hch
21 小时以前 1cf37b4b51fc287ca3e443afb72604ec88f72cc4
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
@@ -71,6 +71,7 @@
import IpyGameDataPY
import PlayerGubao
import PlayerState
import TurnAttack
import PyGameData
import PlayerTeam
import NPCHurtMgr
@@ -149,7 +150,7 @@
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
def GetFaction(curNPC): return curNPC.GetCountry()
def GetFaction(curNPC): return GameObj.GetFaction(curNPC)
def GetSkillAtkRate(curNPC): return curNPC.GetPoisionAtk() # 毒攻代表NPC技能伤害加成万分率
def GetFinalHurt(curNPC): return curNPC.GetFireAtk() # 火攻代表NPC最终固定伤害加成, 普攻也有效果
def SetFinalHurt(curNPC, hurt): return curNPC.SetFireAtk(hurt) # 火攻代表NPC最终固定伤害加成, 普攻也有效果
@@ -2261,7 +2262,9 @@
#  @return 
def SetDeadEx(curNPC):
    summon_List = []
    objID = curNPC.GetID()
    npcid = curNPC.GetNPCID()
    GameWorld.DebugLog("SetDeadEx objID=%s,npcID=%s" % (objID, npcid))
    #将涉及到C++中列表删除的功能,统一改成 -> 复制Py列表后,然后进行删除逻辑 
    for index in range(curNPC.GetSummonCount()):
        curSummonNPC = curNPC.GetSummonNPCAt(index)
@@ -2322,9 +2325,20 @@
                break
            
    # 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)
    curNPC.SetDead(curNPC.GetDictByKey(ChConfig.Def_NPCDead_Reason),
                   curNPC.GetDictByKey(ChConfig.Def_NPCDead_KillerType),
                   curNPC.GetDictByKey(ChConfig.Def_NPCDead_KillerID))
                   curNPC.GetDictByKey(ChConfig.Def_NPCDead_KillerID), notifyClient)
    tfMgr.delNPCGUID(objID)
    return
def GameServer_KillGameWorldBoss(bossID, killPlayerName, hurtValue, isNotify=True, killerIDList=[]):
@@ -3627,41 +3641,20 @@
            GameWorld.DebugLog("NPC复活,套上光环: objID=%s,npcID=%s,skillID=%s" % (curNPC.GetID(), curNPC.GetNPCID(), useSkill.GetSkillID()))
            SkillShell.NPCUseSkill(curNPC, useSkill, tick)
            
        curNPC.NotifyAppear() # 最终统一通知NPC出现
        self.NotifyNPCShow(curNPCID, tick) # 广播NPC秀
        self.__notifyAppear() # 最终统一通知NPC出现
        return
    
    def NotifyNPCShow(self, npcID, tick):
        ## 广播NPC秀
        mapID = GameWorld.GetMap().GetMapID()
        npcShowIpyData = IpyGameDataPY.GetIpyGameDataNotLog("NPCShow", npcID, mapID)
        if not npcShowIpyData:
            #GameWorld.DebugLog("不需要NPC秀: npcID=%s" % npcID)
    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
        #if npcShowIpyData.GetBindMissionID():
        #    #GameWorld.DebugLog("有绑定任务ID的,前端自己展示NPC秀!mapID=%s,npcID=%s" % (mapID, npcID))
        #    return
        if npcShowIpyData.GetShowType():
            #GameWorld.DebugLog("前端自己展示的NPC秀!mapID=%s,npcID=%s" % (mapID, npcID))
            return
        endTick = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FBDict_NPCShowEndTick % npcID)
        if endTick:
            #GameWorld.DebugLog("已经存在同个NPCID的NPC秀,不重复展示!npcID=%s" % (npcID))
            return
        endTick = tick + npcShowIpyData.GetProtectTime()
        GameWorld.GetGameFB().SetGameFBDict(ChConfig.Def_FBDict_NPCShowEndTick % npcID, endTick)
        
        # 广播地图内玩家展示NPC秀
        npcShowPack = ChPyNetSendPack.tagMCNPCShow()
        npcShowPack.NPCID = npcID
        playerManager = GameWorld.GetMapCopyPlayerManager()
        for index in xrange(playerManager.GetPlayerCount()):
            player = playerManager.GetPlayerByIndex(index)
            if not player.GetPlayerID():
                continue
            NetPackCommon.SendFakePack(player, npcShowPack)
        GameWorld.DebugLog("开始NPC秀: npcID=%s,tick=%s,endTick=%s" % (npcID, tick, endTick))
        # 回合制怪不通知,统一由 // B4 24 回合战斗初始化 #tagSCTurnFightInit
        return
    
    #---------------------------------------------------------------------
@@ -3771,12 +3764,61 @@
    #  @return 返回值无意义
    #  @remarks 刷新NPC属性和行为状态
    def RefreshNPCState(self, canSyncClient=True, isReborn=False):
        curNPC = self.__Instance
        if curNPC.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo):
            # 回合制怪走自己的刷属性规则
            self.RefreshTurnfightNPCAttr()
            return
        self.RefreshNPCAttrState(canSyncClient, isReborn)
        
        self.RefreshNPCActionState()
    def RefreshTurnfightNPCAttr(self):
        curNPC = self.__Instance
        lineupPlayerID = curNPC.GetDictByKey(ChConfig.Def_Obj_Dict_LineupPlayerID)
        heroAttrDict = {}
        if lineupPlayerID:
            heroAttrDict.update({
                                 ShareDefine.Def_Effect_Atk:500000000,
                                 ShareDefine.Def_Effect_Def:50000000,
                                 ShareDefine.Def_Effect_MaxHP:3000000000,
                                 })
        else:
            npcDataEx = GetNPCDataEx(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(),
                                 })
        GameWorld.DebugLog("heroAttrDict: ID:%s,NPCID:%s,%s" % (curNPC.GetID(), curNPC.GetNPCID(), heroAttrDict))
        # 重置属性状态
        GameObj.ClearBattleEffect(curNPC)
        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())
        return
    ## 刷新NPC属性
    #  @param self 类实例
    #  @param canSyncClient 是否通知客户端刷新信息(宠物)
@@ -6119,13 +6161,7 @@
def NPCSpeedChangeNotify(curNPC, speed):
    ##通知NPC速度
    sendPack = ChNetSendPack.tagObjInfoRefresh()
    sendPack.Clear()
    sendPack.ObjID = curNPC.GetID()
    sendPack.ObjType = curNPC.GetGameObjType()
    sendPack.RefreshType = IPY_GameWorld.CDBPlayerRefresh_Speed
    sendPack.Value = speed
    curNPC.NotifyAll(sendPack.GetBuffer(), sendPack.GetLength())
    GameObj.NotifyObjInfoRefresh(curNPC, IPY_GameWorld.CDBPlayerRefresh_Speed, speed)
    return
def UpdateNPCAttackCount(curPlayer, npcID, attackCount, maxCount=0):