#!/usr/bin/python # -*- coding: GBK -*- #------------------------------------------------------------------------------- # ##@package NPCAI.AIType_2 # # @todo:С¹ÖAI£¬Ö§³ÖÊͷż¼ÄÜ # @author hxp # @date 2017-11-27 # @version 1.0 # # ÏêϸÃèÊö: С¹ÖAI£¬Ö§³ÖÊͷż¼ÄÜ # #------------------------------------------------------------------------------- #"""Version = 2017-11-27 16:30""" #------------------------------------------------------------------------------- import IPY_GameWorld import GameWorld import NPCCommon import BaseAttack import ChConfig import AICommon import GameObj #--------------------------------------------------------------------- #--------------------------------------------------------------------- ## ³õʼ»¯ # @param curNPC µ±Ç°npc # @return None # @remarks º¯ÊýÏêϸ˵Ã÷. def DoInit(curNPC): curNPC.GetNPCAngry().Init(ChConfig.Def_NormalNPCAngryCount) return ## Ö´ÐÐAI # @param curNPC µ±Ç°npc # @param tick µ±Ç°Ê±¼ä # @return None # @remarks º¯ÊýÏêϸ˵Ã÷. def ProcessAI(curNPC, tick): npcControl = NPCCommon.NPCControl(curNPC) if curNPC.GetCurAction() == IPY_GameWorld.laNPCDie or not curNPC.IsAlive(): #NPCËÀÍö, ½øÈëËÀÍöµ¹¼ÆÊ± if npcControl.DieTick(tick) == 0: return #Ë¢ÐÂ×Ô¼ºµÄbuff #npcControl.RefreshBuffState(tick) curNPCAction = curNPC.GetCurAction() #NPC¿ìËÙ±¼ÅÜÖÐ, ´¦Àí if curNPCAction == IPY_GameWorld.laNPCMove and curNPC.GetCurMoveType() == IPY_GameWorld.mtRun : AICommon.NormalNPCFast_Move(curNPC, tick) return #Ë¢ÐÂ×Ô¼º³ðºÞ¶ÈÁбí npcControl.RefreshAngryList(tick) if not curNPC.GetIsNeedProcess(): AICommon.NormalNPCFree_Move(curNPC, tick) return curNPCAngry = npcControl.GetMaxAngryTag() #³ðºÞ¶ÈÁбíÖеÄÈËΪ¿Õ if curNPCAngry == None : AICommon.NormalNPCFree_Move(curNPC, tick) return #³ðºÞ¶ÔÏóÀàÐÍ,³ðºÞ¶ÔÏóID curNPCAngryType = curNPCAngry.GetObjType() curNPCAngryID = curNPCAngry.GetObjID() #Õ½¶·ÖлØÑª npcControl.ProcessBattleHPRestore(tick) #Ö´Ðй¥»÷Âß¼­ __NPCFight(curNPC, curNPCAngryID, curNPCAngryType, tick) return def __NPCFight(curNPC, tagID, tagType, tick): #ÉèÖýøÈëÕ½¶·×´Ì¬ NPCCommon.SetNPCInBattleState(curNPC) npcControl = NPCCommon.NPCControl(curNPC) #ÊÇ·ñÔÚÒÆ¶¯·¶Î§ÄÚ if not npcControl.IsInRefreshArea(): #×·»÷·µ»Ø npcControl.MoveBack() return #¿ªÊ¼¹¥»÷ 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()) #---ÓÅÏÈÊͷż¼ÄÜ--- if AICommon.DoAutoUseSkill(curNPC, curTag, tagDist, tick): return #³¬¹ý¹¥»÷¾àÀë,ÒÆ¶¯¹ýÈ¥ if tagDist > curNPC.GetAtkDist() : if __CheckNPCBeAttackCanMove(curNPC, tick): npcControl.MoveToObj_Detel(curTag) return if tick - curNPC.GetAttackTick() < curNPC.GetAtkInterval(): #¹¥»÷¼ä¸ôûÓе½, ·µ»Ø return if __CheckNPCBeAttackCanMove(curNPC, tick): if npcControl.FixTagPos(curTag.GetPosX(), curTag.GetPosY()): #ÐÞÕýÕâ¸öNPCµÄÕ¾Á¢Î»Öà return #ÆÕͨ¹¥»÷ BaseAttack.Attack( curNPC, curTag, None, tick ) return # 2017-11-21 ÐÂÐèÇóС¹ÖAI1±»»÷²»×öÒÆ¶¯´¦Àí def __CheckNPCBeAttackCanMove(curNPC, tick): if curNPC.GetIsBoss(): return True if tick - curNPC.GetDictByKey("NPCBeAttackedAI1") > 300: return True return False