#!/usr/bin/python # -*- coding: GBK -*- #--------------------------------------------------------------------- # #--------------------------------------------------------------------- ##@package NormalNPC_Attack_NormalNPC.py # ÆÕͨNPC¹¥»÷ÆÕͨNPC # # @author adaws # @date 2010-11-17 19:00 # @version 1.3 # # @change: "2010-11-18 13:50" chenxuewei NpcɱËÀNPCʱ֪ͨ¸±±¾ # @change: "2012-02-10 20:20" Alee Ìí¼Ó¼¼Äܱط¢Éú״̬ # @change: "2016-09-28 21:00" hxp ²»ËÀbossÂß¼­Ö§³Ö #------------------------------------------------------------------------------ #"""Version = 2016-09-28 21:00""" #--------------------------------------------------------------------- import NPCCommon import AttackCommon import ChConfig import FBLogic import SkillShell import ChNPC import GameObj import GameWorld #--------------------------------------------------------------------- Def_FB_NPCAI_SideList = [] #--------------------------------------------------------------------- ## ÊÇ·ñ¿ÉÒÔ¹¥»÷ # @param attacker ¹¥»÷·½:ÆÕͨNPC # @param curTagPlayer ·ÀÊØ·½:ÕÙ»½ÊÞ # @param skill ¼¼ÄÜ(ÎÞ->None) # @param tick µ±Ç°Ê±¼ä # @return True or False # @remarks º¯ÊýÏêϸ˵Ã÷. def GetCanAttack(attacker, defender, skill, tick): return AttackCommon.CheckNPCCanAttackTag(attacker, defender, skill) ## »ñµÃ¹ØÏµ # @param attacker ¹¥»÷·½:ÆÕͨNPC # @param defender ·ÀÊØ·½:ÆÕͨNPC # @param skill ¼¼ÄÜ(ÎÞ->None) # @param tick µ±Ç°Ê±¼ä # @return È磺ChConfig.Type_Relation_Enemy , ChConfig.Def_PASysMessage_None # @remarks º¯ÊýÏêϸ˵Ã÷. def GetTagRelation(attacker, defender, skill, tick): # ÓÅÏȼ¶¸ßÓÚÆäËû atkLimit = ChNPC.GetNPCAttackTagLimit(attacker, defender) if atkLimit: return ChConfig.Type_Relation_Friend, ChConfig.Def_PASysMessage_None attackerCampType = NPCCommon.GetFaction(attacker) defenderCampType = NPCCommon.GetFaction(defender) #²»Í¬ÕóÓªÊǵÐÈË if attackerCampType != defenderCampType: return ChConfig.Type_Relation_Enemy, ChConfig.Def_PASysMessage_None #»úÆ÷ÈË¿ÉÒÔ´ò»úÆ÷ÈË if attacker.GetType() == ChConfig.ntRobot and defender.GetType() == ChConfig.ntRobot: return ChConfig.Type_Relation_Enemy, ChConfig.Def_PASysMessage_None return ChConfig.Type_Relation_Friend , ChConfig.Def_PASysMessage_None ## ¹¥»÷ # @param attacker ¹¥»÷·½:ÆÕͨNPC # @param curTagPlayer ·ÀÊØ·½:ÆÕͨNPC # @param skill ¼¼ÄÜ(ÎÞ->None) # @param skillValue ¼¼ÄÜÔöÇ¿ # @param skillPercent ¼¼ÄÜÔöÇ¿°Ù·Ö±È # @param skillHurtList ¼¼ÄÜÉËѪÁбí(C++½Ó¿Ú) # @param tick µ±Ç°Ê±¼ä # @return hurtType £º HurtType É˺¦½á¹¹ÌåÀà # @remarks º¯ÊýÏêϸ˵Ã÷. def DoAttack(attacker, defender, skill, skillValue, skillPercent, skillHurtList, tick): #¼ÆËã·´µ¯,Ìí¼ÓÉËѪ hurtType = AttackCommon.GetHurtHP(attacker, defender, skill, skillValue, skillPercent, tick) hurtHP = hurtType.HurtHP FBLogic.DoFB_NPC_HurtNPC(attacker, defender, hurtHP) npcControl = NPCCommon.NPCControl(defender) npcControl.AddObjDetelToAngryList_ByAttack(attacker, hurtHP, skill) #Ìí¼Ó¼¼ÄÜÉ˺¦Í¨ÖªÁбí,(ÓÃÓÚ¹¥»÷½áÊø,ͳһ֪ͨ¿Í»§¶Ë) AttackCommon.AddHurt(defender, skillHurtList, hurtType.HurtType, hurtHP) #ChNPC.OnUndeathBossHurt(defender, hurtHP) return hurtType ## ´¦Àí¹¥»÷ºóµÄ½á¹û # @param attacker ¹¥»÷·½:ÆÕͨNPC # @param curTagPlayer ·ÀÊØ·½:ÆÕͨNPC # @param skill ¼¼ÄÜ(ÎÞ->None) # @param tick µ±Ç°Ê±¼ä # @return True # @remarks º¯ÊýÏêϸ˵Ã÷. def AttackResult(attacker, defender, skill, tick): if ChNPC.OnUndeathBossAttacked(defender): return #ÆÕͨNPC if GameObj.GetHP(defender) <= 0: if not ChNPC.OnCheckCanDie(attacker, defender, skill, tick): return #¸±±¾ FBLogic.DoFB_Npc_KillNPC(attacker, defender, tick) npcControl = NPCCommon.NPCControl(defender) npcControl.SetKilled() return True