前npc
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| | | # @param tagID curNPCAngryID
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| | | # @param tagType curNPCAngryType |
| | | # @param tick 当前时间
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| | | # @return None
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| | | # @remarks 函数详细说明.
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| | | def __NPCFight(curNPC, tagID, tagType, tick):
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| | | #设置进入战斗状态
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| | | NPCCommon.SetNPCInBattleState(curNPC)
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| | | npcControl = NPCCommon.NPCControl(curNPC)
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| | | |
| | | #开始攻击
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| | | curTag = GameWorld.GetObj(tagID, tagType)
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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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| | | |
| | | #---优先释放技能---
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| | | if AICommon.DoAutoUseSkill(curNPC, curTag, tagDist, tick):
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| | | return
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| | | |
| | | #---释放普通攻击---
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| | | |
| | | if curNPC.GetSpeed() == 0:
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| | | # 不可移动NPC
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| | | if tagDist > curNPC.GetAtkDist():
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| | | return
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| | | |
| | | if tick - curNPC.GetAttackTick() < curNPC.GetAtkInterval():
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| | | #攻击间隔没有到, 返回
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| | | return
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| | | |
| | | #普通攻击
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| | | BaseAttack.Attack(curNPC, curTag, None, tick)
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| | | return
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| | | |
| | | #超过攻击距离,移动过去
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| | | if tagDist > curNPC.GetAtkDist():
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| | |
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| | | destDist = GameWorld.GetDist(curNPC.GetDestPosX() , curNPC.GetDestPosY(), curTag.GetPosX(), curTag.GetPosY())
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| | | if destDist <= curNPC.GetAtkDist() and curNPC.GetCurAction() == IPY_GameWorld.laNPCMove:
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| | | # 目标在移动的攻击范围内,不改变目标点
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| | | return
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| | | npcControl.MoveToObj_Detel(curTag)
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| | | return
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| | | else:
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| | | curNPC.StopMove()
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| | | |
| | | if tick - curNPC.GetAttackTick() < curNPC.GetAtkInterval():
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| | | #攻击间隔没有到, 返回
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| | | return
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| | | |
| | | if npcControl.FixTagPos(curTag.GetPosX(), curTag.GetPosY()):
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| | | #修正这个NPC的站立位置
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| | | return
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| | | |
| | | #普通攻击
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| | | BaseAttack.Attack(curNPC, curTag, None, tick)
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| | | return
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| | |
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| | | ## NPC死亡
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| | | # @param curNPC 当前npc
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| | | # @param hurtType 伤害者的obj类型
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| | | # @param hurtID 伤害者的objID
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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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