From 02f8c83ffab335d63d18bdde30e61bd2233f1f87 Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期四, 09 五月 2019 16:58:57 +0800
Subject: [PATCH] 6501 【后端】【2.0】仙盟任务(增加多个任务接口)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCAI/AIType_196.py |  352 ++++++++++++++-------------------------------------------
 1 files changed, 89 insertions(+), 263 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCAI/AIType_196.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCAI/AIType_196.py
index c3c6f73..c290592 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCAI/AIType_196.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCAI/AIType_196.py
@@ -1,70 +1,38 @@
 #!/usr/bin/python
 # -*- coding: GBK -*-
-#---------------------------------------------------------------------
+#-------------------------------------------------------------------------------
 #
-#---------------------------------------------------------------------
-##@package AIType_196
-# @todo: 盗宝哥布林AI
+##@package NPCAI.AIType_196
 #
-# @author: hxp
-# @date 2013-11-05
-# @version 1.9
+# @todo:盗宝哥布林/宝箱怪
+# @author hxp
+# @date 2019-04-18
+# @version 1.0
 #
-# @note: 
-# @change: "2013-11-08 18:00" hxp 修改逻辑
-# @change: "2013-11-12 14:50" hxp 掉落矩阵改为按掉落个数掉落
-# @change: "2013-12-27 12:40" hxp 增加地精夺宝地图不广播 
-# @change: "2014-01-17 11:00" hxp 修改不掉落物品由NPC是否掉落决定,增加指定可掉落配置
-# @change: "2015-03-05 11:30" hxp 修复可能会停在无法攻击区域的问题
-# @change: "2015-03-30 19:30" hxp 增加击杀流向; 击杀广播可配置特殊NPCID对应广播
-# @change: "2015-04-21 16:00" hxp 检查纠正哥布林位置(防止处于安全区或障碍点)
-# @change: "2015-04-22 11:20" xmnathan NPC死亡时防范取到NPCID为0的情况
-# @change: "2015-07-13 11:30" ljd 非一线隐藏哥布林
-#---------------------------------------------------------------------
-"""Version = 2015-07-13 11:30"""
-#---------------------------------------------------------------------
-import IPY_GameWorld
+# 详细描述: 盗宝哥布林/宝箱怪
+#
+#-------------------------------------------------------------------------------
+#"""Version = 2019-04-18 15:00"""
+#-------------------------------------------------------------------------------
+
+import GameMap
+import ChConfig
 import GameWorld
 import NPCCommon
-import ChConfig
-import ReadChConfig
-import PetControl
-import GameMap
-import DataRecordPack
+import IPY_GameWorld
 import PlayerControl
+import IpyGameDataPY
+import AttackCommon
+import ItemCommon
+import GameObj
+import ChItem
 
 import random
+
 #---------------------------------------------------------------------
-#---SetDict NPC字典KEY,不存于数据库---
+
 Def_NPCKey_Goblin_AttackedTick = 'Goblin_AttackedTick'  # 哥布林被攻击时间
 Def_NPCKey_Goblin_MoveDir = 'Goblin_MoveDir'  # 哥布林移动方向
-
-(
-Def_DropItemType_Money, # 掉落物品类型 - 金钱
-Def_DropItemType_Goods, # 掉落物品类型 - 道具
-Def_DropItemType_Equip, # 掉落物品类型 - 装备
-) = range(3)
-
-(
-Def_StopTime, # 多长时间未被攻击则进入呆滞状态,毫秒
-Def_AttackedDropItemCountRate, # 每次被攻击掉落的物品个数饼图概率
-Def_AttackedDropItemTypeRate, # 每次被攻击掉落的物品类型饼图概率
-Def_DieDropGoodsCountRate, # 死亡掉落的道具个数饼图概率
-Def_DieDropEquipCountRate, # 死亡掉落的装备个数饼图概率
-Def_DieDropCountRate, # 死亡掉落物品总个数饼图概率
-Def_DropGoodsRate, # 移动/死亡掉落的道具掉落饼图概率及道具id
-Def_DropEquipModelNum, # 移动/死亡掉落装备规则模板编号,模板文件GoblinDropEquip_模板文件编号.txt
-) = range(8)
-
-
-g_filterEquipDict = {} # 装备掉落过滤字典缓存
-(
-Def_EquipModel_EquipType, # 掉落装备类型
-Def_EquipModel_LVLimit, # 掉落装备等级限制
-Def_EquipModel_QualityRate, # 掉落装备品质概率
-Def_EquipModel_DropItemList, # NPC不掉落,但这里可掉落的物品id列表
-) = range(4)
-
 
 # 移动方向
 MoveDirList = (
@@ -87,9 +55,7 @@
 #  @remarks 函数详细说明.
 def DoInit(curNPC):
     curNPC.GetNPCAngry().Init(ChConfig.Def_NormalNPCAngryCount)
-    curNPC.SetDict(Def_NPCKey_Goblin_AttackedTick, 0) # 设置被攻击时间
-    
-    DoHideGoblin(curNPC)
+    #curNPC.SetDict(Def_NPCKey_Goblin_AttackedTick, 0) # 设置被攻击时间
     return
 
 
@@ -99,15 +65,13 @@
 #  @return None
 #  @remarks 函数详细说明.
 def ProcessAI(curNPC, tick):
-    if DoHideGoblin(curNPC):
-        return
     
     npcControl = NPCCommon.NPCControl(curNPC)
     if curNPC.GetCurAction() == IPY_GameWorld.laNPCDie or not curNPC.IsAlive():
         #NPC死亡, 进入死亡倒计时
         if npcControl.DieTick(tick) == 0:
             return
-
+        
     # 上一次被攻击时间
     attackedTick = curNPC.GetDictByKey(Def_NPCKey_Goblin_AttackedTick)
     
@@ -116,10 +80,8 @@
         __CheckCorrectGoblinPos(curNPC)
         return
     
-    aiConfig = __GetGoblinConfig(curNPC.GetNPCID())
-    
     # 一定时间内未被攻击,则停止
-    if tick - attackedTick >= aiConfig[Def_StopTime]:
+    if tick - attackedTick >= 3000:
         __GoblinStop(curNPC)
         return
     
@@ -127,7 +89,7 @@
     # 如果不是移动状态,则执行移动
     if curNPCAction != IPY_GameWorld.laNPCMove:
         __Runaway(curNPC, npcControl, tick)
-
+        
     return
 
 
@@ -157,7 +119,7 @@
     
     dist = ChConfig.Def_Screen_Area * 2
     cPosX, cPosY = 0, 0
-    for i in range(0, dist * dist):
+    for _ in xrange(0, dist * dist):
         cPosX = random.randint(posX - dist, posX + dist)
         cPosY = random.randint(posY - dist, posY + dist)
         
@@ -176,11 +138,7 @@
     return
 
 
-## 哥布林移动走开
-#  @param curNPC 当前npc
-#  @param npcControl 
-#  @param tick 
-#  @return None
+## 移动走开
 def __Runaway(curNPC, npcControl, tick):
     posX = curNPC.GetPosX()
     posY = curNPC.GetPosY()
@@ -189,7 +147,7 @@
     tagPosX, tagPosY = 0, 0
     
     # 寻找目标坐标点
-    for i in range(len(MoveDirList)):
+    for _ in range(len(MoveDirList)):
         tagPosX, tagPosY = __GetRandomPos(posX, posY, moveArea, moveDir)
         # 如果返回0,0点,或者位置不变,则改变移动方向
         if (tagPosX == 0 and tagPosY == 0) or (tagPosX == posX and tagPosY == posY):
@@ -247,7 +205,7 @@
         GameWorld.ErrLog("moveDir=%s not in MoveDirList" % moveDir)
         return (0, 0)
      
-    for i in range(0, dist * dist):
+    for _ in range(0, dist * dist):
         if moveDir == Def_MoveDir_Up: # 上
             resultX = posX
             resultY = posY + dist
@@ -288,210 +246,78 @@
 #  @param tick 
 #  @return 具体伤害值
 def OnAttacked(atkObj, curNPC, skill, tick):
+    npcControl = NPCCommon.NPCControl(curNPC)
+    if GameObj.GetHP(curNPC) < GameObj.GetMaxHP(curNPC) / 2:
+        GameObj.SetHP(curNPC, GameObj.GetMaxHP(curNPC))
+        GameWorld.DebugLog("半血回满血!")
     curNPC.SetDict(Def_NPCKey_Goblin_AttackedTick, tick) # 设置被攻击时间
     
     # 每次被攻击掉落物品
-    __OnAttackedDropItem(atkObj, curNPC)
+    __OnAttackedDropItem(atkObj, curNPC, npcControl)
     return
+
+def OnCheckCanDie(atkObj, curNPC, skill, tick):
+    ## 检查NPC是否可死亡
+    GameObj.SetHP(curNPC, GameObj.GetMaxHP(curNPC))
+    GameWorld.DebugLog("死亡回满血!")
+    return False
 
 
 ## 每次被攻击掉落物品
 #  @param atkObj 攻击发起者
 #  @param curNPC 被攻击NPC
 #  @return None
-def __OnAttackedDropItem(atkObj, curNPC):
-    npcControl = NPCCommon.NPCControl(curNPC)
-    dropType = ChConfig.Def_NPCHurtTypeAll
-    ownerID = 0
-    
-    atkObjType = atkObj.GetGameObjType()
-    
-    # 如果是玩家,则物品拥有者属于该玩家
-    if atkObjType == IPY_GameWorld.gotPlayer:
-        dropType = ChConfig.Def_NPCHurtTypePlayer
-        ownerID = atkObj.GetPlayerID()
-        
-    # 如果是召唤兽或宠物,则物品拥有者属于对应主人
-    elif atkObjType == IPY_GameWorld.gotNPC:
-        npcObjType = atkObj.GetGameNPCObjType()
-        # 判断召唤兽主人
-        if npcObjType == IPY_GameWorld.gnotSummon:
-            curNPCDetail = GameWorld.GetObjDetail(atkObj)
-            
-            if curNPCDetail != None:
-                curNPCOwner = curNPCDetail.GetOwner()
-                summonOwner = GameWorld.GetObjDetail(curNPCOwner)
-                if summonOwner != None:
-                    # 召唤兽主人为玩家
-                    if summonOwner.GetGameObjType() == IPY_GameWorld.gotPlayer:
-                        dropType = ChConfig.Def_NPCHurtTypePlayer
-                        ownerID = summonOwner.GetPlayerID()
-                        
-        # 判断宠物主人
-        elif npcObjType == IPY_GameWorld.gnotPet:
-            curPlayer = PetControl.GetPetOwner(atkObj)
-            if curPlayer != None:
-                dropType = ChConfig.Def_NPCHurtTypePlayer
-                ownerID = curPlayer.GetPlayerID()
-    
-    aiConfig = __GetGoblinConfig(curNPC.GetNPCID())
-    # 掉落个数
-    dropCount = GameWorld.GetResultByRandomList(aiConfig[Def_AttackedDropItemCountRate])
-    
-## 掉落规则修改,暂屏蔽,之后有用到该AI再做修改
-#    # 循环掉落
-#    for i in range(dropCount):
-#        dropItemType = GameWorld.GetResultByRandomList(aiConfig[Def_AttackedDropItemTypeRate])
-#        
-#        # 金钱
-#        if dropItemType == Def_DropItemType_Money:
-#            npcControl.DropMoney(ChConfig.Def_NPCMapDropRate, dropType, ownerID)
-#        # 道具
-#        elif dropItemType == Def_DropItemType_Goods:
-#            goodsID = GameWorld.GetResultByRandomList(aiConfig[Def_DropGoodsRate])
-#            npcControl.DropItem(goodsID, dropType, ownerID)
-#        # 装备
-#        elif dropItemType == Def_DropItemType_Equip:
-#            equipID = __GetRadomDropEquipID(aiConfig[Def_DropEquipModelNum])
-#            npcControl.DropItem(equipID, dropType, ownerID)
-    return
-
-
-## NPC死亡处理
-#  @param curNPC 死亡NPC
-#  @param HurtType 掉落类型
-#  @param HurtID 对应拥有者id
-#  @param modulus 掉落系数
-#  @return None
-def OnDie(curNPC, HurtType, HurtID):
-    #GameWorld.DebugLog("OnDieDropItem...dropType=%s, ownerID=%s" % (dropType, ownerID))
-    # 该死亡掉落无物品保护
-    dropType = ChConfig.Def_NPCHurtTypeAll
-    ownerID = 0
-    npcControl = NPCCommon.NPCControl(curNPC)
-    
-    if curNPC.GetNPCID() == 0:
-        GameWorld.ErrLog("AIType_196 OnDie NPCID=0")
+def __OnAttackedDropItem(atkObj, curNPC, npcControl):
+    attackPlayer, npcObjType = AttackCommon.GetAttackPlayer(atkObj)
+    if npcObjType:
         return
-    aiConfig = __GetGoblinConfig(curNPC.GetNPCID())
-    dropItemIDList = [] # [[itemID, count],...]
+    if not attackPlayer:
+        return
+    npcID = curNPC.GetNPCID()
+    ipyData = IpyGameDataPY.GetIpyGameDataNotLog("TreasureNPC", npcID)
+    if not ipyData:
+        return
+    attackCountDropWeightInfo = ipyData.GetAttackCountDropWeightInfo()
+    attackDropWeightList = ipyData.GetAttackDropWeightList()
+    attackDropWeightListEx = ipyData.GetAttackDropWeightListEx()
+    dropCountEx = ipyData.GetDropCountEx()
+    alchemyDiffLV = ipyData.GetAlchemyDiffLV()
     
-    # 道具掉落个数
-    dropGoodsCount = GameWorld.GetResultByRandomList(aiConfig[Def_DieDropGoodsCountRate])
-    for i in range(dropGoodsCount):
-        goodsID = GameWorld.GetResultByRandomList(aiConfig[Def_DropGoodsRate])
-        dropItemIDList.append([goodsID, 1]) # 增加一个掉落道具
+    mainItemWeightList = []
+    if attackCountDropWeightInfo:
+        maxCount = max(attackCountDropWeightInfo)
+        attackCount = attackPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCAttackCount % npcID) + 1
+        if attackCount <= maxCount:
+            if attackCount in attackCountDropWeightInfo:
+                mainItemWeightList = attackCountDropWeightInfo[attackCount]
+            NPCCommon.UpdateNPCAttackCount(attackPlayer, npcID, attackCount, maxCount)
+                
+    if not mainItemWeightList and attackDropWeightList:
+        mainItemWeightList = ItemCommon.GetWeightItemListByAlchemyDiffLV(attackPlayer, attackDropWeightList, alchemyDiffLV)
         
-    # 装备掉落个数
-    dropEquipCount = GameWorld.GetResultByRandomList(aiConfig[Def_DieDropEquipCountRate])
-    for i in range(dropEquipCount):
-        equipID = __GetRadomDropEquipID(aiConfig[Def_DropEquipModelNum])
-        dropItemIDList.append([equipID, 1]) # 增加一个掉落装备
+    mainItemInfo = GameWorld.GetResultByWeightList(mainItemWeightList)
     
-    # 掉落总个数
-    dropCount = GameWorld.GetResultByRandomList(aiConfig[Def_DieDropCountRate])
-    # npc超爆
-    #npcControl.NPCSuperDropByItemIDExMoney(dropItemIDList, dropType, ownerID, dropCount)
-    # 全服广播
-    mapID = GameWorld.GetMap().GetMapID()
-    if mapID not in []:
-        notifyMarkDict = ReadChConfig.GetEvalChConfig("GoblinNotify")
-        notifyMark = notifyMarkDict.get(curNPC.GetNPCID())
-        if notifyMark:
-            PlayerControl.WorldNotify(0, notifyMark, [GameWorld.GetMap().GetMapID()])  
+    if not mainItemInfo:
+        notDropNotify = ipyData.GetNotDropNotify()
+        if notDropNotify:
+            PlayerControl.NotifyCode(attackPlayer, notDropNotify)
+        return
+    
+    dropItemList = []
+    if mainItemInfo:
+        dropItemList.append(mainItemInfo)
+        
+    if attackDropWeightListEx and dropCountEx:
+        weightListEx = ItemCommon.GetWeightItemListByAlchemyDiffLV(attackPlayer, attackDropWeightListEx, alchemyDiffLV)
+        for _ in xrange(dropCountEx):
+            itemInfo = GameWorld.GetResultByWeightList(weightListEx)
+            if itemInfo:
+                dropItemList.append(itemInfo)
+                
+    if not dropItemList:
+        return
+    
+    dropPosX, dropPosY = curNPC.GetPosX(), curNPC.GetPosY()
+    ChItem.DoMapDropItem(attackPlayer, dropItemList, npcID, dropPosX, dropPosY, isOnlySelfSee=False)
     return
 
-
-## 玩家击杀哥布林
-#  @param curNPC
-#  @param curPlayer
-#  @param skill
-#  @return 
-def OnAttackDieByPlayer(curNPC, curPlayer, skill):
-    DataRecordPack.DR_KillNPC(curPlayer, "Goblin", curNPC.GetNPCID())
-    return
-
-
-## 获取对应哥布林配置
-#  @param npcID
-#  @return 配置信息
-def __GetGoblinConfig(npcID):
-    return ReadChConfig.GetEvalChConfig('Goblin_%s' % npcID)
-
-
-## 获取随机掉落装备id
-#  @param dropEquipModelNum 装备掉落规则模板编号
-#  @return >0掉落装备id,返回0表示无法获取掉落装备id
-def __GetRadomDropEquipID(dropEquipModelNum):
-    global g_filterEquipDict
-    
-    dropEquipModel = ReadChConfig.GetEvalChConfig('GoblinDropEquip_%s' % dropEquipModelNum)
-    
-    filterItemList = g_filterEquipDict.get(dropEquipModelNum)
-    # 如果没有,则加载
-    if not filterItemList:
-        GameWorld.DebugLog("加载哥布林掉落装备模板GoblinDropEquip_%s.txt" % dropEquipModelNum)
-        itemTypeList = dropEquipModel[Def_EquipModel_EquipType]
-        itemMinLV = dropEquipModel[Def_EquipModel_LVLimit][0]
-        itemMaxLV = dropEquipModel[Def_EquipModel_LVLimit][1]
-        dropIDList = dropEquipModel[Def_EquipModel_DropItemList]
-        filterItemList = __FilterItemFromDB(itemTypeList, itemMinLV, itemMaxLV, dropIDList)
-        g_filterEquipDict[dropEquipModelNum] = filterItemList
-    
-    # 随机是否卓越
-    quality = GameWorld.GetResultByRandomList(dropEquipModel[Def_EquipModel_QualityRate])
-    
-    dropEquipIdList = filterItemList[quality]
-    
-    if not dropEquipIdList:
-        GameWorld.ErrLog("__GetRadomDropEquipID() can not find filter equip," + \
-                         "please check GoblinDropEquip_%s.txt!!!" % dropEquipModelNum)
-        return 0
-    
-    return random.choice(dropEquipIdList)
-
-
-## 从数据库中查找满足要求的物品ID
-#  @param itemTypeList: 获得的物品类型列表
-#  @param itemMinLV: 获得的物品最低等级
-#  @param itemMaxLV: 获得的物品最高等级
-#  @param dropIDList: NPC不掉落,但这里可掉落的物品id列表
-#  @return 找到的物品ID列表:[[非卓越装id列表], [卓越装id列表]]
-def __FilterItemFromDB(itemTypeList, itemMinLV, itemMaxLV, dropIDList):
-    findItemIdList = [[], []] # [[非卓越装], [卓越装]]
-    
-    for itemType in itemTypeList:
-    
-        gameData = GameWorld.GetGameData()
-        gameData.FilterItemByType(itemType) # 过滤物品类型
-        for i in range(0, gameData.GetFilterItemCount()):
-            curFindItem = gameData.GetFilterItem(i)
-            itemID = curFindItem.GetItemTypeID()
-            
-            # NPC不掉落的,且不在特定掉落id列表里的不掉落
-            if not curFindItem.GetCanNPCDrop() and itemID not in dropIDList:
-                continue
-            
-            # 不在过滤等级内,跳过
-            if curFindItem.GetLV() < itemMinLV or curFindItem.GetLV() > itemMaxLV:
-                continue
-
-            findItemIdList[1 if curFindItem.GetItemQuality() else 0].append(curFindItem.GetItemTypeID())
-    
-    GameWorld.DebugLog("哥布林掉落装备id列表=%s,卓越装备id列表=%s" % (str(findItemIdList[0]), str(findItemIdList[1])))
-    return findItemIdList
-
-## 隐藏NPC
-def DoHideGoblin(curNPC):
-    
-    # 只在一线刷, 非一线设置该NPC隐身
-    lineID = GameWorld.GetGameWorld().GetLineID()
-    if lineID != 0:
-        goblinNPCIDList = [30000,30001,30002,30003,30004,30005,30006,30007,30008,30009]
-        npcID = curNPC.GetNPCID()
-        if npcID in goblinNPCIDList and curNPC.GetVisible():
-            curNPC.SetVisible(False)
-            GameWorld.Log("非一线,隐藏该NPCID=%s!" % npcID)
-            return True
-        
-    return False

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