hch
2019-05-11 b871f31e497453387b3195f4223057c0e6a4427d
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
@@ -717,9 +717,27 @@
            continue
        npcObj.StopMove()
        npcObj.ChangePos(npcPos.PosX, npcPos.PosY)
        BeatBackMove(curPlayer, npcObj)
    return
# 针对NPC被推出远距离一直卡墙角问题,法宝挑战副本特殊处理为超过4米 NPC自动回退一些
def BeatBackMove(curPlayer, npcObj):
    if GameWorld.GetMap().GetMapID() != ChConfig.Def_FBMapID_MagicWeapon:
        return
    if npcObj.GetCurAction() == IPY_GameWorld.laNPCSkillWarning:
        return
    posMap = npcObj.GetRefreshPosAt(npcObj.GetCurRefreshPointIndex())
    #范围校验
    posMapX = posMap.GetPosX()
    posMapY = posMap.GetPosY()
    if GameWorld.GetDist(npcObj.GetPosX(), npcObj.GetPosY(), posMapX, posMapY) < 8:
        # 单次位移不超过5米
        return
    npcControl = NPCCommon.NPCControl(npcObj)
    moveDestX, moveDestY = npcControl.GetMoveNearPosEx(posMapX, posMapY, 5)
    npcObj.Move(moveDestX, moveDestY)
    return
#===============================================================================
# //B4 03 吸引NPC仇恨 #tagNPCAttention
@@ -1848,7 +1866,7 @@
    #获得技能等级
    curSkillLV = curSkill.GetSkillLV()
    DataRecordPack.DR_LearnORUPSkill(curPlayer, curSkillID, curSkillLV)
    EventShell.EventRespons_SkillUp(curPlayer, curSkill.GetFuncType())
    EventShell.EventRespons_SkillUp(curPlayer, curSkill.GetFuncType(), curSkillLV)
    GameWorld.Log("升级技能名 = %s 成功, 当前等级 = %s"%(curSkill.GetSkillName(), curSkill.GetSkillLV()), curPlayer.GetPlayerID())
    return True
@@ -2077,6 +2095,7 @@
    isChangeSkill = False #是否变更生效的技能
    if updSelectSkillLV != activeSkillLV:
        #可升级则激活升一级
        EventShell.EventRespons_ElementSkill(curPlayer, mainSkillID, updSelectSkillLV)
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementLV % selectSkillID, updSelectSkillLV)
        if curElementSkillID == selectSkillID:
            #正在使用的专精技能,则立即生效
@@ -2095,8 +2114,7 @@
            if curElementSkillID != selectSkillID:
                #原技能删除
                skillManager.DeleteSkillBySkillTypeID(curElementSkillID)
        else:
            EventShell.EventRespons_ElementSkill(curPlayer)
    
        # 重刷被动技能
        PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer)
@@ -2106,7 +2124,7 @@
    NotifyElementSkillInfo(curPlayer, mainSkillID, selectSkillID if updSelectSkillLV != activeSkillLV else 0)
    return
def RefreshElementSkill(curPlayer, skillTypeID):
def RefreshElementSkill(curPlayer, skillTypeID, isChangeLV=True):
    ##更新专精技能生效的等级
    __InitElementSkillInfo()
    if skillTypeID not in PyGameData.g_elemntSkillDict:
@@ -2135,6 +2153,8 @@
    curSkill = skillManager.FindSkillBySkillTypeID(skillTypeID)
    curSkillLV = curSkill.GetSkillLV() if curSkill else 0
    #GameWorld.DebugLog('更新专精技能生效的等级 skillTypeID=%s,curSkillLV=%s,activeSkillLV=%s,updSkillLV=%s'%(skillTypeID, curSkillLV, activeSkillLV, updSkillLV))
    if not isChangeLV:
        return
    if updSkillLV == curSkillLV:
        return
    elif updSkillLV < curSkillLV:
@@ -2154,7 +2174,7 @@
    #加点、丹药、境界、洗点 会影响灵根点
    __InitElementSkillInfo()
    
    needRefreshSkillIDList = []
    needRefreshSkillIDDict = {} #{skillid:是否变更技能等级}
    skillManager = curPlayer.GetSkillManager()
    for i in xrange(skillManager.GetSkillCount()):
        hasSkill = skillManager.GetSkillByIndex(i)
@@ -2162,6 +2182,7 @@
        ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, True, False)
        if not ipyDataList:
            continue
        curSelectSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % hasSkillID)
        for ipyData in ipyDataList:
            curElementSkillID = ipyData.GetElementSkillID()
            if curElementSkillID not in PyGameData.g_elemntSkillDict:
@@ -2169,11 +2190,12 @@
            attrID = GetSkillUpNeedAttr(PyGameData.g_elemntSkillDict[curElementSkillID][0])[0]
            if attrID not in attrIDList:
                continue
            needRefreshSkillIDList.append(curElementSkillID)
            needRefreshSkillIDDict[curElementSkillID] = curSelectSkillID == curElementSkillID
    #GameWorld.DebugLog('属性点变更 刷新专精attrIDList=%s,needRefreshSkillIDList=%s'%(attrIDList,needRefreshSkillIDList))
    isRefresh = False
    for skillID in needRefreshSkillIDList:
        if RefreshElementSkill(curPlayer, skillID):
    for skillID, isChangeLV in needRefreshSkillIDDict.items():
        if RefreshElementSkill(curPlayer, skillID, isChangeLV):
            isRefresh = True
    if isRefresh:
        # 重刷被动技能
@@ -2183,20 +2205,23 @@
    NotifyElementSkillInfo(curPlayer)
    return
def GetElementSkillCnt(curPlayer):
def GetElementSkillCnt(curPlayer, mainSkillIDList, activeLV):
    ##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:
        if hasSkillID not in mainSkillIDList:
            continue
        curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % hasSkillID)
        if not curElementSkillID:
        ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, True, False)
        if not ipyDataList:
            continue
        cnt +=1
        for ipyData in ipyDataList:
            elementSkillID = ipyData.GetElementSkillID()
            curActiveLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementLV % elementSkillID)
            if curActiveLV >= activeLV:
                cnt += 1
    return cnt
def __InitElementSkillInfo():
@@ -2719,10 +2744,12 @@
        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)
    #是否持续性技能
    if curBuff and curBuff.GetSkill().GetSkillType() in ChConfig.Def_LstBuff_List:
        # 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
@@ -3750,6 +3777,23 @@
## 获取某类型技能达到X等级的个数
#  @param curPlayer
#  @return
def GetSkillCntByFunc(curPlayer, funcType, skilllv=0):
    allSkillCnt = 0
    skillManager = curPlayer.GetSkillManager()
    for i in xrange(skillManager.GetSkillCount()):
        curPlayerSkill = skillManager.GetSkillByIndex(i)
        if curPlayerSkill == None:
            continue
        if curPlayerSkill.GetFuncType() != funcType:
            continue
        if curPlayerSkill.GetSkillLV() >= skilllv:
            allSkillCnt += 1
    return allSkillCnt
## 获取技能总等级
#  @param curPlayer
#  @return allSkillLV:总技能等级
@@ -3764,7 +3808,4 @@
            continue
        skillLV = curPlayerSkill.GetSkillLV()
        allSkillLV += skillLV
    return allSkillLV