hxp
2025-08-06 2ccb840f9db8c61f7e9a0a336205713b41790bf3
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
@@ -129,12 +129,12 @@
            return realmNPCIpyData.GetLV()
    return curNPC.GetLV()
def GetNPCDataEx(npcID):
    ## 获取NPC扩展数据表,可热更
    npcDataEx = IpyGameDataPY.GetIpyGameDataNotLog("NPCEx", npcID)
def GetNPCDataPy(npcID):
    ## 获取NPC数据表,py自定义的表,可热更
    npcDataEx = IpyGameDataPY.GetIpyGameDataNotLog("NPC", npcID)
    if not npcDataEx:
        if False: # 不可能成立的条件,只为了 . 出代码提示
            npcDataEx = IpyGameDataPY.IPY_NPCEx()
            npcDataEx = IpyGameDataPY.IPY_NPC()
        return npcDataEx
    return npcDataEx
@@ -142,11 +142,9 @@
def SetRealmLV(curNPC, realmLV): return curNPC.SetMAtkMin(realmLV)      # NPC表中此字段含义改成境界等级
def GetIsLVSuppress(curNPC): return curNPC.GetWindDef() # 风防代表是否等级压制
def GetFightPowerLackAtkLimit(curNPC): # 战力不足限制攻击,默认不限制
    npcDataEx = GetNPCDataEx(curNPC.GetNPCID())
    return npcDataEx.GetFightPowerLackAtkLimit() if npcDataEx else 0
def GetSuppressFightPower(curNPC):
    npcDataEx = GetNPCDataEx(curNPC.GetNPCID())
    return npcDataEx.GetSuppressFightPower() if npcDataEx else curNPC.GetThunderDef() # 雷防代表压制战力
    return 0
def GetSuppressFightPower(curNPC): # 压制战力
    return 0
def SetSuppressFightPower(curNPC, value): return curNPC.SetThunderDef(min(value, ShareDefine.Def_UpperLimit_DWord))
def GetCommendFightPower(curNPC): return curNPC.GetFireDef() # 火防代表推荐战力
def GetDropOwnerType(curNPC): return curNPC.GetThunderAtk() # 雷攻代表掉落归属类型
@@ -232,7 +230,7 @@
    if "LV" in npcFBAttrDict:
        strengthenLV = npcFBAttrDict["LV"]
        
    attrDict = GetNPCStrengthenAttrDict(npcID, strengthenLV, strengthenPlayerCnt, strengthenIpyData)
    attrDict = {} #GetNPCStrengthenAttrDict(npcID, strengthenLV, strengthenPlayerCnt, strengthenIpyData)
    attrDict.update(npcFBAttrDict) # 如果副本有指定属性,则以副本为主
    if not attrDict:
        return
@@ -320,130 +318,6 @@
    for skillID in skillIDList:
        skillManager.LearnSkillByID(skillID)
    return
def GetNPCStrengthenAttrDict(npcID, strengthenLV=0, strengthenPlayerCnt=0, strengthenIpyData=None):
    if not strengthenLV and not strengthenPlayerCnt:
        return {}
    npcData = GameWorld.GetGameData().FindNPCDataByID(npcID)
    if not npcData:
        return {}
    attrStrengthenInfo = ReadChConfig.GetEvalChConfig("NPCAttrStrengthen")
    if not attrStrengthenInfo:
        return {}
    attrDict = {}
    paramDict = attrStrengthenInfo[NPCAttr_ParamDict] # 过程参数公式字典
    attrStrengthenDict = attrStrengthenInfo[NPCAttr_AttrStrengthenList] # 属性成长公式字典
    playerCntCoefficient = attrStrengthenInfo[NPCAttr_PlayerCntCoefficient] # 人数系数
    npcIDPlayerCntCoefficient = attrStrengthenInfo[NPCAttr_NPCPlayerCntCoefficient] # 特殊NPC人数系数
    baseMaxHP = GameObj.GetHP(npcData) # NPCData 没有提供Max接口,对应使用GetHP
    if strengthenLV:
        if not strengthenIpyData:
            strengthenIpyData = IpyGameDataPY.GetIpyGameDataNotLog("NPCStrengthen", npcID)
        if not strengthenIpyData:
            return {}
        playerCurLVIpyData = PlayerControl.GetPlayerLVIpyData(strengthenLV) # 取增强怪物等级对应此等级的玩家参考属性值
        if not playerCurLVIpyData:
            return {}
        # NPC表可用参数
        SkillAtkRate = GetSkillAtkRate(npcData) # 技能伤害
        FinalHurt = GetFinalHurt(npcData)
        # 参考玩家属性参数
        ReMaxHP = playerCurLVIpyData.GetReMaxHP() # 最大生命值
        ReAtk = playerCurLVIpyData.GetReAtk() # 攻击(最小、最大攻击)
        ReDef = playerCurLVIpyData.GetReDef() # 防御
        ReHit = playerCurLVIpyData.GetReHit() # 命中
        ReMiss = playerCurLVIpyData.GetReMiss() # 闪避
        ReAtkSpeed = playerCurLVIpyData.GetReAtkSpeed() # 攻击速度
        ReSkillAtkRate = playerCurLVIpyData.GetReSkillAtkRate() # 技能伤害比例
        ReDamagePer = playerCurLVIpyData.GetReDamagePer() # 增加伤害
        ReDamReduce = playerCurLVIpyData.GetReDamReduce() # 减少伤害
        ReIgnoreDefRate = playerCurLVIpyData.GetReIgnoreDefRate() # 无视防御比例
        ReLuckyHitRate = playerCurLVIpyData.GetReLuckyHitRate() # 会心一击率
        ReLuckyHit = playerCurLVIpyData.GetReLuckyHit() # 会心一击伤害
        ReBleedDamage = playerCurLVIpyData.GetReBleedDamage() # 流血伤害增加
        ReIceAtk = playerCurLVIpyData.GetReIceAtk() # 真实伤害
        ReIceDef = playerCurLVIpyData.GetReIceDef() # 真实抵御
        RePetAtk = playerCurLVIpyData.GetRePetAtk() # 灵宠攻击
        RePetSkillAtkRate = playerCurLVIpyData.GetRePetSkillAtkRate() # 灵宠技能
        RePetDamPer = playerCurLVIpyData.GetRePetDamPer() # 灵宠伤害增加
        ReFinalHurt = playerCurLVIpyData.GetReFinalHurt() # 固定伤害增加
        ReFinalHurtReduce = playerCurLVIpyData.GetReFinalHurtReduce() # 固定伤害减少
        RePotionReply = playerCurLVIpyData.GetRePotionReply() # 血瓶恢复量
        RePotionCD = playerCurLVIpyData.GetRePotionCD() # ѪƿCD
        ReFightPower = playerCurLVIpyData.GetReFightPower() # 战斗力
        # 增加NPC属性参数
        HitTime = strengthenIpyData.GetHitTime() # 怪物受击次数
        DefCoefficient = strengthenIpyData.GetDefCoefficient() # 人物防御系数
        AtkCoefficient = strengthenIpyData.GetAtkCoefficient() # 人物攻击系数
        AdjustCoefficient = strengthenIpyData.GetAdjustCoefficient() # 调整系数比例
        AtkInterval = strengthenIpyData.GetAtkInterval() # 怪物攻击间隔
        HitRate = strengthenIpyData.GetHitRate() # 对人物的命中率
        MissRate = strengthenIpyData.GetMissRate() # 对人物的闪避率
        MonterNum = strengthenIpyData.GetMonterNum() # 怪物数
        IceAtkCoefficient = strengthenIpyData.GetIceAtkCoefficient() # 元素攻击比例
        IceDefCoefficient = strengthenIpyData.GetIceDefCoefficient() # 元素抗性比例
        MaxEnduranceTime = strengthenIpyData.GetMaxEnduranceTime() # 玩家最大承受伤害时间
        FightPowerCoefficient = strengthenIpyData.GetFightPowerCoefficient() # 压制战斗力系数
        # 过程参数
        AtkReplyCoefficient = eval(FormulaControl.GetCompileFormula("NPCParam_AtkReplyCoefficient",
                                                                    paramDict["AtkReplyCoefficient"])) # 怪物攻击回复调整值
        MonterHurt = eval(FormulaControl.GetCompileFormula("NPCParam_MonterHurt", paramDict["MonterHurt"])) # 怪物固定伤害
        LostHPPerSecond = eval(FormulaControl.GetCompileFormula("NPCParam_LostHPPerSecond", paramDict["LostHPPerSecond"])) # 玩家每秒掉血量
        LVStrengthenMark = strengthenIpyData.GetLVStrengthenMark()
        attrStrengthenList = attrStrengthenDict.get(LVStrengthenMark, [])
        for attrKey, strengthenFormat in attrStrengthenList:
            strengthenValue = int(eval(FormulaControl.GetCompileFormula("NPCStrengthen_%s_%s" % (attrKey,LVStrengthenMark), strengthenFormat)))
            #GameWorld.DebugLog("    %s=%s" % (attrKey, strengthenValue))
            locals()[attrKey] = strengthenValue # 创建该属性局部变量作为参数提供给后面属性计算时用
            attrDict[attrKey] = strengthenValue
        # 当战力系数为0时,NPC战力默认为NPC表压制战力
        if FightPowerCoefficient:
            attrDict["FightPower"] = int(ReFightPower * FightPowerCoefficient / 10000.0)
    if strengthenPlayerCnt:
        mapID = GameWorld.GetMap().GetMapID()
        dataMapID = FBCommon.GetRecordMapID(mapID)
        formulaKey = "MapCoefficient_%s" % mapID
        playerCntAttrCoefficient = playerCntCoefficient.get(mapID, {})
        if not playerCntAttrCoefficient and dataMapID in playerCntCoefficient:
            playerCntAttrCoefficient = playerCntCoefficient[dataMapID]
            formulaKey = "MapCoefficient_%s" % dataMapID
        if npcID in npcIDPlayerCntCoefficient:
            playerCntAttrCoefficient = npcIDPlayerCntCoefficient[npcID]
            formulaKey = "NPCCoefficient_%s" % npcID
        for attrKey, coefficientDict in playerCntAttrCoefficient.items():
            if attrKey in attrDict:
                attrValue = attrDict[attrKey]
            elif attrKey == "MaxHP":
                attrValue = baseMaxHP
            else:
                attrFuncName = "Get%s" % attrKey
                if not hasattr(npcData, attrFuncName):
                    continue
                attrValue = getattr(npcData, attrFuncName)()
            # 按字典配置
            if isinstance(coefficientDict, dict):
                coefficient = GameWorld.GetDictValueByRangeKey(coefficientDict, strengthenPlayerCnt, 1)
            # 按公式配置
            elif isinstance(coefficientDict, str):
                formulaKey = "%s_%s" % (formulaKey, attrKey)
                coefficient = eval(FormulaControl.GetCompileFormula(formulaKey, coefficientDict))
            else:
                coefficient = 1
            attrDict[attrKey] = int(attrValue * coefficient)
    #GameWorld.DebugLog("计算NPC属性成长: npcID=%s,strengthenLV=%s,strengthenPlayerCnt=%s,baseMaxHP=%s,attrDict=%s"
    #                   % (npcID, strengthenLV, strengthenPlayerCnt, baseMaxHP, attrDict))
    return attrDict
def GiveKillNPCDropPrize(curPlayer, mapID, npcCountDict, exp_rate=None, mailTypeKey=None, isMail=False, 
                         extraItemList=[], prizeMultiple=1, dropItemMapInfo=[], curGrade=0, isVirtualDrop=False):
@@ -1248,19 +1122,18 @@
            
    # C++设置npc死亡
    notifyClient = True
    tfMgr = TurnAttack.GetTurnFightMgr()
    turnFight = tfMgr.getNPCTurnFight(objID)
    if turnFight:
        notifyClient = False # 回合制战斗的由py自己通知
        # //04 07 NPC消失#tagNPCDisappear 此处通知消失,与回合制死亡区分
        clientPack = ChNetSendPack.tagNPCDisappear()
        clientPack.NPCID = [objID]
        clientPack.Count = len(clientPack.NPCID)
        turnFight.addBatPack(clientPack)
    #tfMgr = TurnAttack.GetTurnFightMgr()
    #turnFight = tfMgr.getNPCTurnFight(objID)
    #if turnFight:
    #    notifyClient = False # 回合制战斗的由py自己通知
    #    # //04 07 NPC消失#tagNPCDisappear 此处通知消失,与回合制死亡区分
    #    clientPack = ChNetSendPack.tagNPCDisappear()
    #    clientPack.NPCID = [objID]
    #    clientPack.Count = len(clientPack.NPCID)
    #    turnFight.addBatPack(clientPack)
    curNPC.SetDead(curNPC.GetDictByKey(ChConfig.Def_NPCDead_Reason),
                   curNPC.GetDictByKey(ChConfig.Def_NPCDead_KillerType),
                   curNPC.GetDictByKey(ChConfig.Def_NPCDead_KillerID), notifyClient)
    tfMgr.delNPCGUID(objID)
    return
def GameServer_KillGameWorldBoss(bossID, killPlayerName, hurtValue, isNotify=True, killerIDList=[]):
@@ -1836,8 +1709,8 @@
            addAngry += useSkill.GetSkillAngry()
            
        # 玩家攻击增加额外仇恨
        if objDetel.GetGameObjType() == IPY_GameWorld.gotPlayer:
            addAngry += PlayerControl.GetAddAngry(objDetel)
        #if objDetel.GetGameObjType() == IPY_GameWorld.gotPlayer:
        #    addAngry += PlayerControl.GetAddAngry(objDetel)
                    
        self.AddObjToAngryList(objDetel, addAngry)
        return
@@ -2568,13 +2441,13 @@
    
    def __notifyAppear(self):
        ## //04 06 NPC出现#tagNPCAppear,可能也有 04 08 玩家召唤NPC出现#tagPlayerSummonNPCAppear,卡牌先简化,只使用0406
        curNPC = self.__Instance
        objID = curNPC.GetID()
        turnFight = TurnAttack.GetTurnFightMgr().getNPCTurnFight(objID)
        if not turnFight:
            # 非回合制怪保留原通知
            curNPC.NotifyAppear()
            return
        #curNPC = self.__Instance
        #objID = curNPC.GetID()
        #turnFight = TurnAttack.GetTurnFightMgr().getNPCTurnFight(objID)
        #if not turnFight:
        #    # 非回合制怪保留原通知
        #    curNPC.NotifyAppear()
        #    return
        
        # 回合制怪不通知,统一由 // B4 24 回合战斗初始化 #tagSCTurnFightInit
        return
@@ -2702,18 +2575,18 @@
        heroAttrDict = {}
        if lineupPlayerID:
            heroAttrDict.update({
                                 ShareDefine.Def_Effect_Atk:500000000,
                                 ShareDefine.Def_Effect_Def:50000000,
                                 ShareDefine.Def_Effect_MaxHP:3000000000,
                                 ChConfig.AttrID_Atk:500000000,
                                 ChConfig.AttrID_Def:50000000,
                                 ChConfig.AttrID_MaxHP:3000000000,
                                 })
        else:
            npcDataEx = GetNPCDataEx(curNPC.GetNPCID())
            npcDataEx = GetNPCDataPy(curNPC.GetNPCID())
            if not npcDataEx:
                return
            heroAttrDict.update({
                                 ShareDefine.Def_Effect_Atk:npcDataEx.GetAtk(),
                                 ShareDefine.Def_Effect_Def:npcDataEx.GetDef(),
                                 ShareDefine.Def_Effect_MaxHP:npcDataEx.GetMaxHP(),
                                 ChConfig.AttrID_Atk:npcDataEx.GetAtk(),
                                 ChConfig.AttrID_Def:npcDataEx.GetDef(),
                                 ChConfig.AttrID_MaxHP:npcDataEx.GetMaxHP(),
                                 })
            
        GameWorld.DebugLog("heroAttrDict: ID:%s,NPCID:%s,%s" % (curNPC.GetID(), curNPC.GetNPCID(), heroAttrDict))
@@ -2722,23 +2595,10 @@
        curNPC.ResetNPCBattleState()
        
        # 设置属性
        curNPC.SetMinAtk(heroAttrDict.get(ShareDefine.Def_Effect_Atk, 1))
        curNPC.SetMaxAtk(heroAttrDict.get(ShareDefine.Def_Effect_Atk, 1))
        curNPC.SetDef(heroAttrDict.get(ShareDefine.Def_Effect_Def, 1))
        GameObj.SetMaxHP(curNPC, heroAttrDict.get(ShareDefine.Def_Effect_MaxHP, 1))
        #GameObj.SetMissRate(curNPC, npcDataEx.GetMissRate())
        #GameObj.SetMissDefRate(curNPC, npcDataEx.GetMissDefRate())
        #GameObj.SetSuperHitRate(curNPC, npcDataEx.GetSuperHitRate())
        #GameObj.SetSuperHitRateReduce(curNPC, npcDataEx.GetSuperHitRateReduce())
        #GameObj.SetFaintRate(curNPC, npcDataEx.GetFaintRate())
        #GameObj.SetFaintDefRate(curNPC, npcDataEx.GetFaintDefRate())
        #GameObj.SetComboRate(curNPC, npcDataEx.GetComboRate())
        #GameObj.SetComboDefRate(curNPC, npcDataEx.GetComboDefRate())
        #GameObj.SetAtkBackRate(curNPC, npcDataEx.GetAtkBackRate())
        #GameObj.SetAtkBackDefRate(curNPC, npcDataEx.GetAtkBackDefRate())
        #GameObj.SetSuckHPPer(curNPC, npcDataEx.GetSuckHPPer())
        #GameObj.SetSuckHPDefPer(curNPC, npcDataEx.GetSuckHPDefPer())
        curNPC.SetMinAtk(heroAttrDict.get(ChConfig.AttrID_Atk, 1))
        curNPC.SetMaxAtk(heroAttrDict.get(ChConfig.AttrID_Atk, 1))
        curNPC.SetDef(heroAttrDict.get(ChConfig.AttrID_Def, 1))
        GameObj.SetMaxHP(curNPC, heroAttrDict.get(ChConfig.AttrID_MaxHP, 1))
        return
    
    ## 刷新NPC属性
@@ -3232,7 +3092,7 @@
        PlayerVip.DoAddVIPKillLVExp(lastHurtPlayer, GetNPCLV(curNPC))
        
        # SPֵ
        PlayerControl.AddZhenQiByKillNPC(lastHurtPlayer, curNPC.GetSP())
        #PlayerControl.AddZhenQiByKillNPC(lastHurtPlayer, curNPC.GetSP())
        return
    
    #---------------------------------------------------------------------