ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
@@ -41,13 +41,12 @@
import GameMap
import collections
import PassiveBuffEffMng
import EffGetSet
import ChEquip
import SkillShell
import FBCommon
import IpyGameDataPY
import PyGameData
import EventShell
#import EquipZhuXian
#---------------------------------------------------------------------
GameWorld.ImportAll("Script\\Skill\\" , "GameSkills")
GameWorld.ImportAll("Script\\Skill\\" , "GameBuffs")
@@ -55,6 +54,7 @@
# 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
@@ -92,6 +92,10 @@
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():
@@ -100,7 +104,9 @@
def ClearClientHurtDict(curPlayer):
    global g_ClientHurtDict
    global g_UseSkillPlayerID
    g_ClientHurtDict = collections.OrderedDict()
    g_UseSkillPlayerID = 0
    
    
def GetClientHurtByObj(objID, objType):
@@ -122,6 +128,7 @@
# 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
@@ -157,7 +164,8 @@
            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
@@ -169,11 +177,16 @@
        # 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
@@ -1358,6 +1371,10 @@
    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():
    #    GameWorld.DebugLog("移动中不可使用技能")
@@ -1854,11 +1871,8 @@
    
    #升级技能CD直接冷却
    curSkill.SetRemainTime(0)
    learnSkillNotifyDict = IpyGameDataPY.GetFuncEvalCfg("SPSkillType", 3, {})
    if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_HorseSkill:
        PlayerControl.WorldNotify(0, 'GetMountSkill', [curPlayer.GetName(), curSkillID])
    elif skillTypeID in learnSkillNotifyDict:
        PlayerControl.WorldNotify(0, learnSkillNotifyDict[skillTypeID], [curPlayer.GetName(), curSkillID])
    else:
        #通知技能已升级成功 GeRen_admin_31379
        PlayerControl.NotifyCode(curPlayer, "GeRen_admin_31379", [curSkillID, curSkill.GetSkillLV()])
@@ -1899,10 +1913,6 @@
    if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill:
        if not PlayerGreatMaster.GetGreatMasterFreeSkillPoint(curPlayer):
            return False
    #诛仙技能学习判断
    #if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_ZhuXian:
    #    if not EquipZhuXian.CheckLearnZhuXianSkill(curPlayer, curSkillTypeID):
    #        return False
        
    #经验检测
    skillLvUpNeedExp = upSkill.GetLVUpCostExp()
@@ -2060,6 +2070,8 @@
## 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
#
@@ -2067,6 +2079,7 @@
#{
#    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)
@@ -2084,51 +2097,65 @@
    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)
    #先判断是否可升级
    updSelectSkillLV = activeSkillLV
    nextSkill = GameWorld.GetGameData().FindSkillByType(selectSkillID, activeSkillLV + 1)
    if nextSkill:
        if CheckLearnSkillNeedAttr(curPlayer, nextSkill):
            updSelectSkillLV = activeSkillLV + 1
    isChangeSkill = False #是否变更生效的技能
    if updSelectSkillLV != activeSkillLV:
    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, updSelectSkillLV)
        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
    elif selectSkillID != curElementSkillID:
    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):
        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)
        if curElementSkillID:
            if curElementSkillID != selectSkillID:
                #原技能删除
                skillManager.DeleteSkillBySkillTypeID(curElementSkillID)
        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
        PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
        curControl = PlayerControl.PlayerControl(curPlayer)
        curControl.RefreshAllSkill()
        curControl.RefreshPlayerAttrState()
       
    NotifyElementSkillInfo(curPlayer, mainSkillID, selectSkillID if updSelectSkillLV != activeSkillLV else 0)
    return
def RefreshElementSkill(curPlayer, skillTypeID):
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
        return isNotify, hasChangeLV
    baseAttrDict = {
                            ShareDefine.Def_Effect_Metal:PlayerControl.GetMetal(curPlayer),
                            ShareDefine.Def_Effect_Wood:PlayerControl.GetWood(curPlayer),
@@ -2148,13 +2175,16 @@
            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
        return isNotify, hasChangeLV
    elif updSkillLV < curSkillLV:
        skillManager.DeleteSkillBySkillTypeID(skillTypeID)
        for _ in xrange(updSkillLV):
@@ -2163,16 +2193,18 @@
            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 True
    return isNotify, True
def RefreshElementSkillByAttr(curPlayer, attrIDList):
    #加点、丹药、境界、洗点 会影响灵根点
    __InitElementSkillInfo()
    
    needRefreshSkillIDList = []
    needRefreshSkillIDDict = {} #{skillid:是否变更技能等级}
    skillManager = curPlayer.GetSkillManager()
    for i in xrange(skillManager.GetSkillCount()):
        hasSkill = skillManager.GetSkillByIndex(i)
@@ -2180,6 +2212,7 @@
        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:
@@ -2187,22 +2220,31 @@
            attrID = GetSkillUpNeedAttr(PyGameData.g_elemntSkillDict[curElementSkillID][0])[0]
            if attrID not in attrIDList:
                continue
            needRefreshSkillIDList.append(curElementSkillID)
            needRefreshSkillIDDict[curElementSkillID] = curSelectSkillID == curElementSkillID
    #GameWorld.DebugLog('属性点变更 刷新专精attrIDList=%s,needRefreshSkillIDList=%s'%(attrIDList,needRefreshSkillIDList))
    isRefresh = False
    for skillID in needRefreshSkillIDList:
        if RefreshElementSkill(curPlayer, skillID):
    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
        PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
    NotifyElementSkillInfo(curPlayer)
        curControl = PlayerControl.PlayerControl(curPlayer)
        curControl.RefreshAllSkill()
        curControl.RefreshPlayerAttrState()
    if needNotify:
        NotifyElementSkillInfo(curPlayer)
    return
def GetElementSkillCnt(curPlayer, mainSkillIDList, activeLV):
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()):
@@ -2215,6 +2257,10 @@
            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
@@ -3224,7 +3270,8 @@
    #--- 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()))
@@ -3420,7 +3467,7 @@
    
    #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)
    
@@ -3502,6 +3549,7 @@
#        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
@@ -3634,7 +3682,7 @@
    return
#---------------------------------------------------------------------
# 获得关联技能,0 全部 1是主动型技能(法宝,普攻)   其他技能ID
# 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()
@@ -3703,11 +3751,11 @@
        
        # 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)
@@ -3718,7 +3766,7 @@
    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():