xdh
2018-10-25 6366979426fccd97c0cb0bd384ada3a8b9843a24
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
@@ -32,12 +32,9 @@
import ReadChConfig
import DataRecordPack
import ChItem
import SkillDataBoost
import PlayerActivity
import ShareDefine
import PlayerGodWeapon
import PlayerSuccess
import PlayerMagicWeapon
import PlayerGreatMaster
import PlayerHorse
import GameObj
import random
@@ -48,6 +45,7 @@
import PassiveBuffEffMng
import SkillShell
import FBCommon
import IpyGameDataPY
#---------------------------------------------------------------------
GameWorld.ImportAll("Script\\Skill\\" , "GameSkills")
GameWorld.ImportAll("Script\\Skill\\" , "GameBuffs")
@@ -930,7 +928,8 @@
        return
    if not CheckClientAttackTick(curPlayer, clientTick, tick):
        AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_AtkInterval)
        AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_AtkInterval)
        curPlayer.Sync_ClientTick()
        return
    #已经在攻击中
@@ -1500,7 +1499,8 @@
    if relation[0] == ChConfig.Type_Relation_Enemy :
        return True
    
    AttackCommon.PlayerAttackFailSysMessanage(curPlayer, relation[1])
    if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_FbSkill:
        AttackCommon.PlayerAttackFailSysMessanage(curPlayer, relation[1])
    return False
##玩家释放有目标技能, 检查目标对象是否符合要求, 可攻击怪物
@@ -1533,7 +1533,8 @@
    if relation[0] == ChConfig.Type_Relation_Friend :
        return True
    
    AttackCommon.PlayerAttackFailSysMessanage(curPlayer, relation[1])
    if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_FbSkill:
        AttackCommon.PlayerAttackFailSysMessanage(curPlayer, relation[1])
    return False
#---------------------------------------------------------------------
@@ -1781,7 +1782,11 @@
    if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_HorseSkill and SkillCommon.isPassiveAttr(curSkill):
        PlayerHorse.RefreshHorseAttr(curPlayer)
    else:
        PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer, curSkill.GetSkillID())
        if SkillCommon.isPassiveAttr(curSkill):
            curControl = PlayerControl.PlayerControl(curPlayer)
            curControl.RefreshPlayerAttrState()
        else:
            PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer, curSkill.GetSkillID())
        #curControl = PlayerControl.PlayerControl(curPlayer)
        #curControl.CalcPassiveBuffAttr()
        #curControl.RefreshAllState()
@@ -1805,27 +1810,7 @@
    return True
#---------------------------------------------------------------------
##技能升级消耗逻辑
# @param curPlayer 玩家实例
# @param curSkill 技能实例
# @param curSkillID 技能ID
# @return BOOL 是否扣除消耗成功
def DoLogic_PlayerSkillLVUpCost(curPlayer, curSkill, curSkillID):
    #GameWorld.Log("尝试升级技能名 = %s, 当前等级 = %s"%(curSkill.GetSkillName(),curSkill.GetSkillLV()) , curPlayer.GetPlayerID())
    curSkillLV = curSkill.GetSkillLV()
    if curSkillLV == curSkill.GetSkillMaxLV():
        #已经是最高等级
        PlayerControl.NotifyCode(curPlayer, "UseMagicLost16")
        return False
    #--获得下一级技能---
    curSkillTypeID = curSkill.GetSkillTypeID()
    return DoLogic_PlayerSkillLvUpCost(curPlayer, curSkillTypeID, curSkillID, curSkillLV + 1, curSkill)
##学习技能消耗逻辑
# @param curPlayer 玩家实例
# @param curSkillTypeID 技能类型ID
@@ -1849,7 +1834,10 @@
    if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_HorseSkill:
        if not PlayerHorse.CheckLearnHorseSkill(curPlayer, curSkillTypeID):
            return False
    #天赋技学习点数判断
    if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill:
        if not PlayerGreatMaster.GetGreatMasterFreeSkillPoint(curPlayer):
            return False
    #经验检测
    skillLvUpNeedExp = upSkill.GetLVUpCostExp()
    
@@ -1913,6 +1901,8 @@
        #GeRen_jin_474794  <n color="255,255,0" BKCOLOR="0,0,0">您消耗了经验值:</n><n color="0,190,255" BKCOLOR="0,0,0">{%S1%}</n>
        PlayerControl.NotifyCode(curPlayer, "GeRen_jin_474794", [skillLvUpNeedExp])
    
    if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill:
        PlayerGreatMaster.AddGreatMasterSkillPointByLV(curPlayer, -1)
    return True
#---------------------------------------------------------------------
##检测学习技能需求条件
@@ -1932,53 +1922,65 @@
        return False
    
    skillManager = curPlayer.GetSkillManager()
    #姿态需求
    #hasStateSkillReq = False
    #前置技能需求
    hasLearnSkillReq = False
    #分支点总和
    numLearnSkillPoint = 0
    #当前技能姿态需求,姿态等级需求
    #curSkillStateReq = curSkill.GetStateSkillReq()
    #lvCurSkillStateReq = curSkill.GetStateSkillLV()
    #当前技能前置技能需求,前置技能等级需求
    curSkillLearnReq = curSkill.GetLearnSkillReq()
    lvCurSkillLearnReq = curSkill.GetLearnSkillLV()
    #需要对应天赋系别点数
    learnSkillPointReq = curSkill.GetLearnSkillPointReq() #系别*10000+需要点数
    needSeries, needSeriesPoint= learnSkillPointReq/10000, learnSkillPointReq%10000
    curSkillTypeID = curSkill.GetSkillTypeID()
    ipyData = IpyGameDataPY.GetIpyGameDataNotLog('TalentSkill', curSkillTypeID)
    curTalentType = ipyData.GetTalentType() if ipyData else 0
    #获取玩家目前所有技能
    for i in range(0, skillManager.GetSkillCount()):
    for i in xrange(skillManager.GetSkillCount()):
        skill = skillManager.GetSkillByIndex(i)
        if skill == None:
            continue
        
        skillTypeID = skill.GetSkillTypeID()
        lvSkill = skill.GetSkillLV()
        #满足姿态ID需求
#        if skillTypeID == curSkillStateReq and lvSkill >= lvCurSkillStateReq and not hasStateSkillReq:
#            hasStateSkillReq = True
        
        #满足前置技能需求
        if skillTypeID == curSkillLearnReq and lvSkill >= lvCurSkillLearnReq and not hasLearnSkillReq:
            hasLearnSkillReq = True
        #投入分支点总和
        numLearnSkillPoint += skill.GetSkillLV()
        ipyData = IpyGameDataPY.GetIpyGameDataNotLog('TalentSkill', skillTypeID)
        if ipyData and ipyData.GetTalentType() is curTalentType and ipyData.GetSeries() is needSeries:
            #投入分支点总和
            numLearnSkillPoint += skill.GetSkillLV()
    
    #有前置技能ID需要
    if curSkillLearnReq != 0 and not hasLearnSkillReq:
        PlayerControl.NotifyCode(curPlayer, "GeRen_wjr_717982", [curSkillLearnReq, lvCurSkillLearnReq])
        return False
#    #有姿态ID需求
#    if curSkillStateReq != 0 and not hasStateSkillReq:
#        PlayerControl.NotifyCode(curPlayer, "UseMagicLost15", [ curSkillStateReq, lvCurSkillStateReq ])
#        return False
             
#    #有分支点总和要求
#    if curSkill.GetLearnSkillPointReq() != 0 and numLearnSkillPoint < curSkill.GetLearnSkillPointReq():
#        PlayerControl.NotifyCode( curPlayer, "UseMagicLost13",[ curSkill.GetLearnSkillPointReq() ] )
#        return False
    #有分支点总和要求
    if learnSkillPointReq != 0 and numLearnSkillPoint < needSeriesPoint:
        PlayerControl.NotifyCode( curPlayer, "UseMagicLost13",[ needSeriesPoint ] )
        return False
    #玩家属性点要求
    stateSkillLV = curSkill.GetStateSkillLV() #需要基础属性ID*10000+需要属性点
    needBaseAttrID, needBaseAttrValue = stateSkillLV /10000, stateSkillLV%10000
    if needBaseAttrID and needBaseAttrValue:
        baseAttrDict = {
                            ShareDefine.Def_Effect_STR:curPlayer.GetSTR(),
                            ShareDefine.Def_Effect_PHY:curPlayer.GetPHY(),
                            ShareDefine.Def_Effect_CON:curPlayer.GetCON(),
                            ShareDefine.Def_Effect_PNE:curPlayer.GetPNE(),
                         }
        if needBaseAttrID not in baseAttrDict:
            GameWorld.ErrLog('    天赋技能升级属性点条件配置错误,curSkillTypeID=%s,needBaseAttrID=%s'%(curSkillTypeID, needBaseAttrID))
            return False
        curBaseAttrValue = baseAttrDict.get(needBaseAttrID, 0)
        if curBaseAttrValue < needBaseAttrValue:
            GameWorld.DebugLog('升级技能%s需要属性点 %s达到%s, 当前点数=%s!'%(curSkillTypeID, needBaseAttrID, needBaseAttrValue, curBaseAttrValue))
            return False
    
    return True
@@ -2982,7 +2984,7 @@
#    if attacker.GetGameObjType() == IPY_GameWorld.gotPlayer and useSkill.GetSkillTypeID() in ChConfig.Def_SkillID_Trig:
#        attacker.GetSkillManager().SetTrigBuffSkillTick(tick)
        
    GameWorld.Log("当前技能 = %s,触发附加技能成功 = %s,触发几率 = %s"%(useSkill.GetSkillName(),exSkill.GetSkillName(),rate))
    #GameWorld.Log("当前技能 = %s,触发附加技能成功 = %s,触发几率 = %s"%(useSkill.GetSkillName(),exSkill.GetSkillName(),rate))
    #----------------------------处理附加技能
    return DoLogic_UseSkill(attacker, defender, exSkill, tick, destX, destY, True)
@@ -2993,14 +2995,6 @@
# @return 概率
def GetSkillOfSeriesHitRate(attacker, defender, exSkill):
    baseRate = exSkill.GetHappenRate()
    #===========================================================================
    # addRate = SkillDataBoost.GetSkillBoostValeByType(attacker, exSkill, ChConfig.BoostType_HappenRate)
    # weakRate = 0
    # if defender:
    #    weakRate = SkillDataBoost.GetSkillWeakenValeByType(defender, exSkill, ChConfig.WeakenType_HappenRate)
    # hitRate = max(0, baseRate + addRate - weakRate)
    #===========================================================================
    #GameWorld.DebugLog("触发几率: base=%s,add=%s,weak=%s, hitRate=%s" % (baseRate, addRate, weakRate, hitRate))
    return baseRate
##检查触发技能的使用条件
@@ -3124,7 +3118,6 @@
        tagRoundPosX = attacker.GetPosX()
        tagRoundPosY = attacker.GetPosY()
        
    #curSkill = SkillDataBoost.ChangeSkillData(attacker, defender, curSkill, isEnhanceSkill)
    
    #这个技能是Buff
    if SkillCommon.IsBuff(curSkill):
@@ -3241,7 +3234,7 @@
    
    moduleSuffix = GetBuffModuleSuffix(curEffect)
    
    changeBuffValueDict = {}#SkillDataBoost.GetBuffValueDict(curSkill, effectID)
    changeBuffValueDict = {}
    
    #是否是持续性技能
    if curSkill.GetSkillType() in ChConfig.Def_LstBuff_List:
@@ -3438,6 +3431,12 @@
    if skillAim == ChConfig.Def_UseSkillAim_None:
        if curSkill.GetSkillType() in ChConfig.Def_CanAttackSkill_List:
            if target and target.GetGameObjType() == IPY_GameWorld.gotNPC and target.GetGameNPCObjType() == IPY_GameWorld.gnotSummon:
                owner = NPCCommon.GetNpcObjOwnerDetail(target)
                if owner and owner.GetID() == attacker.GetID():
                    # 有害技能特殊处理,不能对自己的召唤物释放
                    target = None
            result = DoLogic_UseSkill(attacker, target, curSkill, tick, attacker.GetPosX(), attacker.GetPosY(), isEnhanceSkill=isEnhanceSkill)
        else:
            result = DoLogic_UseSkill(attacker, attacker, curSkill, tick, isEnhanceSkill=isEnhanceSkill)