From 7e0ecb9fda366097e9cb0bc3a79cb52c03da67f5 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 15 十一月 2022 18:11:05 +0800
Subject: [PATCH] 9727 【BT7】【主干】【越南】【后端】查看玩家装备缓存扩展到20阶(支持查看射雕装备17阶)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCAI/AIType_21.py | 279 ++++++++++++++++++++++++++++++++++++++++++++-----------
1 files changed, 222 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..2d04ffc 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 +62,170 @@
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()
+ 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:
+ 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
+
+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 +235,37 @@
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 +277,13 @@
#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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