ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
@@ -41,9 +41,12 @@
import GameMap
import collections
import PassiveBuffEffMng
import EffGetSet
import SkillShell
import FBCommon
import IpyGameDataPY
import PyGameData
import EventShell
#import EquipZhuXian
#---------------------------------------------------------------------
GameWorld.ImportAll("Script\\Skill\\" , "GameSkills")
@@ -98,9 +101,6 @@
def ClearClientHurtDict(curPlayer):
    global g_ClientHurtDict
    g_ClientHurtDict = collections.OrderedDict()
    # 缓存单次技能攻击的最大伤害, 减少计算量
    curPlayer.SetDict(ChConfig.Def_PlayerKey_ClientMaxHurtValue, 0)
    
    
def GetClientHurtByObj(objID, objType):
@@ -965,10 +965,12 @@
        #GameWorld.ErrLog('UseSkill findSkillErr = %s'%(pack_SkillID), curPlayerID)
        return
    if not CheckClientAttackTick(curPlayer, clientTick, tick):
        AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_AtkInterval)
        curPlayer.Sync_ClientTick()
        return
    if pack_SkillID != ChConfig.Def_SkillID_Somersault:
        # 翻滚特殊处理,实时响应, 由CD 总控制
        if not CheckClientAttackTick(curPlayer, clientTick, tick):
            AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_AtkInterval)
            curPlayer.Sync_ClientTick()
            return
    #已经在攻击中
    if curPlayer.GetPlayerAction() == IPY_GameWorld.paAttack:
@@ -978,7 +980,7 @@
    #使用技能行为状态, 客户端限制    
    if not OperControlManager.IsObjCanDoAction(curPlayer, 
                                               ChConfig.Def_Obj_ActState_ClientSkill, 
                                               curSkill.GetSkillOfSeries()):
                                               curSkill.GetSkillOfSeries(), curSkill):
        AttackFailNotify(curPlayer, curSkill)
        return    
@@ -1845,9 +1847,8 @@
    
    #获得技能等级
    curSkillLV = curSkill.GetSkillLV()
    DataRecordPack.DR_LearnORUPSkill(curPlayer, curSkillID, curSkillLV)
    EventShell.EventRespons_SkillUp(curPlayer, curSkill.GetFuncType())
    GameWorld.Log("升级技能名 = %s 成功, 当前等级 = %s"%(curSkill.GetSkillName(), curSkill.GetSkillLV()), curPlayer.GetPlayerID())
    return True
@@ -2012,14 +2013,15 @@
        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
    stateSkillLV = curSkill.GetStateSkillLV() #需要基础属性ID*100000+需要属性点
    needBaseAttrID, needBaseAttrValue = GetSkillUpNeedAttr(stateSkillLV)
    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(),
                            ShareDefine.Def_Effect_Metal:PlayerControl.GetMetal(curPlayer),
                            ShareDefine.Def_Effect_Wood:PlayerControl.GetWood(curPlayer),
                            ShareDefine.Def_Effect_Water:PlayerControl.GetWater(curPlayer),
                            ShareDefine.Def_Effect_Fire:PlayerControl.GetFire(curPlayer),
                            ShareDefine.Def_Effect_Earth:PlayerControl.GetEarth(curPlayer),
                         }
        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))
@@ -2030,7 +2032,187 @@
            return False
    
    return True
## 获取技能升级属性需求 rutrun attrID, attrvalue
def GetSkillUpNeedAttr(stateSkillLV):return stateSkillLV /100000, stateSkillLV%100000
#// A5 16 选择技能五行专精 #tagCMSelectSkillElement
#
#struct    tagCMSelectSkillElement
#{
#    tagHead        Head;
#    DWORD    SkillTypeID;    // 专精技能ID
#};
def OnSelectSkillElement(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    selectSkillID = clientData.SkillTypeID
    ipyData = IpyGameDataPY.GetIpyGameData('SkillElement', selectSkillID)
    if not ipyData:
        return
    mainSkillID = ipyData.GetMainSkillID()
    if curPlayer.GetLV() < ipyData.GetNeedLV():
        GameWorld.DebugLog('选择技能五行专精等级不足!')
        return
    curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % mainSkillID)
    if selectSkillID == curElementSkillID:
        GameWorld.DebugLog('已经是该专精技能!')
        return
    skillManager = curPlayer.GetSkillManager()
    mainSkill = skillManager.FindSkillBySkillTypeID(mainSkillID)
    if not mainSkill:
        GameWorld.DebugLog('主技能未学习,无法选专精mainSkillID=%s'%mainSkillID)
        return
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementID % mainSkillID, selectSkillID)
    if curElementSkillID:
        #原技能删除
        skillManager.DeleteSkillBySkillTypeID(curElementSkillID)
    else:
        EventShell.EventRespons_ElementSkill(curPlayer)
    #更新新技能
    RefreshElementSkill(curPlayer, selectSkillID)
    # 重刷被动技能
    PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer)
    # 重刷技能战力
    PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
    NotifyElementSkillInfo(curPlayer, mainSkillID)
    return
def RefreshElementSkill(curPlayer, skillTypeID):
    ##更新专精技能生效的等级
    __InitElementSkillInfo()
    if skillTypeID not in PyGameData.g_elemntSkillDict:
        return
    baseAttrDict = {
                            ShareDefine.Def_Effect_Metal:PlayerControl.GetMetal(curPlayer),
                            ShareDefine.Def_Effect_Wood:PlayerControl.GetWood(curPlayer),
                            ShareDefine.Def_Effect_Water:PlayerControl.GetWater(curPlayer),
                            ShareDefine.Def_Effect_Fire:PlayerControl.GetFire(curPlayer),
                            ShareDefine.Def_Effect_Earth:PlayerControl.GetEarth(curPlayer),
                         }
    limitInfoList = PyGameData.g_elemntSkillDict[skillTypeID]
    maxSkillLV = len(limitInfoList)
    updSkillLV = 0
    for i, limitInfo in enumerate(limitInfoList):
        needAttrID, needAttrValue = GetSkillUpNeedAttr(limitInfo)
        curAttrValue = baseAttrDict.get(needAttrID, 0)
        if curAttrValue >= needAttrValue:
            updSkillLV = maxSkillLV - i
            break
    skillManager = curPlayer.GetSkillManager()
    curSkill = skillManager.FindSkillBySkillTypeID(skillTypeID)
    curSkillLV = curSkill.GetSkillLV() if curSkill else 0
    if updSkillLV == curSkillLV:
        return
    elif updSkillLV < curSkillLV:
        skillManager.DeleteSkillBySkillTypeID(skillTypeID)
        for _ in xrange(updSkillLV):
            skillManager.LVUpSkillBySkillTypeID(skillTypeID)
    else:
        for _ in xrange(updSkillLV-curSkillLV):
            skillManager.LVUpSkillBySkillTypeID(skillTypeID)
    return True
def RefreshElementSkillByAttr(curPlayer, attrIDList):
    #加点、丹药、境界、洗点 会影响灵根点
    __InitElementSkillInfo()
    needRefreshSkillIDList = []
    skillManager = curPlayer.GetSkillManager()
    for i in xrange(skillManager.GetSkillCount()):
        hasSkill = skillManager.GetSkillByIndex(i)
        hasSkillID = hasSkill.GetSkillTypeID()
        ipyData = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, False, False)
        if not ipyData:
            continue
        curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % hasSkillID)
        if not curElementSkillID:
            continue
        if curElementSkillID not in PyGameData.g_elemntSkillDict:
            continue
        attrID = GetSkillUpNeedAttr(PyGameData.g_elemntSkillDict[curElementSkillID][0])[0]
        if attrID not in attrIDList:
            continue
        needRefreshSkillIDList.append(curElementSkillID)
    isRefresh = False
    for skillID in needRefreshSkillIDList:
        if RefreshElementSkill(curPlayer, skillID):
            isRefresh = True
    if isRefresh:
        # 重刷被动技能
        PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer)
        # 重刷技能战力
        PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
    return
def GetElementSkillCnt(curPlayer):
    ##获取已选择的专精技能数量
    cnt = 0
    skillManager = curPlayer.GetSkillManager()
    for i in xrange(skillManager.GetSkillCount()):
        hasSkill = skillManager.GetSkillByIndex(i)
        hasSkillID = hasSkill.GetSkillTypeID()
        ipyData = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, False, False)
        if not ipyData:
            continue
        curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % hasSkillID)
        if not curElementSkillID:
            continue
        cnt +=1
    return cnt
def __InitElementSkillInfo():
    #缓存技能专精信息{skillID:[attrID*100000+needValue,..]}
    if not PyGameData.g_elemntSkillDict:
        ipyMgr = IpyGameDataPY.IPY_Data()
        for i in xrange(ipyMgr.GetSkillElementCount()):
            ipyData = ipyMgr.GetSkillElementByIndex(i)
            elementSkillID = ipyData.GetElementSkillID()
            skill = GameWorld.GetGameData().FindSkillByType(elementSkillID, 1)
            if not skill:
                continue
            skillMaxLV = skill.GetSkillMaxLV() # 最高技能等级
            for skillLV in xrange(skillMaxLV, 0, -1):
                curSkill = GameWorld.GetGameData().FindSkillByType(elementSkillID, skillLV)
                if not curSkill:
                    continue
                if elementSkillID not in PyGameData.g_elemntSkillDict:
                    PyGameData.g_elemntSkillDict[elementSkillID] = []
                PyGameData.g_elemntSkillDict[elementSkillID].append(curSkill.GetStateSkillLV())
    return
def NotifyElementSkillInfo(curPlayer, mainSkillID=0):
    ##通知五行专精信息
    if not mainSkillID:
        syncMainSkillList = []
        skillManager = curPlayer.GetSkillManager()
        for i in xrange(skillManager.GetSkillCount()):
            hasSkill = skillManager.GetSkillByIndex(i)
            hasSkillID = hasSkill.GetSkillTypeID()
            ipyData = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, False, False)
            if not ipyData:
                continue
            syncMainSkillList.append(hasSkillID)
    else:
        syncMainSkillList = [mainSkillID]
    sendPack = ChPyNetSendPack.tagMCSkillElementInfo()
    sendPack.InfoList = []
    for mSkillID in syncMainSkillList:
        curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % mSkillID)
        if not curElementSkillID:
            continue
        elementData = ChPyNetSendPack.tagMCSkillElementData()
        elementData.MainSkillID = mSkillID
        elementData.ElementSkillID = curElementSkillID
        sendPack.InfoList.append(elementData)
    sendPack.Cnt = len(sendPack.InfoList)
    NetPackCommon.SendFakePack(curPlayer, sendPack)
    return
#---------------------------------------------------------------------
##当前buff是否能够触发BuffProcess_%d 的脚本
# @param curObj 对象
@@ -2381,6 +2563,9 @@
        houseSkill = ChConfig.Def_Skill_TypeID_Speed
        curSkillType = curSkill.GetSkillTypeID()
        
        if not SkillCommon.IsBuff(curSkill):
            continue
        if curSkillType in houseSkill:
            #不使用,不添加buff
            if playerVehicle != IPY_GameWorld.pvHorse :
@@ -2491,6 +2676,11 @@
        callFunc = GameWorld.GetExecFunc(GameBuffs, "Buff_%s.%s"%(moduleSuffix, "OnCalcBuffEx"))
        if callFunc:
            callFunc(objDetel, curEffect, allAttrList[index], curBuff)
    # 持续性属性变化的buff,目前只有持续减益
    callFunc = GameWorld.GetExecFunc(GameBuffs, "BuffProcess_%s.%s"%(moduleSuffix, "OnCalcBuffEx"))
    if callFunc:
        callFunc(objDetel, curEffect, allAttrList[index], curBuff)
    return
## 获得buff效果的计算模块文件后缀
@@ -2686,19 +2876,6 @@
        OperControlManager.SetObjActState(curObj, buffSkill)
# 非属性技能算属性 特殊处理
# 法宝SP技能 如1-4级为增加属性,第5级为伤害效果,第6-10级就要包含属性和伤害效果
def CalcFabaoSPSkillAttr(curPlayer, curPlayerSkill, allAttrList):
    if curPlayerSkill.GetFuncType() != ChConfig.Def_SkillFuncType_FbSPSkill:
        return
    value = GetMaxHPAttrValue(curPlayerSkill)
    if value == 0:
        return
    PlayerControl.CalcAttrDict_Type(ShareDefine.Def_Effect_MaxHP, value, allAttrList)
    return
# 计算属性类技能的属性,同buff层不算战力
def CalcPassiveAttr_Effect(curPlayer, allAttrList):
@@ -2708,7 +2885,6 @@
        if curPlayerSkill == None:
            continue
        
        CalcFabaoSPSkillAttr(curPlayer, curPlayerSkill, allAttrList)
        if not SkillCommon.isPassiveAttr(curPlayerSkill):
            continue
        
@@ -2752,15 +2928,15 @@
def CalcBuffers_Effect(curPlayer, allAttrList, calcEffectIDList=[]):
    
    for buffType in range(IPY_GameWorld.bfBuff, IPY_GameWorld.btBufMax):
        #这些类型不影响玩家计算属性
        if buffType in [IPY_GameWorld.bfProcessBuff, #IPY_GameWorld.bfProcessDeBuff,
                        IPY_GameWorld.bfMapBuff,
                        IPY_GameWorld.bfEquipBuff]:
            continue
        buffTuple = SkillCommon.GetBuffManagerByBuffType(curPlayer, buffType)
        #通过类型获取目标的buff管理器为空,则跳出
        if buffTuple == ():
            continue
        #这些类型不影响玩家计算属性
        if buffType in [IPY_GameWorld.bfProcessBuff,
                        IPY_GameWorld.bfProcessDeBuff, IPY_GameWorld.bfMapBuff,
                        IPY_GameWorld.bfEquipBuff]:
            continue
        
        buffManager = buffTuple[0]
@@ -3189,7 +3365,6 @@
# 不受限制和影响的技能
def Trigger_UseSkill(attacker, defender, curSkill, tick, tagRoundPosX = 0, tagRoundPosY = 0, isEnhanceSkill = False):
    
    #这个技能是Buff
    if SkillCommon.IsBuff(curSkill):
@@ -3270,16 +3445,6 @@
    return True
#===============================================================================
# Def_Effect_GoddessAddHP = 1300    # 加血 (压总值血量百分比)
# Def_Effect_AddHPValue_All = 1027    # 持续加血(压总值攻击)
# Def_Effect_LostHPValue_All = 1033    # 持续减血(压总值攻击)
# Def_Effect_LostAndAddHPValue_All = 1050    # 持续吸血(压总值攻击)
# Def_Effect_LostHPValue_Single = 1201    # 持续单次减血计算 攻击
# Def_Effect_AddHPValue_Single = 1202    # 持续单次加血计算 攻击
# Def_Effect_LostHP_MaxHP = 1089    # 持续减血(压总值, 血量百分比)
#===============================================================================
#waring: 此值影响了BUFF的替换规则,值大替换小的
##添加BUFF前压入BUFF的值,这边只计算和攻击者相关,仅支持放在效果1的buff
# @param attacker 攻击方
@@ -3288,7 +3453,6 @@
def GetAddBuffValue(attacker, curSkill, defender):
    #验证该技能效果1的ID,提取公式
    curEffect = curSkill.GetEffect(0)
    effectID = curEffect.GetEffectID()
    
    moduleSuffix = GetBuffModuleSuffix(curEffect)
    
@@ -3405,7 +3569,7 @@
    return
#---------------------------------------------------------------------
# 获得关联技能
# 获得关联技能,0 全部 1是主动型技能(法宝,普攻)   其他技能ID
def GetConnectSkillID(curSkill):
    return curSkill.GetExAttr1()
@@ -3442,9 +3606,7 @@
def GetUpLVCostItemNum(curSkill):
    return curSkill.GetExAttr5()
# 技能特殊增加属性配置,目前只支持生命,潜力技能专用
def GetMaxHPAttrValue(curSkill):
    return curSkill.GetMP()
##获得当前技能升级消耗的真气值
# @param curSkill 当前技能技能
@@ -3549,19 +3711,15 @@
## 获取技能总等级
#  @param curPlayer
#  @return allSkillLV:总技能等级
def GetAllSkillLV(curPlayer):
    successSkillIDList = ReadChConfig.GetEvalChConfig("SuccessSkillIDList")
def GetAllSkillLV(curPlayer, funcType):
    allSkillLV = 0
    skillManager = curPlayer.GetSkillManager()
    for i in range(0 , skillManager.GetSkillCount()):
    for i in xrange(skillManager.GetSkillCount()):
        curPlayerSkill = skillManager.GetSkillByIndex(i)
        if curPlayerSkill == None:
            continue
        skillTypeID = curPlayerSkill.GetSkillTypeID()
        if skillTypeID not in successSkillIDList:
        if curPlayerSkill.GetFuncType() != funcType:
            continue
        skillLV = curPlayerSkill.GetSkillLV()
        allSkillLV += skillLV