hxp
2019-12-20 ec3fee8017f0f8d85baf5388098ccac9bc260408
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameObj.py
@@ -16,6 +16,7 @@
import ChConfig
import IPY_GameWorld
import IpyGameDataPY
import SkillCommon
# 关于血量的函数这里只包装最简单的超DWORD处理
@@ -62,6 +63,8 @@
#  @param isTrue 是否设置该状态
#  @return None
def SetPyPlayerState(gameObj, pyState, isAdd):
    if pyState == 0:
        return
    if pyState not in ChConfig.Def_PlayerStateList:
        return
    
@@ -92,12 +95,56 @@
# #  目前当目标身上多个buff都有同一效果时(如定身),在一个buff消失时会解除该状态
# #  故该状态标记仅为一个非精确的标记,应用中请注意!!!(当且仅当多个buff有同一个效果时会提前结束该状态)
#===============================================================================
def GetPyPlayerState(gameObj, pyState):
def GetPyPlayerState(gameObj, pyState, ownerID = 0, ownerType = 0):
    if not gameObj:
        return False
    if pyState == 0:
        # 0不需要判断
        return True
    curState = gameObj.GetDictByKey(ChConfig.Def_PlayerKey_CurState)
    
    state = curState & pow(2, pyState) 
    if state and ownerID:
        # 进一步判断是否释放者
        return True if IsInStateEffectByOwner(gameObj, ChConfig.Def_Skill_Effect_BuffState, pyState, ownerID, ownerType) else False
    return state
# 大于等于2个状态 则不清理状态
def IsInStateEffectByOwner(curObj, effectID, stateType, ownerID, ownerType):
    for buffType in xrange(IPY_GameWorld.bfBuff, IPY_GameWorld.btBufMax):
        if buffType in ChConfig.Def_BuffType_OnlyPlayer:
            continue
        buffTuple = SkillCommon.GetBuffManagerByBuffType(curObj, buffType)
        #通过类型获取目标的buff管理器为空,则跳出
        if buffTuple == ():
            continue
        buffManager = buffTuple[0]
        for i in range(buffManager.GetEffectCount()):
            effect = buffManager.GetEffect(i)
            if not effect:
                continue
            if effect.GetEffectID() != effectID:
                continue
            if effect.GetEffectValue(0) != stateType:
                continue
            if buffManager.GetEffectOwnerID(i) != ownerID:
                continue
            if buffManager.GetEffectOwnerType(i) != ownerType:
                continue
            return True
    return False
def ClearPyPlayerState(gameObj):
    gameObj.SetDict(ChConfig.Def_PlayerKey_CurState, 0)
    return