xdh
2019-05-27 65a4c2029af3f70ce484a2eec167c50f227d7a5c
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
@@ -217,6 +217,7 @@
# 触发型技能根据伤血类型触发被动技能,群攻只触发一次,放在伤血列表被清之前
# 只处理 isEnhanceSkill的情况,对应 OnHurtTypeTriggerSkill
def OnHurtTypeTriggerPassiveSkill(attacker, target, curSkill, tick):
    AttackCommon.ClearFirstDefender(attacker)
    
    skillHurtLists = [] # 内部触发清除g_skillHurtList
    for i in xrange(g_skillHurtList.GetHurtCount()):
@@ -225,6 +226,10 @@
            continue
        
        skillHurtLists.append([hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()])
    #只对第一目标造成某伤害类型时触发技能, 需先存储 skillHurtLists
    OnHurtTypeTriggerSkillFirstObj(attacker, curSkill, tick)
    
    for hurtList in skillHurtLists:
        defender = GameWorld.GetObj(hurtList[0], hurtList[1])
@@ -259,7 +264,7 @@
# @param isEnhanceSkill 是否为附加技能
#  @return True 攻击成功    None 不可攻击
#  @remarks 通过调用 Obj_Attack_Obj.GetTagRelation 获取返回值
def Attack(attacker, defender, useSkill, tick, skillPercent=1, skillEnhance=0, attackTime=1, isEnhanceSkill=False):
def Attack(attacker, defender, useSkill, tick, skillPercent=10000, skillEnhance=0, attackTime=1, isEnhanceSkill=False):
    global g_skillHurtList
    
    if attacker.GetGameObjType() == IPY_GameWorld.gotNPC:
@@ -917,8 +922,8 @@
    curTag = None
    if attacker.GetAttackMode() == IPY_GameWorld.amContest:
        # 单一目标锁定模式
        curTag = GameWorld.GetObj(attacker.SetDict(ChConfig.Def_PlayerKey_SelectObjID),
                                  attacker.SetDict(ChConfig.Def_PlayerKey_SelectObjType))
        curTag = GameWorld.GetObj(attacker.GetDictByKey(ChConfig.Def_PlayerKey_SelectObjID),
                                  attacker.GetDictByKey(ChConfig.Def_PlayerKey_SelectObjType))
        
    if not curTag:
        useSkillTagID = attacker.GetUseSkillTagID()
@@ -969,16 +974,18 @@
        if not curTag:
            continue
        
        if curSkillUseTag == ChConfig.Def_UseSkillTag_CanAttackNPC:
            if NPCCommon.GetNpcObjOwnerIsPlayer(curTag):
                #npc主人是玩家不能攻击
        #非自定义场景才需要判断
        if not attacker.GetDictByKey(ChConfig.Def_PlayerKey_ClientCustomScene):
            if curSkillUseTag == ChConfig.Def_UseSkillTag_CanAttackNPC:
                if NPCCommon.GetNpcObjOwnerIsPlayer(curTag):
                    #npc主人是玩家不能攻击
                    continue
            if GameWorld.GetDist(curTag.GetPosX(), curTag.GetPosY(), attacker.GetPosX(), attacker.GetPosY()) > attacker.GetSight():
                # 最远距离防范
                GameWorld.DebugLog("#--- 最远距离防范[%s-%s]"%(attacker.GetID(), curTag.GetID()))
                continue
        if GameWorld.GetDist(curTag.GetPosX(), curTag.GetPosY(), attacker.GetPosX(), attacker.GetPosY()) > attacker.GetSight():
            # 最远距离防范
            GameWorld.DebugLog("#--- 最远距离防范[%s-%s]"%(attacker.GetID(), curTag.GetID()))
            continue
        if CheckFunc != None:
            #检查是否受影响
            if not CheckFunc(attacker, curTag, curSkill, tick):
@@ -1088,6 +1095,9 @@
    
    #不在影响对象列表中
    if curObjType not in hurtTypeList:
        return None, None
    if attacker.GetSightLevel() != curObj.GetSightLevel():
        return None, None
    
    #攻击对象
@@ -1465,11 +1475,13 @@
        if curPlayerSkill:
            SkillCommon.SetSkillRemainTime(curPlayerSkill, PlayerControl.GetReduceSkillCDPer(curPlayer), tick, curPlayer)
        
        if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill:
        if curSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_GiftSkill, ChConfig.Def_SkillFuncType_FbSPSkill]:
            UseSkillOver(curPlayer, target, curSkill, tick)
        else:
            OnHurtTypeTriggerPassiveSkill(curPlayer, target, curSkill, tick)
        return True
    AttackCommon.ClearFirstDefender(curPlayer)
    
    #玩家进入战斗状态
    #技能是光环, 不进入战斗状态 ,无对象,不进入战斗状态
@@ -1543,10 +1555,31 @@
            return True
    return False
    
### 不管什么技能都会到此处
#只对第一目标造成某伤害类型时触发技能
def OnHurtTypeTriggerSkillFirstObj(attacker, curSkill, tick):
    if g_skillHurtList.GetHurtCount() == 0:
        return
    
    hurtObj = g_skillHurtList.GetHurtAt(0)
    if not hurtObj:
        return
    objID, objType, hurtType = hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()
    defender = GameWorld.GetObj(objID, objType)
    if not defender:
        return
    if hurtType == ChConfig.Def_HurtType_SuperHit:
        PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SuperHit, tick)
        PassiveBuffEffMng.OnPassiveBuffTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SuperHit, tick)
    elif hurtType == ChConfig.Def_HurtType_ThumpHit:
        PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_ThumpHit, tick)
    return
# 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
    
@@ -1558,27 +1591,26 @@
        
        skillHurtLists.append([hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()])
    
    #只对第一目标造成某伤害类型时触发技能, 需先存储 skillHurtLists
    OnHurtTypeTriggerSkillFirstObj(attacker, curSkill, tick)
    skillIDSet = set()
    for hurtList in skillHurtLists:
        if not isSuperHit and hurtList[2] == ChConfig.Def_HurtType_SuperHit:
            # 暴击只对主目标做处理
            PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, target, curSkill, ChConfig.TriggerType_SuperHit, tick)
            isSuperHit = True
        defender = GameWorld.GetObj(hurtList[0], hurtList[1])
        objID, objType, hurtType = hurtList
        defender = GameWorld.GetObj(objID, objType)
        if not defender:
            continue
        
        if GameObj.GetHP(defender) <= 0:
            if hurtList[1] == IPY_GameWorld.gotPlayer:
                if hurtList[2] == ChConfig.Def_HurtType_Zhansha:
            if objType == IPY_GameWorld.gotPlayer:
                if hurtType == ChConfig.Def_HurtType_Zhansha:
                    defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 1)
                elif hurtList[2] == ChConfig.Def_HurtType_ZhognjiZhansha:
                elif hurtType == ChConfig.Def_HurtType_ZhognjiZhansha:
                    defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 2)
                # 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)
                if hurtList[2] in [ChConfig.Def_HurtType_Zhansha, ChConfig.Def_HurtType_ZhognjiZhansha]:
                if hurtType in [ChConfig.Def_HurtType_Zhansha, ChConfig.Def_HurtType_ZhognjiZhansha]:
                    defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 0)
            continue
        
@@ -1586,20 +1618,20 @@
            usePassiveSkillResult = PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, 
                                                ChConfig.TriggerType_HurtObjAddBuff, tick, skillIDSet=skillIDSet)
        
        if usePassiveSkillResultOnSuperHit and hurtList[2] == ChConfig.Def_HurtType_SuperHit:
        if usePassiveSkillResultOnSuperHit and hurtType == ChConfig.Def_HurtType_SuperHit:
            # 暴击对目标一一触发被动
            usePassiveSkillResultOnSuperHit = PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, 
                                                        ChConfig.TriggerType_SuperHitOneByOne, tick, skillIDSet=skillIDSet)
        if hurtList[2] == ChConfig.Def_HurtType_SuperHit:
        if hurtType == ChConfig.Def_HurtType_SuperHit:
            #被暴击触发技能
            PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeSuperHit, tick)
            PassiveBuffEffMng.OnPetPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeSuperHit, tick)
        elif hurtList[2] == ChConfig.Def_HurtType_Miss:
        elif hurtType == ChConfig.Def_HurtType_Miss:
            PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_MissSkill, tick)
        elif hurtList[2] == ChConfig.Def_HurtType_LuckyHit:
        elif hurtType == ChConfig.Def_HurtType_LuckyHit:
            PassiveBuffEffMng.OnPetPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeLuckyHit, tick)
            
        if hurtList[2] in ChConfig.Def_RealAttack_Type:
        if hurtType in ChConfig.Def_RealAttack_Type:
            # 被攻击处理层级
            PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_Buff_BeAttackSubLayer, tick)
        
@@ -1638,6 +1670,8 @@
    else:
        PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SkillOverNoAttack, tick)
    
    #释放技能即可处理的 不区分攻击和非攻击
    PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SkillSuccess, tick)
    return
@@ -2228,7 +2262,7 @@
        dist = GameWorld.GetDist(tagObj.GetPosX(), tagObj.GetPosY(),
                         defender.GetPosX(), defender.GetPosY())
        
        skillPer = (skillPercent - dist * changePer) / float(ChConfig.Def_MaxRateValue)
        skillPer = (skillPercent - dist * changePer)
        
        #GameWorld.Log("skillPer :%s"%skillPer)
        #执行群攻 并取得被攻击对象列表
@@ -2389,14 +2423,17 @@
                                                isEnhanceSkill=False, skillIDSet=skillIDSet)
        
        DoLogic_AttackResult(attacker, defObj, curSkill, tick)
        skillEffect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_ProcessAttack)
        if skillEffect:
            skillID = skillEffect.GetEffectValue(2)
            if skillID != 0:
                triggerSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
                if not triggerSkill:
                    continue
                SkillShell.UsePassiveTriggerSkill(attacker, triggerSkill, defObj, tick)
        #=======================================================================
        # #受攻击对象1V1触发技能,本技能效果自身附带,非被动,非触发技能
        # skillEffect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_ProcessAttack)
        # if skillEffect:
        #    skillID = skillEffect.GetEffectValue(2)
        #    if skillID != 0:
        #        triggerSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
        #        if not triggerSkill:
        #            continue
        #        SkillShell.UsePassiveTriggerSkill(attacker, triggerSkill, defObj, tick)
        #=======================================================================
    # 一一触发技能需要在最后设置CD
    for skillTypeID in skillIDSet:
@@ -2591,7 +2628,7 @@
            if not hurtEffect:
                
                continue
            hurtPer = hurtEffect.GetEffectValue(0)*1.0/ChConfig.Def_MaxRateValue  # 单层伤害
            hurtPer = hurtEffect.GetEffectValue(0)  # 单层伤害
        
        # 伤害乘以层
        skillPercent = hurtPer * max(buff.GetLayer(), 1)