fix: 2996 子 【设计】新增一个可均摊的技能 / 【后端】新增一个伤害均摊的技能
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| | | return True
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| | | # 按仙盟成员均摊伤害
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| | | def AttackerSkillAttackAreaByFamily(attacker, defender, srcPosX, srcPosY, curSkill,
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| | | skillPercent, skillEnhance, tick, isExSkill = False):
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| | | #清空伤血列表
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| | | global g_skillHurtList
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| | | g_skillHurtList.Clear()
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| | | |
| | | #攻击方原有血量,用来通知反弹
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| | | attackerHP = GameObj.GetHP(attacker)
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| | | resultList = __GetAreaAtackObj(attacker, curSkill, srcPosX, srcPosY, tick, __CheckCanAttack)
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| | | |
| | | #有目标类技能,查找指定的攻击目标是否在列表中,不在添加
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| | | resultList = __AddObj_In_resultList(resultList, attacker, defender, curSkill, tick)
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| | |
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| | | # 计算仙盟成员数量, 按人头均摊伤害
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| | | resultDict = {}
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| | | for obj in resultList:
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| | | if obj.GetGameObjType() != IPY_GameWorld.gotPlayer:
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| | | continue
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| | | |
| | | familyID = obj.GetFamilyID()
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| | | if familyID not in resultDict:
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| | | resultDict[familyID] = []
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| | |
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| | | resultDict[familyID].append(obj)
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| | | |
| | | skillEffect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_AvgHurtFMCnt)
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| | | minSkillPer = 100 # 如果未配置默认最低值
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| | | if skillEffect:
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| | | minSkillPer = skillEffect.GetEffectValue(0)
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| | | |
| | | attackList = []
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| | | for familyID in resultDict:
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| | | cnt = len(resultDict[familyID]) if familyID != 0 else 1 # 无仙盟承受100%伤害
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| | | skillPercent = max(skillPercent/cnt, minSkillPer)
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| | | attackList.extend(__DoAreaAttack(attacker, curSkill, skillEnhance/cnt, skillPercent, resultDict[familyID],
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| | | [], g_skillHurtList, tick))
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| | | |
| | | __DoAreaAttackResult(attacker, defender, curSkill, attackList, attackerHP, tick, isExSkill)
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| | | |
| | | return True
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| | | # 触发技能的类型为 单体攻击,或者单体buff并且非对自己释放的技能,可以对伤害目标一一执行触发技能逻辑
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| | | # 否则只触发一次技能 # 群体BUFF的请参考IsPlayerUseSkill 客户端决定对象,一样可以实现同样效果
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| | | # 返回真表示可以对每个伤害目标触发,返回假则为单体
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| | |
| | | powerList, g_skillHurtList, tick):
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| | | attackList = [] #被攻击对象列表
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| | |
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| | | checkComboOK = False
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| | | #checkComboOK = False
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| | | #执行攻击结果
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| | | for obj in resultList:
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| | |
| | | if powerList != []:
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| | | skillPercent, skillEnhance = powerList.pop(0)
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| | |
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| | | if not checkComboOK:
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| | | #if not checkComboOK:
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| | | #攻击前连击检查
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| | | SkillCommon.UpdateSkillCombo(attacker, curSkill, tick)
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| | | checkComboOK = True
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| | | # SkillCommon.UpdateSkillCombo(attacker, curSkill, tick)
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| | | # checkComboOK = True
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| | |
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| | | callFunc(attacker, obj, curSkill, skillEnhance, skillPercent, g_skillHurtList, tick)
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| | |
| | | Def_Skill_Effect_BoomSeedID = 1014 # 引爆BUFF种子
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| | | Def_Skill_Effect_RandWarn = 1061 # 随机预警
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| | | Def_Skill_Effect_AttackReplaceByNPCSeries = 1062 # 对指定系的伤害
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| | | Def_Skill_Effect_AvgHurtFMCnt = 1064 # NPC技能按仙盟成员数均摊伤害 |
| | | Def_Skill_Effect_AreaAttackkCount = 1200 #区域技能攻击数量
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| | | Def_Skill_Effect_PowerPart = 1206 # 充能能量分段,触发即算一次充能,拉进度条蓄力
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| | | Def_Skill_Effect_ProcessAttack = 1314 # 间隔性攻击,A值为攻击次数,B值为是否广播客户端
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New file |
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| | | #!/usr/bin/python
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| | | # -*- coding: GBK -*-
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| | | #
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| | | ##@package
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| | | #
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| | | # @todo: NPC技能,同盟均摊伤害
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| | | #
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| | | # @author: Alee
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| | | # @date 2018-8-28 下午04:24:14
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| | | # @version 1.0
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| | | #
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| | | # @note: |
| | | #
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| | | #---------------------------------------------------------------------
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| | |
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| | | import ChConfig
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| | | import BaseAttack
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| | | import SkillShell
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| | | import IPY_GameWorld
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| | |
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| | |
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| | | def UseSkill(attacker, defender, curSkill, tagRoundPosX, tagRoundPosY, isEnhanceSkill, tick):
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| | |
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| | | skillEffect = curSkill.GetEffect(0)
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| | | skillPer = skillEffect.GetEffectValue(0) / float(ChConfig.Def_MaxRateValue)
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| | | skillEnhance = skillEffect.GetEffectValue(1)
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| | | |
| | | #---攻击遍历起点优先级 1.找指定点 2.防守者(包括自己)---
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| | | if tagRoundPosX == -1 or tagRoundPosY == -1:
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| | | #起点是攻击方,还是受害方,还是点地
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| | | tagRoundPosX = defender.GetPosX()
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| | | tagRoundPosY = defender.GetPosY()
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| | | |
| | | |
| | | #使用技能
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| | | return BaseAttack.AttackerSkillAttackAreaByFamily(attacker, defender, tagRoundPosX, tagRoundPosY, |
| | | curSkill, skillPer, skillEnhance, tick, isEnhanceSkill)
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