hch
2019-04-29 41306d3d2faeff9774d17abf820421b01c6f461e
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
@@ -21,7 +21,6 @@
        
#导入
import IPY_GameWorld
import ReadChConfig
import PassiveBuff
import GameWorld
import ChConfig
@@ -122,7 +121,7 @@
    # 刷被动效果和属性
    page = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GFPassivePage, 0, ChConfig.Def_PDictType_GFPassive)
    if clientData.Page == page:
        GetPassiveEffManager().RegistPassiveEffSet(curPlayer)
        GetPassiveEffManager().RegistPassiveEffSet(curPlayer, True)
        PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
        
    EventShell.EventRespons_PassiveSet(curPlayer)
@@ -158,7 +157,7 @@
    NetPackCommon.SendFakePack(curPlayer, sendPack)
    
    # 刷被动效果和属性
    GetPassiveEffManager().RegistPassiveEffSet(curPlayer)
    GetPassiveEffManager().RegistPassiveEffSet(curPlayer, True)
    PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
    return
@@ -260,6 +259,8 @@
    # 助战神兽技能
    GetPassiveEffManager().RegistPassiveEffDogz(curPlayer)
    GetPassiveEffManager().RegistSuperEquipSkillDict(curPlayer)
#-被动逻辑处理--------------------------------------------------------------------------------------------------
##离开地图处理
@@ -296,7 +297,7 @@
             4013:ChConfig.TriggerType_AttackAddFinalValue,   #攻击增加输出伤害11
             4014:ChConfig.TriggerType_HappenState,   #必定触发
             4015:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
             4016:ChConfig.TriggerType_AbsorbShield,  # 提高麒麟佑身的减少伤害效果提升20% 13
             #4016:ChConfig.TriggerType_AbsorbShield,  # 提高麒麟佑身的减少伤害效果提升20% 13
             4017:ChConfig.TriggerType_BounceHP,   # 反弹伤害固定值14,
             4018:ChConfig.TriggerType_BuffDisappear,   # buff消失后触发技能15,
             4019:ChConfig.TriggerType_BuffTime,   # 延长BUFF时间16,
@@ -304,7 +305,7 @@
             4021:ChConfig.TriggerType_AddSingleSkillPer,   # 持续性攻击的单次攻击逐次增加技能伤害18,
             4022:ChConfig.TriggerType_SkillOverNoAttack,   # 技能释放后 与TriggerType_AttackOver相反19,
             4023:ChConfig.TriggerType_BeAttackOver,   # 被攻击后触发 20
             4024:ChConfig.TriggerType_AddIceAtkPer,    # 攻击附加真实伤害百分比 21
             #4024:ChConfig.TriggerType_AddIceAtkPer,    # 攻击附加真实伤害百分比 21
             4025:ChConfig.TriggerType_AddIceAtk,    # 攻击附加真实伤害固定值 22
             4026:ChConfig.TriggerType_DebuffOff,    # 抵消一次debuff 23
             4027:ChConfig.TriggerType_AttackKill,   # նɱ 24
@@ -331,7 +332,7 @@
             4048:ChConfig.TriggerType_MissSkill,   # 闪避后触发释放技能
             4049:ChConfig.TriggerType_MissSuccessPer, # 闪避成功率提升
             4050:ChConfig.TriggerType_OneDamage,   # 伤害降低到1点
             4051:ChConfig.TriggerType_LuckyHit, # 会心一击时增加会心伤害百分比 50
             4051:ChConfig.TriggerType_LuckyHit, # 会心一击时增加会心伤害固定值 50
             4052:ChConfig.TriggerType_Buff_SuckBloodPer,   # 攻击 百分比吸血
             4053:ChConfig.TriggerType_AddLayer, # BUFF层级增加时 52
             4054:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
@@ -354,8 +355,28 @@
             4071:ChConfig.TriggerType_Buff_SuckBloodPer,   # 攻击 百分比吸血
             4072:ChConfig.TriggerType_SuperHitSkipCD, # 暴击无冷却 68
             4073:ChConfig.TriggerType_BuffHurtCnt, # 当持续buff伤害第X次时触发技能 69
             4074:ChConfig.TriggerType_BounceHP,   # 反弹伤害固定值14, 记录值
             4075:ChConfig.TriggerType_4074PerValue,   # 增加4074的反弹比例
             4076:ChConfig.TriggerType_dFinalHurtReducePer, # 防守方的最终伤害减少百分比 71
             4077:ChConfig.TriggerType_AttackAddFinalPer, # 增加最终伤害百分比 59
             4078:ChConfig.TriggerType_AttackOver,  # 攻击(对敌技能)后被动技能被触发 4
             4079:ChConfig.TriggerType_IsDealy,  # 是否触发致命一击 72
             4080:ChConfig.TriggerType_BounceHPPer, # 反弹伤害百分比值17,
             4081:ChConfig.TriggerType_AddThumpHitRate, # 提高重击概率 73
             4082:ChConfig.TriggerType_ThumpHit, # 对第一目标重击触发技能
             4083:ChConfig.TriggerType_AddThumpHitPer, # 增加重击伤害百分比
             4084:ChConfig.TriggerType_ThumpHit, # 对第一目标重击触发技能
             4085:ChConfig.TriggerType_SkillSuccess,  # 任何技能释放成功都可触发 76    加印记
             4086:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
             4087:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
             4088:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
             4089:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
             4090:ChConfig.TriggerType_AttackOver,  # 攻击(对敌技能)后被动技能被触发 4
             4091:ChConfig.TriggerType_SkillOverNoAttack,   # 技能释放后 与TriggerType_AttackOver相反19,
             4092:ChConfig.TriggerType_SkillSuccess,  # 任何技能释放成功都可触发 76  减印记
             4093:ChConfig.TriggerType_NoControl,   # 使关联技能不受控制 78
             4094:ChConfig.TriggerType_Buff_AddSuperHitRate, # BUFF类:增加暴击率
             4095:ChConfig.TriggerType_SuperHitSuckBloodPer, # BUFF类: 暴击百分比吸血, 79
             4096:ChConfig.TriggerType_SuperHitAddSkillPer, # 暴击增加技能伤害
             4097:ChConfig.TriggerType_BurnPer, # 灼烧伤害百分比 81
             }
    return tdict.get(effectID, -1) 
    #===========================================================================
@@ -386,7 +407,7 @@
             4512:ChConfig.TriggerType_ReduceHurtHPPer, # 百分比减少攻击计算后伤害 
             4513:ChConfig.TriggerType_AttackAddFinalValue,   #攻击增加输出伤害11
             4514:ChConfig.TriggerType_Buff_BeAttackSubLayer,  # BUFF类:被攻击减buff层,0消失
             4515:ChConfig.TriggerType_AddIceAtkPer,    # BUFF类:攻击附加真实伤害百分比
             #4515:ChConfig.TriggerType_AddIceAtkPer,    # BUFF类:攻击附加真实伤害百分比
             4516:ChConfig.TriggerType_ChangeHurtToHP,    # BUFF类:buff中把受到伤害的xx%转化为生命值
             4517:ChConfig.TriggerType_DebuffOff,   # BUFF类: 抵消debuff
             4518:ChConfig.TriggerType_ForbidenCure, # BUFF类: 禁止治疗 53
@@ -397,6 +418,13 @@
             4523:ChConfig.TriggerType_SuperHitSkillPer, # 暴击时,增加技能伤害 10
             4524:ChConfig.TriggerType_SuperHitSubLayer, # 暴击减层 67
             4525:ChConfig.TriggerType_SuperHitSkipCD, # 暴击无冷却 68
             4526:ChConfig.TriggerType_AddThumpHitRate, # 增加重击概率
             4527:ChConfig.TriggerType_AddThumpHitRate, # 增加重击概率
             4528:ChConfig.TriggerType_AddThumpHitPer, # 重击时 增加重击百分比 75
             4529:ChConfig.TriggerType_Buff_SuckBloodPer,   # BUFF类: 百分比吸血, 此处非属性类
             4530:ChConfig.TriggerType_Buff_AttackSubLayer,  # BUFF类:攻击减buff层,0消失
             4531:ChConfig.TriggerType_BounceHPPerByAttacker,  # 反弹伤害百分比值, 由攻击方决定 77
             4532:ChConfig.TriggerType_SuperHit,    # buff中对第一目标暴击触发技能
             
             803:ChConfig.TriggerType_BloodShield,  # 血盾
             806:ChConfig.TriggerType_BloodShield,  # 血盾
@@ -418,6 +446,8 @@
        self.AffectSkillDict = {}    # 被动技能 {(触发模式, 被影响的技能ID):[被动技能ID,效果]
        self.AffectPassiveSkillSetDict = {}    # 被动技能装备 {(触发模式, 被影响的技能ID):[被动技能ID,效果]
        self.AffectDogzSkillDict = {}   # 神兽助战技能
        self.AffectSuperEquipSkillDict = {}   # 特殊装备持有技能,相同技能不重复,数值增长性衰减, 触发使用
        self.AffectSuperEquipEffectCntDict = {}  # 特殊装备技能效果对应的已计算后的数值,直接调用
    
    #记录会影响其他技能或者被动触发释放技能的BUFF
    def AddBuffInfoByEffect(self, effect, skillID):
@@ -503,16 +533,61 @@
        return self.AffectDogzSkillDict
    
    
    # 重刷特殊装备技能
    def RefreshSuperEquipSkillDict(self):
        self.AffectSuperEquipSkillDict = {}
        self.AffectSuperEquipEffectCntDict = {}
        skillsDict = FindSuperEquipSkills(self.gameObj)
        for skillID, value in skillsDict.items():
            curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
            if not curSkill:
                continue
            if not SkillCommon.isPassiveTriggerSkill(curSkill):
                continue
            skillTypeID = curSkill.GetSkillTypeID()
            connSkillID = SkillShell.GetConnectSkillID(curSkill)    # 关联技能ID, 0代表不限技能
            for i in xrange(curSkill.GetEffectCount()):
                curEffect = curSkill.GetEffect(i)
                effectID = curEffect.GetEffectID()
                if effectID == 0:
                    continue
                triggerType = GetTriggerTypeByEffectID(effectID)
                if triggerType == -1:
                    continue
                key = (triggerType,connSkillID)
                if key not in self.AffectSuperEquipSkillDict:
                    self.AffectSuperEquipSkillDict[key] = []
                self.AffectSuperEquipSkillDict[key].append((skillTypeID, effectID))
                # 效果叠加根据技能个数会衰减 = 1-pow((1-初始值),相同技能个数)
                self.AffectSuperEquipEffectCntDict[effectID] = 1 - pow((1 - curEffect.GetEffectValue(0)),value)
        GameWorld.DebugLog("RefreshSuperEquipSkillDict %s-%s"%(self.AffectSuperEquipSkillDict, self.AffectSuperEquipEffectCntDict))
        return self.AffectSuperEquipSkillDict
    # 重刷可装备的被动技能
    def RefreshPassiveSkillSet(self):
    def RefreshPassiveSkillSet(self, isCD=False):
        self.AffectPassiveSkillSetDict = {}
        skillManager = self.gameObj.GetSkillManager()
        skills = FindUsePassiveSkills(self.gameObj)
        tick = GameWorld.GetGameWorld().GetTick()
        
        for skillID in skills:
            curSkill = skillManager.FindSkillBySkillID(skillID)
            if not curSkill:
                continue
            if isCD:
                # 重切需进入CD
                SkillCommon.SetSkillRemainTime(curSkill, PlayerControl.GetReduceSkillCDPer(self.gameObj), tick, self.gameObj)
            
            skillTypeID = curSkill.GetSkillTypeID()
            connSkillID = SkillShell.GetConnectSkillID(curSkill)    # 关联技能ID, 0代表不限技能
@@ -603,17 +678,33 @@
        return self.AffectSkillDict
    
    def GetPassiveSkillsByTriggerType(self, triggerType, connSkillID=0):
    def GetPassiveSkillsByTriggerType(self, triggerType, connSkill=None):
        connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
        skillList = []
        ## bug:2018-03-15
        ## skillList=self.AffectSkillDict.get((triggerType, connSkillID), [])再用extend会导致AffectSkillDict无限增长
        skillList.extend(self.AffectSkillDict.get((triggerType, connSkillID), []))
        skillList.extend(self.AffectPassiveSkillSetDict.get((triggerType, connSkillID), []))
        skillList.extend(self.AffectDogzSkillDict.get((triggerType, connSkillID), []))
        skillList.extend(self.AffectSuperEquipSkillDict.get((triggerType, connSkillID), []))
        # 指定特殊类型可触发
        if connSkill and connSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_FbSkill, ChConfig.Def_SkillFuncType_NormalAttack]:
            funcType = connSkill.GetFuncType()
            skillList.extend(self.AffectSkillDict.get((triggerType, funcType), []))
            skillList.extend(self.AffectPassiveSkillSetDict.get((triggerType, funcType), []))
            skillList.extend(self.AffectDogzSkillDict.get((triggerType, funcType), []))
            skillList.extend(self.AffectSuperEquipSkillDict.get((triggerType, funcType), []))
        # 被动再触发被动限制为指定
        if connSkill and SkillCommon.isPassiveSkill(connSkill):
            return skillList
        if connSkillID != 0 and connSkillID != ChConfig.Def_SkillID_Somersault:
            skillList.extend(self.AffectSkillDict.get((triggerType, 0), []))
            skillList.extend(self.AffectPassiveSkillSetDict.get((triggerType, 0), []))
            skillList.extend(self.AffectDogzSkillDict.get((triggerType, 0), []))
            skillList.extend(self.AffectSuperEquipSkillDict.get((triggerType, 0), []))
        return skillList
        
#所有obj的被动效果管理
@@ -663,16 +754,16 @@
        return
    
    # 人物需同步注册被动技能
    def RegistPassiveEffSet(self, gameObj):
    def RegistPassiveEffSet(self, gameObj, isCD=False):
        passiveEff = self.GetPassiveEff(gameObj)
        if not passiveEff:
            # 强制刷新所有被动技能
            passiveEff = PassiveEff(gameObj)
            if not passiveEff.RefreshPassiveSkillSet():
            if not passiveEff.RefreshPassiveSkillSet(isCD):
                return
            self.AddPassiveEff(gameObj, passiveEff)
        else:
            passiveEff.RefreshPassiveSkillSet()
            passiveEff.RefreshPassiveSkillSet(isCD)
        return
        
        
@@ -687,6 +778,21 @@
            self.AddPassiveEff(gameObj, passiveEff)
        else:
            passiveEff.RefreshDogzBattleSkill()
        return
    # 人物需同步注册装备技能,技能目前为可触发的被动类,若有定义冲突则可用功能类型划分
    def RegistSuperEquipSkillDict(self, gameObj):
        passiveEff = self.GetPassiveEff(gameObj)
        if not passiveEff:
            # 强制刷新所有被动技能
            passiveEff = PassiveEff(gameObj)
            if not passiveEff.RefreshSuperEquipSkillDict():
                return
            self.AddPassiveEff(gameObj, passiveEff)
        else:
            passiveEff.RefreshSuperEquipSkillDict()
        return
        
        
@@ -794,7 +900,7 @@
        return 0, 0
        
    connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
    skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID)
    skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill)
    if not skills:
        return 0, 0
        
@@ -928,28 +1034,17 @@
    if not attacker:
        return False
    stopPassiveSkill = False   # 被动技能不能再触发被动技能,但可以触发天赋技能
    if connSkill:
        if not connSkill.GetFuncType():
            # 非功能类技能,避免死循环
            return False
        if SkillCommon.isPassiveSkill(connSkill):
            #GameWorld.DebugLog("被动技能不能再次触发被动技能")
            #return False
            stopPassiveSkill = True
        
    if SkillCommon.GetUsingPassiveSkill(attacker) and triggerType != ChConfig.TriggerType_BuffState:
        # 防范被动技能触发的 非被动技能
        #GameWorld.DebugLog("被动技能释放中不能再次触发被动技能---%s"%triggerType)
        #return
        stopPassiveSkill = True
    passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
    if not passiveEff:
        return False
        
    connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
    skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID)
    skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill)
    if not skills:
        return False
        
@@ -968,10 +1063,6 @@
        if not IsValidPassiveSkill(curSkill):
            continue
        if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
            # 只有天赋才可以再次被触发
            continue
        
        effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
        if not effect:
@@ -1049,7 +1140,7 @@
    if not passiveEff:
        return 0
    connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
    skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID)
    skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill)
    if not skills:
        return 0
    
@@ -1114,7 +1205,7 @@
    if not passiveEff:
        return []
    connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
    skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID)
    skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill)
    if not skills:
        return []
    
@@ -1163,7 +1254,7 @@
    if not passiveEff:
        return
    connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
    skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID)
    skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill)
    if not skills:
        return
    
@@ -1472,3 +1563,31 @@
        skills.append(curSkill)
        
    return skills
# 遍历身上装备技能以及各自个数,装备技能不需要学习
# 保证不同的装备技能不会有相同的效果, 效果数值的衰减是根据相同技能个数计算而不是效果个数 1-pow((1-初始值),相同技能个数)
def FindSuperEquipSkills(gameObj):
    skillsDict = {}
    if gameObj.GetGameObjType() != IPY_GameWorld.gotPlayer:
        return skillsDict
    equipPack = gameObj.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
    for i in xrange(equipPack.GetCount()):
        curEquip = equipPack.GetAt(i)
        if not curEquip or curEquip.IsEmpty():
            continue
        if curEquip.GetAddSkill(0) == 0:
            #无技能
            continue
        for j in xrange(curEquip.GetAddSkillCount()):
            skillID = curEquip.GetAddSkill(j)
            if skillID == 0:
                break
            skillsDict[skillID] = skillsDict.get(skillID, 0) + 1
    return skillsDict