|  |  | 
 |  |  | import ChItem
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 |  |  | import PlayerActivity
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 |  |  | import ShareDefine
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 |  |  | import PlayerGodWeapon
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 |  |  | import PlayerSuccess
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 |  |  | import PlayerGreatMaster
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 |  |  | import PlayerHorse
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 |  |  | import GameObj
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 |  |  | 
 |  |  | # 非客户端玩家释放的技能
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 |  |  | def IsPlayerUseSkill(attacker, curSkill):
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 |  |  |     if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
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 |  |  |         return False
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 |  |  |      | 
 |  |  |     if not curSkill:
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 |  |  |         # 玩家普通也是技能,正常是不会走到这边
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 |  |  |         return False
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 |  |  |     
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 |  |  |     useSkillData = attacker.GetUseSkill()
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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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 |  |  | 
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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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 |  |  |     
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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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 |  |  | 
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 |  |  | #---------------------------------------------------------------------
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 |  |  | 
 |  |  |     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
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 |  |  | 
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 |  |  | #---------------------------------------------------------------------
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 |  |  | ##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)
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 |  |  |      | 
 |  |  | ##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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 |  |  | 
 |  |  |         return False
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 |  |  |     
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 |  |  |     skillManager = curPlayer.GetSkillManager()
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 |  |  |     #姿态需求
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 |  |  |     #hasStateSkillReq = False
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 |  |  | 
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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()
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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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 |  |  |     ipyData = IpyGameDataPY.GetIpyGameDataNotLog('TalentSkill', curSkill.GetSkillTypeID())
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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()
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 |  |  |          | 
 |  |  |         #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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 |  |  | 
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 |  |  |         
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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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 |  |  | 
 |  |  |     if curSkillLearnReq != 0 and not hasLearnSkillReq:
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 |  |  |         PlayerControl.NotifyCode(curPlayer, "GeRen_wjr_717982", [curSkillLearnReq, lvCurSkillLearnReq])
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 |  |  |         return False
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 |  |  |      | 
 |  |  | #    #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 ])
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 |  |  | #        return False
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 |  |  |              
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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 ] ) 
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 |  |  |         return False
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 |  |  |      | 
 |  |  |     #玩家属性点要求
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 |  |  |     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
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 |  |  |     
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 |  |  |     return True
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 |  |  | 
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 |  |  | 
 |  |  | 
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 |  |  |     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:
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 |  |  |                 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
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 |  |  |                     target = None
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 |  |  |                  | 
 |  |  |             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)
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