xdh
2019-05-10 c2a7d0326f1e779bf6ee184e60d04dd7d43b576b
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
@@ -102,9 +102,6 @@
    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
@@ -720,9 +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
@@ -1851,7 +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
@@ -2016,6 +2031,14 @@
        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:
@@ -2027,14 +2050,14 @@
                            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
@@ -2052,33 +2075,56 @@
    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:
@@ -2090,7 +2136,7 @@
                            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
@@ -2100,16 +2146,25 @@
        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)
@@ -2119,49 +2174,54 @@
    #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():
@@ -2184,30 +2244,37 @@
                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)
@@ -2676,6 +2743,13 @@
        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
@@ -2923,15 +2997,15 @@
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]
@@ -3703,6 +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
@@ -3717,7 +3808,4 @@
            continue
        skillLV = curPlayerSkill.GetSkillLV()
        allSkillLV += skillLV
    return allSkillLV