|  |  | 
 |  |  | import ReadChConfig
 | 
 |  |  | import DataRecordPack
 | 
 |  |  | import ChItem
 | 
 |  |  | import SkillDataBoost
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 |  |  | import PlayerActivity
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 |  |  | import ShareDefine
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 |  |  | import PlayerGodWeapon
 | 
 |  |  | import PlayerSuccess
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 |  |  | import PlayerMagicWeapon
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 |  |  | import PlayerGreatMaster
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 |  |  | import PlayerHorse
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 |  |  | import GameObj
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 |  |  | import random
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 |  |  | 
 |  |  | import PassiveBuffEffMng
 | 
 |  |  | import SkillShell
 | 
 |  |  | import FBCommon
 | 
 |  |  | import IpyGameDataPY
 | 
 |  |  | #---------------------------------------------------------------------
 | 
 |  |  | GameWorld.ImportAll("Script\\Skill\\" , "GameSkills")
 | 
 |  |  | GameWorld.ImportAll("Script\\Skill\\" , "GameBuffs")
 | 
 |  |  | 
 |  |  | # 非客户端玩家释放的技能
 | 
 |  |  | def IsPlayerUseSkill(attacker, curSkill):
 | 
 |  |  |     if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
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 |  |  |         return False
 | 
 |  |  |      | 
 |  |  |     if not curSkill:
 | 
 |  |  |         # 玩家普通也是技能,正常是不会走到这边
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 |  |  |         return False
 | 
 |  |  |     
 | 
 |  |  |     useSkillData = attacker.GetUseSkill()
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 |  |  | 
 |  |  |         return
 | 
 |  |  | 
 | 
 |  |  |     if not CheckClientAttackTick(curPlayer, clientTick, tick):
 | 
 |  |  |         AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_AtkInterval)    | 
 |  |  |         AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_AtkInterval)   | 
 |  |  |         curPlayer.Sync_ClientTick()  | 
 |  |  |         return
 | 
 |  |  | 
 | 
 |  |  |     #已经在攻击中
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 |  |  | 
 |  |  |     if relation[0] == ChConfig.Type_Relation_Enemy :
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 |  |  |         return True
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 |  |  |     
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 |  |  |     AttackCommon.PlayerAttackFailSysMessanage(curPlayer, relation[1])
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 |  |  |     if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_FbSkill:
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 |  |  |         AttackCommon.PlayerAttackFailSysMessanage(curPlayer, relation[1])
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 |  |  |     return False
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 |  |  | 
 | 
 |  |  | ##玩家释放有目标技能, 检查目标对象是否符合要求, 可攻击怪物
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 |  |  | 
 |  |  |     if relation[0] == ChConfig.Type_Relation_Friend :
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 |  |  |         return True
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 |  |  |     
 | 
 |  |  |     AttackCommon.PlayerAttackFailSysMessanage(curPlayer, relation[1])
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 |  |  |     if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_FbSkill:
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 |  |  |         AttackCommon.PlayerAttackFailSysMessanage(curPlayer, relation[1])
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 |  |  |     return False
 | 
 |  |  | 
 | 
 |  |  | #---------------------------------------------------------------------
 | 
 |  |  | 
 |  |  |     if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_HorseSkill and SkillCommon.isPassiveAttr(curSkill):
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 |  |  |         PlayerHorse.RefreshHorseAttr(curPlayer)
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 |  |  |     else:
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 |  |  |         PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer, curSkill.GetSkillID())
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 |  |  |         if SkillCommon.isPassiveAttr(curSkill):
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 |  |  |             curControl = PlayerControl.PlayerControl(curPlayer)
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 |  |  |             curControl.RefreshPlayerAttrState()
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 |  |  |         else:
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 |  |  |             PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer, curSkill.GetSkillID())
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 |  |  |         #curControl = PlayerControl.PlayerControl(curPlayer)
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 |  |  |         #curControl.CalcPassiveBuffAttr()
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 |  |  |         #curControl.RefreshAllState()
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 |  |  | 
 |  |  |     return True
 | 
 |  |  | 
 | 
 |  |  | #---------------------------------------------------------------------
 | 
 |  |  | ##技能升级消耗逻辑
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 |  |  | # @param curPlayer 玩家实例
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 |  |  | # @param curSkill 技能实例
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 |  |  | # @param curSkillID 技能ID
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 |  |  | # @return BOOL 是否扣除消耗成功
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 |  |  | def DoLogic_PlayerSkillLVUpCost(curPlayer, curSkill, curSkillID):
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 |  |  | 
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 |  |  |     #GameWorld.Log("尝试升级技能名 = %s, 当前等级 = %s"%(curSkill.GetSkillName(),curSkill.GetSkillLV()) , curPlayer.GetPlayerID())
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 |  |  |      | 
 |  |  |     curSkillLV = curSkill.GetSkillLV()
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 |  |  |      | 
 |  |  |     if curSkillLV == curSkill.GetSkillMaxLV():
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 |  |  |         #已经是最高等级
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 |  |  |         PlayerControl.NotifyCode(curPlayer, "UseMagicLost16")
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 |  |  |         return False
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 |  |  |      | 
 |  |  |     #--获得下一级技能---
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 |  |  |     curSkillTypeID = curSkill.GetSkillTypeID()
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 |  |  |      | 
 |  |  |     return DoLogic_PlayerSkillLvUpCost(curPlayer, curSkillTypeID, curSkillID, curSkillLV + 1, curSkill)
 | 
 |  |  |      | 
 |  |  | ##学习技能消耗逻辑
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 |  |  | # @param curPlayer 玩家实例
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 |  |  | # @param curSkillTypeID 技能类型ID
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 |  |  | 
 |  |  |     if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_HorseSkill:
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 |  |  |         if not PlayerHorse.CheckLearnHorseSkill(curPlayer, curSkillTypeID):
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 |  |  |             return False
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 |  |  |      | 
 |  |  |     #天赋技学习点数判断
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 |  |  |     if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill:
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 |  |  |         if not PlayerGreatMaster.GetGreatMasterFreeSkillPoint(curPlayer):
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 |  |  |             return False
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 |  |  |     #经验检测
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 |  |  |     skillLvUpNeedExp = upSkill.GetLVUpCostExp()
 | 
 |  |  |     
 | 
 |  |  | 
 |  |  |         #GeRen_jin_474794  <n color="255,255,0" BKCOLOR="0,0,0">您消耗了经验值:</n><n color="0,190,255" BKCOLOR="0,0,0">{%S1%}</n>
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 |  |  |         PlayerControl.NotifyCode(curPlayer, "GeRen_jin_474794", [skillLvUpNeedExp])
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 |  |  |     
 | 
 |  |  |     if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill:
 | 
 |  |  |         PlayerGreatMaster.AddGreatMasterSkillPointByLV(curPlayer, -1)
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 |  |  |     return True
 | 
 |  |  | #---------------------------------------------------------------------
 | 
 |  |  | ##检测学习技能需求条件
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 |  |  | 
 |  |  |         return False
 | 
 |  |  |     
 | 
 |  |  |     skillManager = curPlayer.GetSkillManager()
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 |  |  |     #姿态需求
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 |  |  |     #hasStateSkillReq = False
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 |  |  | 
 | 
 |  |  |     #前置技能需求
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 |  |  |     hasLearnSkillReq = False
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 |  |  |     #分支点总和
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 |  |  |     numLearnSkillPoint = 0
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 |  |  |     #当前技能姿态需求,姿态等级需求
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 |  |  |     #curSkillStateReq = curSkill.GetStateSkillReq()
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 |  |  |     #lvCurSkillStateReq = curSkill.GetStateSkillLV()
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 |  |  |     #当前技能前置技能需求,前置技能等级需求
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 |  |  |     curSkillLearnReq = curSkill.GetLearnSkillReq()
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 |  |  |     lvCurSkillLearnReq = curSkill.GetLearnSkillLV()
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 |  |  |      | 
 |  |  |     #需要对应天赋系别点数
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 |  |  |     learnSkillPointReq = curSkill.GetLearnSkillPointReq() #系别*10000+需要点数
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 |  |  |     needSeries, needSeriesPoint= learnSkillPointReq/10000, learnSkillPointReq%10000
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 |  |  |     curSkillTypeID = curSkill.GetSkillTypeID()
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 |  |  |     ipyData = IpyGameDataPY.GetIpyGameDataNotLog('TalentSkill', curSkillTypeID)
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 |  |  |     curTalentType = ipyData.GetTalentType() if ipyData else 0
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 |  |  |     #获取玩家目前所有技能
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 |  |  |     for i in range(0, skillManager.GetSkillCount()):
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 |  |  |     for i in xrange(skillManager.GetSkillCount()):
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 |  |  |         skill = skillManager.GetSkillByIndex(i)
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 |  |  |         if skill == None:
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 |  |  |             continue
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 |  |  |         
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 |  |  |         skillTypeID = skill.GetSkillTypeID()
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 |  |  |         lvSkill = skill.GetSkillLV()
 | 
 |  |  |          | 
 |  |  |         #满足姿态ID需求
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 |  |  | #        if skillTypeID == curSkillStateReq and lvSkill >= lvCurSkillStateReq and not hasStateSkillReq:
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 |  |  | #            hasStateSkillReq = True
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 |  |  | 
 | 
 |  |  |         
 | 
 |  |  |         #满足前置技能需求
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 |  |  |         if skillTypeID == curSkillLearnReq and lvSkill >= lvCurSkillLearnReq and not hasLearnSkillReq:
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 |  |  |             hasLearnSkillReq = True
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 |  |  |              | 
 |  |  |         #投入分支点总和
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 |  |  |         numLearnSkillPoint += skill.GetSkillLV()
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 |  |  |         ipyData = IpyGameDataPY.GetIpyGameDataNotLog('TalentSkill', skillTypeID)
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 |  |  |         if ipyData and ipyData.GetTalentType() is curTalentType and ipyData.GetSeries() is needSeries:
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 |  |  |             #投入分支点总和
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 |  |  |             numLearnSkillPoint += skill.GetSkillLV()
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 |  |  |     
 | 
 |  |  |     #有前置技能ID需要
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 |  |  |     if curSkillLearnReq != 0 and not hasLearnSkillReq:
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 |  |  |         PlayerControl.NotifyCode(curPlayer, "GeRen_wjr_717982", [curSkillLearnReq, lvCurSkillLearnReq])
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 |  |  |         return False
 | 
 |  |  |      | 
 |  |  | #    #有姿态ID需求
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 |  |  | #    if curSkillStateReq != 0 and not hasStateSkillReq:
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 |  |  | #        PlayerControl.NotifyCode(curPlayer, "UseMagicLost15", [ curSkillStateReq, lvCurSkillStateReq ])
 | 
 |  |  | #        return False
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 |  |  |              
 | 
 |  |  | #    #有分支点总和要求
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 |  |  | #    if curSkill.GetLearnSkillPointReq() != 0 and numLearnSkillPoint < curSkill.GetLearnSkillPointReq():
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 |  |  | #        PlayerControl.NotifyCode( curPlayer, "UseMagicLost13",[ curSkill.GetLearnSkillPointReq() ] )  | 
 |  |  | #        return False
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 |  |  |     #有分支点总和要求
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 |  |  |     if learnSkillPointReq != 0 and numLearnSkillPoint < needSeriesPoint:
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 |  |  |         PlayerControl.NotifyCode( curPlayer, "UseMagicLost13",[ needSeriesPoint ] )  | 
 |  |  |         return False
 | 
 |  |  |      | 
 |  |  |     #玩家属性点要求
 | 
 |  |  |     stateSkillLV = curSkill.GetStateSkillLV() #需要基础属性ID*10000+需要属性点
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 |  |  |     needBaseAttrID, needBaseAttrValue = stateSkillLV /10000, stateSkillLV%10000
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 |  |  |     if needBaseAttrID and needBaseAttrValue:
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 |  |  |         baseAttrDict = {
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 |  |  |                             ShareDefine.Def_Effect_STR:curPlayer.GetSTR(),
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 |  |  |                             ShareDefine.Def_Effect_PHY:curPlayer.GetPHY(),
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 |  |  |                             ShareDefine.Def_Effect_CON:curPlayer.GetCON(),
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 |  |  |                             ShareDefine.Def_Effect_PNE:curPlayer.GetPNE(),
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 |  |  |                          }
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 |  |  |         if needBaseAttrID not in baseAttrDict:
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 |  |  |             GameWorld.ErrLog('    天赋技能升级属性点条件配置错误,curSkillTypeID=%s,needBaseAttrID=%s'%(curSkillTypeID, needBaseAttrID))
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 |  |  |             return False
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 |  |  |         curBaseAttrValue = baseAttrDict.get(needBaseAttrID, 0)
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 |  |  |         if curBaseAttrValue < needBaseAttrValue:
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 |  |  |             GameWorld.DebugLog('升级技能%s需要属性点 %s达到%s, 当前点数=%s!'%(curSkillTypeID, needBaseAttrID, needBaseAttrValue, curBaseAttrValue))
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 |  |  |             return False
 | 
 |  |  |     
 | 
 |  |  |     return True
 | 
 |  |  | 
 | 
 |  |  | 
 |  |  | # @return 概率
 | 
 |  |  | def GetSkillOfSeriesHitRate(attacker, defender, exSkill):
 | 
 |  |  |     baseRate = exSkill.GetHappenRate()
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 |  |  |     #===========================================================================
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 |  |  |     # addRate = SkillDataBoost.GetSkillBoostValeByType(attacker, exSkill, ChConfig.BoostType_HappenRate)
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 |  |  |     # weakRate = 0
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 |  |  |     # if defender:
 | 
 |  |  |     #    weakRate = SkillDataBoost.GetSkillWeakenValeByType(defender, exSkill, ChConfig.WeakenType_HappenRate)
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 |  |  |     # hitRate = max(0, baseRate + addRate - weakRate)
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 |  |  |     #===========================================================================
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 |  |  |     #GameWorld.DebugLog("触发几率: base=%s,add=%s,weak=%s, hitRate=%s" % (baseRate, addRate, weakRate, hitRate))
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 |  |  |     return baseRate
 | 
 |  |  | 
 | 
 |  |  | ##检查触发技能的使用条件
 | 
 |  |  | 
 |  |  |         tagRoundPosX = attacker.GetPosX()
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 |  |  |         tagRoundPosY = attacker.GetPosY()
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 |  |  |         
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 |  |  |     #curSkill = SkillDataBoost.ChangeSkillData(attacker, defender, curSkill, isEnhanceSkill)
 | 
 |  |  |     
 | 
 |  |  |     #这个技能是Buff
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 |  |  |     if SkillCommon.IsBuff(curSkill):
 | 
 |  |  | 
 |  |  |     
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 |  |  |     moduleSuffix = GetBuffModuleSuffix(curEffect)
 | 
 |  |  |     
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 |  |  |     changeBuffValueDict = {}#SkillDataBoost.GetBuffValueDict(curSkill, effectID)
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 |  |  |     changeBuffValueDict = {}
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 |  |  |     
 | 
 |  |  |     #是否是持续性技能
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 |  |  |     if curSkill.GetSkillType() in ChConfig.Def_LstBuff_List:
 | 
 |  |  | 
 |  |  | 
 | 
 |  |  |     if skillAim == ChConfig.Def_UseSkillAim_None:
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 |  |  |         if curSkill.GetSkillType() in ChConfig.Def_CanAttackSkill_List:
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 |  |  |             if target and target.GetGameObjType() == IPY_GameWorld.gotNPC and target.GetGameNPCObjType() == IPY_GameWorld.gnotSummon:
 | 
 |  |  |                 owner = NPCCommon.GetNpcObjOwnerDetail(target)
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 |  |  |                 if owner and owner.GetID() == attacker.GetID():
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 |  |  |                     # 有害技能特殊处理,不能对自己的召唤物释放
 | 
 |  |  |                     target = None
 | 
 |  |  |                  | 
 |  |  |             result = DoLogic_UseSkill(attacker, target, curSkill, tick, attacker.GetPosX(), attacker.GetPosY(), isEnhanceSkill=isEnhanceSkill)
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 |  |  |         else:
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 |  |  |             result = DoLogic_UseSkill(attacker, attacker, curSkill, tick, isEnhanceSkill=isEnhanceSkill)
 |