xdh
2019-04-25 88650853f1898815f4612280dd2ffc85af9ddd80
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
@@ -22,7 +22,6 @@
import PlayerControl
import NPCCommon
import ChConfig
import ChEquip
import SkillCommon
import AttackLogic
import ItemControler
@@ -36,7 +35,6 @@
import OperControlManager
import DataRecordPack
import ChItem
import ReadChConfig
import GameObj
import ChPyNetSendPack
import ChNetSendPack
@@ -79,7 +77,7 @@
#    global hurtTypeIndance
#    hurtTypeIndance = indance
#
### 获得本次攻击是否是致命一击
### 获得本次攻击是否是暴击
##  @param 无参数
##  @return True or False
##  @remarks 函数详细说明.
@@ -916,12 +914,19 @@
    if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
        return None
    
    useSkillTagID = attacker.GetUseSkillTagID()
    useSkillTagType = attacker.GetUseSkillTagType()
    curTag = GameWorld.GetObj(useSkillTagID, useSkillTagType)
    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))
    if not curTag:
        return None
        useSkillTagID = attacker.GetUseSkillTagID()
        useSkillTagType = attacker.GetUseSkillTagType()
        curTag = GameWorld.GetObj(useSkillTagID, useSkillTagType)
        if not curTag:
            return None
    
    if SkillShell.GetSkillAffectTag(curSkill) == ChConfig.Def_UseSkillTag_CanAttackNPC:
        if NPCCommon.GetNpcObjOwnerIsPlayer(curTag):
@@ -1499,9 +1504,10 @@
        curPlayerSkill = curPlayer.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
        
        if curPlayerSkill:
            #设置玩家所学技能冷却CD
            SkillCommon.SetSkillRemainTime(curPlayerSkill, PlayerControl.GetReduceSkillCDPer(curPlayer), tick, curPlayer)
            if not IsSkipSkillCD:
                #设置玩家所学技能冷却CD
                SkillCommon.SetSkillRemainTime(curPlayerSkill, PlayerControl.GetReduceSkillCDPer(curPlayer), tick, curPlayer)
            #调用任务触发器
            #EventShell.EventRespons_UseSkillOK(curPlayer, skillTypeID)
            #执行连环被动技能处理
@@ -1516,6 +1522,27 @@
    # 普攻和对敌技能
    UseSkillOver(curPlayer, target, curSkill, tick)
    return True
# 无冷却状态
def IsSkipSkillCD(curPlayer, target, curSkill, tick):
    # 暴击情况下
    isSuperHit = False
    for i in xrange(g_skillHurtList.GetHurtCount()):
        hurtObj = g_skillHurtList.GetHurtAt(i)
        if not hurtObj:
            continue
        if hurtObj.GetAttackType() == ChConfig.Def_HurtType_SuperHit:
            isSuperHit = True
            break
    if isSuperHit:
        if PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(curPlayer, None, curSkill, ChConfig.TriggerType_SuperHitSkipCD):
            return True
        if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(curPlayer, None, curSkill, ChConfig.TriggerType_SuperHitSkipCD):
            return True
    return False
    
# 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):