xdh
2019-03-15 fcd85d03baffd8246e5f8202f2dbda8bfe12cff8
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
@@ -214,6 +214,41 @@
    
    return None
# 触发型技能根据伤血类型触发被动技能,群攻只触发一次,放在伤血列表被清之前
# 只处理 isEnhanceSkill的情况,对应 OnHurtTypeTriggerSkill
def OnHurtTypeTriggerPassiveSkill(attacker, target, curSkill, tick):
    skillHurtLists = [] # 内部触发清除g_skillHurtList
    for i in xrange(g_skillHurtList.GetHurtCount()):
        hurtObj = g_skillHurtList.GetHurtAt(i)
        if not hurtObj:
            continue
        skillHurtLists.append([hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()])
    for hurtList in skillHurtLists:
        defender = GameWorld.GetObj(hurtList[0], hurtList[1])
        if not defender:
            continue
        if GameObj.GetHP(defender) > 0:
            continue
        if hurtList[1] == IPY_GameWorld.gotPlayer:
            if hurtList[2] == ChConfig.Def_HurtType_Zhansha:
                defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 1)
            elif hurtList[2] == ChConfig.Def_HurtType_ZhognjiZhansha:
                defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 2)
            # 濒死状态触发技能, 不能在GetHurtHP内部触发技能,否则会导致原技能的伤血列表异常
            PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick)
            PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick)
            if hurtList[2] in [ChConfig.Def_HurtType_Zhansha, ChConfig.Def_HurtType_ZhognjiZhansha]:
                defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 0)
#---------------------------------------------------------------------
## 攻击通用函数
#  @param attacker 攻击Obj
@@ -291,6 +326,8 @@
        __AttackSuccess(attacker, attackerHP, defender, useSkill, tick)
        #调用触发附加技能
        SkillShell.DoLogic_UseEnhanceSkill(attacker, defender, useSkill, tick, destX, destY)
    else:
        OnHurtTypeTriggerPassiveSkill(attacker, defender, useSkill, tick)
        
    #因攻击结束动作中,法宝攻击将导致目标死亡。要判定后在次调用,避免2次->AttackResult
    if AttackCommon.GetIsDead(defender):
@@ -616,7 +653,7 @@
    # 防守者自己通知
    __Sync_AttackResult(defender, defender, curSkill)
    
    OnHurtTypeTriggerPassiveSkill(attacker, defender, curSkill, tick)
    DoLogic_AttackResult(attacker, defender, curSkill, tick)
    
    return True
@@ -818,7 +855,9 @@
                    SkillShell.SkillTrigSkill(attacker, defObj, curSkill, enhanceSkillID, tick)
            else:
                SkillShell.SkillTrigSkill(attacker, defender, curSkill, enhanceSkillID, tick)
    else:
        OnHurtTypeTriggerPassiveSkill(attacker, defender, curSkill, tick)
    for defObj in attackList:
            
        #因攻击结束动作中,法宝攻击将导致目标死亡。要判定后在次调用,避免2次->AttackResult
@@ -1380,6 +1419,21 @@
        PYView_UseSkillPos(attacker, skillID, battleType, useSkillPosX, useSkillPosY, g_skillHurtList, False)
    
    return
# 通知客户端表现封包 无其他作用
def Sync_AttackResult(attacker, curSkill):
    global g_skillHurtList
    g_skillHurtList.Clear()
    defender = None
    if SkillShell.GetSkillFireAim(curSkill) == ChConfig.Def_UseSkillAim_Obj:
        useSkillTagID = attacker.GetUseSkillTagID()
        useSkillTagType = attacker.GetUseSkillTagType()
        defender = GameWorld.GetObj(useSkillTagID, useSkillTagType)
    __Sync_AttackResult(attacker, defender, curSkill)
##############################主动攻击成功#############################
## 玩家攻击成功
#  @param curPlayer 攻击Obj
@@ -1408,6 +1462,8 @@
        
        if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill:
            UseSkillOver(curPlayer, target, curSkill, tick)
        else:
            OnHurtTypeTriggerPassiveSkill(curPlayer, target, curSkill, tick)
        return True
    
    #玩家进入战斗状态
@@ -1475,7 +1531,6 @@
        
        skillHurtLists.append([hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()])
    
    skillIDSet = set()
    for hurtList in skillHurtLists:
        if not isSuperHit and hurtList[2] == ChConfig.Def_HurtType_SuperHit:
@@ -1489,9 +1544,15 @@
        
        if GameObj.GetHP(defender) <= 0:
            if hurtList[1] == IPY_GameWorld.gotPlayer:
                if hurtList[2] == ChConfig.Def_HurtType_Zhansha:
                    defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 1)
                elif hurtList[2] == ChConfig.Def_HurtType_ZhognjiZhansha:
                    defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 2)
                # 濒死状态触发技能, 不能在GetHurtHP内部触发技能,否则会导致原技能的伤血列表异常
                PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick)
                PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick)
                if hurtList[2] in [ChConfig.Def_HurtType_Zhansha, ChConfig.Def_HurtType_ZhognjiZhansha]:
                    defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 0)
            continue
        
        if usePassiveSkillResult:
@@ -1505,6 +1566,7 @@
        if hurtList[2] == ChConfig.Def_HurtType_SuperHit:
            #被暴击触发技能
            PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeSuperHit, tick)
            PassiveBuffEffMng.OnPetPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeSuperHit, tick)
        elif hurtList[2] == ChConfig.Def_HurtType_Miss:
            PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_MissSkill, tick)
        elif hurtList[2] == ChConfig.Def_HurtType_LuckyHit:
@@ -1580,7 +1642,8 @@
    tagFaintRate = PlayerControl.GetFaintDefRate(defender) if defender.GetGameObjType() == IPY_GameWorld.gotPlayer else 0
    rate = max(PlayerControl.GetFaintRate(attacker) - tagFaintRate, 0)
    # 添加最高60%击晕效果
    rate = min(max(PlayerControl.GetFaintRate(attacker) - tagFaintRate, 0), 6000)
    if not GameWorld.CanHappen(rate):
        return
@@ -2285,6 +2348,7 @@
    #===========================================================================
    Sync_SkillHurtList(attacker, curSkill.GetSkillID(), srcPosX, srcPosY, g_skillHurtList)
        
    OnHurtTypeTriggerPassiveSkill(attacker, None, curSkill, tick)
    skillIDSet = set()
    #攻击结果 不处理触发逻辑
    for defObj in attackList: