| | |
| | | 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):
|
| | | global g_ClientHurtDict
|
| | |
| | | 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
|
| | |
| | | #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
|
| | |
|
| | |
| | | return False
|
| | |
|
| | | #玩家属性点要求
|
| | | if not CheckLearnSkillNeedAttr(curPlayer, curSkill):
|
| | | return False
|
| | | |
| | | return True
|
| | |
|
| | | def CheckLearnSkillNeedAttr(curPlayer, curSkill):
|
| | | #玩家属性点要求
|
| | | curSkillTypeID = curSkill.GetSkillTypeID()
|
| | | stateSkillLV = curSkill.GetStateSkillLV() #需要基础属性ID*100000+需要属性点
|
| | | needBaseAttrID, needBaseAttrValue = GetSkillUpNeedAttr(stateSkillLV)
|
| | | if needBaseAttrID and needBaseAttrValue:
|
| | |
| | | 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))
|
| | | GameWorld.ErrLog(' 技能升级属性点条件配置错误,curSkillTypeID=%s,needBaseAttrID=%s'%(curSkillTypeID, needBaseAttrID))
|
| | | return False
|
| | | curBaseAttrValue = baseAttrDict.get(needBaseAttrID, 0)
|
| | | if curBaseAttrValue < needBaseAttrValue:
|
| | | GameWorld.DebugLog('升级技能%s需要属性点 %s达到%s, 当前点数=%s!'%(curSkillTypeID, needBaseAttrID, needBaseAttrValue, curBaseAttrValue))
|
| | | #GameWorld.DebugLog('升级技能%s需要属性点 %s达到%s, 当前点数=%s!'%(curSkillTypeID, needBaseAttrID, needBaseAttrValue, curBaseAttrValue))
|
| | | 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
|
| | |
|
| | |
| | | if not ipyData:
|
| | | return
|
| | | mainSkillID = ipyData.GetMainSkillID()
|
| | | |
| | | curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % mainSkillID)
|
| | | if selectSkillID == curElementSkillID:
|
| | | GameWorld.DebugLog('已经是该专精技能!')
|
| | | if curPlayer.GetLV() < ipyData.GetNeedLV():
|
| | | GameWorld.DebugLog('选择技能五行专精等级不足!')
|
| | | 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).RefreshAllSkill()
|
| | | curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % mainSkillID)
|
| | | activeSkillLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementLV % selectSkillID)
|
| | | #先判断是否可升级
|
| | | updSelectSkillLV = activeSkillLV
|
| | | nextSkill = GameWorld.GetGameData().FindSkillByType(selectSkillID, activeSkillLV + 1)
|
| | | if nextSkill:
|
| | | if CheckLearnSkillNeedAttr(curPlayer, nextSkill):
|
| | | updSelectSkillLV = activeSkillLV + 1
|
| | | 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
|
| | | isChangeSkill = True
|
| | | elif selectSkillID != curElementSkillID:
|
| | | isChangeSkill = True
|
| | | |
| | | if isChangeSkill:
|
| | | #更换专精
|
| | | if not RefreshElementSkill(curPlayer, selectSkillID):
|
| | | GameWorld.DebugLog('更换专精 不成功 selectSkillID=%s'%selectSkillID)
|
| | | return
|
| | | |
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementID % mainSkillID, selectSkillID)
|
| | | if curElementSkillID:
|
| | | if curElementSkillID != selectSkillID:
|
| | | #原技能删除
|
| | | skillManager.DeleteSkillBySkillTypeID(curElementSkillID)
|
| | | |
| | |
|
| | | NotifyElementSkillInfo(curPlayer, mainSkillID)
|
| | | # 重刷被动技能
|
| | | PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer)
|
| | | # 重刷技能战力
|
| | | PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
|
| | | |
| | | 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:
|
| | |
| | | ShareDefine.Def_Effect_Fire:PlayerControl.GetFire(curPlayer),
|
| | | ShareDefine.Def_Effect_Earth:PlayerControl.GetEarth(curPlayer),
|
| | | }
|
| | | |
| | | activeSkillLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementLV % skillTypeID)
|
| | | limitInfoList = PyGameData.g_elemntSkillDict[skillTypeID]
|
| | | maxSkillLV = len(limitInfoList)
|
| | | updSkillLV = 0
|
| | |
| | | if curAttrValue >= needAttrValue:
|
| | | updSkillLV = maxSkillLV - i
|
| | | break
|
| | | if activeSkillLV > updSkillLV:
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementLV % skillTypeID, updSkillLV)
|
| | | updSkillLV = min(updSkillLV, activeSkillLV) #不可超过激活的等级
|
| | | skillManager = curPlayer.GetSkillManager()
|
| | | 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:
|
| | | skillManager.DeleteSkillBySkillTypeID(skillTypeID)
|
| | | for _ in xrange(updSkillLV):
|
| | | skillManager.LVUpSkillBySkillTypeID(skillTypeID)
|
| | | if updSkillLV == 0:#重置为未选状态
|
| | | ipyData = IpyGameDataPY.GetIpyGameData('SkillElement', skillTypeID)
|
| | | mainSkillID = ipyData.GetMainSkillID()
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementID % mainSkillID, 0)
|
| | | else:
|
| | | for _ in xrange(updSkillLV-curSkillLV):
|
| | | skillManager.LVUpSkillBySkillTypeID(skillTypeID)
|
| | |
| | | #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)
|
| | | hasSkillID = hasSkill.GetSkillTypeID()
|
| | | ipyData = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, False, False)
|
| | | if not ipyData:
|
| | | ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, True, False)
|
| | | if not ipyDataList:
|
| | | 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)
|
| | | |
| | | curSelectSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % hasSkillID)
|
| | | for ipyData in ipyDataList:
|
| | | curElementSkillID = ipyData.GetElementSkillID()
|
| | | if curElementSkillID not in PyGameData.g_elemntSkillDict:
|
| | | continue
|
| | | attrID = GetSkillUpNeedAttr(PyGameData.g_elemntSkillDict[curElementSkillID][0])[0]
|
| | | if attrID not in attrIDList:
|
| | | continue
|
| | | 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
|
| | | PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer)
|
| | | # 重刷技能战力
|
| | | PlayerControl.PlayerControl(curPlayer).RefreshAllSkill()
|
| | | PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
|
| | | 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():
|
| | |
| | | PyGameData.g_elemntSkillDict[elementSkillID].append(curSkill.GetStateSkillLV())
|
| | | return
|
| | |
|
| | | def NotifyElementSkillInfo(curPlayer, mainSkillID=0):
|
| | | def NotifyElementSkillInfo(curPlayer, mainSkillID=0, changeSkillID=0):
|
| | | ##通知五行专精信息
|
| | | if not mainSkillID:
|
| | | syncMainSkillList = []
|
| | | syncMainSkillDict = {}
|
| | | 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:
|
| | | ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, True, False)
|
| | | if not ipyDataList:
|
| | | continue
|
| | | syncMainSkillList.append(hasSkillID)
|
| | | |
| | | syncMainSkillDict[hasSkillID] = []
|
| | | for ipyData in ipyDataList:
|
| | | syncMainSkillDict[hasSkillID].append(ipyData.GetElementSkillID())
|
| | |
|
| | | else:
|
| | | syncMainSkillList = [mainSkillID]
|
| | | syncMainSkillDict = {mainSkillID:[changeSkillID]} if changeSkillID else {mainSkillID:[]}
|
| | | sendPack = ChPyNetSendPack.tagMCSkillElementInfo()
|
| | | sendPack.InfoList = []
|
| | | for mSkillID in syncMainSkillList:
|
| | | for mSkillID, elementList in syncMainSkillDict.items():
|
| | | curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % mSkillID)
|
| | | if not curElementSkillID:
|
| | | continue
|
| | | elementData = ChPyNetSendPack.tagMCSkillElementData()
|
| | | elementData.MainSkillID = mSkillID
|
| | | elementData.ElementSkillID = curElementSkillID
|
| | | elementData.ActiveSkill = []
|
| | | for elementSkillID in elementList:
|
| | | activeData = ChPyNetSendPack.tagMCSkillElementActiveData()
|
| | | activeData.SkillID = elementSkillID
|
| | | activeData.ActiveLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementLV % elementSkillID)
|
| | | elementData.ActiveSkill.append(activeData)
|
| | | elementData.SkillCnt = len(elementData.ActiveSkill)
|
| | | sendPack.InfoList.append(elementData)
|
| | | sendPack.Cnt = len(sendPack.InfoList)
|
| | | NetPackCommon.SendFakePack(curPlayer, sendPack)
|
| | |
| | | callFunc = GameWorld.GetExecFunc(GameBuffs, "Buff_%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
|
| | |
| | | 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]
|
| | |
| | |
|
| | |
|
| | |
|
| | | ## 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
|
| | |
| | | continue
|
| | | skillLV = curPlayerSkill.GetSkillLV()
|
| | | allSkillLV += skillLV
|
| | | |
| | | return allSkillLV
|
| | |
|
| | |
|