| | |
| | | #if FBLogic.DoFBOnKill_Player_ValuePrize(curPlayer, defender, tick):
|
| | | __GiveKill_Player_ValuePrize(curPlayer, defender, tick)
|
| | |
|
| | | NPCCommon.OnPlayerKillNPCPlayer(curPlayer, defender, tick)
|
| | | |
| | | #执行副本杀人逻辑
|
| | | if FBLogic.DoFBOnKill_Player(curPlayer, defender, tick):
|
| | | return
|
| | |
| | | # Def_HurtType_SuperHit,
|
| | | # Def_HurtType_Miss,
|
| | | # ) = range(0, 3)
|
| | | # #类型: 0-普通 1-致命一击 2-躲闪
|
| | | # #类型: 0-普通 1-暴击 2-躲闪
|
| | | #===============================================================================
|
| | |
|
| | | ## 伤害结构体类
|
| | |
| | | ChConfig.Def_HurtType_SuperHit:[False, 0, 0],
|
| | | ChConfig.Def_HurtType_Parry:[False, 0, 0],
|
| | | ChConfig.Def_HurtType_Zhuxian:[False, 0, 0],
|
| | | ChConfig.Def_HurtType_DeadlyHit:[False, 0, 0],
|
| | | }
|
| | |
|
| | | calcTypeList = []
|
| | | if atkObjType == IPY_GameWorld.gotPlayer:
|
| | | calcTypeList += [ChConfig.Def_HurtType_LuckyHit, ChConfig.Def_HurtType_SuperHit, ChConfig.Def_HurtType_Zhuxian]
|
| | | calcTypeList += [ChConfig.Def_HurtType_LuckyHit, ChConfig.Def_HurtType_SuperHit, |
| | | ChConfig.Def_HurtType_Zhuxian, ChConfig.Def_HurtType_DeadlyHit]
|
| | | if defObjType == IPY_GameWorld.gotPlayer:
|
| | | calcTypeList += [ChConfig.Def_HurtType_Parry]
|
| | | # 暂时只计算玩家
|
| | |
| | | ChConfig.Def_HurtType_LuckyHit:lambda aObj, dObj, hState:__HurtTypeHappen_LuckyHit(aObj, dObj, hState),
|
| | | ChConfig.Def_HurtType_SuperHit:lambda aObj, dObj, hState:__HurtTypeHappen_SuperHit(aObj, dObj, hState),
|
| | | ChConfig.Def_HurtType_Parry:lambda aObj, dObj, hState:__HurtTypeHappen_Parry(aObj, dObj, hState),
|
| | | ChConfig.Def_HurtType_Zhuxian:lambda aObj, dObj, hState:__HurtTypeHappen_Zhuxian(aObj, dObj, hState),
|
| | | #ChConfig.Def_HurtType_Zhuxian:lambda aObj, dObj, hState:__HurtTypeHappen_Zhuxian(aObj, dObj, hState),
|
| | | ChConfig.Def_HurtType_DeadlyHit:lambda aObj, dObj, hState:__HurtTypeHappen_Deadly(aObj, dObj, hState),
|
| | | }
|
| | |
|
| | | hadCheckList = [] # 已经处理过的伤害类型列表
|
| | |
| | | for mutexHurtTypeList in mutexList:
|
| | | curMHHappen = False # 当前互斥列表是否有触发的
|
| | | for hType in mutexHurtTypeList:
|
| | | if hType not in calcTypeList:
|
| | | if hType not in calcTypeList or hType not in happenFunc:
|
| | | continue
|
| | | if hType in hadCheckList:
|
| | | continue
|
| | |
| | |
|
| | | # 再算优先级列表里
|
| | | for hType in priorityList:
|
| | | if hType not in calcTypeList:
|
| | | if hType not in calcTypeList or hType not in happenFunc:
|
| | | continue
|
| | | if hType not in hadCheckList:
|
| | | hadCheckList.append(hType)
|
| | |
| | |
|
| | |
|
| | | def __HurtTypeHappen_LuckyHit(atkObj, defObj, happenState):
|
| | | ''' 判断伤害类型是否发生 - 幸运一击
|
| | | @return: 是否触发, 触发时伤害计算值, 触发时防守方的伤害减免值
|
| | | ''' 判断伤害类型是否发生 - 会心一击
|
| | | @return: 是否触发, 触发时伤害计算固定值, 触发时防守方的伤害减免固定值
|
| | | '''
|
| | | if IsHappenStateByType(happenState, ChConfig.Def_Skill_HappenState_LuckyHit):
|
| | | return True, atkObj.GetLuckyHitVal(), PlayerControl.GetLuckyHitReducePer(defObj)
|
| | | return True, atkObj.GetLuckyHitVal(), PlayerControl.GetLuckyHitReduce(defObj)
|
| | |
|
| | | aLuckyHitRate = atkObj.GetLuckyHitRate()
|
| | | dLuckyHitRateReduce = PlayerControl.GetLuckyHitRateReduce(defObj)
|
| | |
| | | if atkLuckyHitRate <= 0:
|
| | | return
|
| | | if GameWorld.CanHappen(atkLuckyHitRate):
|
| | | return True, atkObj.GetLuckyHitVal(), PlayerControl.GetLuckyHitReducePer(defObj)
|
| | | return True, atkObj.GetLuckyHitVal(), PlayerControl.GetLuckyHitReduce(defObj)
|
| | | return
|
| | |
|
| | | def __HurtTypeHappen_SuperHit(atkObj, defObj, happenState):
|
| | | ''' 判断伤害类型是否发生 - 暴击
|
| | | @return: 是否触发, 触发时伤害计算值, 触发时防守方的伤害减免值
|
| | | @return: 是否触发, 触发时伤害计算固定值, 触发时防守方的伤害减免固定值
|
| | | '''
|
| | |
|
| | | if IsHappenStateByType(happenState, ChConfig.Def_Skill_HappenState_SuperHit):
|
| | | return True, atkObj.GetSuperHit(), PlayerControl.GetSuperHitReducePer(defObj)
|
| | | return True, atkObj.GetSuperHit(), PlayerControl.GetSuperHitReduce(defObj)
|
| | |
|
| | | aSuperHitRate = atkObj.GetSuperHitRate()
|
| | | dSuperHitRateReduce = PlayerControl.GetSuperHitRateReduce(defObj)
|
| | |
| | | if superHitRate <= 0:
|
| | | return
|
| | | if GameWorld.CanHappen(superHitRate):
|
| | | return True, atkObj.GetSuperHit(), PlayerControl.GetSuperHitReducePer(defObj)
|
| | | return True, atkObj.GetSuperHit(), PlayerControl.GetSuperHitReduce(defObj)
|
| | | return
|
| | |
|
| | | def __HurtTypeHappen_Parry(atkObj, defObj, happenState):
|
| | |
| | | return True, 0, chanceDefPer
|
| | | return
|
| | |
|
| | | def __HurtTypeHappen_Zhuxian(atkObj, defObj, happenState):
|
| | | """诛仙一击"""
|
| | | rate = PlayerControl.GetZhuXianRate(atkObj)
|
| | | if not rate:
|
| | | return
|
| | | |
| | | if GameWorld.CanHappen(rate):
|
| | | return True, PlayerControl.GetZhuXianHurtPer(atkObj), 0
|
| | | #def __HurtTypeHappen_Zhuxian(atkObj, defObj, happenState):
|
| | | # """诛仙一击"""
|
| | | # rate = PlayerControl.GetZhuXianRate(atkObj)
|
| | | # if not rate:
|
| | | # return
|
| | | # |
| | | # if GameWorld.CanHappen(rate):
|
| | | # return True, PlayerControl.GetZhuXianHurtPer(atkObj), 0
|
| | | # return
|
| | |
|
| | | # 致命一击
|
| | | def __HurtTypeHappen_Deadly(atkObj, defObj, happenState):
|
| | | if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, None, ChConfig.TriggerType_IsDealy):
|
| | | return True, 0, 0
|
| | | return
|
| | |
|
| | |
|
| | |
|
| | | def ChangeSkillHurtPer(atkObj, defObj, curSkill, skillPer):
|
| | |
| | | elif defObj.GetType() == ChConfig.ntHelpBattleRobot:
|
| | | remainHP = min(dHP, max(GameObj.GetMaxHP(defObj)/2, remainHP)) # 助战机器人剩余血量不能少于一半
|
| | | GameObj.SetHP(defObj, remainHP)
|
| | | |
| | | elif defObj.GetType() == ChConfig.ntMonsterTime:
|
| | | UpdateTimeMonsterHP(defObj, tick)
|
| | |
|
| | | else:
|
| | | #防守方是怪物NPC,只扣其血
|
| | |
| | |
|
| | | return resultHurtType
|
| | |
|
| | | def UpdateTimeMonsterHP(curNPC, tick):
|
| | | '''
|
| | | NPC总血量 = 单人每秒掉血量*理论击杀所需时间
|
| | | 掉血值 = 单人每秒掉血量*min(攻击人数, 最大人数)*衰减万分率/10000
|
| | | '''
|
| | | |
| | | npcID = curNPC.GetNPCID()
|
| | | ipyData = IpyGameDataPY.GetIpyGameData("NPCTimeLostHP", npcID)
|
| | | if not ipyData:
|
| | | return
|
| | | |
| | | lastLostHPTick = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_TimeLostHPTick)
|
| | | curNPC.SetDict(ChConfig.Def_NPC_Dict_TimeLostHPTick, tick)
|
| | | if not lastLostHPTick or tick - lastLostHPTick >= 2000:
|
| | | passTick = 1000
|
| | | else:
|
| | | passTick = tick - lastLostHPTick
|
| | | |
| | | if passTick <= 0:
|
| | | return
|
| | | |
| | | effPlayerCount = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_TimeLostHPPlayerCount)
|
| | | refreshPlayerCountTick = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_TimeLostHPPlayerCountTick)
|
| | | if not refreshPlayerCountTick or tick - refreshPlayerCountTick >= 3000:
|
| | | curNPC.SetDict(ChConfig.Def_NPC_Dict_TimeLostHPPlayerCountTick, tick)
|
| | | effPlayerCount = 0
|
| | | for i in xrange(curNPC.GetInSightObjCount()):
|
| | | seeObj = curNPC.GetInSightObjByIndex(i)
|
| | | if seeObj == None :
|
| | | continue
|
| | | if not seeObj.GetVisible():
|
| | | continue
|
| | | seeObjType = seeObj.GetGameObjType()
|
| | | if seeObjType == IPY_GameWorld.gotPlayer:
|
| | | effPlayerCount += 1
|
| | | curNPC.SetDict(ChConfig.Def_NPC_Dict_TimeLostHPPlayerCount, effPlayerCount)
|
| | | #GameWorld.DebugLog("刷新影响人数: effPlayerCount=%s" % effPlayerCount)
|
| | | |
| | | lostHPPerSecond = ipyData.GetLostHPPerSecond()
|
| | | maxPlayerCount = ipyData.GetMaxPlayerCount()
|
| | | reduceRate = ipyData.GetReduceRate()
|
| | | if effPlayerCount > 1:
|
| | | hurtValuePerSecond = lostHPPerSecond * min(maxPlayerCount, effPlayerCount) * reduceRate / 10000.0
|
| | | else:
|
| | | hurtValuePerSecond = lostHPPerSecond
|
| | | lostHPTotal = int(hurtValuePerSecond * passTick / 1000.0)
|
| | | |
| | | remainHP = min(GameObj.GetMaxHP(curNPC), max(0, GameObj.GetHP(curNPC) - lostHPTotal))
|
| | | GameObj.SetHP(curNPC, remainHP, isByTime=True)
|
| | | #GameWorld.DebugLog("怪物按时间掉血: npcID=%s,effPlayerCount=%s,hurtValuePerSecond=%s,passTick=%s,lostHPTotal=%s" |
| | | # % (npcID, effPlayerCount, hurtValuePerSecond, passTick, lostHPTotal))
|
| | | return
|
| | |
|
| | | # 计算伤害后,因各种buff和状态的影响处理
|
| | | def CalcHurtHPWithBuff(atkObj, defObj, hurtValue, curSkill, tick):
|
| | | # 优先处理神兵护盾
|
| | |
| | | # 用于回血
|
| | | findBuff.SetValue(int(findBuff.GetValue() + absortValue))
|
| | |
|
| | | if defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbValue):
|
| | | defObj.SetDict(ChConfig.Def_PlayerKey_AbsorbValue, 0) #吸收的单次伤害,单次伤害必须清空
|
| | | if defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldValue):
|
| | | # 麒麟护盾吸收伤害,将抵消的伤害存储
|
| | | absortValue = int(defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldValue)/float(ShareDefine.Def_MaxRateValue)*hurtValue)
|
| | | hurtValue -= absortValue
|
| | | defObj.SetDict(ChConfig.Def_PlayerKey_AbsorbValue, absortValue) #吸收的单次伤害
|
| | |
|
| | | # 吸收至指定血量比例值
|
| | | absorbHurt = defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShield)
|
| | | if absorbHurt <= defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldMax):
|
| | | maxValue = min(absorbHurt + absortValue, defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldMax))
|
| | | defObj.SetDict(ChConfig.Def_PlayerKey_AbsorbShield, maxValue) # 记录护盾吸收的伤害用于爆炸
|
| | |
|
| | | # 天罡护法,将期间受到的伤害总值用于回血,不改变伤害
|
| | | curEffect, plusValue, skillID2 = BuffSkill.FindBuffEffectPlusByEffectID(buffManager, ChConfig.Def_Skill_Effect_StoreBlood)
|
| | | if skillID2:
|
| | |
| | | atkObjType = atkObj.GetGameObjType()
|
| | | defObjType = defObj.GetGameObjType()
|
| | |
|
| | |
|
| | | aRealmLV, dRealmLV = GetPVERealmLVs(atkObj, defObj, atkObjType, defObjType) # 获取境界
|
| | | if defObjType == IPY_GameWorld.gotNPC and ChConfig.IsGameBoss(defObj) and dRealmLV > aRealmLV:
|
| | | if atkObjType == IPY_GameWorld.gotPlayer:
|
| | | GameWorld.DebugLog("BossRealmHint%s-%s"%(dRealmLV, aRealmLV))
|
| | | PlayerControl.NotifyCode(atkObj, 'BossRealmHint', [dRealmLV])
|
| | | |
| | | # 攻击高境界的BOSS 伤害固定为1
|
| | | return 1, ChConfig.Def_HurtType_Normal
|
| | | |
| | | atkType = GetBattleType(atkObj, curSkill)
|
| | | happenState = happenState if happenState else SkillShell.GetHappenState(curSkill)
|
| | | happenState += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_HappenState)
|
| | |
| | | #当攻击方为NPC,防守方为玩家时,计算压制等级 及 压制战力
|
| | | if atkObjType == IPY_GameWorld.gotNPC and defObjType == IPY_GameWorld.gotPlayer:
|
| | |
|
| | | if curSkill and curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_RealmSuppress:
|
| | | # 境界压制技能不对高等级境界玩家产生攻击
|
| | | aRealmLV, dRealmLV = GetPVERealmLVs(atkObj, defObj, atkObjType, defObjType) |
| | | if aRealmLV <= dRealmLV:
|
| | | return 0, ChConfig.Def_HurtType_Immune # 免疫
|
| | | #=======================================================================
|
| | | # if curSkill and curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_RealmSuppress:
|
| | | # # 境界压制技能不对高等级境界玩家产生攻击
|
| | | # aRealmLV, dRealmLV = GetPVERealmLVs(atkObj, defObj, atkObjType, defObjType) |
| | | # if aRealmLV <= dRealmLV:
|
| | | # return 0, ChConfig.Def_HurtType_Immune # 免疫
|
| | | #=======================================================================
|
| | |
|
| | | atkIsBoss = 1 if ChConfig.IsGameBoss(atkObj) else 0
|
| | | if NPCCommon.GetIsLVSuppress(atkObj):
|
| | |
| | | isSuperHit, aSuperHit, dSuperHitReduce = hurtTypeResultDict[ChConfig.Def_HurtType_SuperHit] # 暴击
|
| | | dDamChanceDef = hurtTypeResultDict[ChConfig.Def_HurtType_Parry][2] # 抵御, 大于0代表触发抵御效果
|
| | | isZhuxianHit, aZhuxianHurtPer, dZhuxianReducePer = hurtTypeResultDict[ChConfig.Def_HurtType_Zhuxian] # 诛仙一击
|
| | | |
| | | isDeadlyHit = hurtTypeResultDict[ChConfig.Def_HurtType_DeadlyHit][0] # 致命一击
|
| | | aSuperHitPer = PlayerControl.GetSuperHitPer(atkObj) if isSuperHit else 0 # 暴击伤害加成万分率
|
| | | aLuckyHitPer = PlayerControl.GetLuckyHitPer(atkObj) if isLuckyHit else 0 # 会心一击伤害加成万分率
|
| | |
|
| | | if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_OneDamage):
|
| | | return 1, hurtType
|
| | |
|
| | |
| | |
|
| | | # 改变技能伤害
|
| | | atkSkillPer, atkSkillValue = ChangeSkillHurt(atkObj, defObj, curSkill, atkSkillPer, atkSkillValue)
|
| | | |
| | | atkSkillPer = ChangeSkillHurtPer(atkObj, defObj, curSkill, atkSkillPer)
|
| | |
|
| | | # --- 新增普通攻击的数值和技能攻击的数值,根据类型各自计算
|
| | | if atkObjType == IPY_GameWorld.gotPlayer:
|
| | | if not curSkill or curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_NormalAttack:
|
| | | atkSkillPer += float(PlayerControl.GetNormalHurtPer(atkObj))/ChConfig.Def_MaxRateValue
|
| | | atkSkillValue += PlayerControl.GetNormalHurt(atkObj)
|
| | | elif curSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_FbSkill, ChConfig.Def_SkillFuncType_FbPassiveSkill]:
|
| | | atkSkillPer += float(PlayerControl.GetFabaoHurtPer(atkObj))/ChConfig.Def_MaxRateValue
|
| | | atkSkillValue += PlayerControl.GetFabaoHurt(atkObj)
|
| | | |
| | | # atkSkillPer 包含普攻,所以不是用技能增强处理
|
| | | atkSkillPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackAddSkillPer)
|
| | |
|
| | |
| | |
|
| | |
|
| | | if isLuckyHit:
|
| | | # 会心一击时增加会心伤害百分比 |
| | | # 会心一击时增加会心伤害固定值 |
| | | aLuckyHit += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_LuckyHit)
|
| | | aLuckyHit -= PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(defObj, atkObj, curSkill, ChConfig.TriggerType_BeLuckyHitSubPer)
|
| | | aLuckyHit = max(aLuckyHit, 0)
|
| | |
| | | if atkObjType == IPY_GameWorld.gotPlayer:
|
| | | aIgnoreDefRate = atkObj.GetIgnoreDefRate() # 无视防御比率
|
| | | aSkillAtkRate = atkObj.GetSkillAtkRate() # 技能攻击力加成
|
| | | aDamagePer = PlayerControl.GetDamagePer(atkObj) # 外层伤害加成
|
| | | aDamagePVP = PlayerControl.GetDamagePVP(atkObj) # PVP固定伤害
|
| | | aDamagePVE = PlayerControl.GetDamagePVE(atkObj) # PVE固定伤害
|
| | | |
| | | # 被动技能增加伤害
|
| | | aDamagePer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AddDamagePer)
|
| | | aDamagePer += PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AddDamagePer)
|
| | | #aDamagePVP += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AddDamagePer)
|
| | | #aDamagePVP += PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AddDamagePer)
|
| | |
|
| | | aNPCHurtAddPer = PlayerControl.GetNPCHurtAddPer(atkObj) # PVE伤害加成
|
| | | aDamagePerPVP = PlayerControl.GetDamagePerPVP(atkObj) # 外层PVP伤害加成
|
| | |
| | | aSkillAtkRate += atkObj.GetSkillAtkRate()
|
| | |
|
| | | aNPCHurtAddPer = 0 # PVE伤害加成
|
| | | aDamagePer = 0 # 外层伤害加成
|
| | | aDamagePerPVP = 0 # 外层PVP伤害加成
|
| | | aDamagePVP = 0 # PVP固定伤害
|
| | | aDamagePVE = 0 # PVE固定伤害
|
| | | aFinalHurt = NPCCommon.GetFinalHurt(atkObj) # 最终固定伤害
|
| | | aFightPower = NPCCommon.GetSuppressFightPower(atkObj)
|
| | |
|
| | |
| | | if defObjType == IPY_GameWorld.gotPlayer:
|
| | | dIgnoreDefRateReduce = PlayerControl.GetIgnoreDefRateReduce(defObj) # 无视防御比率抗性
|
| | | dSkillAtkRateReduce = PlayerControl.GetSkillAtkRateReduce(defObj) # 技能攻击力减少
|
| | | dDamReduce = defObj.GetDamageReduceRate() # 外层减伤
|
| | | dDamReduce += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_DamageReduce)
|
| | | dDamagePVPReduce = PlayerControl.GetDamagePVPReduce(defObj) # PVP固定减伤
|
| | | #dDamReduce += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_DamageReduce)
|
| | | dDamagePerPVPReduce = PlayerControl.GetDamagePerPVPReduce(defObj) # 外层PVP减伤
|
| | | dDamagePerPVPReduce += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_DamageReducePVP)
|
| | | dFinalHurtReduce = PlayerControl.GetFinalHurtReduce(defObj) # 最终固定伤害减少
|
| | | dBeHurtPer = PlayerControl.GetBeHurtPer(defObj) # 加深受到伤害百分比
|
| | | dFightPower = defObj.GetFightPower()
|
| | | dFinalHurtReducePer = PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, curSkill, ChConfig.TriggerType_dFinalHurtReducePer)
|
| | | |
| | | else:
|
| | | dIgnoreDefRateReduce = 0 # 无视防御比率抗性
|
| | | dSkillAtkRateReduce = 0 # 技能攻击力减少
|
| | | dDamReduce = 0 # 外层减伤 |
| | | dDamagePVPReduce = 0 # PVP固定减伤
|
| | | dDamagePerPVPReduce = 0 # 外层PVP减伤
|
| | | dFinalHurtReduce = 0 # 最终固定伤害减少
|
| | | dBeHurtPer = 0
|
| | | dFightPower = NPCCommon.GetSuppressFightPower(defObj)
|
| | | dFinalHurtReducePer = 0 # 最终伤害减少百分比 默认0
|
| | |
|
| | | #攻击字典 { 攻击类型 : '公式' }
|
| | | hurtDist = ReadChConfig.GetEvalChConfig('CalcAttackValue')
|
| | |
| | | suppressFPFormula = hurtDist[suppressFormulaKeyFP]
|
| | | suppressValueFP = eval(FormulaControl.GetCompileFormula(suppressFormulaKeyFP, suppressFPFormula))
|
| | |
|
| | | # 境界压制百分比
|
| | | SuppressValueRealmRate = 10000 # 默认值
|
| | | suppressRealm = 0
|
| | | if atkObjType == IPY_GameWorld.gotPlayer and defObjType == IPY_GameWorld.gotPlayer:
|
| | | RealmGroupList = IpyGameDataPY.GetFuncEvalCfg("RealmGroup", 1)
|
| | | aRealmLV, dRealmLV = atkObj.GetOfficialRank(), defObj.GetOfficialRank()
|
| | | aRealmGroup, dRealmGroup = 0, 0
|
| | | for g, gMaxRealmLV in enumerate(RealmGroupList, 1):
|
| | | if aRealmLV and aRealmLV <= gMaxRealmLV and not aRealmGroup:
|
| | | aRealmGroup = g
|
| | | if dRealmLV and dRealmLV <= gMaxRealmLV and not dRealmGroup:
|
| | | dRealmGroup = g
|
| | | suppressRealm = aRealmGroup - dRealmGroup
|
| | | suppressFormulaKeyRealm = "PVPSuppressValueRealm"
|
| | | if suppressFormulaKeyRealm in hurtDist:
|
| | | SuppressValueRealmRate = int(eval(FormulaControl.GetCompileFormula(suppressFormulaKeyRealm, hurtDist[suppressFormulaKeyRealm])))
|
| | | #GameWorld.DebugLog("境界压制:aRealmLV=%s,dRealmLV=%s,aRealmGroup=%s,dRealmGroup=%s,SuppressValueRealmRate=%s" |
| | | # % (aRealmLV, dRealmLV, aRealmGroup, dRealmGroup, SuppressValueRealmRate)) |
| | | |
| | | elif atkObjType == IPY_GameWorld.gotNPC and defObjType == IPY_GameWorld.gotPlayer:
|
| | | # EVP 境界压制
|
| | | aRealmLV, dRealmLV = GetPVERealmLVs(atkObj, defObj, atkObjType, defObjType) |
| | | if aRealmLV + dRealmLV != 0:
|
| | | #有压制
|
| | | suppressRealm = aRealmLV - dRealmLV # 存在负数
|
| | | suppressRealmHurtPer = GetRealmHurtPer(aRealmLV, dRealmLV, 2) # 境界压制加成百分比,存在负数
|
| | | suppressFormulaKeyRealm = "EVPSuppressValueRealm"
|
| | | if suppressFormulaKeyRealm in hurtDist:
|
| | | SuppressValueRealmRate = int(eval(FormulaControl.GetCompileFormula(suppressFormulaKeyRealm, hurtDist[suppressFormulaKeyRealm])))
|
| | | |
| | | elif atkObjType == IPY_GameWorld.gotPlayer and defObjType == IPY_GameWorld.gotNPC:
|
| | | # PVE 境界压制
|
| | | aRealmLV, dRealmLV = GetPVERealmLVs(atkObj, defObj, atkObjType, defObjType) |
| | | if aRealmLV + dRealmLV != 0:
|
| | | #有压制
|
| | | suppressRealm = aRealmLV - dRealmLV # 存在负数
|
| | | suppressRealmHurtPer = GetRealmHurtPer(aRealmLV, dRealmLV, 3) # 境界压制加成百分比,存在负数
|
| | | suppressFormulaKeyRealm = "PVESuppressValueRealm"
|
| | | if suppressFormulaKeyRealm in hurtDist:
|
| | | SuppressValueRealmRate = int(eval(FormulaControl.GetCompileFormula(suppressFormulaKeyRealm, hurtDist[suppressFormulaKeyRealm])))
|
| | | # 境界压制规则
|
| | | # 1. 其中一方无境界等级则无效, 如普通NPC
|
| | | # 2. 宠物和召唤兽(如水元素)有效, 取主人
|
| | | # 3. 玩家地境界低于BOSS则伤害固定为1 (在函数入口处已处理)
|
| | | # 4. 其他情况统一境界压制 境界差*2%
|
| | | if aRealmLV == 0 or dRealmLV == 0:
|
| | | SuppressValueRealmRate = 10000
|
| | | else:
|
| | | SuppressValueRealmRate = int(eval(FormulaControl.GetCompileFormula("SuppressValueRealm", hurtDist["SuppressValueRealm"])))
|
| | |
|
| | |
|
| | | # 骑宠争夺最终伤害衰减
|
| | | if defObjType == IPY_GameWorld.gotNPC and FamilyRobBoss.IsHorsePetRobBoss(defObj.GetNPCID()):
|
| | | ownerPlayer = None
|
| | | # 召唤兽和宠物需要从人物获取状态
|
| | | if atkObj.GetGameObjType() == IPY_GameWorld.gotNPC:
|
| | | if atkObj.GetGameNPCObjType() == IPY_GameWorld.gnotPet:
|
| | | ownerPlayer = PetControl.GetPetOwner(atkObj)
|
| | | elif atkObj.GetGameNPCObjType() == IPY_GameWorld.gnotSummon:
|
| | | ownerPlayer = NPCCommon.GetSummonNPCOwner(IPY_GameWorld.gotPlayer, atkObj)
|
| | | else:
|
| | | ownerPlayer = atkObj
|
| | | ownerPlayer, npcObjType = GetAttackPlayer(atkObj)
|
| | |
|
| | | if ownerPlayer:
|
| | | findBuff = SkillCommon.FindBuffByID(ownerPlayer, ChConfig.Def_SkillID_HorsePetRobBossKillCntBuff)[0]
|
| | |
| | | # 获取双方境界值
|
| | | def GetPVERealmLVs(atkObj, defObj, atkObjType, defObjType):
|
| | | if atkObjType == IPY_GameWorld.gotNPC:
|
| | | aRealmLV = NPCCommon.GetRealmLV(atkObj)
|
| | | if aRealmLV == 0:
|
| | | # 0代表不要压制
|
| | | return 0, 0
|
| | | ownerPlayer, npcObjType = GetAttackPlayer(atkObj)
|
| | | if ownerPlayer:
|
| | | # 召唤兽和宠物取主人境界,可以是攻击方需提取
|
| | | aRealmLV = ownerPlayer.GetOfficialRank() |
| | | else:
|
| | | aRealmLV = NPCCommon.GetRealmLV(atkObj)
|
| | | if aRealmLV == 0:
|
| | | # 0代表不要压制
|
| | | return 0, 0
|
| | | else:
|
| | | aRealmLV = atkObj.GetOfficialRank()
|
| | |
|
| | | if defObjType == IPY_GameWorld.gotNPC:
|
| | | # 召唤兽和宠物取主人境界,但是宠物和人物召唤兽不可被攻击,故不需要
|
| | | dRealmLV = NPCCommon.GetRealmLV(defObj)
|
| | | if dRealmLV == 0:
|
| | | # 0代表不要压制
|
| | |
| | | 1 全体模式 IPY_GameWorld.amAll 对所有玩家都是敌对,家族区域同盟玩家除外
|
| | | 2 防卫模式 IPY_GameWorld.amCountry 本服玩家友好,他服玩家都是敌对
|
| | | 5 强制模式 IPY_GameWorld.amFamily 队友、仙盟成员、同阵营友好,其他玩家敌对
|
| | | 7 锁定单一目标模式 IPY_GameWorld.amContest 只对选中目标有伤害, 目前只用于部分BOSS争夺地图
|
| | |
|
| | | 场景区域
|
| | | 普通区域 IPY_GameWorld.gatNormal 可根据不同PK模式PK,击杀玩家有惩罚
|
| | |
| | |
|
| | | if GetIsNewGuy(tagPlayer):
|
| | | return ChConfig.Type_Relation_None, ChConfig.Def_PASysMessage_NotAttackNewGuy
|
| | | |
| | | #攻守双方同一队伍,不可PK,可加增益buff
|
| | | #if curPlayerAreaType not in [ShareDefine.gatManor] and CanAlikeTeam(curPlayer, tagPlayer):
|
| | | # #副本队友特殊判断
|
| | | # if not PlayerCanAttackTeamerInFB(curPlayer, tagPlayer): |
| | | # return ChConfig.Type_Relation_Friend , ChConfig.Def_PASysMessage_NotAttackTeam
|
| | |
|
| | | #恶意攻击的玩家默认都是敌人, 无论什么模式
|
| | | if IsMaliciousAttackPlayer(curPlayer, tagPlayer):
|