hch
2019-04-27 fdaa1368178da9b8b3f667c2a8294b9cf7ba8bc0
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
@@ -77,7 +77,7 @@
#    global hurtTypeIndance
#    hurtTypeIndance = indance
#
### 获得本次攻击是否是致命一击
### 获得本次攻击是否是暴击
##  @param 无参数
##  @return True or False
##  @remarks 函数详细说明.
@@ -217,6 +217,7 @@
# 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):
    AttackCommon.ClearFirstDefender(attacker)
    
    skillHurtLists = [] # 内部触发清除g_skillHurtList
    for i in xrange(g_skillHurtList.GetHurtCount()):
@@ -225,6 +226,10 @@
            continue
        
        skillHurtLists.append([hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()])
    #只对第一目标造成某伤害类型时触发技能, 需先存储 skillHurtLists
    OnHurtTypeTriggerSkillFirstObj(attacker, curSkill, tick)
    
    for hurtList in skillHurtLists:
        defender = GameWorld.GetObj(hurtList[0], hurtList[1])
@@ -914,12 +919,19 @@
    if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
        return None
    
    useSkillTagID = attacker.GetUseSkillTagID()
    useSkillTagType = attacker.GetUseSkillTagType()
    curTag = GameWorld.GetObj(useSkillTagID, useSkillTagType)
    curTag = None
    if attacker.GetAttackMode() == IPY_GameWorld.amContest:
        # 单一目标锁定模式
        curTag = GameWorld.GetObj(attacker.SetDict(ChConfig.Def_PlayerKey_SelectObjID),
                                  attacker.SetDict(ChConfig.Def_PlayerKey_SelectObjType))
    if not curTag:
        return None
        useSkillTagID = attacker.GetUseSkillTagID()
        useSkillTagType = attacker.GetUseSkillTagType()
        curTag = GameWorld.GetObj(useSkillTagID, useSkillTagType)
        if not curTag:
            return None
    
    if SkillShell.GetSkillAffectTag(curSkill) == ChConfig.Def_UseSkillTag_CanAttackNPC:
        if NPCCommon.GetNpcObjOwnerIsPlayer(curTag):
@@ -1464,6 +1476,8 @@
            OnHurtTypeTriggerPassiveSkill(curPlayer, target, curSkill, tick)
        return True
    
    AttackCommon.ClearFirstDefender(curPlayer)
    #玩家进入战斗状态
    #技能是光环, 不进入战斗状态 ,无对象,不进入战斗状态
    if (curSkill == None \
@@ -1536,10 +1550,29 @@
            return True
    return False
    
#只对第一目标造成某伤害类型时触发技能
def OnHurtTypeTriggerSkillFirstObj(attacker, curSkill, tick):
    if g_skillHurtList.GetHurtCount() == 0:
        return
    hurtObj = g_skillHurtList.GetHurtAt(0)
    if not hurtObj:
        return
    objID, objType, hurtType = hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()
    defender = GameWorld.GetObj(objID, objType)
    if not defender:
        return
    if hurtType == ChConfig.Def_HurtType_SuperHit:
        PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SuperHit, tick)
    elif hurtType == ChConfig.Def_HurtType_ThumpHit:
        PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_ThumpHit, tick)
    return
    
# 根据伤血类型触发技能,群攻只触发一次,放在伤血列表被清之前
def OnHurtTypeTriggerSkill(attacker, target, curSkill, tick):
    isSuperHit = False
    usePassiveSkillResult = True    # 第一次判断不能调用,即代表都不可用无需循环
    usePassiveSkillResultOnSuperHit = True    # 暴击对象1V1触发,第一次判断不能调用,即代表都不可用无需循环
    
@@ -1551,27 +1584,26 @@
        
        skillHurtLists.append([hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()])
    
    #只对第一目标造成某伤害类型时触发技能, 需先存储 skillHurtLists
    OnHurtTypeTriggerSkillFirstObj(attacker, curSkill, tick)
    skillIDSet = set()
    for hurtList in skillHurtLists:
        if not isSuperHit and hurtList[2] == ChConfig.Def_HurtType_SuperHit:
            # 暴击只对主目标做处理
            PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, target, curSkill, ChConfig.TriggerType_SuperHit, tick)
            isSuperHit = True
        defender = GameWorld.GetObj(hurtList[0], hurtList[1])
        objID, objType, hurtType = hurtList
        defender = GameWorld.GetObj(objID, objType)
        if not defender:
            continue
        
        if GameObj.GetHP(defender) <= 0:
            if hurtList[1] == IPY_GameWorld.gotPlayer:
                if hurtList[2] == ChConfig.Def_HurtType_Zhansha:
            if objType == IPY_GameWorld.gotPlayer:
                if hurtType == ChConfig.Def_HurtType_Zhansha:
                    defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 1)
                elif hurtList[2] == ChConfig.Def_HurtType_ZhognjiZhansha:
                elif hurtType == 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]:
                if hurtType in [ChConfig.Def_HurtType_Zhansha, ChConfig.Def_HurtType_ZhognjiZhansha]:
                    defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 0)
            continue
        
@@ -1579,20 +1611,20 @@
            usePassiveSkillResult = PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, 
                                                ChConfig.TriggerType_HurtObjAddBuff, tick, skillIDSet=skillIDSet)
        
        if usePassiveSkillResultOnSuperHit and hurtList[2] == ChConfig.Def_HurtType_SuperHit:
        if usePassiveSkillResultOnSuperHit and hurtType == ChConfig.Def_HurtType_SuperHit:
            # 暴击对目标一一触发被动
            usePassiveSkillResultOnSuperHit = PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, 
                                                        ChConfig.TriggerType_SuperHitOneByOne, tick, skillIDSet=skillIDSet)
        if hurtList[2] == ChConfig.Def_HurtType_SuperHit:
        if hurtType == 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:
        elif hurtType == ChConfig.Def_HurtType_Miss:
            PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_MissSkill, tick)
        elif hurtList[2] == ChConfig.Def_HurtType_LuckyHit:
        elif hurtType == ChConfig.Def_HurtType_LuckyHit:
            PassiveBuffEffMng.OnPetPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeLuckyHit, tick)
            
        if hurtList[2] in ChConfig.Def_RealAttack_Type:
        if hurtType in ChConfig.Def_RealAttack_Type:
            # 被攻击处理层级
            PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_Buff_BeAttackSubLayer, tick)
        
@@ -1610,6 +1642,8 @@
    
    # 根据伤血类型触发技能,群攻只触发一次,放在伤血列表被清之前
    OnHurtTypeTriggerSkill(attacker, defender, curSkill, tick)
    #释放技能即可处理的 不区分攻击和非攻击
    PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SkillSuccess, tick)
    
    # 普通或者可以主动释放的攻击性技能
    if not curSkill or (curSkill.GetSkillType() == ChConfig.Def_SkillType_Atk and\
@@ -2382,14 +2416,17 @@
                                                isEnhanceSkill=False, skillIDSet=skillIDSet)
        
        DoLogic_AttackResult(attacker, defObj, curSkill, tick)
        skillEffect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_ProcessAttack)
        if skillEffect:
            skillID = skillEffect.GetEffectValue(2)
            if skillID != 0:
                triggerSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
                if not triggerSkill:
                    continue
                SkillShell.UsePassiveTriggerSkill(attacker, triggerSkill, defObj, tick)
        #=======================================================================
        # #受攻击对象1V1触发技能,本技能效果自身附带,非被动,非触发技能
        # skillEffect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_ProcessAttack)
        # if skillEffect:
        #    skillID = skillEffect.GetEffectValue(2)
        #    if skillID != 0:
        #        triggerSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
        #        if not triggerSkill:
        #            continue
        #        SkillShell.UsePassiveTriggerSkill(attacker, triggerSkill, defObj, tick)
        #=======================================================================
    # 一一触发技能需要在最后设置CD
    for skillTypeID in skillIDSet: