| | |
| | | import FBLogic
|
| | | import ItemCommon
|
| | | import OperControlManager
|
| | | import GameLogic_ManorWar
|
| | | import PetControl
|
| | | import ReadChConfig
|
| | | import DataRecordPack
|
| | | import ChItem
|
| | | import PlayerActivity
|
| | | #import ChItem
|
| | | import ShareDefine
|
| | | import PlayerGreatMaster
|
| | | import PlayerHorse
|
| | |
| | | import GameMap
|
| | | import collections
|
| | | import PassiveBuffEffMng
|
| | | import ChEquip
|
| | | import SkillShell
|
| | | import FBCommon
|
| | | import IpyGameDataPY
|
| | | import PyGameData
|
| | | import EventShell
|
| | | #---------------------------------------------------------------------
|
| | | GameWorld.ImportAll("Script\\Skill\\" , "GameSkills")
|
| | | GameWorld.ImportAll("Script\\Skill\\" , "GameBuffs")
|
| | |
| | |
|
| | | # 记录客户端伤害 {(objID, objType):[HurtHP, AttackType]}
|
| | | g_ClientHurtDict = collections.OrderedDict()
|
| | | g_UseSkillPlayerID = 0 # 全服攻击为单线程 记录的是当前使用技能的玩家 用于判断g_ClientHurtDict的归属
|
| | |
|
| | | #---------------------------------------------------------------------
|
| | | ##C++调用函数, 重新读取所有技能
|
| | |
| | | def GetSkillFireAim(curSkill):
|
| | | return curSkill.GetTag()%10
|
| | |
|
| | | # 当前释放主动技能的玩家
|
| | | def GetUseSkillPlayerID():
|
| | | global g_UseSkillPlayerID
|
| | | return g_UseSkillPlayerID
|
| | |
|
| | | # 客户端伤血列表,修改了遍历对象和计算血量
|
| | | def GetClientHurtDict():
|
| | |
| | |
|
| | | def ClearClientHurtDict(curPlayer):
|
| | | global g_ClientHurtDict
|
| | | global g_UseSkillPlayerID
|
| | | g_ClientHurtDict = collections.OrderedDict()
|
| | | |
| | | # 缓存单次技能攻击的最大伤害, 减少计算量
|
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_ClientMaxHurtValue, 0)
|
| | | g_UseSkillPlayerID = 0
|
| | |
|
| | |
|
| | | def GetClientHurtByObj(objID, objType):
|
| | |
| | | # 技能开始初始化客户端伤血列表
|
| | | def InitClientHurtDict(curPlayer, curSkill, hurtList):
|
| | | global g_ClientHurtDict
|
| | | global g_UseSkillPlayerID
|
| | | ClearClientHurtDict(curPlayer)
|
| | |
|
| | | #技能攻击最大数量
|
| | |
| | | return False
|
| | |
|
| | | g_ClientHurtDict[(hurobj.ObjID, hurobj.ObjType)] = [hurobj.HurtHP, hurobj.AttackType]
|
| | | |
| | | |
| | | g_UseSkillPlayerID = curPlayer.GetID()
|
| | | return True
|
| | | #---------------------------------------------------------------------
|
| | | # 非客户端玩家释放的技能
|
| | |
| | | # 玩家普通也是技能,正常是不会走到这边
|
| | | return False
|
| | |
|
| | | if GetUseSkillPlayerID() != attacker.GetID():
|
| | | # 非释放者
|
| | | return False
|
| | | |
| | | useSkillData = attacker.GetUseSkill()
|
| | | if useSkillData and curSkill.GetSkillTypeID() != useSkillData.GetSkillTypeID():
|
| | | # 默认群攻附加触发buff的对象与攻击对象一致
|
| | | if not SkillCommon.IsBuff(curSkill):
|
| | | return False
|
| | | |
| | |
|
| | | if not GetClientHurtDict():
|
| | | return False
|
| | |
| | | #还在冷却时间内无法释放
|
| | | if SkillCommon.RefreshSkillRemainTime(playerSkill, tick) != 0:
|
| | | PlayerControl.NotifyCode(curPlayer, "UseSkillCDLimit")
|
| | | AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_CD)
|
| | | #AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_CD)
|
| | | playerSkill.Sync_Skill()
|
| | | return False
|
| | |
|
| | | #5:检查玩家的魔法值是否够用这个技能
|
| | |
| | | # @return 返回值真, 检查通过
|
| | | # @remarks 自定义函数, NPC使用有对象技能
|
| | | def NPCUseSkillTag(curNPC, curTag, curSkill, tick):
|
| | | skillTag = GetSkillAffectTag(curSkill)
|
| | | if skillTag == ChConfig.Def_UseSkillTag_AppointNPC:
|
| | | # 指定释放的NPCID 和 Def_UseSkillTag_AppointNPC 搭配使用
|
| | | curTag = GetAppointNPCBySkillEffect(curSkill)
|
| | | if not curTag:
|
| | | return False
|
| | | |
| | | if not NPCCanUseSkillTag(curNPC, curTag, curSkill, tick):
|
| | | return False
|
| | |
|
| | |
| | | curNPC.SetDict(ChConfig.Def_NPC_Dict_AtkMovePosY, 0)
|
| | |
|
| | | return result
|
| | |
|
| | | # 指定释放的NPCID 和 Def_UseSkillTag_AppointNPC 搭配使用
|
| | | def GetAppointNPCBySkillEffect(curSkill):
|
| | | npcID = 0
|
| | | effectID = ChConfig.Def_Skill_Effect_AppointNPC
|
| | | for i in xrange(0, curSkill.GetEffectCount()):
|
| | | curEffect = curSkill.GetEffect(i)
|
| | | curEffectID = curEffect.GetEffectID()
|
| | | |
| | | if not curEffectID:
|
| | | #策划有可能中途删除,不用return
|
| | | continue
|
| | | |
| | | #不是需要的效果
|
| | | if curEffectID != effectID:
|
| | | continue
|
| | |
|
| | | npcID = curEffect.GetEffectValue(0)
|
| | | break
|
| | |
|
| | | if not npcID:
|
| | | return None
|
| | | return GameWorld.FindNPCByNPCID(npcID)
|
| | |
|
| | |
|
| | | # 计算NPC技能位移坐标,预警和非预警都可以用
|
| | |
| | | # @return 返回值真, 检查通过
|
| | | def NPCCanUseSkillTag(curNPC, curTag, curSkill, tick):
|
| | | skillTag = GetSkillAffectTag(curSkill)
|
| | | if skillTag == ChConfig.Def_UseSkillTag_AppointNPC:
|
| | | return True
|
| | | |
| | | #---对象判定---
|
| | | if IsToPetOwnerSkill(curNPC, skillTag):
|
| | | return True
|
| | |
| | | continue
|
| | | npcObj.StopMove()
|
| | | npcObj.ChangePos(npcPos.PosX, npcPos.PosY)
|
| | |
|
| | | BeatBackMove(curPlayer, npcObj)
|
| | | return
|
| | |
|
| | | # 针对NPC被推出远距离一直卡墙角问题,法宝挑战副本特殊处理为超过4米 NPC自动回退一些
|
| | | def BeatBackMove(curPlayer, npcObj):
|
| | | if GameWorld.GetMap().GetMapID() != ChConfig.Def_FBMapID_MagicWeapon:
|
| | | return
|
| | | if npcObj.GetCurAction() == IPY_GameWorld.laNPCSkillWarning:
|
| | | return
|
| | | |
| | | posMap = npcObj.GetRefreshPosAt(npcObj.GetCurRefreshPointIndex())
|
| | | #范围校验
|
| | | posMapX = posMap.GetPosX()
|
| | | posMapY = posMap.GetPosY()
|
| | | if GameWorld.GetDist(npcObj.GetPosX(), npcObj.GetPosY(), posMapX, posMapY) < 8:
|
| | | # 单次位移不超过5米
|
| | | return
|
| | | npcControl = NPCCommon.NPCControl(npcObj)
|
| | | moveDestX, moveDestY = npcControl.GetMoveNearPosEx(posMapX, posMapY, 5)
|
| | | npcObj.Move(moveDestX, moveDestY)
|
| | | return
|
| | |
|
| | | #===============================================================================
|
| | | # //B4 03 吸引NPC仇恨 #tagNPCAttention
|
| | |
| | | Def_Attack_DelayTick = 5000
|
| | | # tick 误差过大则过滤
|
| | | if abs(clientTick - tick) > Def_Attack_DelayTick:
|
| | | curPlayer.Sync_ClientTick()
|
| | | GameWorld.DebugLog("tick 误差过大则过滤 > 5000")
|
| | | return False
|
| | |
|
| | |
| | | #GameWorld.ErrLog('UseSkill findSkillErr = %s'%(pack_SkillID), curPlayerID)
|
| | | return
|
| | |
|
| | | if not CheckClientAttackTick(curPlayer, clientTick, tick):
|
| | | AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_AtkInterval) |
| | | curPlayer.Sync_ClientTick() |
| | | return
|
| | | if pack_SkillID != ChConfig.Def_SkillID_Somersault:
|
| | | # 翻滚特殊处理,实时响应, 由CD 总控制
|
| | | if not CheckClientAttackTick(curPlayer, clientTick, tick):
|
| | | AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_AtkInterval) |
| | | curPlayer.Sync_ClientTick() |
| | | return
|
| | |
|
| | | #已经在攻击中
|
| | | if curPlayer.GetPlayerAction() == IPY_GameWorld.paAttack:
|
| | |
| | | #使用技能行为状态, 客户端限制
|
| | | if not OperControlManager.IsObjCanDoAction(curPlayer,
|
| | | ChConfig.Def_Obj_ActState_ClientSkill,
|
| | | curSkill.GetSkillOfSeries()):
|
| | | curSkill.GetSkillOfSeries(), curSkill):
|
| | | AttackFailNotify(curPlayer, curSkill)
|
| | | return
|
| | |
|
| | |
| | | def AttackFailNotify(curPlayer, curSkill, reason=0):
|
| | | sendPack = ChPyNetSendPack.tagMCAttackFail()
|
| | | sendPack.SkillID = curSkill.GetSkillID()
|
| | | sendPack.Reason = reason
|
| | | NetPackCommon.SendFakePack(curPlayer, sendPack)
|
| | | #--------------------------玩家使用技能
|
| | | #===============================================================================
|
| | |
| | | def __CheckPlayerUseSkill_ClientPack(curPlayer, posX, posY, curSkill):
|
| | | if curPlayer.GetHP() <= 0:
|
| | | return
|
| | | |
| | | if curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ClientCustomScene):
|
| | | #GameWorld.DebugLog("自定义场景中,不检查!")
|
| | | return True
|
| | |
|
| | | #===========================================================================
|
| | | # if curPlayer.IsMoving():
|
| | |
| | |
|
| | | #获得技能等级
|
| | | curSkillLV = curSkill.GetSkillLV()
|
| | | |
| | | DataRecordPack.DR_LearnORUPSkill(curPlayer, curSkillID, curSkillLV)
|
| | |
|
| | | EventShell.EventRespons_SkillUp(curPlayer, curSkill.GetFuncType(), curSkillLV)
|
| | | GameWorld.Log("升级技能名 = %s 成功, 当前等级 = %s"%(curSkill.GetSkillName(), curSkill.GetSkillLV()), curPlayer.GetPlayerID())
|
| | | return True
|
| | |
|
| | |
| | | if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill:
|
| | | if not PlayerGreatMaster.GetGreatMasterFreeSkillPoint(curPlayer):
|
| | | return False
|
| | | |
| | | #经验检测
|
| | | skillLvUpNeedExp = upSkill.GetLVUpCostExp()
|
| | |
|
| | |
| | | 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
|
| | | needBaseAttrID, needBaseAttrValue = stateSkillLV /10000, stateSkillLV%10000
|
| | | if not CheckLearnSkillNeedAttr(curPlayer, curSkill):
|
| | | return False
|
| | | |
| | | return True
|
| | |
|
| | | def CheckLearnSkillNeedAttr(curPlayer, curSkill):
|
| | | #玩家属性点要求
|
| | | curSkillTypeID = curSkill.GetSkillTypeID()
|
| | | stateSkillLV = curSkill.GetStateSkillLV() #需要基础属性ID*100000+需要属性点
|
| | | needBaseAttrID, needBaseAttrValue = GetSkillUpNeedAttr(stateSkillLV)
|
| | | if needBaseAttrID and needBaseAttrValue:
|
| | | baseAttrDict = {
|
| | | ShareDefine.Def_Effect_STR:curPlayer.GetSTR(),
|
| | | ShareDefine.Def_Effect_PHY:curPlayer.GetPHY(),
|
| | | ShareDefine.Def_Effect_CON:curPlayer.GetCON(),
|
| | | ShareDefine.Def_Effect_PNE:curPlayer.GetPNE(),
|
| | | ShareDefine.Def_Effect_Metal:PlayerControl.GetMetal(curPlayer),
|
| | | ShareDefine.Def_Effect_Wood:PlayerControl.GetWood(curPlayer),
|
| | | ShareDefine.Def_Effect_Water:PlayerControl.GetWater(curPlayer),
|
| | | ShareDefine.Def_Effect_Fire:PlayerControl.GetFire(curPlayer),
|
| | | ShareDefine.Def_Effect_Earth:PlayerControl.GetEarth(curPlayer),
|
| | | }
|
| | | if needBaseAttrID not in baseAttrDict:
|
| | | GameWorld.ErrLog(' 天赋技能升级属性点条件配置错误,curSkillTypeID=%s,needBaseAttrID=%s'%(curSkillTypeID, needBaseAttrID))
|
| | | GameWorld.ErrLog(' 技能升级属性点条件配置错误,curSkillTypeID=%s,needBaseAttrID=%s'%(curSkillTypeID, needBaseAttrID))
|
| | | return False
|
| | | curBaseAttrValue = baseAttrDict.get(needBaseAttrID, 0)
|
| | | if curBaseAttrValue < needBaseAttrValue:
|
| | | 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))
|
| | | #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))
|
| | | return False
|
| | | |
| | | return True
|
| | |
|
| | | ## 获取技能升级属性需求 rutrun attrID, attrvalue
|
| | | def GetSkillUpNeedAttr(stateSkillLV):return stateSkillLV /100000, stateSkillLV%100000
|
| | | ## 获取技能专精类型
|
| | | def GetSkillElementType(curSkill): return curSkill.GetStateSkillLV() /100000
|
| | |
|
| | | #// A5 16 选择技能五行专精 #tagCMSelectSkillElement
|
| | | #
|
| | | #struct tagCMSelectSkillElement
|
| | | #{
|
| | | # tagHead Head;
|
| | | # DWORD SkillTypeID; // 专精技能ID
|
| | | # BYTE DoType; // 0-激活升级 1-使用
|
| | | #};
|
| | | def OnSelectSkillElement(index, clientData, tick):
|
| | | curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
|
| | | selectSkillID = clientData.SkillTypeID
|
| | | ipyData = IpyGameDataPY.GetIpyGameData('SkillElement', selectSkillID)
|
| | | if not ipyData:
|
| | | return
|
| | | mainSkillID = ipyData.GetMainSkillID()
|
| | | if curPlayer.GetLV() < ipyData.GetNeedLV():
|
| | | GameWorld.DebugLog('选择技能五行专精等级不足!')
|
| | | return
|
| | | |
| | | skillManager = curPlayer.GetSkillManager()
|
| | | mainSkill = skillManager.FindSkillBySkillTypeID(mainSkillID)
|
| | | if not mainSkill:
|
| | | GameWorld.DebugLog('主技能未学习,无法选专精mainSkillID=%s'%mainSkillID)
|
| | | return
|
| | | doType = clientData.DoType
|
| | | curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % mainSkillID)
|
| | | activeSkillLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementLV % selectSkillID)
|
| | | isChangeSkill = False #是否变更生效的技能
|
| | | updSelectSkillLV = activeSkillLV
|
| | | #先判断是否可升级
|
| | | if doType is 0:
|
| | | nextSkill = GameWorld.GetGameData().FindSkillByType(selectSkillID, activeSkillLV + 1)
|
| | | if not nextSkill:
|
| | | return
|
| | |
|
| | | if not CheckLearnSkillNeedAttr(curPlayer, nextSkill):
|
| | | return
|
| | | updSelectSkillLV = activeSkillLV + 1
|
| | | skillElementType = GetSkillElementType(nextSkill)
|
| | |
|
| | | #可升级则激活升一级
|
| | | EventShell.EventRespons_ElementSkill(curPlayer, mainSkillID, skillElementType, updSelectSkillLV)
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementLV % selectSkillID, updSelectSkillLV)
|
| | | if curElementSkillID == selectSkillID:
|
| | | #正在使用的专精技能,则立即生效
|
| | | isChangeSkill = True
|
| | | else: # 使用
|
| | | if not activeSkillLV:
|
| | | #未激活不能使用
|
| | | return
|
| | | if selectSkillID == curElementSkillID:
|
| | | return
|
| | | isChangeSkill = True
|
| | | |
| | | if isChangeSkill:
|
| | | #更换专精
|
| | | if not RefreshElementSkill(curPlayer, selectSkillID)[1]:
|
| | | GameWorld.DebugLog('更换专精 不成功 selectSkillID=%s'%selectSkillID)
|
| | | return
|
| | | |
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementID % mainSkillID, selectSkillID)
|
| | | ChEquip.ChangeEquipfacadeByLingGen(curPlayer)
|
| | | if curElementSkillID and curElementSkillID != selectSkillID:
|
| | | #原技能删除
|
| | | skillManager.DeleteSkillBySkillTypeID(curElementSkillID)
|
| | | |
| | | |
| | | # 重刷被动技能
|
| | | PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer)
|
| | | # 重刷技能战力
|
| | | curControl = PlayerControl.PlayerControl(curPlayer)
|
| | | curControl.RefreshAllSkill()
|
| | | curControl.RefreshPlayerAttrState()
|
| | | |
| | | NotifyElementSkillInfo(curPlayer, mainSkillID, selectSkillID if updSelectSkillLV != activeSkillLV else 0)
|
| | | return
|
| | |
|
| | | def RefreshElementSkill(curPlayer, skillTypeID, isChangeLV=True):
|
| | | ##更新专精技能生效的等级
|
| | | isNotify, hasChangeLV = False, False
|
| | | __InitElementSkillInfo()
|
| | | if skillTypeID not in PyGameData.g_elemntSkillDict:
|
| | | return isNotify, hasChangeLV
|
| | | baseAttrDict = {
|
| | | ShareDefine.Def_Effect_Metal:PlayerControl.GetMetal(curPlayer),
|
| | | ShareDefine.Def_Effect_Wood:PlayerControl.GetWood(curPlayer),
|
| | | ShareDefine.Def_Effect_Water:PlayerControl.GetWater(curPlayer),
|
| | | ShareDefine.Def_Effect_Fire:PlayerControl.GetFire(curPlayer),
|
| | | ShareDefine.Def_Effect_Earth:PlayerControl.GetEarth(curPlayer),
|
| | | }
|
| | | activeSkillLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementLV % skillTypeID)
|
| | | limitInfoList = PyGameData.g_elemntSkillDict[skillTypeID]
|
| | | maxSkillLV = len(limitInfoList)
|
| | | updSkillLV = 0
|
| | | for i, limitInfo in enumerate(limitInfoList):
|
| | | needAttrID, needAttrValue = GetSkillUpNeedAttr(limitInfo)
|
| | | curAttrValue = baseAttrDict.get(needAttrID, 0)
|
| | | if curAttrValue >= needAttrValue:
|
| | | updSkillLV = maxSkillLV - i
|
| | | break
|
| | | if activeSkillLV > updSkillLV:
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementLV % skillTypeID, updSkillLV)
|
| | | isNotify = True
|
| | | updSkillLV = min(updSkillLV, activeSkillLV) #不可超过激活的等级
|
| | | skillManager = curPlayer.GetSkillManager()
|
| | | curSkill = skillManager.FindSkillBySkillTypeID(skillTypeID)
|
| | | curSkillLV = curSkill.GetSkillLV() if curSkill else 0
|
| | | #GameWorld.DebugLog('更新专精技能生效的等级 skillTypeID=%s,curSkillLV=%s,activeSkillLV=%s,updSkillLV=%s'%(skillTypeID, curSkillLV, activeSkillLV, updSkillLV))
|
| | | if not isChangeLV:
|
| | | return isNotify, hasChangeLV
|
| | | if updSkillLV == curSkillLV:
|
| | | return isNotify, hasChangeLV
|
| | | elif updSkillLV < curSkillLV:
|
| | | skillManager.DeleteSkillBySkillTypeID(skillTypeID)
|
| | | for _ in xrange(updSkillLV):
|
| | | skillManager.LVUpSkillBySkillTypeID(skillTypeID)
|
| | | if updSkillLV == 0:#重置为未选状态
|
| | | ipyData = IpyGameDataPY.GetIpyGameData('SkillElement', skillTypeID)
|
| | | mainSkillID = ipyData.GetMainSkillID()
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementID % mainSkillID, 0)
|
| | | ChEquip.ChangeEquipfacadeByLingGen(curPlayer)
|
| | | isNotify = True
|
| | | else:
|
| | | for _ in xrange(updSkillLV-curSkillLV):
|
| | | skillManager.LVUpSkillBySkillTypeID(skillTypeID)
|
| | | return isNotify, True
|
| | |
|
| | | def RefreshElementSkillByAttr(curPlayer, attrIDList):
|
| | | #加点、丹药、境界、洗点 会影响灵根点
|
| | | __InitElementSkillInfo()
|
| | | |
| | | needRefreshSkillIDDict = {} #{skillid:是否变更技能等级}
|
| | | skillManager = curPlayer.GetSkillManager()
|
| | | for i in xrange(skillManager.GetSkillCount()):
|
| | | hasSkill = skillManager.GetSkillByIndex(i)
|
| | | hasSkillID = hasSkill.GetSkillTypeID()
|
| | | ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, True, False)
|
| | | if not ipyDataList:
|
| | | continue
|
| | | curSelectSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % hasSkillID)
|
| | | for ipyData in ipyDataList:
|
| | | curElementSkillID = ipyData.GetElementSkillID()
|
| | | if curElementSkillID not in PyGameData.g_elemntSkillDict:
|
| | | continue
|
| | | attrID = GetSkillUpNeedAttr(PyGameData.g_elemntSkillDict[curElementSkillID][0])[0]
|
| | | if attrID not in attrIDList:
|
| | | continue
|
| | | needRefreshSkillIDDict[curElementSkillID] = curSelectSkillID == curElementSkillID
|
| | | |
| | | #GameWorld.DebugLog('属性点变更 刷新专精attrIDList=%s,needRefreshSkillIDList=%s'%(attrIDList,needRefreshSkillIDList))
|
| | | needNotify, isRefresh = False, False
|
| | | for skillID, isChangeLV in needRefreshSkillIDDict.items():
|
| | | isNotify, hasChangeLV = RefreshElementSkill(curPlayer, skillID, isChangeLV)
|
| | | if isNotify:
|
| | | needNotify = True
|
| | | if hasChangeLV:
|
| | | isRefresh = True
|
| | | if isRefresh:
|
| | | # 重刷被动技能
|
| | | PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer) |
| | | # 重刷技能战力
|
| | | curControl = PlayerControl.PlayerControl(curPlayer)
|
| | | curControl.RefreshAllSkill()
|
| | | curControl.RefreshPlayerAttrState()
|
| | | if needNotify:
|
| | | NotifyElementSkillInfo(curPlayer)
|
| | | return
|
| | |
|
| | | def GetElementSkillCnt(curPlayer, mainSkillIDList, activeLV, elementType=0):
|
| | | ##获取已选择的专精技能数量
|
| | | # @param elementType: 专精类型,对应灵根ID
|
| | | gameData = GameWorld.GetGameData()
|
| | | cnt = 0
|
| | | skillManager = curPlayer.GetSkillManager()
|
| | | for i in xrange(skillManager.GetSkillCount()):
|
| | | hasSkill = skillManager.GetSkillByIndex(i)
|
| | | hasSkillID = hasSkill.GetSkillTypeID()
|
| | | if hasSkillID not in mainSkillIDList:
|
| | | continue
|
| | | ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, True, False)
|
| | | if not ipyDataList:
|
| | | continue
|
| | | for ipyData in ipyDataList:
|
| | | elementSkillID = ipyData.GetElementSkillID()
|
| | | if elementType:
|
| | | elementSkillData = gameData.GetSkillBySkillID(elementSkillID)
|
| | | if GetSkillElementType(elementSkillData) != elementType:
|
| | | continue
|
| | | curActiveLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementLV % elementSkillID)
|
| | | if curActiveLV >= activeLV:
|
| | | cnt += 1
|
| | | return cnt
|
| | |
|
| | | def __InitElementSkillInfo():
|
| | | #缓存技能专精信息{skillID:[attrID*100000+needValue,..]}
|
| | | if not PyGameData.g_elemntSkillDict:
|
| | | ipyMgr = IpyGameDataPY.IPY_Data()
|
| | | for i in xrange(ipyMgr.GetSkillElementCount()):
|
| | | ipyData = ipyMgr.GetSkillElementByIndex(i)
|
| | | elementSkillID = ipyData.GetElementSkillID()
|
| | | skill = GameWorld.GetGameData().FindSkillByType(elementSkillID, 1)
|
| | | if not skill:
|
| | | continue
|
| | | skillMaxLV = skill.GetSkillMaxLV() # 最高技能等级
|
| | | for skillLV in xrange(skillMaxLV, 0, -1):
|
| | | curSkill = GameWorld.GetGameData().FindSkillByType(elementSkillID, skillLV)
|
| | | if not curSkill:
|
| | | continue
|
| | | if elementSkillID not in PyGameData.g_elemntSkillDict:
|
| | | PyGameData.g_elemntSkillDict[elementSkillID] = []
|
| | | PyGameData.g_elemntSkillDict[elementSkillID].append(curSkill.GetStateSkillLV())
|
| | | return
|
| | |
|
| | | def NotifyElementSkillInfo(curPlayer, mainSkillID=0, changeSkillID=0):
|
| | | ##通知五行专精信息
|
| | | if not mainSkillID:
|
| | | syncMainSkillDict = {}
|
| | | skillManager = curPlayer.GetSkillManager()
|
| | | for i in xrange(skillManager.GetSkillCount()):
|
| | | hasSkill = skillManager.GetSkillByIndex(i)
|
| | | hasSkillID = hasSkill.GetSkillTypeID()
|
| | | ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, True, False)
|
| | | if not ipyDataList:
|
| | | continue
|
| | | syncMainSkillDict[hasSkillID] = []
|
| | | for ipyData in ipyDataList:
|
| | | syncMainSkillDict[hasSkillID].append(ipyData.GetElementSkillID())
|
| | |
|
| | | else:
|
| | | syncMainSkillDict = {mainSkillID:[changeSkillID]} if changeSkillID else {mainSkillID:[]}
|
| | | sendPack = ChPyNetSendPack.tagMCSkillElementInfo()
|
| | | sendPack.InfoList = []
|
| | | for mSkillID, elementList in syncMainSkillDict.items():
|
| | | curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % mSkillID)
|
| | | elementData = ChPyNetSendPack.tagMCSkillElementData()
|
| | | elementData.MainSkillID = mSkillID
|
| | | elementData.ElementSkillID = curElementSkillID
|
| | | elementData.ActiveSkill = []
|
| | | for elementSkillID in elementList:
|
| | | activeData = ChPyNetSendPack.tagMCSkillElementActiveData()
|
| | | activeData.SkillID = elementSkillID
|
| | | activeData.ActiveLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementLV % elementSkillID)
|
| | | elementData.ActiveSkill.append(activeData)
|
| | | elementData.SkillCnt = len(elementData.ActiveSkill)
|
| | | sendPack.InfoList.append(elementData)
|
| | | sendPack.Cnt = len(sendPack.InfoList)
|
| | | NetPackCommon.SendFakePack(curPlayer, sendPack)
|
| | | return
|
| | | |
| | | #---------------------------------------------------------------------
|
| | | ##当前buff是否能够触发BuffProcess_%d 的脚本
|
| | | # @param curObj 对象
|
| | |
| | | #GameWorld.Log("删除场景Buff %d"%skillID)
|
| | | processResult = True
|
| | | continue
|
| | | else:
|
| | | # 非领地战期间, 该区域有领地旗buff, 删除区域buff
|
| | | if skillID == ChConfig.Def_SkillID_ManorFlagArea and not GameLogic_ManorWar.CanManorWarAtk():
|
| | | mapBuffManager.DeleteBuffByIndex(index)
|
| | | ClearBuffEffectBySkillID(curPlayer, skillID, ownerID, ownerType)
|
| | | processResult = True
|
| | | #GameWorld.DebugLog("非领地战期间, 该区域有领地旗buff, 删除区域buff")
|
| | | continue
|
| | |
|
| | | index += 1
|
| | |
|
| | |
| | | continue
|
| | | if findBuff.GetSkill().GetSkillLV() > curSkill.GetSkillLV():
|
| | | continue
|
| | | |
| | | if skillTypeID == ChConfig.Def_SkillID_ManorFlagArea and not GameLogic_ManorWar.CanManorWarAtk():
|
| | | #GameWorld.DebugLog(" i=%s,effectID=%s,skillID=%s, 该位置有buff, 非领地战期间, 不添加" % (i, effectID, skillTypeID))
|
| | | continue
|
| | | |
| | | #添加场景buff
|
| | | isOK = BuffSkill.AddBuffNoRefreshState(curPlayer, IPY_GameWorld.bfMapBuff, curSkill, tick)
|
| | | processResult = processResult or isOK
|
| | |
| | | #骑马触发技能
|
| | | houseSkill = ChConfig.Def_Skill_TypeID_Speed
|
| | | curSkillType = curSkill.GetSkillTypeID()
|
| | | |
| | | if not SkillCommon.IsBuff(curSkill):
|
| | | continue
|
| | |
|
| | | if curSkillType in houseSkill:
|
| | | #不使用,不添加buff
|
| | |
| | | callFunc(objDetel, curEffect, allAttrList[index], plusValue)
|
| | | else:
|
| | | callFunc = GameWorld.GetExecFunc(GameBuffs, "Buff_%s.%s"%(moduleSuffix, "OnCalcBuffEx"))
|
| | | if callFunc:
|
| | | callFunc(objDetel, curEffect, allAttrList[index], curBuff)
|
| | | |
| | | #是否持续性技能
|
| | | if curBuff and curBuff.GetSkill().GetSkillType() in ChConfig.Def_LstBuff_List:
|
| | | # 持续性属性变化的buff,目前只有持续减益
|
| | | callFunc = GameWorld.GetExecFunc(GameBuffs, "BuffProcess_%s.%s"%(moduleSuffix, "OnCalcBuffEx"))
|
| | | if callFunc:
|
| | | callFunc(objDetel, curEffect, allAttrList[index], curBuff)
|
| | | return
|
| | |
| | | buffState.DeleteEffectByIndex(i)
|
| | |
|
| | |
|
| | | # 通过技能ID列表删除buff对应的效果ID
|
| | | # 通过技能ID列表删除buff对应的效果ID, 死亡调用
|
| | | def ClearBuffEffectBySkillIDList(curObj, buffState, skillIDList):
|
| | |
|
| | | effectIndexList = []
|
| | |
| | | if curEffectID == 0:
|
| | | continue
|
| | |
|
| | | # [技能ID, 来源对象ID,对象类型]
|
| | | if [buffState.GetEffectFromSkillID(i), |
| | | buffState.GetEffectOwnerID(i), |
| | | buffState.GetEffectOwnerType(i)] not in skillIDList:
|
| | | #=======================================================================
|
| | | # # [技能ID, 来源对象ID,对象类型]
|
| | | # if [buffState.GetEffectFromSkillID(i), |
| | | # buffState.GetEffectOwnerID(i), |
| | | # buffState.GetEffectOwnerType(i)] not in skillIDList:
|
| | | # continue
|
| | | #=======================================================================
|
| | | # 改成只判断技能ID
|
| | | if buffState.GetEffectFromSkillID(i) not in skillIDList:
|
| | | continue
|
| | | |
| | | effectIndexList.append(i)
|
| | |
|
| | | # 倒序删除
|
| | |
| | | OperControlManager.SetObjActState(curObj, buffSkill)
|
| | |
|
| | |
|
| | |
|
| | | # 计算属性类技能的属性,同buff层不算战力
|
| | | def CalcPassiveAttr_Effect(curPlayer, allAttrList):
|
| | | skillManager = curPlayer.GetSkillManager()
|
| | |
| | | if curPlayerSkill.GetFuncType() not in [ChConfig.Def_SkillFuncType_FbSkill,
|
| | | ChConfig.Def_SkillFuncType_FbSPSkill,
|
| | | ChConfig.Def_SkillFuncType_GiftSkill,
|
| | | ChConfig.Def_SkillFuncType_GWSkill]:
|
| | | ChConfig.Def_SkillFuncType_GWSkill,
|
| | | ChConfig.Def_SkillFuncType_ZhuXian]:
|
| | | # 根据技能情况调整
|
| | | continue
|
| | |
|
| | |
| | | def CalcBuffers_Effect(curPlayer, allAttrList, calcEffectIDList=[]):
|
| | |
|
| | | for buffType in range(IPY_GameWorld.bfBuff, IPY_GameWorld.btBufMax):
|
| | | #这些类型不影响玩家计算属性
|
| | | if buffType in [IPY_GameWorld.bfProcessBuff, #IPY_GameWorld.bfProcessDeBuff, |
| | | IPY_GameWorld.bfMapBuff,
|
| | | IPY_GameWorld.bfEquipBuff]:
|
| | | continue
|
| | | |
| | | buffTuple = SkillCommon.GetBuffManagerByBuffType(curPlayer, buffType)
|
| | | #通过类型获取目标的buff管理器为空,则跳出
|
| | | if buffTuple == ():
|
| | | continue
|
| | | |
| | | #这些类型不影响玩家计算属性
|
| | | if buffType in [IPY_GameWorld.bfProcessBuff,
|
| | | IPY_GameWorld.bfProcessDeBuff, IPY_GameWorld.bfMapBuff,
|
| | | IPY_GameWorld.bfEquipBuff]:
|
| | | continue
|
| | |
|
| | | buffManager = buffTuple[0]
|
| | |
| | | #--- 1. 先取得触发技能---
|
| | |
|
| | | #先检查数据库有没该类技能,如果最高等级不一样会找不到
|
| | | exSkill = GameWorld.GetGameData().FindSkillByType(skillEnhanceID, skillLV)
|
| | | #exSkill = GameWorld.GetGameData().FindSkillByType(skillEnhanceID, skillLV)
|
| | | exSkill = GameWorld.GetGameData().GetSkillBySkillID(skillEnhanceID)
|
| | | #异常
|
| | | if not exSkill:
|
| | | GameWorld.ErrLog("对象 = %s, 找不到附加技能ID = %s, skillLv = %s"%(attacker.GetID() , skillEnhanceID , useSkill.GetSkillLV()))
|
| | |
| | |
|
| | | #这个技能是Buff
|
| | | if SkillCommon.IsBuff(curSkill):
|
| | | if ChConfig.Def_SkillType_LstPlsBuffAtk == curSkill.GetSkillType():
|
| | | if curSkill.GetSkillType() in [ChConfig.Def_SkillType_LstPlsBuffAtk, ChConfig.Def_SkillType_PassiveLstPlsBuffAtk]:
|
| | | defender = attacker
|
| | | return __DoLogic_AddBuff(attacker, defender, curSkill, isEnhanceSkill, tick, tagRoundPosX, tagRoundPosY)
|
| | |
|
| | |
| | |
|
| | | # 不受限制和影响的技能
|
| | | def Trigger_UseSkill(attacker, defender, curSkill, tick, tagRoundPosX = 0, tagRoundPosY = 0, isEnhanceSkill = False):
|
| | |
|
| | |
|
| | | #这个技能是Buff
|
| | | if SkillCommon.IsBuff(curSkill):
|
| | |
| | | # return True
|
| | |
|
| | | if isEnhanceSkill:
|
| | | BaseAttack.OnHurtTypeTriggerPassiveSkill(attacker, defender, curSkill, tick)
|
| | | return True
|
| | |
|
| | | #在这边调用避免群攻时多次扣除消耗
|
| | |
| | | BaseAttack.DoAttackSuccessEx(attacker, GameObj.GetHP(attacker), defender, curSkill, tick)
|
| | | return True
|
| | |
|
| | |
|
| | | #===============================================================================
|
| | | # Def_Effect_GoddessAddHP = 1300 # 加血 (压总值血量百分比)
|
| | | # Def_Effect_AddHPValue_All = 1027 # 持续加血(压总值攻击)
|
| | | # Def_Effect_LostHPValue_All = 1033 # 持续减血(压总值攻击)
|
| | | # Def_Effect_LostAndAddHPValue_All = 1050 # 持续吸血(压总值攻击)
|
| | | # Def_Effect_LostHPValue_Single = 1201 # 持续单次减血计算 攻击
|
| | | # Def_Effect_AddHPValue_Single = 1202 # 持续单次加血计算 攻击
|
| | | # Def_Effect_LostHP_MaxHP = 1089 # 持续减血(压总值, 血量百分比)
|
| | | #===============================================================================
|
| | |
|
| | | #waring: 此值影响了BUFF的替换规则,值大替换小的
|
| | | ##添加BUFF前压入BUFF的值,这边只计算和攻击者相关,仅支持放在效果1的buff
|
| | |
| | | def GetAddBuffValue(attacker, curSkill, defender):
|
| | | #验证该技能效果1的ID,提取公式
|
| | | curEffect = curSkill.GetEffect(0)
|
| | | effectID = curEffect.GetEffectID() |
| | |
|
| | | moduleSuffix = GetBuffModuleSuffix(curEffect)
|
| | |
|
| | |
| | | return
|
| | |
|
| | | #---------------------------------------------------------------------
|
| | | # 获得关联技能
|
| | | # 获得关联技能,0 全部 1是主动型技能(法宝,普攻) 2 为人族法宝技能 3为普攻 其他技能ID
|
| | | def GetConnectSkillID(curSkill):
|
| | | return curSkill.GetExAttr1()
|
| | |
|
| | |
| | |
|
| | | return curSkill.GetExAttr2()
|
| | |
|
| | | # 只有在指定地图才能生效的buff效果
|
| | | # 只有在指定地图才能生效的buff效果,或者指定地图可被动触发
|
| | | def GetAttrMapID(curSkill):
|
| | | return curSkill.GetExAttr3()
|
| | |
|
| | |
| | | # @return 技能升级消耗物品数量
|
| | | def GetUpLVCostItemNum(curSkill):
|
| | | return curSkill.GetExAttr5()
|
| | |
|
| | |
|
| | |
|
| | | ##获得当前技能升级消耗的真气值
|
| | |
| | |
|
| | | # 当技能类型为被动技能并且tag字段为0,则此技能为媒介用于触发技能 SkillEnhance1 SkillEnhance2
|
| | | skill1 = GameWorld.GetGameData().GetSkillBySkillID(curSkill.GetSkillEnhance1())
|
| | | if skill1:
|
| | | if skill1 and GameWorld.CanHappen(skill1.GetHappenRate(), ChConfig.Def_MaxRateValue):
|
| | | result = True if UsePassiveTriggerSkill(attacker, skill1, target, tick, True) else result
|
| | |
|
| | | skill2 = GameWorld.GetGameData().GetSkillBySkillID(curSkill.GetSkillEnhance2())
|
| | | if skill2:
|
| | | if skill2 and GameWorld.CanHappen(skill2.GetHappenRate(), ChConfig.Def_MaxRateValue):
|
| | | result = True if UsePassiveTriggerSkill(attacker, skill2, target, tick, True) else result
|
| | |
|
| | | SkillCommon.SetSkillRemainTime(curSkill, PlayerControl.GetReduceSkillCDPer(attacker), tick, attacker)
|
| | |
| | | GameWorld.DebugLog("释放被动触发技能 : %s- %s"%(skillAim, curSkill.GetSkillID()))
|
| | |
|
| | | if skillAim == ChConfig.Def_UseSkillAim_None:
|
| | | if curSkill.GetSkillType() in ChConfig.Def_CanAttackSkill_List:
|
| | | if curSkill.GetSkillType() in ChConfig.Def_CanAttackSkill_List and affectTag != ChConfig.Def_UseSkillTag_Self:
|
| | | if target and target.GetGameObjType() == IPY_GameWorld.gotNPC and target.GetGameNPCObjType() == IPY_GameWorld.gnotSummon:
|
| | | owner = NPCCommon.GetNpcObjOwnerDetail(target)
|
| | | if owner and owner.GetID() == attacker.GetID():
|
| | |
| | |
|
| | |
|
| | |
|
| | | ## 获取技能总等级
|
| | | ## 获取某类型技能达到X等级的个数
|
| | | # @param curPlayer
|
| | | # @return allSkillLV:总技能等级
|
| | | def GetAllSkillLV(curPlayer):
|
| | | successSkillIDList = ReadChConfig.GetEvalChConfig("SuccessSkillIDList")
|
| | | allSkillLV = 0
|
| | | # @return
|
| | | def GetSkillCntByFunc(curPlayer, funcType, skilllv=0):
|
| | | allSkillCnt = 0
|
| | | skillManager = curPlayer.GetSkillManager()
|
| | | for i in range(0 , skillManager.GetSkillCount()):
|
| | | for i in xrange(skillManager.GetSkillCount()):
|
| | | curPlayerSkill = skillManager.GetSkillByIndex(i)
|
| | | if curPlayerSkill == None:
|
| | | continue
|
| | | |
| | | skillTypeID = curPlayerSkill.GetSkillTypeID()
|
| | | if skillTypeID not in successSkillIDList:
|
| | | if curPlayerSkill.GetFuncType() != funcType:
|
| | | continue
|
| | | if curPlayerSkill.GetSkillLV() >= skilllv:
|
| | | allSkillCnt += 1
|
| | |
|
| | | return allSkillCnt
|
| | |
|
| | | ## 获取技能总等级
|
| | | # @param curPlayer
|
| | | # @return allSkillLV:总技能等级
|
| | | def GetAllSkillLV(curPlayer, funcType):
|
| | | allSkillLV = 0
|
| | | skillManager = curPlayer.GetSkillManager()
|
| | | for i in xrange(skillManager.GetSkillCount()):
|
| | | curPlayerSkill = skillManager.GetSkillByIndex(i)
|
| | | if curPlayerSkill == None:
|
| | | continue
|
| | | if curPlayerSkill.GetFuncType() != funcType:
|
| | | continue
|
| | | skillLV = curPlayerSkill.GetSkillLV()
|
| | | allSkillLV += skillLV
|
| | | |
| | | return allSkillLV
|
| | |
|
| | |
|