#!/usr/bin/python # -*- coding: GBK -*- #------------------------------------------------------------------------------- # ##@package NPCAI.AIType_21 # # @todo:¸±±¾»î¶¯»úÆ÷ÈË # @author hxp # @date 2018-12-06 # @version 1.0 # # ÏêϸÃèÊö: ¸±±¾»î¶¯»úÆ÷ÈË # #------------------------------------------------------------------------------- #"""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 #--------------------------------------------------------------------- #--------------------------------------------------------------------- ## ³õʼ»¯ # @param curNPC µ±Ç°npc # @return None # @remarks º¯ÊýÏêϸ˵Ã÷. def DoInit(curNPC): curNPC.GetNPCAngry().Init(ChConfig.Def_SuperFBBossAngryCount) return def OnNPCReborn(curNPC): curNPC.SetIsNeedProcess(True) 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(): return #Ë¢ÐÂ×Ô¼ºµÄbuff npcControl.RefreshBuffState(tick) if GameObj.GetHP(curNPC) == 0: # BUFFË¢ÐÂÖпÉÄܻᵼÖÂNPCËÀÍö return #Ë¢ÐÂ×Ô¼º³ðºÞ¶ÈÁбí npcControl.RefreshAngryList(tick) curNPCAngry = npcControl.GetMaxAngryTag() #³ðºÞ¶ÈÁбíÖеÄÈËΪ¿Õ if curNPCAngry == None: if curNPC.GetSpeed() != 0: __RobotMove(curNPC) return #³ðºÞ¶ÔÏóÀàÐÍ,³ðºÞ¶ÔÏóID curNPCAngryType = curNPCAngry.GetObjType() curNPCAngryID = curNPCAngry.GetObjID() #Ö´Ðй¥»÷Âß¼­ __NPCFight(curNPC, curNPCAngryID, curNPCAngryType, tick) return def __RobotMove(curNPC): if curNPC.GetCurAction() == IPY_GameWorld.laNPCMove: #GameWorld.DebugLog("ÒÆ¶¯Öв»´¦Àí£¡(%s,%s)" % (curNPC.GetPosX(), curNPC.GetPosY())) return mapID = GameWorld.GetMap().GetMapID() lineID = FBCommon.GetFBPropertyMark() 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" # NPCÉÏ´ÎÒÆ¶¯µÄ×ø±êË÷Òý£¬´æÖµ+1 posIndex = curNPC.GetDictByKey(Key_PosIndex) - 1 if posIndex < 0: # »¹Ã»ÓÐ×ß¹ýµãµÄ£¬Ñ°ÕÒËùÓеãÖÐ×î½üµÄµã 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 #--------------------------------------------------------------------- ## 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) #¿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