| | |
| | | #---------------------------------------------------------------------
|
| | | 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
|
| | | #---------------------------------------------------------------------
|
| | |
| | | #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)
|
| | |
|
| | |
| | | return True
|
| | |
|
| | |
|
| | | # 按仙盟成员均摊伤害
|
| | | def AttackerSkillAttackAreaByFamily(attacker, defender, srcPosX, srcPosY, curSkill,
|
| | | skillPercent, skillEnhance, tick, isExSkill = False):
|
| | | #清空伤血列表
|
| | | global g_skillHurtList
|
| | | g_skillHurtList.Clear()
|
| | | |
| | | #攻击方原有血量,用来通知反弹
|
| | | attackerHP = GameObj.GetHP(attacker)
|
| | | resultList = __GetAreaAtackObj(attacker, curSkill, srcPosX, srcPosY, tick, __CheckCanAttack)
|
| | | |
| | | #有目标类技能,查找指定的攻击目标是否在列表中,不在添加
|
| | | resultList = __AddObj_In_resultList(resultList, attacker, defender, curSkill, tick)
|
| | |
|
| | | # 计算仙盟成员数量, 按人头均摊伤害
|
| | | resultDict = {}
|
| | | for obj in resultList:
|
| | | if obj.GetGameObjType() != IPY_GameWorld.gotPlayer:
|
| | | continue
|
| | | |
| | | familyID = obj.GetFamilyID()
|
| | | if familyID not in resultDict:
|
| | | resultDict[familyID] = []
|
| | |
|
| | | resultDict[familyID].append(obj)
|
| | | |
| | | skillEffect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_AvgHurtFMCnt)
|
| | | minSkillPer = 0.01 # 如果未配置默认最低值
|
| | | if skillEffect:
|
| | | minSkillPer = skillEffect.GetEffectValue(0)
|
| | | |
| | | attackList = []
|
| | | for familyID in resultDict:
|
| | | cnt = len(resultDict[familyID]) if familyID != 0 else 1 # 无仙盟承受100%伤害
|
| | | |
| | | skillPercent = max(skillPercent/cnt, minSkillPer)
|
| | | attackList.extend(__DoAreaAttack(attacker, curSkill, skillEnhance/cnt, skillPercent, resultDict[familyID],
|
| | | [], g_skillHurtList, tick))
|
| | |
|
| | | |
| | | __DoAreaAttackResult(attacker, defender, curSkill, attackList, attackerHP, tick, isExSkill)
|
| | | |
| | | return True
|
| | |
|
| | |
|
| | |
|
| | | # 触发技能的类型为 单体攻击,或者单体buff并且非对自己释放的技能,可以对伤害目标一一执行触发技能逻辑
|
| | | # 否则只触发一次技能 # 群体BUFF的请参考IsPlayerUseSkill 客户端决定对象,一样可以实现同样效果
|
| | | # 返回真表示可以对每个伤害目标触发,返回假则为单体
|
| | |
| | | powerList, g_skillHurtList, tick):
|
| | | attackList = [] #被攻击对象列表
|
| | |
|
| | | checkComboOK = False
|
| | | #checkComboOK = False
|
| | |
|
| | | #执行攻击结果
|
| | | for obj in resultList:
|
| | |
| | | if powerList != []:
|
| | | skillPercent, skillEnhance = powerList.pop(0)
|
| | |
|
| | | if not checkComboOK:
|
| | | #if not checkComboOK:
|
| | | #攻击前连击检查
|
| | | SkillCommon.UpdateSkillCombo(attacker, curSkill, tick)
|
| | | checkComboOK = True
|
| | | # SkillCommon.UpdateSkillCombo(attacker, curSkill, tick)
|
| | | # checkComboOK = True
|
| | |
|
| | | callFunc(attacker, obj, curSkill, skillEnhance, skillPercent, g_skillHurtList, tick)
|
| | |
|
| | |
| | | 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
|
| | |
| | | #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:
|
| | |
| | | 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:
|
| | |
| | | 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)
|
| | |
| | |
|
| | | 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
|
| | |
| | |
|
| | | # 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
|
| | |
| | | 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:
|
| | |
| | | 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)
|
| | |
| | | # 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)
|
| | |
|
| | |
| | | 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)
|
| | |
|
| | |
| | | # @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()
|
| | |
| | |
|
| | | # 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)
|
| | |
| | | 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)
|
| | |
| | | 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
|
| | |
| | |
|
| | | 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
|