hch
2018-11-28 47e583801c89ba24233de12ddd4291945ef15827
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
@@ -1478,7 +1478,51 @@
        return attacker if not owner else owner
    
    return attacker
# 检查对象是否属于玩家,比如用于纯PVP验证
def CheckIsPlayerOnwer(gameObj):
    if not gameObj:
        return False
    
    objType = gameObj.GetGameObjType()
    if objType == IPY_GameWorld.gotPlayer:
        return True
    objNPCType = gameObj.GetGameNPCObjType()
    if objNPCType == IPY_GameWorld.gnotNormal:
        return False
    if objNPCType == IPY_GameWorld.gnotSummon:
        owner = NPCCommon.GetSummonOwnerDetel(gameObj)
        if not owner:
            return False
        if owner.GetGameObjType() != IPY_GameWorld.gotPlayer:
            return False
    return True
# 攻击时防守方神兵护盾的处理
def CalcAtkProDef(atkObj, defObj, hurtValue, curSkill, tick):
    if defObj.GetGameObjType() != IPY_GameWorld.gotPlayer:
        return hurtValue
    if not CheckIsPlayerOnwer(atkObj):
        return hurtValue
    curProDef = PlayerControl.GetProDef(defObj)
    if not curProDef:
        return hurtValue
    absortValue = min(PlayerControl.GetProDefAbsorb(defObj)*hurtValue/ChConfig.Def_MaxRateValue, curProDef)
    PlayerControl.SetProDef(defObj, curProDef - absortValue)
    # 被动技能触发
    defObj.SetDict(ChConfig.Def_PlayerKey_GodWeaponBeforeProDef, curProDef)
    PassiveBuffEffMng.OnPassiveSkillTrigger(defObj, atkObj, None, ChConfig.TriggerType_ProDefValue, tick)
    return hurtValue - absortValue
## 计算伤血值
#  @param atkObj 攻击者
#  @param defObj 防御者
@@ -1525,6 +1569,21 @@
    else:
        hurtValue, hurtType = CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, tick, orgAtkObj=attacker)
    
    # 优先处理神兵护盾
    hurtValue = CalcAtkProDef(atkObj, defObj, hurtValue, curSkill, tick)
    # 伤害吸收盾回血型
    buffManager = defObj.GetBuffState()
    curEffect, plusValue, skillID = BuffSkill.FindBuffEffectPlusByEffectID(buffManager, ChConfig.Def_Skill_Effect_AbsorbShieldXMZJ)
    if skillID:
        absortValue = hurtValue*curEffect.GetEffectValue(0)/ShareDefine.Def_MaxRateValue
        if absortValue:
            hurtValue -= absortValue
            findBuff = SkillCommon.FindBuffByID(defObj, skillID)[0]
            if findBuff:
                # 用于回血
                findBuff.SetValue(int(findBuff.GetValue() + absortValue))
    if defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldValue):
        # 麒麟护盾吸收伤害,将抵消的伤害存储
        absortValue = int(defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldValue)/float(ShareDefine.Def_MaxRateValue)*hurtValue)   
@@ -1578,6 +1637,11 @@
        elif defObj.GetGameNPCObjType() == IPY_GameWorld.gnotTruck:
            remainHP = max(PlayerTruck.GetTruckDestroyMinHP(defObj), remainHP)
            GameObj.SetHP(defObj, remainHP)
        elif defObj.GetType() == ChConfig.ntHelpBattleRobot:
            remainHP = min(dHP, max(GameObj.GetMaxHP(defObj)/2, remainHP)) # 助战机器人剩余血量不能少于一半
            GameObj.SetHP(defObj, remainHP)
        else:
            #防守方是怪物NPC,只扣其血
            GameObj.SetHP(defObj, remainHP)
@@ -1663,6 +1727,7 @@
    suppressLV, suppressFightPower = 0, 0 # 压制等级差、战力差
    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
    suppressNPCFightPower = 0 # 压制NPC战力
    fbFightPower, fbBaseHurt = 0, 0 # 副本战力, 副本保底伤害
    #当攻击方为NPC,防守方为玩家时,计算压制等级 及 压制战力
    if atkObjType == IPY_GameWorld.gotNPC and defObjType == IPY_GameWorld.gotPlayer:
        
@@ -1682,10 +1747,25 @@
        if suppressNPCFightPower:
            suppressFightPower = max(0, suppressNPCFightPower - defObj.GetFightPower())
            
    mustHit = False
    helpBattleFormatKey = ""
    if atkObjType == IPY_GameWorld.gotNPC and atkObj.GetType() == ChConfig.ntHelpBattleRobot:
        mustHit = True
        suppressNPCFightPower = NPCCommon.GetSuppressFightPower(atkObj)
        fbFightPower = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.FBPD_HelpBattleFBFightPower)
        fbBaseHurt = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.FBPD_HelpBattleFBBaseHurt)
        helpBattleFormatKey = "HelpRobot_Atk"
    if defObjType == IPY_GameWorld.gotNPC and defObj.GetType() == ChConfig.ntHelpBattleRobot:
        mustHit = True
        suppressNPCFightPower = NPCCommon.GetSuppressFightPower(defObj)
        fbFightPower = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.FBPD_HelpBattleFBFightPower)
        fbBaseHurt = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.FBPD_HelpBattleFBBaseHurt)
        helpBattleFormatKey = "HelpRobot_Def"
    #命中公式 攻击方类型不同,公式不同
    hitFormula = ReadChConfig.GetChConfig('CalcCanHit')
    
    if not PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill,
    if not mustHit and not PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill,
                           ChConfig.TriggerType_Buff_MustBeHit):
        # 技能对指定BOSS无效果的返回MISS
        if defObjType == IPY_GameWorld.gotNPC and defObj.GetIsBoss() not in ChConfig.Def_SkillAttack_NPCIsBoss \
@@ -1893,7 +1973,11 @@
        suppressLVHurtKey = "%s_%s" % (hurtFormulaKey, suppressLVGroup)
        if suppressLVHurtKey in hurtDist:
            hurtFormulaKey = suppressLVHurtKey
    # 助战机器人特殊伤血key
    if helpBattleFormatKey:
        hurtFormulaKey = helpBattleFormatKey
    if hurtFormulaKey not in hurtDist:
        GameWorld.ErrLog("CalcAttackValue.txt 伤害公式未配置, key=%s" % (hurtFormulaKey))
        return 0, ChConfig.Def_HurtType_Miss
@@ -1959,6 +2043,8 @@
    if atkObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
        # 记录最后一次伤害值
        atkObj.SetDict(ChConfig.Def_PlayerKey_LastHurtValue, resultHurtType.RealHurtHP)
        if defObj.GetGameObjType() == IPY_GameWorld.gotNPC:
            atkObj.SetDict(ChConfig.Def_PlayerKey_LastHurtNPCObjID, defObj.GetID())
        
    return
@@ -2470,7 +2556,6 @@
    
    #---NPC处理---
    if not ChNPC.OnCheckCanDie(atkObj, curObjDetel, curSkill, tick):
        GameObj.SetHP(curObjDetel, 1)
        return
    
    npcControl = NPCCommon.NPCControl(curObjDetel)