ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
@@ -46,6 +46,11 @@
#---------------------------------------------------------------------
g_skillHurtList = IPY_GameWorld.IPY_HurtList()
# 特殊处理搜索范围,一般用于副本
Def_SearchMap_NPC = 200 # 本线全图搜索NPC
Def_SearchMap_Player = 201 # 本线全图搜索玩家
#伤害结构体
#hurtTypeIndance = None
#---------------------------------------------------------------------
@@ -552,6 +557,10 @@
        #关系
        relation = GetTagRelation(attacker, defender, curSkill, tick)
        return relation[0] == ChConfig.Type_Relation_Friend
    elif curSkillUseTag == ChConfig.Def_UseSkillTag_AppointNPC:
        if defender and GameObj.GetHP(defender) > 0 :
            return True
        return False
    
    return __CheckCanAttack(attacker , defender , curSkill , tick)
@@ -948,13 +957,11 @@
        GameWorld.ErrLog("Def_Dict_UseSkillTag_ObjType 没有对应项 %s" % curSkillUseTag)
        return resultList
    
    gameMap = GameWorld.GetMap()
    if skillMatrix == None:
        #作用范围 作用矩阵
        attackDis = curSkill.GetAtkRadius()
        skillMatrix = ChConfig.MatrixDict.get(attackDis)
        if skillMatrix == None:
        skillMatrix = ChConfig.MatrixDict.get(attackDis, None)
        if skillMatrix == None and attackDis not in [Def_SearchMap_Player, Def_SearchMap_NPC]:
            GameWorld.ErrLog("CheckAreaObj skillId=%s, attakDis=%s not in matrixDict=%s" 
                             % (curSkill.GetSkillID(), attackDis, ChConfig.MatrixDict))
            return resultList
@@ -962,7 +969,6 @@
    #技能攻击最大数量
    hurtCount = SkillCommon.GetSkillArea_Atk_Count(attacker, curSkill)
    
    ownerTag = None
    ownerPlayerID = 0
    isSummonNPCAtker = attacker.GetGameObjType() == IPY_GameWorld.gotNPC and NPCCommon.IsSummonNPC(attacker)
    if isSummonNPCAtker:
@@ -975,7 +981,29 @@
    if attackAim:
        hurtCount -= 1
        resultList.append(attackAim)
    if skillMatrix:
        # 按范围搜索
        resultList = ServerByPos(attacker, curSkill, tick, skillMatrix, hurtCount,
                srcPosX, srcPosY, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
                ownerPlayerID, isSummonNPCAtker, resultList)
    elif attackDis == Def_SearchMap_Player:
        # 搜索本地图当前线路玩家
        ServerByMapPlayer(attacker, curSkill, tick, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
                      ownerPlayerID, isSummonNPCAtker, resultList, hurtCount)
    elif attackDis == Def_SearchMap_NPC:
        # 搜索本地图当前线路NPC
        ServerByMapNPC(attacker, curSkill, tick, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
                                         ownerPlayerID, isSummonNPCAtker, resultList, hurtCount)
    return resultList
# 按范围搜索目标对象
def ServerByPos(attacker, curSkill, tick, skillMatrix, hurtCount,
                srcPosX, srcPosY, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
                ownerPlayerID, isSummonNPCAtker, resultList):
    ownerTag = None
    gameMap = GameWorld.GetMap()
    for curPos in skillMatrix:
        #伤害次数到了
        if hurtCount <= 0:
@@ -995,41 +1023,100 @@
                break
        
            curObj = mapObj.GetObjByIndex(i)
            curObjType = curObj.GetGameObjType()
            #不在影响对象列表中
            if curObjType not in hurtTypeList:
                continue
            #攻击对象
            curTag = GameWorld.GetObj(curObj.GetID(), curObjType)
            curTag, ownerTag = __SearchCheck(attacker, curSkill, tick, curObj, hurtTypeList, attackAim, curSkillUseTag,
                                             CheckFunc, ownerPlayerID, isSummonNPCAtker, resultList)
            if not curTag:
                if ownerTag:
                    hurtCount -= 1
                continue
            
            if attackAim and attackAim.GetID() == curTag.GetID():
                # 不在攻击主目标
                continue
            #群攻技能不能对镖车释放, 永恒版本屏蔽此限制
            #if curObjType == IPY_GameWorld.gotNPC and curTag.GetGameNPCObjType() == IPY_GameWorld.gnotTruck:
            #    continue
            if curSkillUseTag == ChConfig.Def_UseSkillTag_CanAttackNPC:
                if NPCCommon.GetNpcObjOwnerIsPlayer(curTag):
                    #npc主人是玩家不能攻击
                    continue
            if CheckFunc != None:
                #检查是否受影响
                if not CheckFunc(attacker, curTag, curSkill, tick):
                    continue
            # 如果攻击者是召唤兽 且 攻击的是主人玩家,则把主人放在最后面一个处理伤害目标,防止先处理后如果主人死亡将导致后续的逻辑异常
            if ownerPlayerID > 0 and curObjType == IPY_GameWorld.gotPlayer and isSummonNPCAtker and ownerPlayerID == curObj.GetID():
                ownerTag = curTag
                continue
            hurtCount -= 1
            resultList.append(curTag)
    if ownerTag:
        resultList.append(ownerTag)
    return resultList
def __SearchCheck(attacker, curSkill, tick, curObj, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
                ownerPlayerID, isSummonNPCAtker, resultList, curTag=None):
    curObjType = curObj.GetGameObjType()
    #不在影响对象列表中
    if curObjType not in hurtTypeList:
        return None, None
    #攻击对象
    if not curTag:
        curTag = GameWorld.GetObj(curObj.GetID(), curObjType)
    if not curTag:
        return None, None
    if attackAim and attackAim.GetID() == curTag.GetID():
        # 不在攻击主目标
        return None, None
    if curSkillUseTag == ChConfig.Def_UseSkillTag_CanAttackNPC:
        if NPCCommon.GetNpcObjOwnerIsPlayer(curTag):
            #npc主人是玩家不能攻击
            return None, None
    if CheckFunc != None:
        #检查是否受影响
        if not CheckFunc(attacker, curTag, curSkill, tick):
            return None, None
    # 如果攻击者是召唤兽 且 攻击的是主人玩家,则把主人放在最后面一个处理伤害目标,防止先处理后如果主人死亡将导致后续的逻辑异常
    if ownerPlayerID > 0 and curObjType == IPY_GameWorld.gotPlayer and isSummonNPCAtker and ownerPlayerID == curObj.GetID():
        ownerTag = curTag
        return None, ownerTag
    return curTag, None
# 搜索本地图当前线路NPC
def ServerByMapNPC(attacker, curSkill, tick, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
                                         ownerPlayerID, isSummonNPCAtker, resultList, hurtCount):
    gameNPCManager = GameWorld.GetNPCManager()
    for index in xrange(gameNPCManager.GetNPCCount()):
        curNPC = gameNPCManager.GetNPCByIndex(index)
        if curNPC == None or curNPC.GetID() == 0:
            continue
        curTag, ownerTag = __SearchCheck(attacker, curSkill, tick, curNPC, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
                                         ownerPlayerID, isSummonNPCAtker, resultList, curTag=curNPC)
        if not curTag:
            if ownerTag:
                hurtCount -= 1
            continue
        hurtCount -= 1
        resultList.append(curTag)
    if ownerTag:
        resultList.append(ownerTag)
    return resultList
# 搜索本地图当前线路玩家
def ServerByMapPlayer(attacker, curSkill, tick, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
                      ownerPlayerID, isSummonNPCAtker, resultList, hurtCount):
    copyMapPlayerManager = GameWorld.GetMapCopyPlayerManager()
    for i in range(copyMapPlayerManager.GetPlayerCount()):
        curPlayer = copyMapPlayerManager.GetPlayerByIndex(i)
        if curPlayer == None or curPlayer.IsEmpty():
            continue
        curTag, ownerTag = __SearchCheck(attacker, curSkill, tick, curPlayer, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
                                         ownerPlayerID, isSummonNPCAtker, resultList, curTag=curPlayer)
        if not curTag:
            if ownerTag:
                hurtCount -= 1
            continue
        hurtCount -= 1
        resultList.append(curTag)
            
    if ownerTag:
        resultList.append(ownerTag)
@@ -1318,6 +1405,9 @@
        if curPlayerSkill:
            SkillCommon.SetSkillRemainTime(curPlayerSkill, PlayerControl.GetReduceSkillCDPer(curPlayer), tick, curPlayer)
        if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill:
            UseSkillOver(curPlayer, target, curSkill, tick)
        return True
    
    #玩家进入战斗状态
@@ -1373,7 +1463,6 @@
    
# 根据伤血类型触发技能,群攻只触发一次,放在伤血列表被清之前
def OnHurtTypeTriggerSkill(attacker, target, curSkill, tick):
    isSuperHit = False
    usePassiveSkillResult = True    # 第一次判断不能调用,即代表都不可用无需循环
    usePassiveSkillResultOnSuperHit = True    # 暴击对象1V1触发,第一次判断不能调用,即代表都不可用无需循环
@@ -1402,6 +1491,7 @@
            if hurtList[1] == IPY_GameWorld.gotPlayer:
                # 濒死状态触发技能, 不能在GetHurtHP内部触发技能,否则会导致原技能的伤血列表异常
                PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick)
                PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick)
            continue
        
        if usePassiveSkillResult:
@@ -1417,8 +1507,9 @@
            PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeSuperHit, tick)
        elif hurtList[2] == ChConfig.Def_HurtType_Miss:
            PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_MissSkill, tick)
        elif hurtList[2] == ChConfig.Def_HurtType_LuckyHit:
            PassiveBuffEffMng.OnPetPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeLuckyHit, tick)
        if hurtList[2] in ChConfig.Def_RealAttack_Type:
            # 被攻击处理层级
            PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_Buff_BeAttackSubLayer, tick)
@@ -1434,6 +1525,7 @@
# 灵为玩家的替身需要走此逻辑
# 技能使用结束,在处理技能逻辑和通知封包之后调用
def UseSkillOver(attacker, defender, curSkill, tick):
    # 根据伤血类型触发技能,群攻只触发一次,放在伤血列表被清之前
    OnHurtTypeTriggerSkill(attacker, defender, curSkill, tick)
    
@@ -1444,10 +1536,9 @@
                                                    ChConfig.Def_SkillFuncType_NormalAttack]):
        # 攻击减层级 优先处理,因为同个技能触发buff后,会再处理层级,导致立即减层级
        PassiveBuffEffMng.OnPassiveBuffTrigger(attacker, defender, curSkill, ChConfig.TriggerType_Buff_AttackSubLayer, tick)
    # 普攻和对敌技能
    if not curSkill or curSkill.GetSkillType() in ChConfig.Def_CanAttackSkill_List:
        PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_AttackOver, tick)
        PassiveBuffEffMng.OnPassiveBuffTrigger(attacker, defender, curSkill, ChConfig.TriggerType_AttackOver, tick)
@@ -1548,32 +1639,34 @@
#  @return None
#  @remarks 设置玩家属性消耗,如魔法,XP点,HP
def SetSkillLostAttr(curPlayer, curSkill, tick):
    #-----------扣魔法
    lostMPValue = curSkill.GetMP()
    curPlayerMP = curPlayer.GetMP()
    if curPlayerMP < lostMPValue:
        GameWorld.ErrLog('释放技能 = %s异常, 魔法 = %s不足 = %s' % (
                            curSkill.GetSkillTypeID(), curPlayerMP, lostMPValue))
    if lostMPValue > 0:
        curPlayer.SetMP(curPlayer.GetMP() - lostMPValue)
        #自动回魔
        PlayerControl.PlayerAutoRestoreMP(curPlayer, tick)
    #----------扣XP点
    lostXPValue = curSkill.GetXP()
    curPlayerXP = curPlayer.GetXP()
    if curPlayerXP < lostXPValue:
        GameWorld.ErrLog('释放技能 = %s异常, XP点 = %s不足 = %s' % (
                            curSkill.GetSkillTypeID(), curPlayerXP, lostXPValue))
    if lostXPValue > 0:
        remain = curPlayer.GetXP() - lostXPValue
        remain = max(0, remain)
        curPlayer.SetDict(ChConfig.Def_PlayerKey_RecordXPValue, remain)
        curPlayer.SetXP(remain)
    #===========================================================================
    # #-----------扣魔法
    # lostMPValue = curSkill.GetMP()
    # curPlayerMP = curPlayer.GetMP()
    #
    # if curPlayerMP < lostMPValue:
    #    GameWorld.ErrLog('释放技能 = %s异常, 魔法 = %s不足 = %s' % (
    #                        curSkill.GetSkillTypeID(), curPlayerMP, lostMPValue))
    #
    # if lostMPValue > 0:
    #    curPlayer.SetMP(curPlayer.GetMP() - lostMPValue)
    #    #自动回魔
    #    PlayerControl.PlayerAutoRestoreMP(curPlayer, tick)
    #
    # #----------扣XP点
    # lostXPValue = curSkill.GetXP()
    # curPlayerXP = curPlayer.GetXP()
    #
    # if curPlayerXP < lostXPValue:
    #    GameWorld.ErrLog('释放技能 = %s异常, XP点 = %s不足 = %s' % (
    #                        curSkill.GetSkillTypeID(), curPlayerXP, lostXPValue))
    #
    # if lostXPValue > 0:
    #    remain = curPlayer.GetXP() - lostXPValue
    #    remain = max(0, remain)
    #    curPlayer.SetDict(ChConfig.Def_PlayerKey_RecordXPValue, remain)
    #    curPlayer.SetXP(remain)
    #===========================================================================
    #----------扣HP点
    lostHPValue = curSkill.GetHP()
@@ -1717,8 +1810,13 @@
    # 暂且只有玩家被攻击触发
    if not curSkill or curSkill.GetSkillType() in ChConfig.Def_CanAttackSkill_List:
        # 优先触发,如无敌可以抵挡后续的被动伤害技能
        PassiveBuffEffMng.DelayUsePassiveTriggerSkill(curPlayer, curSkill, attacker, tick)
        PassiveBuffEffMng.OnPassiveSkillTrigger(curPlayer, attacker, None, ChConfig.TriggerType_BeAttackOver, tick)
        PassiveBuffEffMng.OnPassiveBuffTrigger(curPlayer, attacker, None, ChConfig.TriggerType_BeAttackOver, tick)
        # 由主人条件触发宠物被动技能
        PassiveBuffEffMng.OnPetPassiveSkillTrigger(curPlayer, attacker, None, ChConfig.TriggerType_BeAttackOver, tick)
    return
## NPC被攻击(当前NPC,技能,当前时间)
@@ -2196,7 +2294,7 @@
            continue
        
        #放在函数中可多次触发 如SP 触发减速或者伤害,但不能放在攻击计算中,因为伤害型技能会影响伤血列表
        PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defObj, curSkill, ChConfig.TriggerType_AttackPlayer, tick,
        PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defObj, curSkill, ChConfig.TriggerType_StormAttackOneByOne, tick,
                                                isEnhanceSkill=False, skillIDSet=skillIDSet)
        
        DoLogic_AttackResult(attacker, defObj, curSkill, tick)
@@ -2216,6 +2314,11 @@
            continue
        SkillCommon.SetSkillRemainTime(curSkill, 0, tick, attacker)
    
    if attackList:
        PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(attacker, attackList[0], curSkill, ChConfig.TriggerType_StormAttackReduceCD)
        PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, attackList[0], curSkill, ChConfig.TriggerType_StormAttackOver, tick)
## 清空伤血列表
#  @param 无
#  @return 无
@@ -2503,7 +2606,7 @@
        
    sendPack.HurtCount = len(sendPack.HurtList)
    PlayerControl.PyNotifyAll(curPlayer, sendPack, notifySelf=True, notifyCnt=0)
    PlayerControl.PyNotifyAll(curPlayer, sendPack, notifySelf=True, notifyCnt=-1)
# py重现View_UseSkillPos效果,对地通知,只用于玩家