hxp
2018-12-26 669ad215fec240afaf92be612f2b0077731c8e0f
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py
@@ -99,6 +99,13 @@
    coolDownTime = curSkill.GetCoolDownTime()
    remainTime = coolDownTime
    if isPassiveSkill(curSkill):
        if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill:
            # 天赋有减CD效果
            reduceSkillCDPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, None, curSkill, ChConfig.TriggerType_GiftReduceCD)
            # 减CD比率
            if reduceSkillCDPer > 0:
                remainTime = int(remainTime * max(0, ShareDefine.Def_MaxRateValue - reduceSkillCDPer) / ShareDefine.Def_MaxRateValue)
        # 被动技能的处理和主动技能区分
        curSkill.SetRemainTime(remainTime)
        return
@@ -213,11 +220,12 @@
def PlayerLoginMergeServerSkillLogic(curPlayer, tick):
    playerID = curPlayer.GetPlayerID()
    if not GameWorld.IsMergeServer():
    if not GameWorld.IsCrossServer():
        GameWorld.DebugLog("非跨服服务器上线不清除buff...", playerID)
        return
    
    ClearBuffSkillTypeIDList = ReadChConfig.GetEvalChConfig("ClearBuffSkillTypeID")
    #ClearBuffSkillTypeIDList = ReadChConfig.GetEvalChConfig("ClearBuffSkillTypeID")
    ClearBuffSkillTypeIDList = []
    # 跨服服务器上线清除增益/减益buff
    GameWorld.Log("跨服服务器上线清除buff...", playerID)
    clearBuffList = [] # 先汇总再清除,不然索引会变更
@@ -272,6 +280,15 @@
            curSkill.SetRemainTime(0)
            GameWorld.DebugLog("        SetRemainTime 0 skillName=%s,skillTypeID=%s" 
                               % (curSkill.GetSkillName(), curSkill.GetSkillTypeID()), playerID)
    return
def ResetAllSkillCD(curPlayer):
    skillManager = curPlayer.GetSkillManager()
    for i in xrange(skillManager.GetSkillCount()):
        skill = skillManager.GetSkillByIndex(i)
        if skill.GetRemainTime() != 0:
            skill.SetRemainTime(0)
            skill.Sync_Skill()
    return
## 刷新玩家所有技能的剩余时间(上线)
@@ -624,10 +641,10 @@
# @param curNPC NPC实例
# @param summonID 召唤兽的NPCID
# @return 召唤兽数量
def GetSummonCountByNPCID(curNPC, summonID):
def GetSummonCountByNPCID(gameObj, summonID):
    count = 0
    for i in range(0, curNPC.GetSummonCount()):
        summonNPC = curNPC.GetSummonNPCAt(i)
    for i in range(0, gameObj.GetSummonCount()):
        summonNPC = gameObj.GetSummonNPCAt(i)
        
        if not summonNPC:
            continue
@@ -1127,6 +1144,10 @@
    if curHP <= 0:
        return
    
    if PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(curObj, None, None, ChConfig.TriggerType_ForbidenCure):
        # 禁止治疗
        return
    # 治疗加成
    curePer = PlayerControl.GetCurePer(curObj) if curObjType == IPY_GameWorld.gotPlayer else ChConfig.Def_MaxRateValue 
    addValue = int(addValue*curePer*1.0/ChConfig.Def_MaxRateValue)
@@ -1195,6 +1216,11 @@
        GameWorld.Log('###技能伤害血量异常,数值错误 = %s,技能类型ID = %s' % (lostValue, skillTypeID))
        return
    
    if not curObj.GetCanAttack():
        # 无敌不掉血
        ## 后续有其他情况也应考虑进来,如镖车是否某状态不掉血
        return
    #lostValue = GetGoblinLostHP(curObj, lostValue)
    curObjType = curObj.GetGameObjType()
    curSkill = GameWorld.GetGameData().FindSkillByType(skillTypeID, 1)
@@ -1208,8 +1234,8 @@
    curObjHP_BeforeAttack = GameObj.GetHP(curObj)
    
    if reduceHP :
        lostValue = AttackCommon.CalcAtkProDef(buffOwner, curObj, lostValue, curSkill, tick)
        # 血盾 
        lostValue = AttackCommon.CalcBloodShield(buffOwner, curObj, lostValue)
        
        #剩余血量
@@ -1237,11 +1263,11 @@
    # 濒死状态触发技能
    if GameObj.GetHP(curObj) == 0:
        PassiveBuffEffMng.OnPassiveSkillTrigger(curObj, None, curSkill, ChConfig.TriggerType_WillDead, tick)
        PassiveBuffEffMng.OnPassiveBuffTrigger(curObj, None, curSkill, ChConfig.TriggerType_WillDead, tick)
    
    #无法找到Buff拥有者
    if not buffOwner:
        AttackCommon.DoLogic_ObjDead(curObj)
        AttackCommon.DoLogic_ObjDead(None, curObj, curSkill, tick)
        return
        
    #NPC需要手动添加伤血和仇恨, 因为无调用DoAttack
@@ -2077,61 +2103,6 @@
    #GameWorld.DebugLog("GetRestoreMP restoreType=%s,restoreMP=%s" % (restoreType, restoreMP))
    return restoreMP
        
## 获取技能对最终伤害影响的效果比例
#  @param skill 使用的技能
#  @return
#===============================================================================
# def GetSkillFinalHurtPer(atkObj, defObj, skill, tick):
#
#    atkObjType = atkObj.GetGameObjType()
#    defObjType = defObj.GetGameObjType()
#
#    finalPer = ChConfig.Def_MaxRateValue # 默认10000
#
#    if atkObjType != IPY_GameWorld.gotPlayer:
#        return finalPer
#
#    # 技能对玩家的影响
#    if defObjType == IPY_GameWorld.gotPlayer:
#
#        # 减少值
#        reduceHurtPerEff = GetSkillEffectByEffectID(skill, ChConfig.Def_Skill_Effect_ReduceFinalHurtPer)
#        curReducePer = 0 if not reduceHurtPerEff else reduceHurtPerEff.GetEffectValue(0)
#        finalPer -= curReducePer
#
#        # 增加值
#        addHurtPerEff = GetSkillEffectByEffectID(skill, ChConfig.Def_Skill_Effect_AddFinalHurtPer)
#        curAddPer = 0 if not addHurtPerEff else addHurtPerEff.GetEffectValue(0)
#        finalPer += curAddPer
#
#        #根据防守方职业 计算攻击方伤害加成
#        if defObj.GetJob() in [ShareDefine.PlayerJob_Warrior, ShareDefine.PlayerJob_Knight]:
#            finalPer += PlayerControl.GetJobAHurtAddPer(atkObj)
#        elif defObj.GetJob() in [ShareDefine.PlayerJob_Wizard, ShareDefine.PlayerJob_ForceUser]:
#            finalPer += PlayerControl.GetJobBHurtAddPer(atkObj)
#        elif defObj.GetJob() in [ShareDefine.PlayerJob_Assassin, ShareDefine.PlayerJob_BowMaster]:
#            finalPer += PlayerControl.GetJobCHurtAddPer(atkObj)
#
#    # 对NPC的影响
#    elif defObjType == IPY_GameWorld.gotNPC:
#        finalPer += PlayerControl.GetNPCHurtAddPer(atkObj)
#        if defObj.GetNPCID() in ReadChConfig.GetEvalChConfig("PlayerSpecialAttrBossID"):
#            finalPer += PlayerControl.GetBossIDHurtAddPer(atkObj)
#
#    # 技能连击加成
#    curSkillTypeID = skill.GetSkillTypeID()
#    comboSkillTypeID = atkObj.GetDictByKey(ChConfig.Def_PlayerKey_ComboSkillTypeID)
#    # 如果是触发连击的技能, 则附加连击伤害加成
#    if curSkillTypeID == comboSkillTypeID:
#        comboAddPer = atkObj.GetDictByKey(ChConfig.Def_PlayerKey_ComboAddHurtPer)
#        finalPer += comboAddPer
#        GameWorld.DebugLog("连击最终伤害加成%s, skillID=%s" % (comboAddPer, curSkillTypeID))
#
#    finalPer = max(0, finalPer)
#
#    return finalPer
#===============================================================================
## 更新技能连击数
#  @param attacker