hxp
2025-10-22 5925409bdea13d819e4e4356a51043de5f3f9bd8
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
@@ -433,28 +433,6 @@
    #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)
@@ -1507,25 +1485,6 @@
# 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):