|  |  | 
 |  |  | import NetPackCommon
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 |  |  | import FamilyRobBoss
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 |  |  | import FBCommon
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 |  |  | import ChNPC
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 |  |  | 
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 |  |  | import datetime
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 |  |  | import math
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 |  |  | 
 |  |  |     if npcType == IPY_GameWorld.ntElf:
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 |  |  |         # ntElf 定义为人物使用对地持续性技能,并且人物可以移动,则需要ntElf做依托物的情况
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 |  |  |         # 那么ntElf执行人物的伤害计算和被动触发效果
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 |  |  |         owner = NPCCommon.GetSummonNPCOwner(IPY_GameWorld.gotPlayer, attacker)
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 |  |  |         # 2018-11-16 Elf 支持主人为NPC
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 |  |  |         # owner = NPCCommon.GetSummonNPCOwner(IPY_GameWorld.gotPlayer, attacker)
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 |  |  |          | 
 |  |  |         owner = NPCCommon.GetSummonOwnerDetel(attacker)
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 |  |  |         return attacker if not owner else owner
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 |  |  |     
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 |  |  |     return attacker
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 |  |  |     | 
 |  |  | # 检查对象是否属于玩家,比如用于纯PVP验证
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 |  |  | def CheckIsPlayerOnwer(gameObj):
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 |  |  |     if not gameObj:
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 |  |  |         return False
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 |  |  |     
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 |  |  |     objType = gameObj.GetGameObjType()
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 |  |  |      | 
 |  |  |     if objType == IPY_GameWorld.gotPlayer:
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 |  |  |         return True
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 |  |  |      | 
 |  |  |     objNPCType = gameObj.GetGameNPCObjType()
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 |  |  |     if objNPCType == IPY_GameWorld.gnotNormal:
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 |  |  |         return False
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 |  |  |      | 
 |  |  |     if objNPCType == IPY_GameWorld.gnotSummon:
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 |  |  |         owner = NPCCommon.GetSummonOwnerDetel(gameObj)
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 |  |  |         if not owner:
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 |  |  |             return False
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 |  |  |         if owner.GetGameObjType() != IPY_GameWorld.gotPlayer:
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 |  |  |             return False
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 |  |  |              | 
 |  |  |     return True
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 |  |  |      | 
 |  |  | # 攻击时防守方神兵护盾的处理
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 |  |  | def CalcAtkProDef(atkObj, defObj, hurtValue, curSkill, tick):
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 |  |  |     if defObj.GetGameObjType() != IPY_GameWorld.gotPlayer:
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 |  |  |         return hurtValue
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 |  |  |      | 
 |  |  |     if not CheckIsPlayerOnwer(atkObj):
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 |  |  |         return hurtValue
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 |  |  | 
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 |  |  |     curProDef = PlayerControl.GetProDef(defObj)
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 |  |  |     if not curProDef:
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 |  |  |         return hurtValue
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 |  |  |      | 
 |  |  |     absortValue = min(PlayerControl.GetProDefAbsorb(defObj)*hurtValue/ChConfig.Def_MaxRateValue, curProDef)
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 |  |  |      | 
 |  |  |     PlayerControl.SetProDef(defObj, curProDef - absortValue)
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 |  |  |      | 
 |  |  |     # 被动技能触发
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 |  |  |     defObj.SetDict(ChConfig.Def_PlayerKey_GodWeaponBeforeProDef, curProDef)
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 |  |  |     PassiveBuffEffMng.OnPassiveSkillTrigger(defObj, atkObj, None, ChConfig.TriggerType_ProDefValue, tick)
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 |  |  |     return hurtValue - absortValue
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 |  |  | 
 | 
 |  |  | ## 计算伤血值
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 |  |  | #  @param atkObj 攻击者
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 |  |  | #  @param defObj 防御者
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 |  |  | 
 |  |  |             # 理论伤害一致, 多加点预算伤害避免计算误差
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 |  |  |             #hurtValue = min(ShareDefine.Def_UpperLimit_DWord, hurtValue+10)
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 |  |  |             #atkObj.SetDict(ChConfig.Def_PlayerKey_ClientMaxHurtValue, int(hurtValue*1.2))
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 |  |  |             hurtValue = atkObj.GetMaxAtk()*atkSkillPer*10 + atkObj.GetSuperHit()   # 加入被动计算不准确改成估算
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 |  |  |             hurtValue = atkObj.GetMaxAtk()*atkSkillPer*20   # 加入被动计算不准确改成估算
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 |  |  |             
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 |  |  |         clientValue, hurtType = SkillShell.GetClientHurtByObj(defObj.GetID(), defObjType)
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 |  |  |         if clientValue <= hurtValue:
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 |  |  | 
 |  |  |     else:
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 |  |  |         hurtValue, hurtType = CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, tick, orgAtkObj=attacker)
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 |  |  |     
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 |  |  |     # 优先处理神兵护盾
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 |  |  |     hurtValue = CalcAtkProDef(atkObj, defObj, hurtValue, curSkill, tick)
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 |  |  | 
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 |  |  |     # 伤害吸收盾回血型
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 |  |  |     buffManager = defObj.GetBuffState()
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 |  |  |     curEffect, plusValue, skillID = BuffSkill.FindBuffEffectPlusByEffectID(buffManager, ChConfig.Def_Skill_Effect_AbsorbShieldXMZJ)
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 |  |  |     if skillID:
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 |  |  |         absortValue = hurtValue*curEffect.GetEffectValue(0)/ShareDefine.Def_MaxRateValue
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 |  |  |         if absortValue:
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 |  |  |             hurtValue -= absortValue
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 |  |  |             findBuff = SkillCommon.FindBuffByID(defObj, skillID)[0]
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 |  |  |             if findBuff:
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 |  |  |                 # 用于回血
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 |  |  |                 findBuff.SetValue(int(findBuff.GetValue() + absortValue))
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 |  |  | 
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 |  |  |     if defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldValue):
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 |  |  |         # 麒麟护盾吸收伤害,将抵消的伤害存储
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 |  |  |         absortValue = int(defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldValue)/float(ShareDefine.Def_MaxRateValue)*hurtValue)   
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 |  |  | 
 |  |  |         if absorbHurt <= defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldMax):
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 |  |  |             maxValue = min(absorbHurt + absortValue, defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldMax))
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 |  |  |             defObj.SetDict(ChConfig.Def_PlayerKey_AbsorbShield, maxValue)    # 记录护盾吸收的伤害用于爆炸
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 |  |  |      | 
 |  |  | 
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 |  |  |     # buff减少伤害百分比
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 |  |  |     reducePer = PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(defObj, atkObj, None, ChConfig.TriggerType_ReduceHurtHPPer)
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 |  |  |      | 
 |  |  |     # 被攻击被动技能特殊减免 受到单次伤害超过生命上限10%时候,减免50%伤害,CD10秒
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 |  |  |     defObj.SetDict(ChConfig.Def_PlayerKey_curHurtValue, hurtValue)
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 |  |  |     reducePer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_ReduceHurtHPPer)
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 |  |  |     hurtValue = int(hurtValue*(max(ChConfig.Def_MaxRateValue - reducePer, 0))*1.0/ChConfig.Def_MaxRateValue)
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 |  |  |     
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 |  |  |      | 
 |  |  | 
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 |  |  |     # 斩杀,濒死等情况的处理
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 |  |  |     if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackKill):
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 |  |  |         # նɱ
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 |  |  | 
 |  |  |         remainHP = min(dMaxHP, max(0, dHP - hurtValue)) # 剩余血量
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 |  |  |     
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 |  |  |     remainHP = int(remainHP)    #防范
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 |  |  | 
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 |  |  |     if defObjType == IPY_GameWorld.gotPlayer:
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 |  |  |         GameObj.SetHP(defObj, remainHP, False)
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 |  |  |             
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 |  |  | 
 |  |  |         elif defObj.GetGameNPCObjType() == IPY_GameWorld.gnotTruck:
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 |  |  |             remainHP = max(PlayerTruck.GetTruckDestroyMinHP(defObj), remainHP)
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 |  |  |             GameObj.SetHP(defObj, remainHP)
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 |  |  |          | 
 |  |  |         elif defObj.GetType() == ChConfig.ntHelpBattleRobot:
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 |  |  |             remainHP = min(dHP, max(GameObj.GetMaxHP(defObj)/2, remainHP)) # 助战机器人剩余血量不能少于一半
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 |  |  |             GameObj.SetHP(defObj, remainHP)
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 |  |  |              | 
 |  |  |         else:
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 |  |  |             #防守方是怪物NPC,只扣其血
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 |  |  |             GameObj.SetHP(defObj, remainHP)
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 |  |  | 
 |  |  |     suppressLV, suppressFightPower = 0, 0 # 压制等级差、战力差
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 |  |  |     suppressReMaxHP = 0 # NPC压制等级生命值, 等级表中NPC等级对应的数据, 压制等级差大于0时才有值
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 |  |  |     suppressNPCFightPower = 0 # 压制NPC战力
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 |  |  |     fbFightPower, fbBaseHurt = 0, 0 # 副本战力, 副本保底伤害
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 |  |  |     #当攻击方为NPC,防守方为玩家时,计算压制等级 及 压制战力
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 |  |  |     if atkObjType == IPY_GameWorld.gotNPC and defObjType == IPY_GameWorld.gotPlayer:
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 |  |  |         
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 |  |  | 
 |  |  |         if suppressNPCFightPower:
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 |  |  |             suppressFightPower = max(0, suppressNPCFightPower - defObj.GetFightPower())
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 |  |  |             
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 |  |  |     mustHit = False
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 |  |  |     helpBattleFormatKey = ""
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 |  |  |     if atkObjType == IPY_GameWorld.gotNPC and atkObj.GetType() == ChConfig.ntHelpBattleRobot:
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 |  |  |         mustHit = True
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 |  |  |         suppressNPCFightPower = NPCCommon.GetSuppressFightPower(atkObj)
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 |  |  |         fbFightPower = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.FBPD_HelpBattleFBFightPower)
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 |  |  |         fbBaseHurt = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.FBPD_HelpBattleFBBaseHurt)
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 |  |  |         helpBattleFormatKey = "HelpRobot_Atk"
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 |  |  |     if defObjType == IPY_GameWorld.gotNPC and defObj.GetType() == ChConfig.ntHelpBattleRobot:
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 |  |  |         mustHit = True
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 |  |  |         suppressNPCFightPower = NPCCommon.GetSuppressFightPower(defObj)
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 |  |  |         fbFightPower = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.FBPD_HelpBattleFBFightPower)
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 |  |  |         fbBaseHurt = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.FBPD_HelpBattleFBBaseHurt)
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 |  |  |         helpBattleFormatKey = "HelpRobot_Def"
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 |  |  |          | 
 |  |  |     #命中公式 攻击方类型不同,公式不同
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 |  |  |     hitFormula = ReadChConfig.GetChConfig('CalcCanHit')
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 |  |  |     
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 |  |  |     if not PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill,  | 
 |  |  |     if not mustHit and not PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill,  | 
 |  |  |                            ChConfig.TriggerType_Buff_MustBeHit):
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 |  |  |         # 技能对指定BOSS无效果的返回MISS
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 |  |  |         if defObjType == IPY_GameWorld.gotNPC and defObj.GetIsBoss() not in ChConfig.Def_SkillAttack_NPCIsBoss \
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 |  |  | 
 |  |  |         suppressLVHurtKey = "%s_%s" % (hurtFormulaKey, suppressLVGroup)
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 |  |  |         if suppressLVHurtKey in hurtDist:
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 |  |  |             hurtFormulaKey = suppressLVHurtKey
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 |  |  |              | 
 |  |  |      | 
 |  |  |     # 助战机器人特殊伤血key
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 |  |  |     if helpBattleFormatKey:
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 |  |  |         hurtFormulaKey = helpBattleFormatKey
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 |  |  |          | 
 |  |  |     if hurtFormulaKey not in hurtDist:
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 |  |  |         GameWorld.ErrLog("CalcAttackValue.txt 伤害公式未配置, key=%s" % (hurtFormulaKey))
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 |  |  |         return 0, ChConfig.Def_HurtType_Miss
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 |  |  |     hurtFormula = hurtDist[hurtFormulaKey]
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 |  |  |     hurtValue = int(eval(FormulaControl.GetCompileFormula(hurtFormulaKey, hurtFormula)))
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 |  |  |      | 
 |  |  | 
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 |  |  |     if hurtType == ChConfig.Def_HurtType_Normal and SuppressValueRealmRate > 10000:
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 |  |  |         # 存在压制
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 |  |  |         return hurtValue, ChConfig.Def_HurtType_RealmSupress
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 |  |  | 
 |  |  |     if atkObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
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 |  |  |         # 记录最后一次伤害值
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 |  |  |         atkObj.SetDict(ChConfig.Def_PlayerKey_LastHurtValue, resultHurtType.RealHurtHP)
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 |  |  |         if defObj.GetGameObjType() == IPY_GameWorld.gotNPC:
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 |  |  |             atkObj.SetDict(ChConfig.Def_PlayerKey_LastHurtNPCObjID, defObj.GetID())
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 |  |  |         
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 |  |  |     return
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 |  |  | 
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 |  |  | 
 |  |  | # @param curObjDetel 对象实例
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 |  |  | # @return 返回值无意义
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 |  |  | # @remarks 理对象死亡逻辑
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 |  |  | def DoLogic_ObjDead(curObjDetel):
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 |  |  | def DoLogic_ObjDead(atkObj, curObjDetel, curSkill, tick):
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 |  |  |     if GameObj.GetHP(curObjDetel) > 0:
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 |  |  |         return
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 |  |  |     
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 |  |  | 
 |  |  |         return
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 |  |  |     
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 |  |  |     #---NPC处理---
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 |  |  |     if not ChNPC.OnCheckCanDie(atkObj, curObjDetel, curSkill, tick):
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 |  |  |         return
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 |  |  |      | 
 |  |  |     npcControl = NPCCommon.NPCControl(curObjDetel)
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 |  |  |     npcControl.SetKilled()
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 |  |  |     return
 |