From 819ab7e6091bb882e6106a6d713b0ced1848120f Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期一, 23 五月 2022 17:00:17 +0800
Subject: [PATCH] 9415 【BT】【后端】古神战场(击杀积分王广播寻路参数优化;战场机器人AI修改为21,优化AI21寻路)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_CrossBattlefield.py | 69 +++++++++++-----------
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCAI/AIType_21.py | 106 +++++++++++++++++++++++++++++++++++
2 files changed, 141 insertions(+), 34 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_CrossBattlefield.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_CrossBattlefield.py
index 8d2278b..ec7f049 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_CrossBattlefield.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_CrossBattlefield.py
@@ -985,21 +985,21 @@
posPoint = GameMap.GetEmptyPlaceInArea(randPosX, randPosY, radius)
return posPoint.GetPosX(), posPoint.GetPosY()
-def GetFBRobotRandomMovePos(curNPC):
- ## 获取副本中机器人随机移动坐标点
-
- randPosList = []
-
- crystalNPCIDPosDict = IpyGameDataPY.GetFuncEvalCfg("CrossBattlefieldCrystal", 1, {})
- for posX, posY in crystalNPCIDPosDict.values():
- randPosList.append([posX, posY])
-
- factionBuffPosList = IpyGameDataPY.GetFuncEvalCfg("CrossBattlefieldFactionBuff", 2)
- for posList in factionBuffPosList:
- for posX, posY in posList:
- randPosList.append([posX, posY])
-
- return random.choice(randPosList)
+#def GetFBRobotRandomMovePos(curNPC):
+# ## 获取副本中机器人随机移动坐标点
+#
+# randPosList = []
+#
+# crystalNPCIDPosDict = IpyGameDataPY.GetFuncEvalCfg("CrossBattlefieldCrystal", 1, {})
+# for posX, posY in crystalNPCIDPosDict.values():
+# randPosList.append([posX, posY])
+#
+# factionBuffPosList = IpyGameDataPY.GetFuncEvalCfg("CrossBattlefieldFactionBuff", 2)
+# for posList in factionBuffPosList:
+# for posX, posY in posList:
+# randPosList.append([posX, posY])
+#
+# return random.choice(randPosList)
def __DoLogic_FB_Fighting(tick):
@@ -1440,10 +1440,11 @@
killScoreKingNotifyList = IpyGameDataPY.GetFuncEvalCfg("CrossBattlefieldScoreKing", 4)
if index < len(killScoreKingNotifyList):
msgMark = killScoreKingNotifyList[index]
+ lineID = GameWorld.GetGameWorld().GetLineID()
defMapID = GameWorld.GetMap().GetMapID()
defPosX = defObj.GetPosX()
defPosY = defObj.GetPosY()
- PlayerControl.FBNotify(msgMark, [atkFaction, atkName, defFaction, defObj.GetPlayerName(), kingScore, defMapID, defPosX, defPosY])
+ PlayerControl.FBNotify(msgMark, [atkFaction, atkName, defFaction, defObj.GetPlayerName(), kingScore, defMapID, defPosX, defPosY, lineID])
# 玩家击败积分王
if atkObjType == IPY_GameWorld.gotPlayer and index == 0:
@@ -2188,24 +2189,24 @@
return True
-def GetFBRobotCanAtkObjTypeIDList(curNPC):
- ## 获取副本中机器人可能可攻击的实例类型ID列表
- ## @return: [[objType, objID], ...]
- faction = NPCCommon.GetFaction(curNPC)
- if not faction:
- return []
-
- defFaction = ShareDefine.CampType_Justice if faction == ShareDefine.CampType_Evil else ShareDefine.CampType_Evil
- objTypeIDList = []
- defFactionObj = GetBattleFactionObj(defFaction)
- for playerID in defFactionObj.onlinePlayerIDList:
- objTypeIDList.append([IPY_GameWorld.gotPlayer, playerID])
-
- for robotID in defFactionObj.robotObjIDList:
- objTypeIDList.append([IPY_GameWorld.gotNPC, robotID])
-
- random.shuffle(objTypeIDList) # 打乱顺序
- return objTypeIDList
+#def GetFBRobotCanAtkObjTypeIDList(curNPC):
+# ## 获取副本中机器人可能可攻击的实例类型ID列表
+# ## @return: [[objType, objID], ...]
+# faction = NPCCommon.GetFaction(curNPC)
+# if not faction:
+# return []
+#
+# defFaction = ShareDefine.CampType_Justice if faction == ShareDefine.CampType_Evil else ShareDefine.CampType_Evil
+# objTypeIDList = []
+# defFactionObj = GetBattleFactionObj(defFaction)
+# for playerID in defFactionObj.onlinePlayerIDList:
+# objTypeIDList.append([IPY_GameWorld.gotPlayer, playerID])
+#
+# for robotID in defFactionObj.robotObjIDList:
+# objTypeIDList.append([IPY_GameWorld.gotNPC, robotID])
+#
+# random.shuffle(objTypeIDList) # 打乱顺序
+# return objTypeIDList
## 玩家攻击玩家是否有惩罚
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 4cacc9f..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
@@ -81,6 +81,11 @@
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:
@@ -108,6 +113,107 @@
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攻击逻辑
# @param curNPC 当前npc
--
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