| | |
| | | return True
|
| | |
|
| | |
|
| | | # 按仙盟成员均摊伤害
|
| | | def AttackerSkillAttackAreaByFamily(attacker, defender, srcPosX, srcPosY, curSkill,
|
| | | skillPercent, skillEnhance, tick, isExSkill = False):
|
| | | #清空伤血列表
|
| | | global g_skillHurtList
|
| | | g_skillHurtList.Clear()
|
| | | |
| | | #攻击方原有血量,用来通知反弹
|
| | | attackerHP = GameObj.GetHP(attacker)
|
| | | resultList = __GetAreaAtackObj(attacker, curSkill, srcPosX, srcPosY, tick, __CheckCanAttack)
|
| | | |
| | | #有目标类技能,查找指定的攻击目标是否在列表中,不在添加
|
| | | resultList = __AddObj_In_resultList(resultList, attacker, defender, curSkill, tick)
|
| | |
|
| | | # 计算仙盟成员数量, 按人头均摊伤害
|
| | | resultDict = {}
|
| | | for obj in resultList:
|
| | | if obj.GetGameObjType() != IPY_GameWorld.gotPlayer:
|
| | | continue
|
| | | |
| | | familyID = obj.GetFamilyID()
|
| | | if familyID not in resultDict:
|
| | | resultDict[familyID] = []
|
| | |
|
| | | resultDict[familyID].append(obj)
|
| | | |
| | | skillEffect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_AvgHurtFMCnt)
|
| | | minSkillPer = 0.01 # 如果未配置默认最低值
|
| | | if skillEffect:
|
| | | minSkillPer = skillEffect.GetEffectValue(0)
|
| | | |
| | | attackList = []
|
| | | for familyID in resultDict:
|
| | | cnt = len(resultDict[familyID]) if familyID != 0 else 1 # 无仙盟承受100%伤害
|
| | | |
| | | skillPercent = max(skillPercent/cnt, minSkillPer)
|
| | | attackList.extend(__DoAreaAttack(attacker, curSkill, skillEnhance/cnt, skillPercent, resultDict[familyID],
|
| | | [], g_skillHurtList, tick))
|
| | |
|
| | | |
| | | __DoAreaAttackResult(attacker, defender, curSkill, attackList, attackerHP, tick, isExSkill)
|
| | | |
| | | return True
|
| | |
|
| | |
|
| | |
|
| | | # 触发技能的类型为 单体攻击,或者单体buff并且非对自己释放的技能,可以对伤害目标一一执行触发技能逻辑
|
| | | # 否则只触发一次技能 # 群体BUFF的请参考IsPlayerUseSkill 客户端决定对象,一样可以实现同样效果
|
| | | # 返回真表示可以对每个伤害目标触发,返回假则为单体
|
| | |
| | | powerList, g_skillHurtList, tick):
|
| | | attackList = [] #被攻击对象列表
|
| | |
|
| | | checkComboOK = False
|
| | | #checkComboOK = False
|
| | |
|
| | | #执行攻击结果
|
| | | for obj in resultList:
|
| | |
| | | if powerList != []:
|
| | | skillPercent, skillEnhance = powerList.pop(0)
|
| | |
|
| | | if not checkComboOK:
|
| | | #if not checkComboOK:
|
| | | #攻击前连击检查
|
| | | SkillCommon.UpdateSkillCombo(attacker, curSkill, tick)
|
| | | checkComboOK = True
|
| | | # SkillCommon.UpdateSkillCombo(attacker, curSkill, tick)
|
| | | # checkComboOK = True
|
| | |
|
| | | callFunc(attacker, obj, curSkill, skillEnhance, skillPercent, g_skillHurtList, tick)
|
| | |
|
| | |
| | |
|
| | | if curPlayerSkill:
|
| | | SkillCommon.SetSkillRemainTime(curPlayerSkill, PlayerControl.GetReduceSkillCDPer(curPlayer), tick, curPlayer)
|
| | | |
| | | if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill:
|
| | | UseSkillOver(curPlayer, target, curSkill, tick)
|
| | | return True
|
| | |
|
| | | #玩家进入战斗状态
|
| | |
| | |
|
| | | # 根据伤血类型触发技能,群攻只触发一次,放在伤血列表被清之前
|
| | | def OnHurtTypeTriggerSkill(attacker, target, curSkill, tick):
|
| | | |
| | | isSuperHit = False
|
| | | usePassiveSkillResult = True # 第一次判断不能调用,即代表都不可用无需循环
|
| | | usePassiveSkillResultOnSuperHit = True # 暴击对象1V1触发,第一次判断不能调用,即代表都不可用无需循环
|
| | |
| | | if hurtList[1] == IPY_GameWorld.gotPlayer:
|
| | | # 濒死状态触发技能, 不能在GetHurtHP内部触发技能,否则会导致原技能的伤血列表异常
|
| | | PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick)
|
| | | PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick)
|
| | | continue
|
| | |
|
| | | if usePassiveSkillResult:
|
| | |
| | | # 灵为玩家的替身需要走此逻辑
|
| | | # 技能使用结束,在处理技能逻辑和通知封包之后调用
|
| | | def UseSkillOver(attacker, defender, curSkill, tick):
|
| | | |
| | | # 根据伤血类型触发技能,群攻只触发一次,放在伤血列表被清之前
|
| | | OnHurtTypeTriggerSkill(attacker, defender, curSkill, tick)
|
| | |
|
| | |
| | | ChConfig.Def_SkillFuncType_NormalAttack]):
|
| | | # 攻击减层级 优先处理,因为同个技能触发buff后,会再处理层级,导致立即减层级
|
| | | PassiveBuffEffMng.OnPassiveBuffTrigger(attacker, defender, curSkill, ChConfig.TriggerType_Buff_AttackSubLayer, tick)
|
| | | |
| | | |
| | | # 普攻和对敌技能
|
| | | if not curSkill or curSkill.GetSkillType() in ChConfig.Def_CanAttackSkill_List:
|
| | | |
| | | PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_AttackOver, tick)
|
| | | PassiveBuffEffMng.OnPassiveBuffTrigger(attacker, defender, curSkill, ChConfig.TriggerType_AttackOver, tick)
|
| | |
|
| | |
| | | continue
|
| | |
|
| | | #放在函数中可多次触发 如SP 触发减速或者伤害,但不能放在攻击计算中,因为伤害型技能会影响伤血列表
|
| | | PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defObj, curSkill, ChConfig.TriggerType_AttackPlayer, tick,
|
| | | PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defObj, curSkill, ChConfig.TriggerType_StormAttackOneByOne, tick,
|
| | | isEnhanceSkill=False, skillIDSet=skillIDSet)
|
| | |
|
| | | DoLogic_AttackResult(attacker, defObj, curSkill, tick)
|
| | |
| | | continue
|
| | | SkillCommon.SetSkillRemainTime(curSkill, 0, tick, attacker)
|
| | |
|
| | | if attackList:
|
| | | PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(attacker, attackList[0], curSkill, ChConfig.TriggerType_StormAttackReduceCD)
|
| | | PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, attackList[0], curSkill, ChConfig.TriggerType_StormAttackOver, tick)
|
| | |
|
| | |
|
| | | ## 清空伤血列表
|
| | | # @param 无
|
| | | # @return 无
|