From 585487dad792042225906b17a568a5b700f2c0b4 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 06 十二月 2018 20:12:47 +0800
Subject: [PATCH] 4581 修改机器人NPC类型定义
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCAI/AIType_21.py | 118 ++++++---------------------------------
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py | 5 +
2 files changed, 21 insertions(+), 102 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
index e5c846e..04ab408 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -4991,10 +4991,11 @@
ntPet,
ntTouchKill, #触碰后自杀类 17
ntUndeath, #不死类型 18
-ntRobot, #上古战场机器人类型 19
+ntDestructible, #场景内可破坏的 19
ntHelpBattleRobot, #助战机器人 20
+ntRobot, #机器人21
ntMax
-) = range(22)
+) = range(23)
(Def_SkillFuncType_Common, #0为通用技能
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..36f7330 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
@@ -1,28 +1,23 @@
#!/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 GameObj
+
+
#---------------------------------------------------------------------
## 初始化
# @param curNPC NPC实例
@@ -30,6 +25,7 @@
# @remarks 函数详细说明.
def DoInit(curNPC):
curNPC.GetNPCAngry().Init(ChConfig.Def_BossAngryCount)
+ return
#---------------------------------------------------------------------
##正常AI逻辑处理
@@ -38,87 +34,9 @@
#@return 返回值无意义
#@remarks 正常AI逻辑处理
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)
- return
-
- #刷新自己仇恨度列表
- npcControl.RefreshAngryList(tick)
- curNPCAngry = npcControl.GetMaxAngryTag()
-
- #仇恨度列表中的人为空
- if curNPCAngry == None :
- AICommon.NormalNPCFree_Move(curNPC , tick)
- 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)
-
-#---------------------------------------------------------------------
-## npc攻击战斗
-# @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
-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)
-
- if curTag == None or GameObj.GetHP(curTag) <= 0:
- return
-
- tagDist = GameWorld.GetDist(curNPC.GetPosX(), curNPC.GetPosY(), curTag.GetPosX(), curTag.GetPosY())
-
- if tagDist > curNPC.GetAtkDist() :
- npcControl.MoveToObj_Detel(curTag)
- return
-
- if tick - curNPC.GetAttackTick() < curNPC.GetAtkInterval():
- #攻击间隔没有到, 返回
- return
-
- if npcControl.FixTagPos(curTag.GetPosX(), curTag.GetPosY()):
- #修正这个NPC的站立位置
- return
-
- #普通攻击
- BaseAttack.Attack(curNPC, curTag, None, tick)
return
-
+
+
--
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