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📄 patternnpc.cpp

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	case eYoung_S:				YoungAnger(pMonster); break;
	}
}

void CPatternNPC::AttackPattern(CMonster* pMonster)
{
	switch(pMonster->GetMonsterKind())
	{
	case eParakho_L:
	case eParakho:
	case eParakho_S:			ParakhoAttack(pMonster); break;
	case eHucpyobom_L:
	case eHucpyobom:
	case eHucpyobom_S:			HucpyobomAttack(pMonster); break;
	case eCoyente_L:
	case eCoyente:
	case eCoyente_S:			CoyenteAttack(pMonster); break;
	case eHyelgwiso_L:
	case eHyelgwiso:
	case eHyelgwiso_S:			HyelgwisoAttack(pMonster); break;
	case eGorilra_L:	
	case eGorilra:	
	case eGorilra_S:			GorilraAttack(pMonster); break;
	case eNokrimdo_L:
	case eNokrimdo:
	case eNokrimdo_S:			NokrimdoAttack(pMonster); break;
	case eGom_L:	
	case eGom:	
	case eGom_S:				GomAttack(pMonster); break;
	case eTochawo_L:
	case eTochawo:
	case eTochawo_S:			TochawoAttack(pMonster); break;
	case eYeti_L:	
	case eYeti:	
	case eYeti_S:				YetiAttack(pMonster); break;
	case eGongGwi_L:
	case eGongGwi:
	case eGongGwi_S:			GongGwiAttack(pMonster); break;
	case eHorangie_L:	
	case eHorangie:	
	case eHorangie_S:			HorangieAttack(pMonster); break;
	case eDongyounginja_L:
	case eDongyounginja:
	case eDongyounginja_S:		DongyounginjaAttack(pMonster); break;
	case eYewa_L:
	case eYewa:
	case eYewa_S:				YewaAttack(pMonster); break;
	case eSanso_L:
	case eSanso:
	case eSanso_S:				SansoAttack(pMonster); break;
	case eAlyou_L:
	case eAlyou:
	case eAlyou_S:				AlyouAttack(pMonster); break;
	case eSagalru_L:
	case eSagalru:
	case eSagalru_S:			SagalruAttack(pMonster); break;
	case ePyobom_L:
	case ePyobom:
	case ePyobom_S:				PyobomAttack(pMonster); break;
	case eYekgwi_L:
	case eYekgwi:
	case eYekgwi_S:				YekgwiAttack(pMonster); break;
	case eImugi_L:
	case eImugi:
	case eImugi_S:				ImugiAttack(pMonster); break;
	case eSamurai_L:	
	case eSamurai:	
	case eSamurai_S:			SamuraiAttack(pMonster); break;
	case eBunwun_L:
	case eBunwun:
	case eBunwun_S:				BunwunAttack(pMonster); break;
	case eMokbigwi_L:	
	case eMokbigwi:	
	case eMokbigwi_S:			MokbigwiAttack(pMonster); break;
	case eSuckgein_L:	
	case eSuckgein:	
	case eSuckgein_S:			SuckgeinAttack(pMonster); break;
	case eHu_L:	
	case eHu:	
	case eHu_S:					HuAttack(pMonster); break;
	case eInmeundanrang_L:
	case eInmeundanrang:
	case eInmeundanrang_S:		InmeundanrangAttack(pMonster); break;
	case eNokrimchejuPe_L:
	case eNokrimchejuPe:
	case eNokrimchejuPe_S:		NokrimchejuAttack(pMonster); break;
	case eMujiki_L:
	case eMujiki:
	case eMujiki_S:				MujikiAttack(pMonster); break;
	case eBarki_L:
	case eBarki:
	case eBarki_S:				BarkiAttack(pMonster); break;
	case eHwan_L:	
	case eHwan:	
	case eHwan_S:				HwanAttack(pMonster); break;
	case eYoumyou_L:
	case eYoumyou:
	case eYoumyou_S:			YoumyouAttack(pMonster); break;
	case eSansin_L:
	case eSansin:
	case eSansin_S:				SansinAttack(pMonster); break;
	case eSagaik_L:
	case eSagaik:
	case eSagaik_S:				SagaikAttack(pMonster); break;
	case eBuHey_L:
	case eBuHey:
	case eBuHey_S:				BuHeyAttack(pMonster); break;
	case eHeulkyojangro_L:
	case eHeulkyojangro:
	case eHeulkyojangro_S:		HeulkyojangroAttack(pMonster); break;
	case eKangsi_L:
	case eKangsi:
	case eKangsi_S:				KangsiAttack(pMonster); break;
	case eHungchun_L:	
	case eHungchun:	
	case eHungchun_S:			HungchunAttack(pMonster); break;
	case eTa_L:
	case eTa:
	case eTa_S:					TaAttack(pMonster); break;
	case eSanjewangPeac_L:
	case eSanjewangPeac:
	case eSanjewangPeac_S:		SanjewangAttack(pMonster);break;
	case eBackho_L:
	case eBackho:
	case eBackho_S:				BackhoAttack(pMonster); break;
	case eKumong_L:
	case eKumong:
	case eKumong_S:				KumongAttack(pMonster); break;
	case eWomawang_L:
	case eWomawang:
	case eWomawang_S:			WomawangAttack(pMonster); break;
	case eJujak_L:
	case eJujak:
	case eJujak_S:				JujakAttack(pMonster); break;
	case eHyunmu_L:
	case eHyunmu:
	case eHyunmu_S:				HyunmuAttack(pMonster); break;
	case eKirin_L:
	case eKirin:
	case eKirin_S:				KirinAttack(pMonster); break;
	case eYoung_L:
	case eYoung:
	case eYoung_S:				YoungAttack(pMonster); break;
	}
}

void CPatternNPC::DefaultMonsterPeacePattern(CMonster* pMonster)
{
/*
		WORD data = 10;
		WORD temp = 0;
		if(CCharMove::IsMoving(pMonster))
			return;
		else
		{
			temp = rand() % data;
			if(temp > 0 && temp <= 3)
			{
				pMonster->WalkAround(300);
			}
			else
			{
				pMonster->SetPeaceRestTime(1000);
			}
		}*/
	
		
}

void CPatternNPC::DefaultMonsterAngerPattern(CMonster* pMonster)
{
/*
	if(CCharMove::IsMoving(pMonster))
	{
		pMonster->MoveToPosition(pMonster->GetTargetObjectPos());
//		return;		
	}
	else
	{
		pMonster->MoveToPosition(pMonster->GetTargetObjectPos());
	}*/

}

void CPatternNPC::DefaultMonsterAttackPattern(CMonster* pMonster)
{
/*	if(CCharMove::IsMoving(pMonster))
	{
		return;
		VECTOR3* MonsterPos = CCharMove::GetPosition(pMonster);
		VECTOR3* TargetPos = pMonster->GetTargetObjectPos();
		float Distance = CalcDistanceXZ(TargetPos, MonsterPos);
		float AttackDist = GAMERESRCMNGR->GetMonsterInfo(pMonster->GetMonsterKind())->Attack1Distance;
		if(Distance <= AttackDist)
		{
			// 傍拜窃荐 角青
			pMonster->Attack(0);
		}
		// 傍拜芭府焊促 钢绊 傍拜康开救俊 乐栏搁 促矫眠利
		else 
		{
			VECTOR3* tpos = pMonster->GetTargetObjectPos();
			pMonster->MoveToPosition(tpos);

		}
	}
	else
	{
		VECTOR3* TargetPos = CCharMove::GetPosition(pMonster);
		VECTOR3* MonsterPos = pMonster->GetTargetObjectPos();
		float Distance = CalcDistanceXZ(TargetPos, MonsterPos);
		float AttackDist = GAMERESRCMNGR->GetMonsterInfo(pMonster->GetMonsterKind())->Attack1Distance;
		if(Distance <= AttackDist)
		{
			// 傍拜窃荐 角青
			pMonster->Attack(0);
		}
		// 傍拜芭府焊促 钢绊 傍拜康开救俊 乐栏搁 促矫眠利
		else 
		{
			VECTOR3* tpos = pMonster->GetTargetObjectPos();
			pMonster->MoveToPosition(tpos);
	}
	}*/
}

void CPatternNPC::DefaultNpcPeacePattern(CNpc* pNpc)
{

}

void CPatternNPC::DefaultNpcAngerPattern(CNpc* pNpc)
{

}

void CPatternNPC::DefaultNpcAttackPattern(CNpc* pNpc)
{

}
//////////////////////////////////////////////////////////////////////////
void CPatternNPC::ParakhoPeace(CMonster* pMonster)
{
	DefaultMonsterPeacePattern(pMonster);
}
void CPatternNPC:: ParakhoAnger(CMonster* pMonster)
{
	DefaultMonsterAngerPattern(pMonster);
}
void CPatternNPC:: ParakhoAttack(CMonster* pMonster)
{
	DefaultMonsterAttackPattern(pMonster);
}
//////////////////////////////////////////////////////////////////////////
void CPatternNPC:: HucpyobomPeace(CMonster* pMonster)	
{
	DefaultMonsterPeacePattern(pMonster);
}
void CPatternNPC:: HucpyobomAnger(CMonster* pMonster)
{
	DefaultMonsterAngerPattern(pMonster);
}
void CPatternNPC:: HucpyobomAttack(CMonster* pMonster)
{
	DefaultMonsterAttackPattern(pMonster);
}
//////////////////////////////////////////////////////////////////////////
void CPatternNPC:: CoyentePeace(CMonster* pMonster)		
{
	DefaultMonsterPeacePattern(pMonster);
}
void CPatternNPC:: CoyenteAnger(CMonster* pMonster)
{
	DefaultMonsterAngerPattern(pMonster);
}
void CPatternNPC:: CoyenteAttack(CMonster* pMonster)
{
	DefaultMonsterAttackPattern(pMonster);
}
//////////////////////////////////////////////////////////////////////////
void CPatternNPC:: HyelgwisoPeace(CMonster* pMonster)	
{
	DefaultMonsterPeacePattern(pMonster);
}
void CPatternNPC:: HyelgwisoAnger(CMonster* pMonster)
{
	DefaultMonsterAngerPattern(pMonster);
}
void CPatternNPC:: HyelgwisoAttack(CMonster* pMonster)
{
	DefaultMonsterAttackPattern(pMonster);
}
//////////////////////////////////////////////////////////////////////////
void CPatternNPC:: GorilraPeace(CMonster* pMonster)		
{
	DefaultMonsterPeacePattern(pMonster);
}
void CPatternNPC:: GorilraAnger(CMonster* pMonster)
{
	DefaultMonsterAngerPattern(pMonster);
}
void CPatternNPC:: GorilraAttack(CMonster* pMonster)
{
	DefaultMonsterAttackPattern(pMonster);
}
//////////////////////////////////////////////////////////////////////////
void CPatternNPC:: NokrimdoPeace(CMonster* pMonster)	
{
	DefaultMonsterPeacePattern(pMonster);
}
void CPatternNPC:: NokrimdoAnger(CMonster* pMonster)
{
	DefaultMonsterAngerPattern(pMonster);
}
void CPatternNPC:: NokrimdoAttack(CMonster* pMonster)
{
	DefaultMonsterAttackPattern(pMonster);
}
//////////////////////////////////////////////////////////////////////////
void CPatternNPC:: GomPeace(CMonster* pMonster)		
{
	DefaultMonsterPeacePattern(pMonster);
}
void CPatternNPC:: GomAnger(CMonster* pMonster)
{
	DefaultMonsterAngerPattern(pMonster);
}
void CPatternNPC:: GomAttack(CMonster* pMonster)
{
	DefaultMonsterAttackPattern(pMonster);
}
//////////////////////////////////////////////////////////////////////////
void CPatternNPC:: TochawoPeace(CMonster* pMonster)	
{
	DefaultMonsterPeacePattern(pMonster);
}
void CPatternNPC:: TochawoAnger(CMonster* pMonster)
{
	DefaultMonsterAngerPattern(pMonster);
}
void CPatternNPC:: TochawoAttack(CMonster* pMonster)
{
	DefaultMonsterAttackPattern(pMonster);
}
//////////////////////////////////////////////////////////////////////////
void CPatternNPC:: YetiPeace(CMonster* pMonster)		
{
	DefaultMonsterPeacePattern(pMonster);
}
void CPatternNPC:: YetiAnger(CMonster* pMonster)
{
	DefaultMonsterAngerPattern(pMonster);
}
void CPatternNPC:: YetiAttack(CMonster* pMonster)
{
	DefaultMonsterAttackPattern(pMonster);
}
//////////////////////////////////////////////////////////////////////////
void CPatternNPC:: GongGwiPeace(CMonster* pMonster)		
{
	DefaultMonsterPeacePattern(pMonster);
}
void CPatternNPC:: GongGwiAnger(CMonster* pMonster)
{
	DefaultMonsterAngerPattern(pMonster);
}
void CPatternNPC:: GongGwiAttack(CMonster* pMonster)
{
	DefaultMonsterAttackPattern(pMonster);
}
//////////////////////////////////////////////////////////////////////////
void CPatternNPC:: HorangiePeace(CMonster* pMonster)		
{
	DefaultMonsterPeacePattern(pMonster);
}
void CPatternNPC:: HorangieAnger(CMonster* pMonster)
{
	DefaultMonsterAngerPattern(pMonster);
}
void CPatternNPC:: HorangieAttack(CMonster* pMonster)
{
	DefaultMonsterAttackPattern(pMonster);
}
//////////////////////////////////////////////////////////////////////////
void CPatternNPC:: DongyounginjaPeace(CMonster* pMonster)	
{
	DefaultMonsterPeacePattern(pMonster);
}
void CPatternNPC:: DongyounginjaAnger(CMonster* pMonster)
{
	DefaultMonsterAngerPattern(pMonster);
}
void CPatternNPC:: DongyounginjaAttack(CMonster* pMonster)
{
	DefaultMonsterAttackPattern(pMonster);
}
//////////////////////////////////////////////////////////////////////////
void CPatternNPC:: YewaPeace(CMonster* pMonster)		
{
	DefaultMonsterPeacePattern(pMonster);
}
void CPatternNPC:: YewaAnger(CMonster* pMonster)
{
	DefaultMonsterAngerPattern(pMonster);
}
void CPatternNPC:: YewaAttack(CMonster* pMonster)
{
	DefaultMonsterAttackPattern(pMonster);
}
//////////////////////////////////////////////////////////////////////////
void CPatternNPC:: SansoPeace(CMonster* pMonster)		
{
	DefaultMonsterPeacePattern(pMonster);
}
void CPatternNPC:: SansoAnger(CMonster* pMonster)
{
	DefaultMonsterAngerPattern(pMonster);
}
void CPatternNPC:: SansoAttack(CMonster* pMonster)
{
	DefaultMonsterAttackPattern(pMonster);
}
//////////////////////////////////////////////////////////////////////////
void CPatternNPC:: AlyouPeace(CMonster* pMonster)			
{
	DefaultMonsterPeacePattern(pMonster);
}

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