ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
@@ -58,6 +58,7 @@
import NetPackCommon
import FamilyRobBoss
import FBCommon
import ChNPC
import datetime
import math
@@ -1470,11 +1471,58 @@
    if npcType == IPY_GameWorld.ntElf:
        # ntElf 定义为人物使用对地持续性技能,并且人物可以移动,则需要ntElf做依托物的情况
        # 那么ntElf执行人物的伤害计算和被动触发效果
        owner = NPCCommon.GetSummonNPCOwner(IPY_GameWorld.gotPlayer, attacker)
        # 2018-11-16 Elf 支持主人为NPC
        # owner = NPCCommon.GetSummonNPCOwner(IPY_GameWorld.gotPlayer, attacker)
        owner = NPCCommon.GetSummonOwnerDetel(attacker)
        return attacker if not owner else owner
    
    return attacker
# 检查对象是否属于玩家,比如用于纯PVP验证
def CheckIsPlayerOnwer(gameObj):
    if not gameObj:
        return False
    
    objType = gameObj.GetGameObjType()
    if objType == IPY_GameWorld.gotPlayer:
        return True
    objNPCType = gameObj.GetGameNPCObjType()
    if objNPCType == IPY_GameWorld.gnotNormal:
        return False
    if objNPCType == IPY_GameWorld.gnotSummon:
        owner = NPCCommon.GetSummonOwnerDetel(gameObj)
        if not owner:
            return False
        if owner.GetGameObjType() != IPY_GameWorld.gotPlayer:
            return False
    return True
# 攻击时防守方神兵护盾的处理
def CalcAtkProDef(atkObj, defObj, hurtValue, curSkill, tick):
    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
## 计算伤血值
#  @param atkObj 攻击者
#  @param defObj 防御者
@@ -1521,6 +1569,21 @@
    else:
        hurtValue, hurtType = CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, tick, orgAtkObj=attacker)
    
    # 优先处理神兵护盾
    hurtValue = CalcAtkProDef(atkObj, defObj, hurtValue, curSkill, tick)
    # 伤害吸收盾回血型
    buffManager = defObj.GetBuffState()
    curEffect, plusValue, skillID = BuffSkill.FindBuffEffectPlusByEffectID(buffManager, ChConfig.Def_Skill_Effect_AbsorbShieldXMZJ)
    if skillID:
        absortValue = hurtValue*curEffect.GetEffectValue(0)/ShareDefine.Def_MaxRateValue
        if absortValue:
            hurtValue -= absortValue
            findBuff = SkillCommon.FindBuffByID(defObj, skillID)[0]
            if findBuff:
                # 用于回血
                findBuff.SetValue(int(findBuff.GetValue() + absortValue))
    if defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldValue):
        # 麒麟护盾吸收伤害,将抵消的伤害存储
        absortValue = int(defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldValue)/float(ShareDefine.Def_MaxRateValue)*hurtValue)   
@@ -1564,7 +1627,20 @@
    
    remainHP = int(remainHP)    #防范
    if defObjType == IPY_GameWorld.gotPlayer:
        curHP = GameObj.GetHP(defObj)
        GameObj.SetHP(defObj, remainHP, False)
        lockHPPer = PassiveBuffEffMng.OnObjsPassiveSkillLockHP(defObj, atkObj, curSkill, ChConfig.TriggerType_LockHP, tick)
        if lockHPPer:
            # 锁血情况
            lockHP = GameObj.GetMaxHP(defObj)*lockHPPer/ChConfig.Def_MaxRateValue
            if lockHP < curHP and remainHP < lockHP:
                remainHP = lockHP
            elif lockHP >= curHP:
                remainHP = curHP
            #锁血纠正血量
            GameObj.SetHP(defObj, remainHP, False)
            
    elif defObjType == IPY_GameWorld.gotNPC:
        if defObj.GetGameNPCObjType() == IPY_GameWorld.gnotPet:
@@ -1574,6 +1650,11 @@
        elif defObj.GetGameNPCObjType() == IPY_GameWorld.gnotTruck:
            remainHP = max(PlayerTruck.GetTruckDestroyMinHP(defObj), remainHP)
            GameObj.SetHP(defObj, remainHP)
        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
            GameObj.SetHP(defObj, remainHP)
        else:
            #防守方是怪物NPC,只扣其血
            GameObj.SetHP(defObj, remainHP)
@@ -1659,6 +1740,7 @@
    suppressLV, suppressFightPower = 0, 0 # 压制等级差、战力差
    suppressReMaxHP = 0 # NPC压制等级生命值, 等级表中NPC等级对应的数据, 压制等级差大于0时才有值
    suppressNPCFightPower = 0 # 压制NPC战力
    fbFightPower, fbBaseHurt = 0, 0 # 副本战力, 副本保底伤害
    #当攻击方为NPC,防守方为玩家时,计算压制等级 及 压制战力
    if atkObjType == IPY_GameWorld.gotNPC and defObjType == IPY_GameWorld.gotPlayer:
        
@@ -1678,10 +1760,25 @@
        if suppressNPCFightPower:
            suppressFightPower = max(0, suppressNPCFightPower - defObj.GetFightPower())
            
    mustHit = False
    helpBattleFormatKey = ""
    if atkObjType == IPY_GameWorld.gotNPC and atkObj.GetType() == ChConfig.ntHelpBattleRobot:
        mustHit = True
        suppressNPCFightPower = NPCCommon.GetSuppressFightPower(atkObj)
        fbFightPower = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.FBPD_HelpBattleFBFightPower)
        fbBaseHurt = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.FBPD_HelpBattleFBBaseHurt)
        helpBattleFormatKey = "HelpRobot_Atk"
    if defObjType == IPY_GameWorld.gotNPC and defObj.GetType() == ChConfig.ntHelpBattleRobot:
        mustHit = True
        suppressNPCFightPower = NPCCommon.GetSuppressFightPower(defObj)
        fbFightPower = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.FBPD_HelpBattleFBFightPower)
        fbBaseHurt = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.FBPD_HelpBattleFBBaseHurt)
        helpBattleFormatKey = "HelpRobot_Def"
    #命中公式 攻击方类型不同,公式不同
    hitFormula = ReadChConfig.GetChConfig('CalcCanHit')
    
    if not PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill,
    if not mustHit and not PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill,
                           ChConfig.TriggerType_Buff_MustBeHit):
        # 技能对指定BOSS无效果的返回MISS
        if defObjType == IPY_GameWorld.gotNPC and defObj.GetIsBoss() not in ChConfig.Def_SkillAttack_NPCIsBoss \
@@ -1736,7 +1833,9 @@
    if isLuckyHit:
        # 会心一击时增加会心伤害百分比 
        aLuckyHit += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_LuckyHit)
        aLuckyHit -= PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(defObj, atkObj, curSkill, ChConfig.TriggerType_BeLuckyHitSubPer)
        aLuckyHit = max(aLuckyHit, 0)
    #参与运算的数值
    rand = random.random()                #种子数 0~1
    
@@ -1778,13 +1877,14 @@
        
    else:
        aIgnoreDefRate = 0  # 无视防御比率
        aFinalHurtPer = GameObj.GetPetDamPer(atkObj) # 最外层伤害加成, 可能为负值
        aSkillAtkRate = NPCCommon.GetSkillAtkRate(atkObj)   # 技能攻击力加成
        if atkObjType == IPY_GameWorld.gotNPC and atkObj.GetGameNPCObjType() == IPY_GameWorld.gnotPet:
            aSkillAtkRate += atkObj.GetSkillAtkRate()
        aNPCHurtAddPer = 0  # PVE伤害加成
        aDamagePer = 0      # 外层伤害加成
        aDamagePerPVP = 0   # 外层PVP伤害加成
        aFinalHurtPer = 0 # 最外层伤害加成, 可能为负值
        aFinalHurt = NPCCommon.GetFinalHurt(atkObj) # 最终固定伤害
        aFightPower = NPCCommon.GetSuppressFightPower(atkObj)
        
@@ -1863,10 +1963,22 @@
            suppressFormulaKeyRealm = "PVESuppressValueRealm"
            if suppressFormulaKeyRealm in hurtDist:
                SuppressValueRealmRate = int(eval(FormulaControl.GetCompileFormula(suppressFormulaKeyRealm, hurtDist[suppressFormulaKeyRealm])))
    # 骑宠争夺最终伤害衰减
    if defObjType == IPY_GameWorld.gotNPC and FamilyRobBoss.IsHorsePetRobBoss(defObj.GetNPCID()):
        ownerPlayer = None
        # 召唤兽和宠物需要从人物获取状态
        if atkObj.GetGameObjType() == IPY_GameWorld.gotNPC:
            if atkObj.GetGameNPCObjType() == IPY_GameWorld.gnotPet:
                ownerPlayer = PetControl.GetPetOwner(atkObj)
            elif atkObj.GetGameNPCObjType() == IPY_GameWorld.gnotSummon:
                ownerPlayer = NPCCommon.GetSummonNPCOwner(IPY_GameWorld.gotPlayer, atkObj)
        else:
            ownerPlayer = atkObj
            
        # 骑宠争夺最终伤害衰减
        if FamilyRobBoss.IsHorsePetRobBoss(defObj.GetNPCID()):
            findBuff = SkillCommon.FindBuffByID(atkObj, ChConfig.Def_SkillID_HorsePetRobBossKillCntBuff)[0]
        if ownerPlayer:
            findBuff = SkillCommon.FindBuffByID(ownerPlayer, ChConfig.Def_SkillID_HorsePetRobBossKillCntBuff)[0]
            if findBuff:
                reduceFinalHurtPer = findBuff.GetSkill().GetEffect(0).GetEffectValue(0)
                aFinalHurtPer -= reduceFinalHurtPer
@@ -1889,7 +2001,11 @@
        suppressLVHurtKey = "%s_%s" % (hurtFormulaKey, suppressLVGroup)
        if suppressLVHurtKey in hurtDist:
            hurtFormulaKey = suppressLVHurtKey
    # 助战机器人特殊伤血key
    if helpBattleFormatKey:
        hurtFormulaKey = helpBattleFormatKey
    if hurtFormulaKey not in hurtDist:
        GameWorld.ErrLog("CalcAttackValue.txt 伤害公式未配置, key=%s" % (hurtFormulaKey))
        return 0, ChConfig.Def_HurtType_Miss
@@ -1955,6 +2071,8 @@
    if atkObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
        # 记录最后一次伤害值
        atkObj.SetDict(ChConfig.Def_PlayerKey_LastHurtValue, resultHurtType.RealHurtHP)
        if defObj.GetGameObjType() == IPY_GameWorld.gotNPC:
            atkObj.SetDict(ChConfig.Def_PlayerKey_LastHurtNPCObjID, defObj.GetID())
        
    return
@@ -1965,6 +2083,12 @@
    if objType == IPY_GameWorld.gotPlayer:
        return "P"
    
    if objType == IPY_GameWorld.gotNPC:
        if obj.GetType() == ChConfig.ntRobot:
            return "Robot"
        if obj.GetType() == ChConfig.ntHelpBattleRobot:
            return "HelpRobot"
    objType = obj.GetGameNPCObjType()
    if objType == IPY_GameWorld.gnotPet:
        return "Pet"
@@ -2454,7 +2578,7 @@
# @param curObjDetel 对象实例
# @return 返回值无意义
# @remarks 理对象死亡逻辑
def DoLogic_ObjDead(curObjDetel):
def DoLogic_ObjDead(atkObj, curObjDetel, curSkill, tick):
    if GameObj.GetHP(curObjDetel) > 0:
        return
    
@@ -2465,6 +2589,9 @@
        return
    
    #---NPC处理---
    if not ChNPC.OnCheckCanDie(atkObj, curObjDetel, curSkill, tick):
        return
    npcControl = NPCCommon.NPCControl(curObjDetel)
    npcControl.SetKilled()
    return