#!/usr/bin/python # -*- coding: GBK -*- #--------------------------------------------------------------------- # #--------------------------------------------------------------------- ##@package AIType_180 # @todo: С¹ÖͨÓÃ×Ô¶¯Êͷż¼ÄÜAI # # @author: panwei # @date 2010-08-04 # @version 1.2 # # @note: # @change: "2010-11-22 12:15" Alee ɾ³ýÒì³£/³ÁĬÅж¨ # @change: "2011-05-09 15:00" panwei ³ðºÞÁбí±ä¸ü #--------------------------------------------------------------------- """Version = 2011-05-09 15:00""" #--------------------------------------------------------------------- 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_SuperFBBossAngryCount) 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) if GameObj.GetHP(curNPC) == 0 : # BUFFË¢ÐÂÖпÉÄܻᵼÖÂNPCËÀÍö return # #ÅжÏÒ쳣״̬ # if curNPC.GetAbnormalState() == IPY_GameWorld.sctFaint: # return curNPCAction = curNPC.GetCurAction() #NPC¿ìËÙ±¼ÅÜÖÐ, ´¦Àí if curNPC.GetSpeed() != 0 and curNPCAction == IPY_GameWorld.laNPCMove and curNPC.GetCurMoveType() == IPY_GameWorld.mtRun: AICommon.NormalNPCFast_Move(curNPC, tick) return #Ë¢ÐÂ×Ô¼º³ðºÞ¶ÈÁбí npcControl.RefreshAngryList(tick) curNPCAngry = npcControl.GetMaxAngryTag() #³ðºÞ¶ÈÁбíÖеÄÈËΪ¿Õ if curNPCAngry == None: if curNPC.GetSpeed() != 0: 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) #--------------------------------------------------------------------- ## npc¹¥»÷Âß¼­ # @param curNPC µ±Ç°npc # @param tagID curNPCAngryID # @param tagType curNPCAngryType # @param tick µ±Ç°Ê±¼ä # @return None # @remarks º¯ÊýÏêϸ˵Ã÷. def __NPCFight(curNPC, tagID, tagType, tick): #ÉèÖýøÈëÕ½¶·×´Ì¬ NPCCommon.SetNPCInBattleState(curNPC) npcControl = NPCCommon.NPCControl(curNPC) #ÊÇ·ñÔÚÒÆ¶¯·¶Î§ÄÚ if not npcControl.IsInRefreshArea() and curNPC.GetSpeed() != 0: #×·»÷·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 #---ÊÍ·ÅÆÕͨ¹¥»÷--- if curNPC.GetSpeed() == 0: # ²»¿ÉÒÆ¶¯NPC if tagDist > curNPC.GetAtkDist(): return if tick - curNPC.GetAttackTick() < curNPC.GetAtkInterval(): #¹¥»÷¼ä¸ôûÓе½, ·µ»Ø return #ÆÕͨ¹¥»÷ BaseAttack.Attack(curNPC, curTag, None, tick) return #³¬¹ý¹¥»÷¾àÀë,ÒÆ¶¯¹ýÈ¥ 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: # Ä¿±êÔÚÒÆ¶¯µÄ¹¥»÷·¶Î§ÄÚ£¬²»¸Ä±äÄ¿±êµã return npcControl.MoveToObj_Detel(curTag) return else: curNPC.StopMove() if tick - curNPC.GetAttackTick() < curNPC.GetAtkInterval(): #¹¥»÷¼ä¸ôûÓе½, ·µ»Ø return if npcControl.FixTagPos(curTag.GetPosX(), curTag.GetPosY()): #ÐÞÕýÕâ¸öNPCµÄÕ¾Á¢Î»Öà return #ÆÕͨ¹¥»÷ BaseAttack.Attack(curNPC, curTag, None, tick) return ## NPCËÀÍö # @param curNPC µ±Ç°npc # @param hurtType É˺¦ÕßµÄobjÀàÐÍ # @param hurtID É˺¦ÕßµÄobjID # @return None def OnDie(curNPC, hurtType, hurtID): AICommon.DoNPCUseSkillOnDie(curNPC) return