hxp
2018-11-15 4f48659ed51c0e087e55da91ec76cbcdd7a87486
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
@@ -714,6 +714,52 @@
    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
@@ -789,7 +835,7 @@
                   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:
@@ -805,10 +851,10 @@
        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)
        
@@ -1272,6 +1318,9 @@
        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
@@ -1327,7 +1376,6 @@
    
# 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
@@ -1356,6 +1404,7 @@
            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:
@@ -1388,6 +1437,7 @@
# 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)
    
@@ -1398,10 +1448,9 @@
                                                    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)
@@ -2150,7 +2199,7 @@
            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)
@@ -2170,6 +2219,11 @@
            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