| | |
| | |
|
| | | #导入
|
| | | import IPY_GameWorld
|
| | | import ReadChConfig
|
| | | import PassiveBuff
|
| | | import GameWorld
|
| | | import ChConfig
|
| | |
| | | # 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)
|
| | |
| | | NetPackCommon.SendFakePack(curPlayer, sendPack)
|
| | |
|
| | | # 刷被动效果和属性
|
| | | GetPassiveEffManager().RegistPassiveEffSet(curPlayer)
|
| | | GetPassiveEffManager().RegistPassiveEffSet(curPlayer, True)
|
| | | PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
|
| | | return
|
| | |
|
| | |
| | |
|
| | | # 助战神兽技能
|
| | | GetPassiveEffManager().RegistPassiveEffDogz(curPlayer)
|
| | | |
| | | GetPassiveEffManager().RegistSuperEquipSkillDict(curPlayer)
|
| | |
|
| | | #-被动逻辑处理--------------------------------------------------------------------------------------------------
|
| | | ##离开地图处理
|
| | |
| | | 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,
|
| | |
| | | 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
|
| | |
| | | 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
|
| | |
| | | 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)
|
| | | #===========================================================================
|
| | |
| | | 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
|
| | |
| | | 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
|
| | |
| | | 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):
|
| | |
| | | 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
|
| | |
| | | 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
|
| | |
| | | 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
|
| | |
|
| | |
|
| | |
| | | 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
|
| | |
|
| | |
|
| | |
| | | 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
|
| | |
|
| | |
| | | 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
|
| | |
|
| | |
| | |
|
| | | 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:
|
| | |
| | | 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
|
| | |
|
| | |
| | | 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 []
|
| | |
|
| | |
| | | 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
|
| | |
|
| | |
| | | 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
|