| | |
| | | import PlayerHorse
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| | | import ShareDefine
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| | | import SkillCommon
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| | | import PassiveBuffEffMng
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| | |
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| | | #GameObj字典-----------------------------------------------------------
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| | |
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| | |
| | | # @param curOperState 请求状态
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| | | # @return boolֵ
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| | | # @remarks 判断对象是否可执行操作
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| | | def IsObjCanDoAction(curObj, keyType, curOperState):
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| | | def IsObjCanDoAction(curObj, keyType, curOperState, curSkill=None):
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| | | if SkillCommon.GetUsingPassiveSkill(curObj):
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| | | # 被动技能不限制
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| | | return True
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| | | |
| | | if curSkill and PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(curObj, None, curSkill, ChConfig.TriggerType_NoControl):
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| | | return True
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| | | curActionState = GetObjActStateByType(curObj, keyType)
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| | | #GameWorld.Log("玩家 当前状态%s,判断行为 %s, 在 %s端的验证是否通过"%\
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| | |
| | |
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| | | #下马
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| | | if not IsCanDoAction(curServerActionState, IPY_GameWorld.oalRide):
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| | | #是否可以下马
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| | | if PlayerHorse.CheckPlayerRideHorseDown(curObj) == True:
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| | | PlayerHorse.PlayerRideHorseDown(curObj, True)
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| | | PlayerHorse.PlayerRideHorseDown(curObj, True)
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| | |
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| | | if not IsCanDoAction(curServerActionState, IPY_GameWorld.oalTransmit):
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| | | #是否在传送的进度条中
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