| | |
| | |
|
| | | # 记录客户端伤害 {(objID, objType):[HurtHP, AttackType]}
|
| | | g_ClientHurtDict = collections.OrderedDict()
|
| | | g_UseSkillPlayerID = 0 # 全服攻击为单线程 记录的是当前使用技能的玩家 用于判断g_ClientHurtDict的归属
|
| | |
|
| | | #---------------------------------------------------------------------
|
| | | ##C++调用函数, 重新读取所有技能
|
| | |
| | | def GetSkillFireAim(curSkill):
|
| | | return curSkill.GetTag()%10
|
| | |
|
| | | # 当前释放主动技能的玩家
|
| | | def GetUseSkillPlayerID():
|
| | | global g_UseSkillPlayerID
|
| | | return g_UseSkillPlayerID
|
| | |
|
| | | # 客户端伤血列表,修改了遍历对象和计算血量
|
| | | def GetClientHurtDict():
|
| | |
| | |
|
| | | def ClearClientHurtDict(curPlayer):
|
| | | global g_ClientHurtDict
|
| | | global g_UseSkillPlayerID
|
| | | g_ClientHurtDict = collections.OrderedDict()
|
| | | g_UseSkillPlayerID = 0
|
| | |
|
| | |
|
| | | def GetClientHurtByObj(objID, objType):
|
| | |
| | | # 技能开始初始化客户端伤血列表
|
| | | def InitClientHurtDict(curPlayer, curSkill, hurtList):
|
| | | global g_ClientHurtDict
|
| | | global g_UseSkillPlayerID
|
| | | ClearClientHurtDict(curPlayer)
|
| | |
|
| | | #技能攻击最大数量
|
| | |
| | | return False
|
| | |
|
| | | g_ClientHurtDict[(hurobj.ObjID, hurobj.ObjType)] = [hurobj.HurtHP, hurobj.AttackType]
|
| | | |
| | | |
| | | g_UseSkillPlayerID = curPlayer.GetID()
|
| | | return True
|
| | | #---------------------------------------------------------------------
|
| | | # 非客户端玩家释放的技能
|
| | |
| | | # 玩家普通也是技能,正常是不会走到这边
|
| | | return False
|
| | |
|
| | | if GetUseSkillPlayerID() != attacker.GetID():
|
| | | # 非释放者
|
| | | return False
|
| | | |
| | | useSkillData = attacker.GetUseSkill()
|
| | | if useSkillData and curSkill.GetSkillTypeID() != useSkillData.GetSkillTypeID():
|
| | | # 默认群攻附加触发buff的对象与攻击对象一致
|
| | | if not SkillCommon.IsBuff(curSkill):
|
| | | return False
|
| | |
|
| | | |
| | | if not GetClientHurtDict():
|
| | | return False
|
| | |
|