hxp
2024-02-06 81d4c82d07f4d5aff78c40579049ae70a94163d5
10019 【砍树】回合战斗(增加道法技能支持;)
13个文件已修改
304 ■■■■ 已修改文件
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py 32 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py 164 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py 7 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChNetSendPack.py 10 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameObj.py 37 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCAI/AICommon.py 14 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py 14 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/BuffSkill.py 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/EffGetSet.py 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py 4 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py 10 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
@@ -2465,7 +2465,7 @@
        else:
            defObj.SetDict(ChConfig.Def_PlayerKey_LastAttackerObjID, atkObj.GetID())
            
    TurnAttack.AddTurnObjHurtValue(atkObj, defObj, resultHurtType.HurtType, resultHurtType.RealHurtHP, curSkill)
    TurnAttack.AddTurnObjHurtValue(atkObj, defObj, resultHurtType.HurtType, resultHurtType.RealHurtHP, resultHurtType.LostHP, curSkill)
    return
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
@@ -1825,7 +1825,7 @@
#  @param tick 当前时间
#  @return None
#  @remarks 设置玩家属性消耗,如魔法,XP点,HP
def SetSkillLostAttr(curPlayer, curSkill, tick):
def SetSkillLostAttr(curObj, curSkill, tick):
    #===========================================================================
    # #-----------扣魔法
    # lostMPValue = curSkill.GetMP()
@@ -1840,31 +1840,26 @@
    #    #自动回魔
    #    PlayerControl.PlayerAutoRestoreMP(curPlayer, tick)
    # 
    # #----------扣XP点
    # lostXPValue = curSkill.GetXP()
    # curPlayerXP = curPlayer.GetXP()
    #
    # if curPlayerXP < lostXPValue:
    #    GameWorld.ErrLog('释放技能 = %s异常, XP点 = %s不足 = %s' % (
    #                        curSkill.GetSkillTypeID(), curPlayerXP, lostXPValue))
    #
    # if lostXPValue > 0:
    #    remain = curPlayer.GetXP() - lostXPValue
    #    remain = max(0, remain)
    #    curPlayer.SetDict(ChConfig.Def_PlayerKey_RecordXPValue, remain)
    #    curPlayer.SetXP(remain)
    #===========================================================================
    #----------扣XP点
    lostXPValue = curSkill.GetXP()
    curXP = GameObj.GetXP(curObj)
    if curXP < lostXPValue:
        GameWorld.ErrLog('释放技能扣除XP异常! skillID=%s,curXP=%s < lostXPValue=%s' % (curSkill.GetSkillID(), curXP, lostXPValue))
    if lostXPValue > 0:
        GameObj.SetXP(curObj, max(0, curXP - lostXPValue))
    #----------扣HP点
    lostHPValue = curSkill.GetHP()
    curPlayerHP = GameObj.GetHP(curPlayer)
    curPlayerHP = GameObj.GetHP(curObj)
    
    if curPlayerHP < lostHPValue:
        GameWorld.ErrLog('释放技能 = %s异常, HP点 = %s不足 = %s' % (
                            curSkill.GetSkillTypeID(), curPlayerHP, lostHPValue))
    
    if lostHPValue > 0:
        GameObj.SetHP(curPlayer, GameObj.GetHP(curPlayer) - lostHPValue)
        GameObj.SetHP(curObj, GameObj.GetHP(curObj) - lostHPValue)
        
    return
@@ -1915,6 +1910,9 @@
    if curSkill:
        skillTypeID = curSkill.GetSkillTypeID()
        
        #扣属性,如魔法,XP点
        SetSkillLostAttr(curNPC, curSkill, tick)
        #技能使用成功
        curNPCSkill = curNPC.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
        
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -9,7 +9,7 @@
# @date 2023-11-30
# @version 1.0
#
# 详细描述: 回合制攻击逻辑
# 详细描述: 回合制攻击逻辑,均使用NPC实例作为战斗主体
#
#-------------------------------------------------------------------------------
#"""Version = 2023-11-30 15:30"""
@@ -174,8 +174,9 @@
        playerID = 0
        sightLevel, posX, posY = 99, 192, 109 # 系统默认处理的层级及坐标
        
    objRetA = __SummonFactionObjs(factionInfoA, sightLevel, posX, posY)
    objRetB = __SummonFactionObjs(factionInfoB, sightLevel, posX, posY)
    factionA, factionB, mainRolePlace = 1, 2, 1
    objRetA = __SummonFactionObjs(factionA, mainRolePlace, factionInfoA, sightLevel, posX, posY)
    objRetB = __SummonFactionObjs(factionB, mainRolePlace, factionInfoB, sightLevel, posX, posY)
    objA, petObjListA, factionSyncInfoA = objRetA if objRetA else (None, [])
    objB, petObjListB, factionSyncInfoB = objRetB if objRetB else (None, [])
    if not objA or not objB:
@@ -194,15 +195,13 @@
    atkFactionList = [factionListA, factionListB]
    
    # 设置战斗主体
    objA.SetDict(ChConfig.Def_Obj_Dict_TurnFightMainRole, 1)
    objB.SetDict(ChConfig.Def_Obj_Dict_TurnFightMainRole, 1)
    objA.SetDict(ChConfig.Def_Obj_Dict_TurnEnemyID, objB.GetID())
    objB.SetDict(ChConfig.Def_Obj_Dict_TurnEnemyID, objA.GetID())
    
    # 战斗前初始化,可能会改变攻速,所以先初始化
    for faction, factionObjList in enumerate(atkFactionList, 1):
    for factionObjList in atkFactionList:
        for gameObj in factionObjList:
            TurnFightObjStartInit(playerID, gameObj, faction, tick)
            TurnFightObjStartInit(playerID, gameObj, tick)
            
    #一个回合攻击顺序,为了后续逻辑统一,都是先确定好顺序
    sortType = 2 # 攻击顺序排序方式
@@ -268,7 +267,7 @@
            GameWorld.DebugLog("★回合%s.%s %s 行动 : objType-ID-HP(%s-%s-%s),curAtk=%s, tagType-ID-HP(%s-%s-%s)" 
                               % (turnNum, actionNum, objName, objType, objID, curHP, gameObj.GetMaxAtk(), tagObjType, tagObjID, tagHP))
            
            if not DoAttack(gameObj, tagGameObj, tick):
            if not DoAttack(gameObj, tagGameObj, tick, checkUseXP=True):
                continue
            
            isWin = CheckIswin(objA, objB)
@@ -313,13 +312,17 @@
                       % (mapID, funcLineID, playerIDA, playerIDB, isWin))
    return isWin, turnNum, turnMax, factionTotalHurtDict, playbackID
def __SummonFactionObjs(factionInfo, sightLevel, posX, posY):
    ## 召唤阵营战斗实例
def __SummonFactionObjs(faction, mainRolePlace, objInfo, sightLevel, posX, posY):
    '''召唤阵营战斗实例
    @param faction: 所属阵营,目前支持两个阵营,1或2
    @param mainRolePlace: 战斗主体在该阵营上阵位置,1V1时默认1,多对多时,代表所在阵营位置
    @param objInfo: 该战斗主体出战信息
    '''
    factionSyncInfo = {} # 同步前端的阵营信息,包含主ID、灵宠、其他灵通等
    playerID = factionInfo.get("playerID")
    npcID = factionInfo.get("npcID")
    skillIDList = factionInfo.get("skillIDList") # 技能ID列表
    skillIDExList = factionInfo.get("skillIDExList") # 附加技能ID列表
    playerID = objInfo.get("playerID")
    npcID = objInfo.get("npcID")
    skillIDList = objInfo.get("skillIDList") # 技能ID列表
    skillIDExList = objInfo.get("skillIDExList") # 附加技能ID列表
    if playerID:
        npcID = ChConfig.Def_NPCID_PVP
        mainObj = NPCCommon.SummonMapNpc(npcID, posX, posY, sightLevel=sightLevel, mirrorPlayerID=playerID, skillIDList=skillIDList, skillIDExList=skillIDExList)
@@ -331,7 +334,9 @@
        return
    if not mainObj:
        return
    petObjList = PetControl.CalloutFightPet(mainObj, factionInfo.get("pet"))
    GameObj.SetFaction(mainObj, faction)
    mainObj.SetDict(ChConfig.Def_Obj_Dict_TurnFightMainRolePlace, mainRolePlace)
    petObjList = PetControl.CalloutFightPet(mainObj, objInfo.get("pet"))
    petObjIDList = []
    for petObj in petObjList:
        if petObj:
@@ -362,7 +367,7 @@
    return isWin
def SetKilled(gameObj, killer=None):
    if not gameObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightMainRole):
    if not gameObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightMainRolePlace):
        #GameWorld.DebugLog("非回合战斗主体被击杀: curID=%s" % gameObj.GetID())
        return
    
@@ -406,7 +411,7 @@
    if not gameObj:
        return
    
    if not gameObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightMainRole):
    if not gameObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightMainRolePlace):
        # 仅主体可复活
        return
    
@@ -504,6 +509,7 @@
    NetPackCommon.SendFakePack(curPlayer, clientPack)
    return True
def GetTurnNum(timeline): return timeline / 100
def SetTimeline(gameObj, turnNum, actionNum):
    '''设置回合制战斗所在时间节点
    @param turnNum: 第几回合,如果在回合制战斗中,则回合数一定大于0,
@@ -512,17 +518,17 @@
    gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnFightTimeline, turnNum * 100 + actionNum)
    return
def TurnFightObjStartInit(playerID, gameObj, faction, tick):
def TurnFightObjStartInit(playerID, gameObj, tick):
    ## 回合制战斗实例初始化
    if not gameObj:
        return
    isMainRole = gameObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightMainRole)
    mainRolePlace = gameObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightMainRolePlace)
    gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnFightID, playerID)
    gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnRebornCount, 0)
    gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnTotalHurt, 0)
    gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnTotalHurtEx, 0)
    SetTimeline(gameObj, 1, 0)
    GameObj.SetFaction(gameObj, faction)
    faction = GameObj.GetFaction(gameObj)
    GameObj.SetHPFull(gameObj, True)
    gameObj.RefreshView()
    
@@ -531,10 +537,10 @@
    objName = GetObjName(gameObj)
    fightPlaceNum = gameObj.GetDictByKey(ChConfig.Def_Obj_Dict_FightPetPlaceNum)
    
    GameWorld.DebugLog("【 %s 初始化 %s 】 objID=%s,npcID=%s,atkSpeed=%s,isMainRole=%s"
                       % (objName, BaseAttack.GetObjAttackName(gameObj), gameObj.GetID(), npcID, GameObj.GetAtkSpeed(gameObj), isMainRole))
    __logGameObjAttr(gameObj)
    GameWorld.DebugLog("【 %s 初始化 %s 】 objID=%s,npcID=%s,atkSpeed=%s,faction=%s,mainRolePlace=%s"
                       % (objName, BaseAttack.GetObjAttackName(gameObj), gameObj.GetID(), npcID, GameObj.GetAtkSpeed(gameObj), faction, mainRolePlace))
    
    haveXPSkill = False
    # 重置技能CD、战斗buff
    if objType == IPY_GameWorld.gotPlayer:            
        skillManager = gameObj.GetSkillManager()
@@ -549,6 +555,8 @@
            curSkill = skillManager.GetSkillByIndex(i)
            if not curSkill:
                continue
            if mainRolePlace and curSkill.GetXP():
                haveXPSkill = True
            skillIDList.append(curSkill.GetSkillID())
            if fightPlaceNum:
                if curSkill.GetSkillType() != ChConfig.Def_SkillType_Revive:
@@ -557,12 +565,19 @@
                    curSkill.SetRemainTime(curSkill.GetCoolDownTime())
        GameWorld.DebugLog("    NPC技能: npcID=%s,skillIDList=%s" % (npcID, skillIDList))
        
    if haveXPSkill:
        GameObj.SetMaxXP(gameObj, IpyGameDataPY.GetFuncCfg("TurnFightXP", 1))
        GameObj.SetXP(gameObj, 0) # 进行设置一次通知前端,视为告知前端该实例有XP
        gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnAtkAddXPCount, 0)
        gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnXPFullTimeline, 0)
    __logGameObjAttr(gameObj)
    return
def __logGameObjAttr(gameObj):
    GameWorld.DebugLog("    HP=%s/%s,atk=%s~%s,Def=%s,atkSpeed=%s"
                       % (GameObj.GetHP(gameObj), GameObj.GetMaxHP(gameObj), gameObj.GetMinAtk(), gameObj.GetMaxAtk(),
                          gameObj.GetDef(), GameObj.GetAtkSpeed(gameObj)))
    GameWorld.DebugLog("    HP=%s/%s,atk=%s~%s,Def=%s,atkSpeed=%s,XP=%s/%s"
                       % (GameObj.GetHP(gameObj), GameObj.GetMaxHP(gameObj), gameObj.GetMinAtk(), gameObj.GetMaxAtk(),
                          gameObj.GetDef(), GameObj.GetAtkSpeed(gameObj), GameObj.GetXP(gameObj), GameObj.GetMaxXP(gameObj)))
    GameWorld.DebugLog("    闪(%s,%s),暴(%s,%s),晕(%s,%s),连(%s,%s),反(%s,%s),吸(%s,%s)" 
                       % (GameObj.GetMissRate(gameObj), GameObj.GetMissDefRate(gameObj),
                          GameObj.GetSuperHitRate(gameObj), GameObj.GetSuperHitRateReduce(gameObj),
@@ -582,6 +597,8 @@
    # 重置连击、反击数
    gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnComboNum, 0)
    gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnAtkBackNum, 0)
    gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnAtkAddXPCount, 0)
    gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnXPUseState, 0)
    gameObj.SetDict(ChConfig.Def_PlayerKey_AttrFaintCD, 0) # 击晕CD
    
    objType = gameObj.GetGameObjType()
@@ -718,7 +735,7 @@
    NPCCommon.SetDeadEx(gameObj)
    return
def AddTurnObjHurtValue(curObj, tagObj, hurtType, hurtValue, curSkill=None):
def AddTurnObjHurtValue(curObj, tagObj, hurtType, hurtValue, lostHP, curSkill=None):
    if not curObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightTimeline):
        return
    skillID = curSkill.GetSkillID() if curSkill else 0
@@ -728,13 +745,103 @@
    curObj.SetDict(ChConfig.Def_Obj_Dict_TurnTotalHurtEx, totalHurt / ChConfig.Def_PerPointValue)
    GameWorld.DebugLog("        伤血: curTD=%s,tagID=%s,skillID=%s,hurtType=%s,hurtValue=%s,totalHurt=%s,tagHP=%s" 
                       % (curObj.GetID(), tagObj.GetID(), skillID, hurtType, hurtValue, totalHurt, GameObj.GetHP(tagObj)))
    if lostHP:
        AddTurnFightXP(tagObj, __GetAddXP_Defender(tagObj, lostHP), "skillID:%s" % skillID)
        AddTurnFightXP(curObj, __GetAddXP_Attack(curObj, curSkill), "skillID:%s" % skillID)
    return
def DoAttack(curObj, tagObj, tick, turnBattleType=ChConfig.TurnBattleType_Normal):
def __GetAddXP_Attack(attack, curSkill):
    ## 攻击方增加的XP值根据主动攻击次数获得
    isAddXPSkill = not curSkill or curSkill.GetSkillType() == ChConfig.Def_SkillType_Atk
    if not isAddXPSkill:
        return 0
    atkAddXPCount = attack.GetDictByKey(ChConfig.Def_Obj_Dict_TurnAtkAddXPCount)
    addXPList = IpyGameDataPY.GetFuncEvalCfg("TurnFightXP", 2)
    if atkAddXPCount >= len(addXPList):
        return 0
    attack.SetDict(ChConfig.Def_Obj_Dict_TurnAtkAddXPCount, atkAddXPCount + 1)
    return addXPList[atkAddXPCount]
def __GetAddXP_Defender(defender, lostHP):
    ## 掉血方增加的XP值根据掉血百分比获得
    maxXP = GameObj.GetMaxXP(defender)
    if not maxXP:
        return 0
    maxHP = GameObj.GetMaxHP(defender)
    lostHPPer = lostHP / float(maxHP)
    #GameWorld.DebugLog("        lostHP=%s,lostHPPer=%s" % (lostHP, lostHPPer))
    return eval(IpyGameDataPY.GetFuncCompileCfg("TurnFightXP", 3))
def AddTurnFightXP(gameObj, addXP, reason=""):
    ## 回合战斗增加XP
    if not addXP:
        #GameWorld.DebugLog("        没有增加XP! curID=%s" % (gameObj.GetID()))
        return
    maxXP = GameObj.GetMaxXP(gameObj)
    if not maxXP:
        #GameWorld.DebugLog("        无最大XP值,不更新! curID=%s" % (gameObj.GetID()))
        return
    curXP = GameObj.GetXP(gameObj)
    if curXP >= maxXP:
        #GameWorld.DebugLog("        XP值已满,不更新! curID=%s,curXP=%s" % (gameObj.GetID(), curXP))
        return
    updXP = min(curXP + addXP, maxXP)
    GameObj.SetXP(gameObj, updXP)
    GameWorld.DebugLog("        更新XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,reason=%s" % (gameObj.GetID(), curXP, addXP, updXP, reason))
    return
def __CheckUseXPSkill(curObj, tagObj, tick):
    ## 使用XP技能 - 道法技能
    maxXP = GameObj.GetMaxXP(curObj)
    curXP = GameObj.GetXP(curObj)
    if not maxXP or curXP < maxXP:
        #GameWorld.DebugLog("        没有XP或XP未满,无法释放XP! curID=%s,curXP=%s" % (curObj.GetID(), curXP))
        return
    turnNum = GetTurnNum(curObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightTimeline))
    xpFullTurnNum = GetTurnNum(curObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnXPFullTimeline))
    if turnNum <= xpFullTurnNum:
        #GameWorld.DebugLog("        XP技能在本回合无法释放! curID=%s, turnNum=%s <= %s" % (curObj.GetID(), turnNum, xpFullTurnNum))
        return
    curObj.SetDict(ChConfig.Def_Obj_Dict_TurnXPUseState, 1) # 设置可用
    tagDist = 0
    skillManager = curObj.GetSkillManager()
    for index in range(0, skillManager.GetSkillCount()):
        curSkill = skillManager.GetSkillByIndex(index)
        if not curSkill or curSkill.GetSkillTypeID() == 0:
            break
        skillID = curSkill.GetSkillID()
        #被动技能无法使用
        if SkillCommon.isPassiveSkill(curSkill):
            continue
        #还在冷却时间内无法释放
        if SkillCommon.RefreshSkillRemainTime(curSkill, tick) != 0:
            continue
        needXP = curSkill.GetXP()
        if not needXP or needXP < curXP:
            continue
        curID = curObj.GetID()
        tagID = tagObj.GetID()
        if not AICommon.DoNPCUseSkill(curObj, tagObj, curSkill, tagDist, tick):
            GameWorld.DebugLog("        XP技能攻击失败: curID=%s,tagID=%s,skillID=%s" % (curID, tagID, skillID))
            continue
        GameWorld.DebugLog("        XP技能攻击成功: curID=%s,tagID=%s,skillID=%s" % (curID, tagID, skillID))
        curObj.SetDict(ChConfig.Def_Obj_Dict_TurnXPUseState, 2) # 设置已用
        return skillID
    return
def DoAttack(curObj, tagObj, tick, turnBattleType=ChConfig.TurnBattleType_Normal, checkUseXP=False):
    curID = curObj.GetID()
    tagID = tagObj.GetID()
    objName = GetObjName(curObj)
    GameWorld.DebugLog("    ● %s DoAttack: curID=%s,tagID=%s,turnBattleType=%s" % (objName, curID, tagID, turnBattleType))
    if checkUseXP:
        if __CheckUseXPSkill(curObj, tagObj, tick):
            return True
    if turnBattleType == ChConfig.TurnBattleType_AtkBack:
        PassiveBuffEffMng.OnPassiveSkillTrigger(curObj, tagObj, None, ChConfig.TriggerType_AtkBackBef, tick)
        
@@ -878,7 +985,6 @@
            continue
        
        if not AICommon.DoNPCUseSkill(playerNPC, tagObj, curSkill, tagDist, tick):
            GameWorld.DebugLog("        技能攻击失败: playerID=%s,tagID=%s,skillID=%s" % (playerID, tagObjID, skillID))
            continue
        GameWorld.DebugLog("        技能攻击成功: playerID=%s,tagID=%s,skillID=%s" % (playerID, tagObjID, skillID))
        return skillID
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -3072,7 +3072,7 @@
Def_Obj_Dict_Faction = 'Faction' # 所属阵营
Def_Obj_Dict_TurnFightID = 'TurnFightID' # 回合制战斗所属玩家ID
Def_Obj_Dict_TurnFightTimeline = 'TurnFightTimeline' # 回合制战斗时间线: 回合数*100+行动编号节点
Def_Obj_Dict_TurnFightMainRole = 'TurnFightMainRole' # 是否回合制战斗主体,最终胜负由主体存活状态决定
Def_Obj_Dict_TurnFightMainRolePlace = 'TurnFightMainRolePlace' # 回合制战斗主体位置,可用于支持单阵营多主体,最终胜负由主体存活状态决定
Def_Obj_Dict_TurnRebornCount = 'TurnRebornCount' # 回合战斗已复活次数
Def_Obj_Dict_TurnComboNum = 'TurnComboNum' # 本回合已累计连击次数
Def_Obj_Dict_TurnAtkBackNum = 'TurnAtkBackNum' # 本回合已累计反击次数
@@ -3084,6 +3084,9 @@
Def_Obj_Dict_TurnEnemyID = 'TurnEnemyID' # 回合制战斗对手实例ID
Def_Obj_Dict_TurnLowestHP = 'TurnLowestHP' # 本回合战斗中历史最低血量,求余亿部分
Def_Obj_Dict_TurnLowestHPEx = 'TurnLowestHPEx' # 本回合战斗中历史最低血量,整除亿部分
Def_Obj_Dict_TurnAtkAddXPCount = 'TurnAtkAddXPCount' # 每回合攻击已增加XP次数
Def_Obj_Dict_TurnXPFullTimeline = 'TurnXPFullTimeline' # XP满时的回合时间点
Def_Obj_Dict_TurnXPUseState = 'TurnXPUseState' # XP使用状态;0-不可用;1-可用;2-已用
#---NPC字典-------
#每道龙卷风最终坐标
@@ -3304,6 +3307,8 @@
Def_PlayerKey_AttrPerLVAtk = "PerLVAtk"    #每1级+%s攻击, 数值取万分率,支持小数算法
Def_PlayerKey_AttrPerLVMaxHP = "PerLVMaxHP"    #每1级+%s生命, 数值为固定值
Def_PlayerKey_AttrShieldMPCostRate = "AttrShieldMPCostRate"    #魔法盾伤害吸收蓝耗比率
Def_PlayerKey_AttrXP = "AttrXP"    #当前XP
Def_PlayerKey_AttrMaxXP = "AttrMaxXP"    #最大XP值
Def_PlayerKey_AttrXPRestorePer = "AttrXPRestorePer"    #自动恢复XP值比率
Def_PlayerKey_MarkLoadMapTick = "LoadMapTickVIP"        #记录切换地图后的tick,VIP
Def_PlayerKey_MTFreeOnlineRefreshTick = "MTFreeOnlineRTick"        # 寻宝在线计算时间
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChNetSendPack.py
@@ -787,8 +787,9 @@
                  ("SubCmd", c_ubyte),
                  ("ObjID", c_int),    
                  ("ObjType", c_ubyte),    
                  ("RefreshType", c_ubyte),
                  ("RefreshType", c_ushort),
                  ("Value", c_int),    
                  ("ValueEx", c_int),
                  ]
    def __init__(self):
@@ -809,6 +810,7 @@
        self.ObjType = 0
        self.RefreshType = 0
        self.Value = 0
        self.ValueEx = 0
        return
    def GetLength(self):
@@ -824,7 +826,8 @@
                                ObjID:%d,
                                ObjType:%d,
                                RefreshType:%d,
                                Value:%d
                                Value:%d,
                                ValueEx:%d
                                '''\
                                %(
                                self.Cmd,
@@ -832,7 +835,8 @@
                                self.ObjID,
                                self.ObjType,
                                self.RefreshType,
                                self.Value
                                self.Value,
                                self.ValueEx
                                )
        return DumpString
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameObj.py
@@ -18,6 +18,8 @@
import IpyGameDataPY
import SkillCommon
import PlayerControl
import ChNetSendPack
import GameWorld
# 关于血量的函数这里只包装最简单的超DWORD处理
@@ -67,6 +69,29 @@
    return
def GetLowestHP(gameObj):
    return gameObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnLowestHP) + gameObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnLowestHPEx) * ShareDefine.Def_PerPointValue
def GetMaxXP(gameObj): return gameObj.GetDictByKey(ChConfig.Def_PlayerKey_AttrMaxXP)
def SetMaxXP(gameObj, value): gameObj.SetDict(ChConfig.Def_PlayerKey_AttrMaxXP, value)
def GetXP(gameObj): return gameObj.GetDictByKey(ChConfig.Def_PlayerKey_AttrXP)
def SetXP(gameObj, value):
    ## XP值,用作妖气值
    befXP = GetXP(gameObj)
    maxXP = GetMaxXP(gameObj)
    value = min(value, maxXP)
    gameObj.SetDict(ChConfig.Def_PlayerKey_AttrXP, value)
    NotifyObjInfoRefresh(gameObj, IPY_GameWorld.CDBPlayerRefresh_XP, value)
    timeline = gameObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightTimeline)
    if timeline:
        if befXP < maxXP and value >= maxXP:
            GameWorld.DebugLog("        XP已满: curID=%s,timeline=%s" % (gameObj.GetID(), timeline))
            gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnXPFullTimeline, timeline) # 设置XP满时的回合
        elif value < maxXP:
            gameObj.SetDict(ChConfig.Def_Obj_Dict_TurnXPFullTimeline, 0)
    return
#---自动恢复XP值比率----
def GetXPRestorePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrXPRestorePer)
def SetXPRestorePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrXPRestorePer, value)
def GetAngryValue(curAngry):
    return curAngry.GetAngryValue() + curAngry.GetAngryValueEx() * ShareDefine.Def_PerPointValue
@@ -379,3 +404,15 @@
    if gameObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
        PlayerControl.SendPropertyRefresh(gameObj, ShareDefine.CDBPlayerRefresh_CureDefPer, value)
    return
def NotifyObjInfoRefresh(gameObj, refreshType, value):
    ##0418通知对象属性刷新
    sendPack = ChNetSendPack.tagObjInfoRefresh()
    sendPack.Clear()
    sendPack.ObjID = gameObj.GetID()
    sendPack.ObjType = gameObj.GetGameObjType()
    sendPack.RefreshType = refreshType
    sendPack.Value = value % ShareDefine.Def_PerPointValue
    sendPack.ValueEx = value / ShareDefine.Def_PerPointValue
    gameObj.NotifyAll(sendPack.GetBuffer(), sendPack.GetLength())
    return
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCAI/AICommon.py
@@ -306,7 +306,8 @@
        return False
    #CD时间
    if curNPC.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightTimeline):
    turnFightTimeline = curNPC.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightTimeline)
    if turnFightTimeline:
        if useSkill.GetRemainTime():
            #GameWorld.Log('技能回合CD中 = %s, %s'%(useSkill.GetSkillName(), useSkill.GetRemainTime()))
            return False
@@ -315,6 +316,17 @@
            #GameWorld.Log('检查CD时间触发失败 = %s'%(useSkill.GetSkillName()))
            return False
        
    #检查XP点数是否够用这个技能
    curSkillNeedXP = useSkill.GetXP()
    if curSkillNeedXP:
        if GameObj.GetXP(curNPC) < curSkillNeedXP:
            #GameWorld.DebugLog("XP点数不够该技能释放")
            return False
        if turnFightTimeline:
            if curNPC.GetDictByKey(ChConfig.Def_Obj_Dict_TurnXPUseState) != 1:
                #GameWorld.DebugLog("XP技能非回合可用状态")
                return False
    curSkillUseTag = SkillShell.GetSkillAffectTag(useSkill)
    if curSkillUseTag == ChConfig.Def_UseSkillTag_CanAttackPlayer:
        if curTag.GetGameObjType() != IPY_GameWorld.gotPlayer:
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
@@ -2360,6 +2360,7 @@
    curSummon.SetBornTime(tick)
    InitNPC(curSummon)     
    curSummon.SetSightLevel(gameObj.GetSightLevel())
    GameObj.SetFaction(curSummon, GameObj.GetFaction(gameObj))
    
    curSummon.Reborn(rebornX, rebornY, False)
    #有指定的技能,重新学习
@@ -4248,7 +4249,7 @@
            curNPC.SetDict(ChConfig.Def_NPC_Dict_SpeedPer, speedPer)
        if GameWorld.GetMap().GetMapID() == ChConfig.Def_FBMapID_GatherSoul:
            #目前只在聚魂副本里通知
            NPCSpeedChangeNotify(curNPC, curNPC.GetSpeed())
            GameObj.NotifyObjInfoRefresh(curNPC, IPY_GameWorld.CDBPlayerRefresh_Speed, curNPC.GetSpeed())
        return
    
    
@@ -6576,17 +6577,6 @@
    msgStr = str([mapID, lineID, shuntPlayerDict])
    GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "WorldBossShuntInfo", msgStr, len(msgStr))
    GameWorld.DebugLog("通知GameServer地图Boss分流信息: mapID=%s,lineID=%s,shuntPlayerDict=%s" % (mapID, lineID, shuntPlayerDict), lineID)
    return
def NPCSpeedChangeNotify(curNPC, speed):
    ##通知NPC速度
    sendPack = ChNetSendPack.tagObjInfoRefresh()
    sendPack.Clear()
    sendPack.ObjID = curNPC.GetID()
    sendPack.ObjType = curNPC.GetGameObjType()
    sendPack.RefreshType = IPY_GameWorld.CDBPlayerRefresh_Speed
    sendPack.Value = speed
    curNPC.NotifyAll(sendPack.GetBuffer(), sendPack.GetLength())
    return
def UpdateNPCAttackCount(curPlayer, npcID, attackCount, maxCount=0):
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -7137,10 +7137,6 @@
#---受伤计算百分比----
def GetHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrHurtPer)
def SetHurtPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrHurtPer, value)
#---自动恢复XP值比率----
def GetXPRestorePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrXPRestorePer)
def SetXPRestorePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrXPRestorePer, value)
#---魔法盾伤害吸收蓝耗比率----
def GetShieldMPCostRate(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrShieldMPCostRate)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/BuffSkill.py
@@ -442,8 +442,8 @@
            PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(curObj, buffOwner, curSkill, ChConfig.TriggerType_AddBuffOver, False)
            
        # 击晕触发
        if curSkill.GetSkillTypeID() == ChConfig.Def_SkillID_AtkerFaint:
            GameWorld.DebugLog("        击晕目标: atkID=%s,curID=%s" % (buffOwner.GetID(), curObj.GetID()))
        if SkillCommon.GetBuffStateType(curSkill) == ChConfig.Def_PlayerState_Stun:
            GameWorld.DebugLog("        击晕目标: atkID=%s,curID=%s,buffSkillID=%s" % (buffOwner.GetID(), curObj.GetID(), curSkill.GetSkillID()))
            PassiveBuffEffMng.OnPassiveSkillTrigger(buffOwner, curObj, None, ChConfig.TriggerType_Faint, tick)
            
    #是否是持续性技能
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/EffGetSet.py
@@ -108,7 +108,7 @@
   [lambda curObj:PlayerControl.GetAtkBackMPPer(curObj), lambda curObj, value:PlayerControl.SetAtkBackMPPer(curObj, value), 0, 0, 0],        # 攻击回复蓝量比率
   [lambda curObj:PlayerControl.GetAddBackHPPer(curObj), lambda curObj, value:PlayerControl.SetAddBackHPPer(curObj, value), 0, 0, 0],        # 暂无用
   [lambda curObj:PlayerControl.GetReduceBackHPPer(curObj), lambda curObj, value:PlayerControl.SetReduceBackHPPer(curObj, value), 0, 0, 0],  # 暂无用
   [lambda curObj:PlayerControl.GetXPRestorePer(curObj), lambda curObj, value:PlayerControl.SetXPRestorePer(curObj, value), 0, 0, 0],        # 自动恢复XP值比率
   [lambda curObj:GameObj.GetXPRestorePer(curObj), lambda curObj, value:GameObj.SetXPRestorePer(curObj, value), 0, 0, 0],        # 自动恢复XP值比率
   
   [lambda curObj:PlayerControl.GetReduceSkillCDPer(curObj), lambda curObj, value:PlayerControl.SetReduceSkillCDPer(curObj, value), IPY_PlayerDefine.CDBPlayerRefresh_BattleValEx3, 1, 0],  # 减技能CD比例
   [lambda curObj:curObj.GetSkillAtkRate(), lambda curObj, value:curObj.SetSkillAtkRate(value), IPY_PlayerDefine.CDBPlayerRefresh_SkillAtkRate, 1, 0],                                        # 技能攻击比例加成
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py
@@ -1361,6 +1361,8 @@
    else:
        # 已广播的不重复
        GameObj.SetHP(curObj, remainHP, not view)
    lostHP = curObjHP_BeforeAttack - GameObj.GetHP(curObj) # 实际掉血量
    
    AttackCommon.WriteHurtLog(buffOwner, curObj, curSkill, lostValue, hurtType, "持续掉血")
    if view:
@@ -1414,7 +1416,7 @@
        elif curObjType == IPY_GameWorld.gotNPC:
            AttackCommon.NPCAddObjInHurtList(attackerOwner, curObj, curObjHP_BeforeAttack, lostValue)
            
    TurnAttack.AddTurnObjHurtValue(buffOwner, curObj, hurtType, lostValue, curSkill)
    TurnAttack.AddTurnObjHurtValue(buffOwner, curObj, hurtType, lostValue, lostHP, curSkill)
    
    #统一调用攻击结束动作
    if isDoAttackResult:
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
@@ -3403,11 +3403,11 @@
    #--- 3. 计算概率触发技能---
    
    #几率
    rate = GetSkillOfSeriesHitRate(attacker, defender, exSkill)
    if not GameWorld.CanHappen(rate, ChConfig.Def_MaxRateValue):
        #几率未触发
        return False
    if not SkillCommon.IsBuff(exSkill): # buff在添加buff时有判断概率,这里不重复判断
        rate = GetSkillOfSeriesHitRate(attacker, defender, exSkill)
        if not GameWorld.CanHappen(rate, ChConfig.Def_MaxRateValue):
            #几率未触发
            return False
        
#    #特殊全局型主动增益buff,需要添加特殊间隔
#    if attacker.GetGameObjType() == IPY_GameWorld.gotPlayer and useSkill.GetSkillTypeID() in ChConfig.Def_SkillID_Trig: