hch
2019-05-20 b830b04b3de84fadca2f03e4d9625ecdfc4429a1
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
@@ -43,7 +43,12 @@
GameWorld.ImportAll("Script\\Skill\\", "PassiveBuff")
# 被动关联的技能模块
# 获得关联技能,0 全部 1是主动型技能(法宝,普攻) 2 为人族法宝技能 3为普攻  其他技能ID
Def_ConnSkill_Template = {
             ChConfig.Def_SkillFuncType_FbSkill:[1,2],
             ChConfig.Def_SkillFuncType_NormalAttack:[1,3],
             }
# --------被动功法设置--------------------------------------------------------------------
@@ -284,12 +289,12 @@
             
             4000:ChConfig.TriggerType_BuffState,   # 进入4012的某个状态触发技能 2
             4001:ChConfig.TriggerType_TagBuffState,   # 目标进入4012的某个状态触发技能 2
             4002:ChConfig.TriggerType_AddDamagePer,   # 提高增加伤害属性值,计算时 3
             4003:ChConfig.TriggerType_AddDamagePer,   # 提高增加伤害属性值,计算时 3
             4002:ChConfig.TriggerType_SkillValue,  # 增加技能伤害固定值 82
             4003:ChConfig.TriggerType_AttackOver,  # 攻击(对敌技能)后被动技能被触发 4
             4004:ChConfig.TriggerType_AttackOver,  # 攻击(对敌技能)后被动技能被触发 4
             4005:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
             4006:ChConfig.TriggerType_SuperHit, # 暴击时 触发技能6,
             4007:ChConfig.TriggerType_SuperHitValue, # 暴击时 增加暴击值7,
             4007:ChConfig.TriggerType_SuperHitValue, # 暴击时 增加暴击值百分比7,
             4008:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
             4009:ChConfig.TriggerType_HurtObjAddBuff, # 击中玩家(群攻多次触发)8,
             4010:ChConfig.TriggerType_ReduceCD, # 减少CD9, #CD
@@ -311,7 +316,6 @@
             4027:ChConfig.TriggerType_AttackKill,   # նɱ 24
             4028:ChConfig.TriggerType_WillDead,   # 进入濒死状态时触发技能 25
             4029:ChConfig.TriggerType_BuffBoom,   # 中毒后爆炸 26
             4030:ChConfig.TriggerType_Success_Buff_SkillPer, # 提高4501成功概率 27
             4031:ChConfig.TriggerType_HurtObjAddBuff,   # 在算伤害时群攻1对1加buff,可用于一个伤害多次触发 28
             4032:ChConfig.TriggerType_BeBoomSeed,   # 被动引爆视野内对象的buff种子 29
             4033:ChConfig.TriggerType_AttackOver,  # 攻击(对敌技能)后被动技能被触发 4
@@ -347,7 +351,7 @@
             4063:ChConfig.TriggerType_SummonDie,   #自身召唤兽死亡触发技能 60
             4064:ChConfig.TriggerType_GiftReduceCD, # 天赋减少CD9, #CD
             4065:ChConfig.TriggerType_DamageReducePVP,   # PVP减少伤害
             4066:ChConfig.TriggerType_AddDamagePer,   # 提高增加伤害属性值,计算时 3
             4066:ChConfig.TriggerType_AddPVPDamagePer,   # 提高PVP增加伤害属性值,计算时 3
             4067:ChConfig.TriggerType_ProDefValue, # 神兵护盾值下降时 62
             4068:ChConfig.TriggerType_LockHP, # 锁血触发技能 63
             4069:ChConfig.TriggerType_ZhongjiZhansha, # 终极斩杀 64
@@ -355,6 +359,8 @@
             4071:ChConfig.TriggerType_Buff_SuckBloodPer,   # 攻击 百分比吸血
             4072:ChConfig.TriggerType_SuperHitSkipCD, # 暴击无冷却 68
             4073:ChConfig.TriggerType_BuffHurtCnt, # 当持续buff伤害第X次时触发技能 69
             4074:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
             4075:ChConfig.TriggerType_AddThumpHitPer, # 增加重击伤害百分比
             4076:ChConfig.TriggerType_dFinalHurtReducePer, # 防守方的最终伤害减少百分比 71 
             4077:ChConfig.TriggerType_AttackAddFinalPer, # 增加最终伤害百分比 59
             4078:ChConfig.TriggerType_AttackOver,  # 攻击(对敌技能)后被动技能被触发 4
@@ -375,8 +381,15 @@
             4093:ChConfig.TriggerType_NoControl,   # 使关联技能不受控制 78
             4094:ChConfig.TriggerType_Buff_AddSuperHitRate, # BUFF类:增加暴击率
             4095:ChConfig.TriggerType_SuperHitSuckBloodPer, # BUFF类: 暴击百分比吸血, 79
             4096:ChConfig.TriggerType_SuperHitAddSkillPer, # 暴击增加技能伤害
             4097:ChConfig.TriggerType_BurnPer, # 灼烧伤害百分比 81
             4096:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
             4097:ChConfig.TriggerType_BurnPer, # 灼烧伤害百分比 80
             4098:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
             4099:ChConfig.TriggerType_WillDead,   # 进入濒死状态时触发技能 25
             4100:ChConfig.TriggerType_AttackOver,  # 攻击(对敌技能)后被动技能被触发 4
             4101:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
             4102:ChConfig.TriggerType_SkillValue,  # 增加技能伤害固定值 82
             4103:ChConfig.TriggerType_Buff_SuckBloodPer,   # 攻击 百分比吸血
             4104:ChConfig.TriggerType_HitSuccess,  # 命中成功率 83
             }
    return tdict.get(effectID, -1) 
    #===========================================================================
@@ -393,11 +406,13 @@
# 获得【BUFF】被动触发的方式 与GetTriggerTypeByEffectID互补
def GetBuffTriggerTypeByEffectID(effectID):
    tdict = {
             1011:ChConfig.TriggerType_Buff_AttackSubLayer,  # BUFF类:攻击减buff层,0消失
             4500:ChConfig.TriggerType_AttackOver, # BUFF类:攻击触发新技能
             4501:ChConfig.TriggerType_AttackAddSkillPer, # BUFF类:提高主动技能的技能伤害
             4502:ChConfig.TriggerType_BeAttackOver, # BUFF类:被攻击触发技能
             4503:ChConfig.TriggerType_AddDamagePer,  # BUFF类: 攻击时提高增加伤害
             4503:ChConfig.TriggerType_AttackOver, # BUFF类:攻击触发新技能
             4504:ChConfig.TriggerType_BounceHP,  # BUFF类: 反弹伤害固定值
             4505:ChConfig.TriggerType_AttackAddSkillPer, # BUFF类:提高主动技能的技能伤害
             4506:ChConfig.TriggerType_BeAttackOver, # BUFF类:被攻击触发技能  只刷新属性 不触发技能
             4507:ChConfig.TriggerType_Buff_AddSuperHitRate, # BUFF类:增加暴击率
             4508:ChConfig.TriggerType_Buff_AttackSubLayer,  # BUFF类:攻击减buff层,0消失
@@ -425,6 +440,11 @@
             4530:ChConfig.TriggerType_Buff_AttackSubLayer,  # BUFF类:攻击减buff层,0消失
             4531:ChConfig.TriggerType_BounceHPPerByAttacker,  # 反弹伤害百分比值, 由攻击方决定 77
             4532:ChConfig.TriggerType_SuperHit,    # buff中对第一目标暴击触发技能
             4533:ChConfig.TriggerType_BurnDisappear, # 灼烧消失触发 81
             4534:ChConfig.TriggerType_DebuffOff,   # BUFF类: 抵消debuff
             4535:ChConfig.TriggerType_BeAttackAddSkillPer, # buff中, 被攻击提高技能伤害
             4536:ChConfig.TriggerType_AddBuffOver,
             4537:ChConfig.TriggerType_BurnPer, # 灼烧伤害百分比 80
             
             803:ChConfig.TriggerType_BloodShield,  # 血盾
             806:ChConfig.TriggerType_BloodShield,  # 血盾
@@ -450,7 +470,7 @@
        self.AffectSuperEquipEffectCntDict = {}  # 特殊装备技能效果对应的已计算后的数值,直接调用
    
    #记录会影响其他技能或者被动触发释放技能的BUFF
    def AddBuffInfoByEffect(self, effect, skillID):
    def AddBuffInfoByEffect(self, effect, skillID, onwerID, onwerType):
        effectID = effect.GetEffectID()
        
        #{(触发方式/点, 关联技能):{BUFFID:【效果】}}
@@ -465,7 +485,7 @@
            
        if skillID not in self.AffectBuffDict[keyTuple]:
            self.AffectBuffDict[keyTuple][skillID] = []
        self.AffectBuffDict[keyTuple][skillID].append(effect)  # 存储受影响的信息
        self.AffectBuffDict[keyTuple][skillID].append([effect, onwerID, onwerType])  # 存储受影响的信息
        return
        
@@ -689,12 +709,14 @@
        skillList.extend(self.AffectSuperEquipSkillDict.get((triggerType, connSkillID), []))
        
        # 指定特殊类型可触发
        # 获得关联技能,0 全部 1是主动型技能(法宝,普攻) 2 为人族法宝技能 3为普攻  其他技能ID
        if connSkill and connSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_FbSkill, ChConfig.Def_SkillFuncType_NormalAttack]:
            funcType = connSkill.GetFuncType()
            skillList.extend(self.AffectSkillDict.get((triggerType, funcType), []))
            skillList.extend(self.AffectPassiveSkillSetDict.get((triggerType, funcType), []))
            skillList.extend(self.AffectDogzSkillDict.get((triggerType, funcType), []))
            skillList.extend(self.AffectSuperEquipSkillDict.get((triggerType, funcType), []))
            funcTypeList = Def_ConnSkill_Template.get(connSkill.GetFuncType(), [])
            for funcType in funcTypeList:
                skillList.extend(self.AffectSkillDict.get((triggerType, funcType), []))
                skillList.extend(self.AffectPassiveSkillSetDict.get((triggerType, funcType), []))
                skillList.extend(self.AffectDogzSkillDict.get((triggerType, funcType), []))
                skillList.extend(self.AffectSuperEquipSkillDict.get((triggerType, funcType), []))
        
        # 被动再触发被动限制为指定
        if connSkill and SkillCommon.isPassiveSkill(connSkill):
@@ -818,6 +840,8 @@
                buffSkill = curBuff.GetSkill()
                if not buffSkill:
                    continue
                onwerID, onwerType = curBuff.GetOwnerID(), curBuff.GetOwnerType()
                for effectIndex in range(0, buffSkill.GetEffectCount()):
                    curEffect = buffSkill.GetEffect(effectIndex)
                    effectID = curEffect.GetEffectID()
@@ -828,7 +852,7 @@
                    if triggerType == -1:
                        continue
                    passiveEff = self.InitObjPassiveEff(gameObj)
                    passiveEff.AddBuffInfoByEffect(curEffect, buffSkill.GetSkillID())
                    passiveEff.AddBuffInfoByEffect(curEffect, buffSkill.GetSkillID(), onwerID, onwerType)
        
        return
    
@@ -1328,7 +1352,8 @@
        
        if not IsValidPassiveSkill(curSkill):
            continue
        for passiveEffect in effectList:
        for effectInfo in effectList:
            passiveEffect = effectInfo[0]
            # 被动触发的技能
            pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID()
            
@@ -1336,7 +1361,7 @@
            if not callFunc:
                continue
            
            if not callFunc(attacker, defender, passiveEffect, tagSkill):
            if not callFunc(attacker, defender, passiveEffect, tagSkill, ownerID=effectInfo[1], ownerType=effectInfo[2]):
                continue
            
            callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "DoLogic"))
@@ -1397,14 +1422,15 @@
        
        if not IsValidPassiveSkill(curSkill):
            continue
        for passiveEffect in effectList:
        for effectInfo in effectList:
            passiveEffect = effectInfo[0]
            # 被动触发的技能
            pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID()
            callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "CheckCanHappen"))
            if not callFunc:
                continue
            
            if not callFunc(attacker, defender, passiveEffect, skillID, useSkill=useSkill):
            if not callFunc(attacker, defender, passiveEffect, skillID, useSkill=useSkill, ownerID=effectInfo[1], ownerType=effectInfo[2]):
                continue
            
            callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "GetSkillData"))
@@ -1474,11 +1500,11 @@
        if not IsValidPassiveSkill(curSkill):
            continue
        
        for passiveEffect in effectList:
        for effectInfo in effectList:
            if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
                # 只有天赋才可以再次被触发
                continue 
            passiveEffect = effectInfo[0]
            # 被动触发的技能
            pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID()
            
@@ -1487,7 +1513,7 @@
                continue
            
            # 条件不满足
            if not callFunc(attacker, defender, passiveEffect, skillID, useSkill=useSkill):
            if not callFunc(attacker, defender, passiveEffect, skillID, useSkill=useSkill, ownerID=effectInfo[1], ownerType=effectInfo[2]):
                continue
            
            callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "GetValue"))
@@ -1495,7 +1521,7 @@
                continue
            
            # 如被动技能:千幻冥炎真实伤害从2变4倍
            curValue += GetPassiveSkillValueByTriggerType(attacker, defender, curSkill, ChConfig.TriggerType_PassiveBuffValue)
            #curValue += GetPassiveSkillValueByTriggerType(attacker, defender, curSkill, ChConfig.TriggerType_PassiveBuffValue)
            curValue += callFunc(attacker, defender, passiveEffect)
            
    return curValue