|  |  | 
 |  |  | import ChItem
 | 
 |  |  | import PlayerActivity
 | 
 |  |  | import ShareDefine
 | 
 |  |  | import PlayerGodWeapon
 | 
 |  |  | import PlayerSuccess
 | 
 |  |  | import PlayerGreatMaster
 | 
 |  |  | import PlayerHorse
 | 
 |  |  | import GameObj
 | 
 |  |  | 
 |  |  |     if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
 | 
 |  |  |         return False
 | 
 |  |  |     
 | 
 |  |  |     if not curSkill:
 | 
 |  |  |         # 玩家普通也是技能,正常是不会走到这边
 | 
 |  |  |         return False
 | 
 |  |  |      | 
 |  |  |     useSkillData = attacker.GetUseSkill()
 | 
 |  |  |     if useSkillData and curSkill.GetSkillTypeID() != useSkillData.GetSkillTypeID():
 | 
 |  |  |         # 默认群攻附加触发buff的对象与攻击对象一致
 | 
 |  |  | 
 |  |  |     #还在冷却时间内无法释放
 | 
 |  |  |     if SkillCommon.RefreshSkillRemainTime(playerSkill, tick) != 0:
 | 
 |  |  |         PlayerControl.NotifyCode(curPlayer, "UseSkillCDLimit")
 | 
 |  |  |         AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_CD)
 | 
 |  |  |         #AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_CD)
 | 
 |  |  |         playerSkill.Sync_Skill()
 | 
 |  |  |         return False
 | 
 |  |  | 
 | 
 |  |  |     #5:检查玩家的魔法值是否够用这个技能
 | 
 |  |  | 
 |  |  | # @return 返回值真, 检查通过
 | 
 |  |  | # @remarks 自定义函数, NPC使用有对象技能
 | 
 |  |  | def NPCUseSkillTag(curNPC, curTag, curSkill, tick):
 | 
 |  |  |     skillTag = GetSkillAffectTag(curSkill)
 | 
 |  |  |     if skillTag == ChConfig.Def_UseSkillTag_AppointNPC:
 | 
 |  |  |         # 指定释放的NPCID 和 Def_UseSkillTag_AppointNPC 搭配使用
 | 
 |  |  |         curTag = GetAppointNPCBySkillEffect(curSkill)
 | 
 |  |  |         if not curTag:
 | 
 |  |  |             return False
 | 
 |  |  |      | 
 |  |  |     if not NPCCanUseSkillTag(curNPC, curTag, curSkill, tick):
 | 
 |  |  |         return False
 | 
 |  |  |     
 | 
 |  |  | 
 |  |  |         curNPC.SetDict(ChConfig.Def_NPC_Dict_AtkMovePosY, 0)
 | 
 |  |  |         
 | 
 |  |  |     return result
 | 
 |  |  | 
 | 
 |  |  | # 指定释放的NPCID 和 Def_UseSkillTag_AppointNPC 搭配使用
 | 
 |  |  | def GetAppointNPCBySkillEffect(curSkill):
 | 
 |  |  |     npcID = 0
 | 
 |  |  |     effectID = ChConfig.Def_Skill_Effect_AppointNPC
 | 
 |  |  |     for i in xrange(0, curSkill.GetEffectCount()):
 | 
 |  |  |         curEffect = curSkill.GetEffect(i)
 | 
 |  |  |         curEffectID = curEffect.GetEffectID()
 | 
 |  |  |          | 
 |  |  |         if not curEffectID:
 | 
 |  |  |             #策划有可能中途删除,不用return
 | 
 |  |  |             continue
 | 
 |  |  |          | 
 |  |  |         #不是需要的效果
 | 
 |  |  |         if curEffectID != effectID:
 | 
 |  |  |             continue
 | 
 |  |  | 
 | 
 |  |  |         npcID = curEffect.GetEffectValue(0)
 | 
 |  |  |         break
 | 
 |  |  | 
 | 
 |  |  |     if not npcID:
 | 
 |  |  |         return None
 | 
 |  |  |     return GameWorld.FindNPCByNPCID(npcID)
 | 
 |  |  | 
 | 
 |  |  | 
 | 
 |  |  | # 计算NPC技能位移坐标,预警和非预警都可以用
 | 
 |  |  | 
 |  |  | # @return 返回值真, 检查通过
 | 
 |  |  | def NPCCanUseSkillTag(curNPC, curTag, curSkill, tick):
 | 
 |  |  |     skillTag = GetSkillAffectTag(curSkill)
 | 
 |  |  |     if skillTag == ChConfig.Def_UseSkillTag_AppointNPC:
 | 
 |  |  |         return True
 | 
 |  |  |      | 
 |  |  |     #---对象判定---
 | 
 |  |  |     if IsToPetOwnerSkill(curNPC, skillTag):
 | 
 |  |  |         return True
 | 
 |  |  | 
 |  |  |     Def_Attack_DelayTick = 5000
 | 
 |  |  |     # tick 误差过大则过滤
 | 
 |  |  |     if abs(clientTick - tick) > Def_Attack_DelayTick:
 | 
 |  |  |         curPlayer.Sync_ClientTick()
 | 
 |  |  |         GameWorld.DebugLog("tick 误差过大则过滤 > 5000")
 | 
 |  |  |         return False
 | 
 |  |  |     
 | 
 |  |  | 
 |  |  | def AttackFailNotify(curPlayer, curSkill, reason=0):
 | 
 |  |  |     sendPack = ChPyNetSendPack.tagMCAttackFail()
 | 
 |  |  |     sendPack.SkillID = curSkill.GetSkillID()
 | 
 |  |  |     sendPack.Reason = reason
 | 
 |  |  |     NetPackCommon.SendFakePack(curPlayer, sendPack)
 | 
 |  |  | #--------------------------玩家使用技能
 | 
 |  |  | #===============================================================================
 | 
 |  |  | 
 |  |  |         return False
 | 
 |  |  |     
 | 
 |  |  |     skillManager = curPlayer.GetSkillManager()
 | 
 |  |  |     #姿态需求
 | 
 |  |  |     #hasStateSkillReq = False
 | 
 |  |  | 
 | 
 |  |  |     #前置技能需求
 | 
 |  |  |     hasLearnSkillReq = False
 | 
 |  |  |     #分支点总和
 | 
 |  |  |     numLearnSkillPoint = 0
 | 
 |  |  |     #当前技能姿态需求,姿态等级需求
 | 
 |  |  |     #curSkillStateReq = curSkill.GetStateSkillReq()
 | 
 |  |  |     #lvCurSkillStateReq = curSkill.GetStateSkillLV()
 | 
 |  |  |     #当前技能前置技能需求,前置技能等级需求
 | 
 |  |  |     curSkillLearnReq = curSkill.GetLearnSkillReq()
 | 
 |  |  |     lvCurSkillLearnReq = curSkill.GetLearnSkillLV()
 | 
 |  |  |     #需要对应天赋系别点数
 | 
 |  |  |     learnSkillPointReq = curSkill.GetLearnSkillPointReq()
 | 
 |  |  |     learnSkillPointReq = curSkill.GetLearnSkillPointReq() #系别*10000+需要点数
 | 
 |  |  |     needSeries, needSeriesPoint= learnSkillPointReq/10000, learnSkillPointReq%10000
 | 
 |  |  |     ipyData = IpyGameDataPY.GetIpyGameDataNotLog('TalentSkill', curSkill.GetSkillTypeID())
 | 
 |  |  |     curSkillTypeID = curSkill.GetSkillTypeID()
 | 
 |  |  |     ipyData = IpyGameDataPY.GetIpyGameDataNotLog('TalentSkill', curSkillTypeID)
 | 
 |  |  |     curTalentType = ipyData.GetTalentType() if ipyData else 0
 | 
 |  |  |     #获取玩家目前所有技能
 | 
 |  |  |     for i in range(0, skillManager.GetSkillCount()):
 | 
 |  |  |     for i in xrange(skillManager.GetSkillCount()):
 | 
 |  |  |         skill = skillManager.GetSkillByIndex(i)
 | 
 |  |  |         if skill == None:
 | 
 |  |  |             continue
 | 
 |  |  |         
 | 
 |  |  |         skillTypeID = skill.GetSkillTypeID()
 | 
 |  |  |         lvSkill = skill.GetSkillLV()
 | 
 |  |  |          | 
 |  |  |         #满足姿态ID需求
 | 
 |  |  | #        if skillTypeID == curSkillStateReq and lvSkill >= lvCurSkillStateReq and not hasStateSkillReq:
 | 
 |  |  | #            hasStateSkillReq = True
 | 
 |  |  | 
 | 
 |  |  |         
 | 
 |  |  |         #满足前置技能需求
 | 
 |  |  |         if skillTypeID == curSkillLearnReq and lvSkill >= lvCurSkillLearnReq and not hasLearnSkillReq:
 | 
 |  |  | 
 |  |  |     if curSkillLearnReq != 0 and not hasLearnSkillReq:
 | 
 |  |  |         PlayerControl.NotifyCode(curPlayer, "GeRen_wjr_717982", [curSkillLearnReq, lvCurSkillLearnReq])
 | 
 |  |  |         return False
 | 
 |  |  |      | 
 |  |  | #    #有姿态ID需求
 | 
 |  |  | #    if curSkillStateReq != 0 and not hasStateSkillReq:
 | 
 |  |  | #        PlayerControl.NotifyCode(curPlayer, "UseMagicLost15", [ curSkillStateReq, lvCurSkillStateReq ])
 | 
 |  |  | #        return False
 | 
 |  |  |              
 | 
 |  |  |     #有分支点总和要求
 | 
 |  |  |     if learnSkillPointReq != 0 and numLearnSkillPoint < needSeriesPoint:
 | 
 |  |  |         PlayerControl.NotifyCode( curPlayer, "UseMagicLost13",[ needSeriesPoint ] ) 
 | 
 |  |  |         return False
 | 
 |  |  |      | 
 |  |  |     #玩家属性点要求
 | 
 |  |  |     stateSkillLV = curSkill.GetStateSkillLV() #需要基础属性ID*10000+需要属性点
 | 
 |  |  |     needBaseAttrID, needBaseAttrValue = stateSkillLV /10000, stateSkillLV%10000
 | 
 |  |  |     if needBaseAttrID and needBaseAttrValue:
 | 
 |  |  |         baseAttrDict = {
 | 
 |  |  |                             ShareDefine.Def_Effect_STR:curPlayer.GetSTR(),
 | 
 |  |  |                             ShareDefine.Def_Effect_PHY:curPlayer.GetPHY(),
 | 
 |  |  |                             ShareDefine.Def_Effect_CON:curPlayer.GetCON(),
 | 
 |  |  |                             ShareDefine.Def_Effect_PNE:curPlayer.GetPNE(),
 | 
 |  |  |                          }
 | 
 |  |  |         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))
 | 
 |  |  |             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))
 | 
 |  |  |             return False
 | 
 |  |  |     
 | 
 |  |  |     return True
 | 
 |  |  | 
 | 
 |  |  | 
 |  |  |         buffState.DeleteEffectByIndex(i)
 | 
 |  |  | 
 | 
 |  |  | 
 | 
 |  |  | # 通过技能ID列表删除buff对应的效果ID
 | 
 |  |  | # 通过技能ID列表删除buff对应的效果ID, 死亡调用
 | 
 |  |  | def ClearBuffEffectBySkillIDList(curObj, buffState, skillIDList):
 | 
 |  |  |     
 | 
 |  |  |     effectIndexList = []
 | 
 |  |  | 
 |  |  |         if curEffectID == 0:
 | 
 |  |  |             continue
 | 
 |  |  |         
 | 
 |  |  |         # [技能ID, 来源对象ID,对象类型]
 | 
 |  |  |         if [buffState.GetEffectFromSkillID(i),  | 
 |  |  |             buffState.GetEffectOwnerID(i),  | 
 |  |  |             buffState.GetEffectOwnerType(i)] not in skillIDList:
 | 
 |  |  |         #=======================================================================
 | 
 |  |  |         # # [技能ID, 来源对象ID,对象类型]
 | 
 |  |  |         # if [buffState.GetEffectFromSkillID(i),  | 
 |  |  |         #    buffState.GetEffectOwnerID(i),  | 
 |  |  |         #    buffState.GetEffectOwnerType(i)] not in skillIDList:
 | 
 |  |  |         #    continue
 | 
 |  |  |         #=======================================================================
 | 
 |  |  |         # 改成只判断技能ID
 | 
 |  |  |         if buffState.GetEffectFromSkillID(i) not in skillIDList:
 | 
 |  |  |             continue
 | 
 |  |  |          | 
 |  |  |         effectIndexList.append(i)
 | 
 |  |  |         
 | 
 |  |  |     # 倒序删除
 | 
 |  |  | 
 |  |  |         OperControlManager.SetObjActState(curObj, buffSkill)
 | 
 |  |  | 
 | 
 |  |  | 
 | 
 |  |  | # 非属性技能算属性 特殊处理
 | 
 |  |  | # 法宝SP技能 如1-4级为增加属性,第5级为伤害效果,第6-10级就要包含属性和伤害效果
 | 
 |  |  | def CalcFabaoSPSkillAttr(curPlayer, curPlayerSkill, allAttrList):
 | 
 |  |  |     if curPlayerSkill.GetFuncType() != ChConfig.Def_SkillFuncType_FbSPSkill:
 | 
 |  |  |         return
 | 
 |  |  |      | 
 |  |  |     value = GetMaxHPAttrValue(curPlayerSkill)
 | 
 |  |  |     if value == 0:
 | 
 |  |  |         return
 | 
 |  |  |      | 
 |  |  |     PlayerControl.CalcAttrDict_Type(ShareDefine.Def_Effect_MaxHP, value, allAttrList)
 | 
 |  |  |     return
 | 
 |  |  | 
 | 
 |  |  | 
 | 
 |  |  | # 计算属性类技能的属性,同buff层不算战力
 | 
 |  |  | def CalcPassiveAttr_Effect(curPlayer, allAttrList):
 | 
 |  |  |     skillManager = curPlayer.GetSkillManager()
 | 
 |  |  | 
 |  |  |         if curPlayerSkill == None:
 | 
 |  |  |             continue
 | 
 |  |  |         
 | 
 |  |  |         CalcFabaoSPSkillAttr(curPlayer, curPlayerSkill, allAttrList)
 | 
 |  |  |         if not SkillCommon.isPassiveAttr(curPlayerSkill):
 | 
 |  |  |             continue
 | 
 |  |  |         
 | 
 |  |  | 
 |  |  | def GetUpLVCostItemNum(curSkill):
 | 
 |  |  |     return curSkill.GetExAttr5()
 | 
 |  |  | 
 | 
 |  |  | # 技能特殊增加属性配置,目前只支持生命,潜力技能专用
 | 
 |  |  | def GetMaxHPAttrValue(curSkill):
 | 
 |  |  |     return curSkill.GetMP()
 | 
 |  |  | 
 | 
 |  |  | ##获得当前技能升级消耗的真气值
 | 
 |  |  | # @param curSkill 当前技能技能
 | 
 |  |  | 
 |  |  | 
 | 
 |  |  |     if skillAim == ChConfig.Def_UseSkillAim_None:
 | 
 |  |  |         if curSkill.GetSkillType() in ChConfig.Def_CanAttackSkill_List:
 | 
 |  |  |             if target and target.GetGameObjType() == IPY_GameWorld.gotNPC and target.GetType() == IPY_GameWorld.ntElf:
 | 
 |  |  |                 # 有害技能特殊处理,不能对自己的召唤物释放
 | 
 |  |  |                 target = None
 | 
 |  |  |             if target and target.GetGameObjType() == IPY_GameWorld.gotNPC and target.GetGameNPCObjType() == IPY_GameWorld.gnotSummon:
 | 
 |  |  |                 owner = NPCCommon.GetNpcObjOwnerDetail(target)
 | 
 |  |  |                 if owner and owner.GetID() == attacker.GetID():
 | 
 |  |  |                     # 有害技能特殊处理,不能对自己的召唤物释放
 | 
 |  |  |                     target = None
 | 
 |  |  |                 
 | 
 |  |  |             result = DoLogic_UseSkill(attacker, target, curSkill, tick, attacker.GetPosX(), attacker.GetPosY(), isEnhanceSkill=isEnhanceSkill)
 | 
 |  |  |         else:
 |