xdh
2019-03-26 fb4cdd5b8029f67c4857347a3eda8d7252e051e9
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
@@ -278,6 +278,8 @@
    tdict = {
             2102:ChConfig.TriggerType_BeAttackOver,   # 被攻击后触发 20
             2104:ChConfig.TriggerType_LockHP, # 锁血触发技能 63
             2105:ChConfig.TriggerType_BeLuckyHit, # 被会心一击触发技能 64
             2106:ChConfig.TriggerType_BeSuperHit,  # 被暴击触发技能
             
             4000:ChConfig.TriggerType_BuffState,   # 进入4012的某个状态触发技能 2
             4001:ChConfig.TriggerType_TagBuffState,   # 目标进入4012的某个状态触发技能 2
@@ -347,6 +349,13 @@
             4066:ChConfig.TriggerType_AddDamagePer,   # 提高增加伤害属性值,计算时 3
             4067:ChConfig.TriggerType_ProDefValue, # 神兵护盾值下降时 62
             4068:ChConfig.TriggerType_LockHP, # 锁血触发技能 63
             4069:ChConfig.TriggerType_ZhongjiZhansha, # 终极斩杀 64
             4070:ChConfig.TriggerType_DebuffOff,    # 抵消一次debuff 23
             4071:ChConfig.TriggerType_Buff_SuckBloodPer,   # 攻击 百分比吸血
             4072:ChConfig.TriggerType_SuperHitSkipCD, # 暴击无冷却 68
             4073:ChConfig.TriggerType_BuffHurtCnt, # 当持续buff伤害第X次时触发技能 69
             4074:ChConfig.TriggerType_BounceHP,   # 反弹伤害固定值14, 记录值
             4075:ChConfig.TriggerType_4074PerValue,   # 增加4074的反弹比例
             }
    return tdict.get(effectID, -1) 
    #===========================================================================
@@ -371,18 +380,24 @@
             4506:ChConfig.TriggerType_BeAttackOver, # BUFF类:被攻击触发技能  只刷新属性 不触发技能
             4507:ChConfig.TriggerType_Buff_AddSuperHitRate, # BUFF类:增加暴击率
             4508:ChConfig.TriggerType_Buff_AttackSubLayer,  # BUFF类:攻击减buff层,0消失
             4514:ChConfig.TriggerType_Buff_BeAttackSubLayer,  # BUFF类:被攻击减buff层,0消失
             4509:ChConfig.TriggerType_Buff_SuckBloodPer,   # BUFF类: 百分比吸血, 此处非属性类
             4510:ChConfig.TriggerType_Buff_MustBeHit,   # BUFF类: 无视闪避必中
             4511:ChConfig.TriggerType_AttackAddFinalValue,   #攻击增加输出伤害11
             4512:ChConfig.TriggerType_ReduceHurtHPPer, # 百分比减少攻击计算后伤害 
             4513:ChConfig.TriggerType_AttackAddFinalValue,   #攻击增加输出伤害11
             4514:ChConfig.TriggerType_Buff_BeAttackSubLayer,  # BUFF类:被攻击减buff层,0消失
             4515:ChConfig.TriggerType_AddIceAtkPer,    # BUFF类:攻击附加真实伤害百分比
             4516:ChConfig.TriggerType_ChangeHurtToHP,    # BUFF类:buff中把受到伤害的xx%转化为生命值
             4517:ChConfig.TriggerType_DebuffOff,   # BUFF类: 抵消debuff
             4518:ChConfig.TriggerType_ForbidenCure, # BUFF类: 禁止治疗 53
             4519:ChConfig.TriggerType_WillDead,   # BUFF类: 进入濒死状态 25
             4520:ChConfig.TriggerType_AddLayer, # BUFF类: 目标BUFF层级增加时 52
             4521:ChConfig.TriggerType_BeLuckyHitSubPer, # 减少受到的会心伤害 65
             4522:ChConfig.TriggerType_DebuffOff,   # BUFF类: 抵消debuff
             4523:ChConfig.TriggerType_SuperHitSkillPer, # 暴击时,增加技能伤害 10
             4524:ChConfig.TriggerType_SuperHitSubLayer, # 暴击减层 67
             4525:ChConfig.TriggerType_SuperHitSkipCD, # 暴击无冷却 68
             803:ChConfig.TriggerType_BloodShield,  # 血盾
             806:ChConfig.TriggerType_BloodShield,  # 血盾
             807:ChConfig.TriggerType_BloodShield,  # 血盾
@@ -724,36 +739,6 @@
    return PyGameData.g_PassiveEffManager
## 当前释放技能 skillData
#def CalcBuffTriggerSkill(attacker, skillData, target, tick):
#    #===========================================================================
#    # passiveEff = GetPassiveEffManager().GetPassiveEff(attacker, False)
#    # if not passiveEff:
#    #    return
#    # #影响技能的BUFF
#    # buffTriggerSkillDict = passiveEff.GetBuffTriggerSkill(skillData.GetSkillID())
#    # if not buffTriggerSkillDict:
#    #    return
#    #
#    # passiveEff.CalcBuffTriggerSkill(attacker, target, skillData, buffTriggerSkillDict, tick)
#    #===========================================================================
#    OnPassiveSkillTrigger(attacker, target, ChConfig.TriggerType_AttackOver, tick)
#===============================================================================
# # 判断PK关系是否可攻击 Def_BattleRelationType_CommNoBoss也可攻击 只是攻击无效果
# def CheckBattleRelationType(skillBattleType, battleRelationType):
#    if skillBattleType in [ChConfig.Def_BattleRelationType_Comm, ChConfig.Def_BattleRelationType_CommNoBoss]:
#        return True
#
#    #if battleRelationType in [ChConfig.Def_BattleRelationType_Comm, ChConfig.Def_BattleRelationType_CommNoBoss]:
#    #    return True
#
#    if skillBattleType != battleRelationType:
#        # PK模式的判定
#        return False
#    return True
#===============================================================================
# 查找被动技能时的对象
def GetPassiveDefender(attacker, defender):
    # 寻找被击者,1.目标排除是自己(后面逻辑会更换) 2. 查客户端伤害队列,3.查服务端伤害队列    
@@ -775,7 +760,15 @@
        return
    
    return GameWorld.GetObj(curHurt.GetObjID(), curHurt.GetObjType())
# 当前有效被动触发技能, 可用于基础使用判定
def IsValidPassiveSkill(curSkill):
    validMap = SkillShell.GetAttrMapID(curSkill)
    if validMap and validMap != GameWorld.GetMap().GetMapID():
        # 有效地图可触发
        return False
    return True
# 多种被动技能优先触发释放一个,如被动 血量40%触发无敌技能,血量一定是停留在40%
# 先锁血,后触发技能 同 DelayUsePassiveTriggerSkill 使用
@@ -820,6 +813,9 @@
        if not curSkill:
            continue
        if not IsValidPassiveSkill(curSkill):
            continue
        if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
            # 只有天赋才可以再次被触发
            continue 
@@ -970,6 +966,9 @@
        if not curSkill:
            continue
        if not IsValidPassiveSkill(curSkill):
            continue
        if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
            # 只有天赋才可以再次被触发
            continue 
@@ -1065,6 +1064,10 @@
        curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
        if not curSkill:
            continue
        if not IsValidPassiveSkill(curSkill):
            continue
        if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
            # 只有天赋才可以再次被触发
            continue 
@@ -1128,6 +1131,9 @@
        if not curSkill:
            continue
        
        if not IsValidPassiveSkill(curSkill):
            continue
        effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
        if not effect:
            continue
@@ -1171,6 +1177,9 @@
            continue
        curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
        if not curSkill:
            continue
        if not IsValidPassiveSkill(curSkill):
            continue
        
        effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
@@ -1220,6 +1229,13 @@
    
    for skillID, effectList in buffDict.items():
        if tagSkillID == skillID:
            continue
        curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
        if not curSkill:
            continue
        if not IsValidPassiveSkill(curSkill):
            continue
        for passiveEffect in effectList:
            # 被动触发的技能
@@ -1280,15 +1296,19 @@
    for skillID, effectList in buffDict.items():
        if skillID == useSkillID:
            continue
        curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
        if not curSkill:
            continue
        if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
            # 只有天赋才可以再次被触发
            continue
        if not IsValidPassiveSkill(curSkill):
            continue
        for passiveEffect in effectList:
            # 被动触发的技能
            pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID()
            curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
            if not curSkill:
                continue
            if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
                # 只有天赋才可以再次被触发
                continue
            callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "CheckCanHappen"))
            if not callFunc:
                continue
@@ -1360,6 +1380,9 @@
        if not curSkill:
            continue
        
        if not IsValidPassiveSkill(curSkill):
            continue
        for passiveEffect in effectList:
            if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
                # 只有天赋才可以再次被触发