#!/usr/bin/python # -*- coding: GBK -*- #--------------------------------------------------------------------- # #--------------------------------------------------------------------- ##@package Player_Attack_SummonNPC # Íæ¼Ò¹¥»÷ÕÙ»½NPC # # @author eggxp # @date 2010-4-20 # @version 1.9 # # ÐÞ¸Äʱ¼ä ÐÞ¸ÄÈË ÐÞ¸ÄÄÚÈÝ # @change: "2010-05-12 18:30" zhengyang Ìí¼Ó×¢ÊÍ # @change: "2010-05-28 15:50" chenxuewei Ó¦²ß»®ÁõºèÉúÐèÇó£ºÔö¼Ó½£Ê¥ÏîÄ¿µÄPK¹æÔò # @change: "2010-06-02 10:50" chenxuewei Íæ¼Ò¿ÉÒÔ¹¥»÷Ä¿±êµÄÇé¿öÏ£¬»ñµÃÍæ¼Ò¼äµÄ¹ØÏµÍ³Ò»ÔÚAttackCommon´¦Àí # @change: "2010-09-06 17:30" panwei GetBattleTypeº¯ÊýÐÞ¸Ä, ÐÂÔö²ÎÊý:¹¥»÷·½ # @change: "2010-09-27 17:55" panwei È¡ÏûGM²»¿É¹¥»÷ÏÞÖÆ # @change: "2011-07-15 18:00" zhangd Ìí¼ÓNPC±»Íæ¼Ò´òËÀºó´¥·¢Âß¼­ # @change: "2012-02-10 20:20" Alee Ìí¼Ó¼¼Äܱط¢Éú״̬ # @change: "2015-04-11 15:30" hxp Ôö¼Ó×îÖÕÉ˺¦Âß¼­ # @change: "2016-02-26 17:00" hxp Ôö¼ÓPVPÉ˺¦Í³¼Æ #------------------------------------------------------------------------------ #"""Version = 2016-02-26 17:00""" #--------------------------------------------------------------------- import NPCCommon import GameWorld import AttackCommon import IPY_GameWorld import ChConfig import FBLogic import GameObj import ChNPC #--------------------------------------------------------------------- #--------------------------------------------------------------------- ## ÊÇ·ñ¿ÉÒÔ¹¥»÷ # @param curNormalNPC ¹¥»÷·½:Íæ¼Ò # @param curTagPlayer ·ÀÊØ·½:ÕÙ»½ÊÞ # @param skill ¼¼ÄÜ(ÎÞ->None) # @param tick µ±Ç°Ê±¼ä # @return True or False # @remarks ÊÇ·ñ¿ÉÒÔ¹¥»÷ def GetCanAttack(curPlayer, curTagSummonNPC, skill, tick): #ͨÓÃÅÐ¶Ï if not AttackCommon.CheckPlayerCanAttackTag(curPlayer, curTagSummonNPC): return False #ÅжϾàÀë if not AttackCommon.CheckPlayerAttackDist(curPlayer, curTagSummonNPC, skill): return False return True ## »ñµÃ¹ØÏµ # @param curNormalNPC ¹¥»÷·½:Íæ¼Ò # @param curTagPlayer ·ÀÊØ·½:ÕÙ»½ÊÞ # @param skill ¼¼ÄÜ(ÎÞ->None) # @param tick µ±Ç°Ê±¼ä # @return È磺ChConfig.Type_Relation_Enemy , ChConfig.Def_PASysMessage_None # @remarks »ñµÃ¹ØÏµ def GetTagRelation(curPlayer, curTagSummonNPC, skill, tick): #»ñÈ¡ÕÙ»½ÊÞµÄÖ÷ÈË curTagPlayer = NPCCommon.GetSummonNPCOwner(IPY_GameWorld.gotPlayer, curTagSummonNPC) if curTagPlayer == None : #¹ÖÎïµÄÕÙ»½ÊÞ,²»¿¼Âǹ¥»÷ģʽÎÊÌâ return ChConfig.Type_Relation_Enemy , ChConfig.Def_PASysMessage_None #˽ÓÐľ׮ֻÄÜ×Ô¼º´ò×Ô¼ºµÄ if curTagSummonNPC.GetType() in [ChConfig.ntPriWoodPilePVE, ChConfig.ntPriWoodPilePVP]: summonPlayerID = curTagSummonNPC.GetDictByKey(ChConfig.Def_NPC_Dict_PriWoodPilePlayerID) if curPlayer.GetPlayerID() != summonPlayerID: return ChConfig.Type_Relation_Friend , ChConfig.Def_PASysMessage_None return ChConfig.Type_Relation_Enemy , ChConfig.Def_PASysMessage_None #×Ô¼ºµÄÕÙ»½ÊÞ,²»Äܹ¥»÷ if GameWorld.IsSameObj(curPlayer, curTagPlayer) : return ChConfig.Type_Relation_Friend , ChConfig.Def_PASysMessage_None #±ðÈ˵ÄÕÙ»½ÊÞ,Åж¨Íæ¼ÒµÄ¹¥»÷ģʽ if not AttackCommon.CheckPlayerAttackMode_Player(curPlayer, curTagPlayer): return ChConfig.Type_Relation_Friend , ChConfig.Def_PASysMessage_AttackMode #------------------------ÒÔÏÂÂß¼­,¶¼ÊÇÍæ¼Ò¿ÉÒÔ¹¥»÷Ä¿±êµÄÇé¿öÏ return AttackCommon.GetPlayersRelation(curPlayer, curTagPlayer) ## ¹¥»÷ # @param curNormalNPC ¹¥»÷·½:Íæ¼Ò # @param curTagPlayer ·ÀÊØ·½:ÕÙ»½ÊÞ # @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 ¹¥»÷ def DoAttack(curPlayer, curTagSummon, skill, skillValue, skillPercent, skillHurtList, tick): #¹¥»÷ǰѪÁ¿ curTagSummonBeHP = GameObj.GetHP(curTagSummon) #¹¥»÷³É¹¦ hurtType = AttackCommon.GetHurtHP(curPlayer, curTagSummon, skill, skillValue, skillPercent, tick) hurtHP = hurtType.HurtHP #¸øÕÙ»½ÊÞÌí¼Ó³ðºÞ summonControl = NPCCommon.NPCControl(curTagSummon) summonControl.AddObjDetelToAngryList_ByAttack(curPlayer, hurtHP, skill) #Ìí¼ÓÉËѪÁбí AttackCommon.NPCAddObjInHurtList(curPlayer, curTagSummon, curTagSummonBeHP, hurtHP) curTagPlayer = NPCCommon.GetSummonNPCOwner(IPY_GameWorld.gotPlayer, curTagSummon) if curTagPlayer != None: AttackCommon.OnPVPDamage(curPlayer, hurtHP, curTagPlayer, "Player v Summon") #¸ø×Ô¼ºµÄÆäËûÕÙ»½ÊÞÌí¼Ó³ðºÞ AttackCommon.SummonAddAngryByOwner(curTagSummon, curPlayer, hurtHP) #Ìí¼Ó¼¼ÄÜÉ˺¦Í¨ÖªÁбí,(ÓÃÓÚ¹¥»÷½áÊø,ͳһ֪ͨ¿Í»§¶Ë) AttackCommon.AddHurt(curTagSummon, skillHurtList, hurtType.HurtType, hurtHP) return hurtType ## ´¦Àí¹¥»÷ºóµÄ½á¹û # @param curNormalNPC ¹¥»÷·½:Íæ¼Ò # @param curTagPlayer ·ÀÊØ·½:ÕÙ»½ÊÞ # @param skill ¼¼ÄÜ(ÎÞ->None) # @param tick µ±Ç°Ê±¼ä # @return True # @remarks ´¦Àí¹¥»÷ºóµÄ½á¹û def AttackResult(curPlayer, curTagSummon, skill, tick): #»ñÈ¡ÕÙ»½ÊÞµÄÖ÷ÈË curTagPlayer = NPCCommon.GetSummonNPCOwner(IPY_GameWorld.gotPlayer, curTagSummon) #Èç¹ûÊÇÍæ¼ÒµÄÕÙ»½ÊÞÂß¼­´¦Àí(NPCµÄÕÙ»½ÊÞ²»¿¼ÂÇ) if curTagPlayer != None : if GameObj.GetHP(curTagPlayer) > 0: #½øÈëÕ½¶·×´Ì¬ AttackCommon.SetPlayerBattleState(curTagPlayer, tick) AttackCommon.OnPlayerHitPlayer(curPlayer, curTagPlayer, tick) #ÕÙ»½ÊÞËÀÍö if GameObj.GetHP(curTagSummon) <= 0: NPCCommon.OnPlayerAttackNPCDie(curTagSummon, curPlayer, skill) FBLogic.DoFB_Player_KillNPC(curPlayer , curTagSummon , tick) #»ñµÃ¿ØÖÆÆ÷ curTagNormalNPCControl = NPCCommon.NPCControl(curTagSummon) curTagNormalNPCControl.SetKilled() else: ChNPC.OnNPCAttacked(curPlayer, curTagSummon, skill, tick) return True