ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
@@ -33,13 +33,11 @@
import SkillCommon
import FBLogic
import ReadChConfig
import PetControl
import GameMap
import PassiveBuffEffMng
import GameFuncComm
import ShareDefine
import SkillShell
import FormulaControl
import IpyGameDataPY
import PyGameData
import GameObj
@@ -47,7 +45,6 @@
import PlayerState
import ChPyNetSendPack
import NetPackCommon
import FBCommon
import ChNPC
import ChNetSendPack
import TurnAttack
@@ -433,28 +430,6 @@
    #NPC读表取
    return attack.GetHurtType()
def GetAtkDistType(curObj):
    ## 获取是近战还是远程,默认近战
    if curObj.GetGameObjType() != IPY_GameWorld.gotNPC:
        return ChConfig.AtkDistType_Short
    playerID = curObj.GetDictByKey(ChConfig.Def_Obj_Dict_LineupPlayerID)
    if not playerID:
        return ChConfig.AtkDistType_Short
    heroID = curObj.GetDictByKey(ChConfig.Def_Obj_Dict_HeroID)
    if heroID:
        heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
        if heroIpyData:
            return heroIpyData.GetAtkDistType()
    npcID = curObj.GetNPCID()
    npcDataEx = NPCCommon.GetNPCDataPy(npcID)
    if npcDataEx:
        return npcDataEx.GetAtkDistType()
    return ChConfig.AtkDistType_Short
#--------------------------------------------------------------------------
## 设置玩家进入战斗状态
#  @param defender 当前玩家(被攻击了)
@@ -719,7 +694,7 @@
        
    # NPC打NPC
    elif atkObjType == IPY_GameWorld.gotNPC and defObjType == IPY_GameWorld.gotNPC:
        if PetControl.IsPet(attacker) or attacker.GetGameNPCObjType()== IPY_GameWorld.gnotSummon:
        if attacker.GetGameNPCObjType()== IPY_GameWorld.gnotSummon:
            ##击杀次数判断
            #if not CheckKillNPCByCnt(attacker, defender, False):
            #    ownerPlayer = GetAttackPlayer(attacker)[0]
@@ -904,12 +879,6 @@
                # 召唤兽主人为玩家
                if summonOwner and summonOwner.GetGameObjType() == IPY_GameWorld.gotPlayer:
                    return summonOwner, npcObjType
    # 判断宠物主人
    elif npcObjType == IPY_GameWorld.gnotPet:
        ownerPlayer = PetControl.GetPetOwner(atkObj)
        if ownerPlayer != None:
            return ownerPlayer, npcObjType
        
    return None, None
@@ -1507,25 +1476,6 @@
# 攻击时防守方神兵护盾的处理
def CalcAtkProDef(atkObj, defObj, hurtValue, curSkill, tick):
    return hurtValue
#    if defObj.GetGameObjType() != IPY_GameWorld.gotPlayer:
#        return hurtValue
#
#    if not CheckIsPlayerOnwer(atkObj):
#        return hurtValue
#
#    curProDef = PlayerControl.GetProDef(defObj)
#    if not curProDef:
#        return hurtValue
#
#    absortValue = min(PlayerControl.GetProDefAbsorb(defObj)*hurtValue/ChConfig.Def_MaxRateValue, curProDef)
#
#    PlayerControl.SetProDef(defObj, curProDef - absortValue)
#
#    # 被动技能触发
#    defObj.SetDict(ChConfig.Def_PlayerKey_GodWeaponBeforeProDef, curProDef)
#    PassiveBuffEffMng.OnPassiveSkillTrigger(defObj, atkObj, None, ChConfig.TriggerType_ProDefValue, tick)
#    return hurtValue - absortValue
# 设置玩家一次主动型攻击中的第一个防御者
def SetFirstDefender(attacker, defObj, curSkill):
@@ -1644,8 +1594,7 @@
            
    elif defObjType == IPY_GameWorld.gotNPC:
        if defObj.GetGameNPCObjType() == IPY_GameWorld.gnotPet:
            #设置宠物剩余血量
            PetControl.SetPetHP(defObj, remainHP)
            pass
            
        elif defObj.GetType() == ChConfig.ntHelpBattleRobot:
            remainHP = min(dHP, max(GameObj.GetMaxHP(defObj)/2, remainHP)) # 助战机器人剩余血量不能少于一半
@@ -2232,7 +2181,7 @@
# @param None
# @return 攻击形式字符串
def GetAtkState(atkObj, defObj):
    isPet = PetControl.IsPet(atkObj)
    isPet = False
    if IsPVENPCObj(atkObj) or IsPVENPCObj(defObj):
        return 'PVE_%s' if not isPet else 'PetVE_%s'
    
@@ -2320,7 +2269,7 @@
    if atkObjType == IPY_GameWorld.gotNPC:
        #宠物回血
        if atkObj.GetGameNPCObjType() == IPY_GameWorld.gnotPet:
            PetControl.SetPetHP(atkObj, remainHP)
            pass
        #普通NPC回血
        else:
            GameObj.SetHP(atkObj, remainHP)