From 41057fec56d9aac981044aead9a74aac4b09ba4f Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期一, 09 十一月 2020 17:43:55 +0800
Subject: [PATCH] 8596 【港台】【后端】每日分享好礼;8599 【港台】【后端】好评有礼;

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCAI/AIType_21.py |  173 ++++++++++++++++++++++++++++++++++++++-------------------
 1 files changed, 116 insertions(+), 57 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCAI/AIType_21.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCAI/AIType_21.py
index ac0b481..4cacc9f 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCAI/AIType_21.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCAI/AIType_21.py
@@ -1,63 +1,60 @@
 #!/usr/bin/python
 # -*- coding: GBK -*-
-#---------------------------------------------------------------------
-##@package AIType_21
-#巡逻守卫AI,攻击非本国家玩家,和红名玩家
+#-------------------------------------------------------------------------------
 #
-# @author PanWei
-# @date 2010-4-28下午06:01:33
-# @version 1.4
+##@package NPCAI.AIType_21
 #
-#模块详细说明.
-# @change: "2010-05-12 18:30" zhengyang 添加注释
-# @change: "2010-06-09 09:50" zhengyang 守卫npc加入异常状态眩晕判断 
-# @change: 2010-06-14 16:00 zhengyang 修正普攻参数传错
-# @change: "2010-11-22 12:15" Alee 删除异常/沉默判定
-#---------------------------------------------------------------------
-"""Version = 2010-11-22 12:15"""
-#---------------------------------------------------------------------
-import IPY_GameWorld
-import GameWorld
-import NPCCommon
-import BaseAttack
+# @todo:副本活动机器人
+# @author hxp
+# @date 2018-12-06
+# @version 1.0
+#
+# 详细描述: 副本活动机器人
+#
+#-------------------------------------------------------------------------------
+#"""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
+#---------------------------------------------------------------------
+
 #---------------------------------------------------------------------
 ## 初始化
-#  @param curNPC NPC实例
+#  @param curNPC 当前npc
 #  @return None
 #  @remarks 函数详细说明.
 def DoInit(curNPC):
-    curNPC.GetNPCAngry().Init(ChConfig.Def_BossAngryCount)
+    curNPC.GetNPCAngry().Init(ChConfig.Def_SuperFBBossAngryCount)
+    return
 
-#---------------------------------------------------------------------
-##正常AI逻辑处理
-#@param curNPC NPC实例
-#@param tick 时间戳
-#@return 返回值无意义
-#@remarks 正常AI逻辑处理
+def OnNPCReborn(curNPC):
+    curNPC.SetIsNeedProcess(True)
+    return
+
+## 执行AI
+#  @param curNPC 当前npc
+#  @param tick 当前时间
+#  @return None
+#  @remarks 函数详细说明.
 def ProcessAI(curNPC, tick):
     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
-        
-    #刷新自己的buff
-    npcControl.RefreshBuffState(tick)
-    if GameObj.GetHP(curNPC) == 0 :
-        # BUFF刷新中可能会导致NPC死亡
         return
     
-#    #判断异常状态
-#    if curNPC.GetAbnormalState() == IPY_GameWorld.sctFaint:
-#        return 
-    
-    curNPCAction = curNPC.GetCurAction()
-    #NPC快速奔跑中, 处理
-    if curNPCAction == IPY_GameWorld.laNPCMove and curNPC.GetCurMoveType() == IPY_GameWorld.mtRun :
-        AICommon.NormalNPCFast_Move(curNPC , tick)
+    #刷新自己的buff
+    npcControl.RefreshBuffState(tick)
+    if GameObj.GetHP(curNPC) == 0:
+        # BUFF刷新中可能会导致NPC死亡
         return
     
     #刷新自己仇恨度列表
@@ -65,35 +62,64 @@
     curNPCAngry = npcControl.GetMaxAngryTag()
     
     #仇恨度列表中的人为空
-    if curNPCAngry == None :
-        AICommon.NormalNPCFree_Move(curNPC , tick)
+    if curNPCAngry == None:
+        if curNPC.GetSpeed() != 0:
+            __RobotMove(curNPC)
         return
     
     #仇恨对象类型,仇恨对象ID
     curNPCAngryType = curNPCAngry.GetObjType()
     curNPCAngryID = curNPCAngry.GetObjID()
-    #战斗中回血
-    npcControl.ProcessBattleHPRestore(tick)
+    
     #执行攻击逻辑
     __NPCFight(curNPC, curNPCAngryID, curNPCAngryType, tick)
+    return
+
+def __RobotMove(curNPC):
+    if curNPC.GetCurAction() == IPY_GameWorld.laNPCMove:
+        #GameWorld.DebugLog("移动中不处理!(%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" # NPC上次移动的坐标索引,存值+1
+    posIndex =  curNPC.GetDictByKey(Key_PosIndex) - 1
+    if posIndex < 0:
+        # 还没有走过点的,寻找所有点中最近的点
+        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
 
 #---------------------------------------------------------------------
-## npc攻击战斗
+## npc攻击逻辑
 #  @param curNPC 当前npc
 #  @param tagID curNPCAngryID
 #  @param tagType curNPCAngryType 
 #  @param tick 当前时间
 #  @return None
-#  @remarks 战斗逻辑实现
+#  @remarks 函数详细说明.
 def __NPCFight(curNPC, tagID, tagType, tick):
     #设置进入战斗状态
     NPCCommon.SetNPCInBattleState(curNPC)
     npcControl = NPCCommon.NPCControl(curNPC)
-    #NPC的打怪AI
-    if not npcControl.IsInRefreshArea():
-        #追击返回
-        npcControl.MoveBack()
-        return
     
     #开始攻击
     curTag = GameWorld.GetObj(tagID, tagType)
@@ -103,10 +129,37 @@
     
     tagDist = GameWorld.GetDist(curNPC.GetPosX(), curNPC.GetPosY(), curTag.GetPosX(), curTag.GetPosY())
     
-    if tagDist > curNPC.GetAtkDist() :
-        npcControl.MoveToObj_Detel(curTag)
+    #---优先释放技能---
+    if AICommon.DoAutoUseSkill(curNPC, curTag, tagDist, tick):
         return
     
+    #---释放普通攻击---
+    
+    if curNPC.GetSpeed() == 0:
+        # 不可移动NPC
+        if tagDist > curNPC.GetAtkDist():
+            return
+        
+        if tick - curNPC.GetAttackTick() < curNPC.GetAtkInterval():
+            #攻击间隔没有到, 返回
+            return
+        
+        #普通攻击
+        BaseAttack.Attack(curNPC, curTag, None, tick)
+        return
+    
+    #超过攻击距离,移动过去
+    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:
+            # 目标在移动的攻击范围内,不改变目标点
+            return
+        npcControl.MoveToObj_Detel(curTag)
+        return
+    else:
+        curNPC.StopMove()
+        
     if tick - curNPC.GetAttackTick() < curNPC.GetAtkInterval():
         #攻击间隔没有到, 返回
         return
@@ -118,7 +171,13 @@
     #普通攻击
     BaseAttack.Attack(curNPC, curTag, None, tick)
     return
-    
 
+## NPC死亡
+#  @param curNPC 当前npc
+#  @param hurtType 伤害者的obj类型
+#  @param hurtID 伤害者的objID
+#  @return None
+def OnDie(curNPC, hurtType, hurtID):
+    AICommon.DoNPCUseSkillOnDie(curNPC)
+    return
 
-       

--
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