From 05251cfca26ce5f044923793da7c97597413ed1b Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 13 八月 2025 19:18:54 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(主线掉落物品默认不堆叠;注:单个物品的个数可能大于1,单个战利品ID可能一次掉多个;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py |  216 +++++++++--------------------------------------------
 1 files changed, 38 insertions(+), 178 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
index 017176d..a6a329f 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
@@ -129,12 +129,12 @@
             return realmNPCIpyData.GetLV()
     return curNPC.GetLV()
 
-def GetNPCDataEx(npcID):
-    ## 获取NPC扩展数据表,可热更
-    npcDataEx = IpyGameDataPY.GetIpyGameDataNotLog("NPCEx", npcID)
+def GetNPCDataPy(npcID):
+    ## 获取NPC数据表,py自定义的表,可热更
+    npcDataEx = IpyGameDataPY.GetIpyGameDataNotLog("NPC", npcID)
     if not npcDataEx:
         if False: # 不可能成立的条件,只为了 . 出代码提示
-            npcDataEx = IpyGameDataPY.IPY_NPCEx()
+            npcDataEx = IpyGameDataPY.IPY_NPC()
         return npcDataEx
     return npcDataEx
 
@@ -142,11 +142,9 @@
 def SetRealmLV(curNPC, realmLV): return curNPC.SetMAtkMin(realmLV)      # NPC表中此字段含义改成境界等级
 def GetIsLVSuppress(curNPC): return curNPC.GetWindDef() # 风防代表是否等级压制
 def GetFightPowerLackAtkLimit(curNPC): # 战力不足限制攻击,默认不限制
-    npcDataEx = GetNPCDataEx(curNPC.GetNPCID())
-    return npcDataEx.GetFightPowerLackAtkLimit() if npcDataEx else 0
-def GetSuppressFightPower(curNPC):
-    npcDataEx = GetNPCDataEx(curNPC.GetNPCID())
-    return npcDataEx.GetSuppressFightPower() if npcDataEx else curNPC.GetThunderDef() # 雷防代表压制战力
+    return 0
+def GetSuppressFightPower(curNPC): # 压制战力
+    return 0
 def SetSuppressFightPower(curNPC, value): return curNPC.SetThunderDef(min(value, ShareDefine.Def_UpperLimit_DWord))
 def GetCommendFightPower(curNPC): return curNPC.GetFireDef() # 火防代表推荐战力
 def GetDropOwnerType(curNPC): return curNPC.GetThunderAtk() # 雷攻代表掉落归属类型
@@ -232,7 +230,7 @@
     if "LV" in npcFBAttrDict:
         strengthenLV = npcFBAttrDict["LV"]
         
-    attrDict = GetNPCStrengthenAttrDict(npcID, strengthenLV, strengthenPlayerCnt, strengthenIpyData)
+    attrDict = {} #GetNPCStrengthenAttrDict(npcID, strengthenLV, strengthenPlayerCnt, strengthenIpyData)
     attrDict.update(npcFBAttrDict) # 如果副本有指定属性,则以副本为主
     if not attrDict:
         return
@@ -320,130 +318,6 @@
     for skillID in skillIDList:
         skillManager.LearnSkillByID(skillID)
     return
-
-def GetNPCStrengthenAttrDict(npcID, strengthenLV=0, strengthenPlayerCnt=0, strengthenIpyData=None):
-    if not strengthenLV and not strengthenPlayerCnt:
-        return {}
-    npcData = GameWorld.GetGameData().FindNPCDataByID(npcID)
-    if not npcData:
-        return {}
-    
-    attrStrengthenInfo = ReadChConfig.GetEvalChConfig("NPCAttrStrengthen")
-    if not attrStrengthenInfo:
-        return {}
-    
-    attrDict = {}
-    paramDict = attrStrengthenInfo[NPCAttr_ParamDict] # 过程参数公式字典
-    attrStrengthenDict = attrStrengthenInfo[NPCAttr_AttrStrengthenList] # 属性成长公式字典
-    playerCntCoefficient = attrStrengthenInfo[NPCAttr_PlayerCntCoefficient] # 人数系数
-    npcIDPlayerCntCoefficient = attrStrengthenInfo[NPCAttr_NPCPlayerCntCoefficient] # 特殊NPC人数系数
-    baseMaxHP = GameObj.GetHP(npcData) # NPCData 没有提供Max接口,对应使用GetHP
-    
-    if strengthenLV:
-        if not strengthenIpyData:
-            strengthenIpyData = IpyGameDataPY.GetIpyGameDataNotLog("NPCStrengthen", npcID)
-        if not strengthenIpyData:
-            return {}
-        
-        playerCurLVIpyData = PlayerControl.GetPlayerLVIpyData(strengthenLV) # 取增强怪物等级对应此等级的玩家参考属性值
-        if not playerCurLVIpyData:
-            return {}
-        
-        # NPC表可用参数
-        SkillAtkRate = GetSkillAtkRate(npcData) # 技能伤害
-        FinalHurt = GetFinalHurt(npcData)
-        
-        # 参考玩家属性参数
-        ReMaxHP = playerCurLVIpyData.GetReMaxHP() # 最大生命值
-        ReAtk = playerCurLVIpyData.GetReAtk() # 攻击(最小、最大攻击)
-        ReDef = playerCurLVIpyData.GetReDef() # 防御
-        ReHit = playerCurLVIpyData.GetReHit() # 命中
-        ReMiss = playerCurLVIpyData.GetReMiss() # 闪避
-        ReAtkSpeed = playerCurLVIpyData.GetReAtkSpeed() # 攻击速度
-        ReSkillAtkRate = playerCurLVIpyData.GetReSkillAtkRate() # 技能伤害比例
-        ReDamagePer = playerCurLVIpyData.GetReDamagePer() # 增加伤害
-        ReDamReduce = playerCurLVIpyData.GetReDamReduce() # 减少伤害
-        ReIgnoreDefRate = playerCurLVIpyData.GetReIgnoreDefRate() # 无视防御比例
-        ReLuckyHitRate = playerCurLVIpyData.GetReLuckyHitRate() # 会心一击率
-        ReLuckyHit = playerCurLVIpyData.GetReLuckyHit() # 会心一击伤害
-        ReBleedDamage = playerCurLVIpyData.GetReBleedDamage() # 流血伤害增加
-        ReIceAtk = playerCurLVIpyData.GetReIceAtk() # 真实伤害
-        ReIceDef = playerCurLVIpyData.GetReIceDef() # 真实抵御
-        RePetAtk = playerCurLVIpyData.GetRePetAtk() # 灵宠攻击
-        RePetSkillAtkRate = playerCurLVIpyData.GetRePetSkillAtkRate() # 灵宠技能
-        RePetDamPer = playerCurLVIpyData.GetRePetDamPer() # 灵宠伤害增加
-        ReFinalHurt = playerCurLVIpyData.GetReFinalHurt() # 固定伤害增加
-        ReFinalHurtReduce = playerCurLVIpyData.GetReFinalHurtReduce() # 固定伤害减少
-        RePotionReply = playerCurLVIpyData.GetRePotionReply() # 血瓶恢复量
-        RePotionCD = playerCurLVIpyData.GetRePotionCD() # 血瓶CD
-        ReFightPower = playerCurLVIpyData.GetReFightPower() # 战斗力
-        
-        # 增加NPC属性参数
-        HitTime = strengthenIpyData.GetHitTime() # 怪物受击次数
-        DefCoefficient = strengthenIpyData.GetDefCoefficient() # 人物防御系数
-        AtkCoefficient = strengthenIpyData.GetAtkCoefficient() # 人物攻击系数
-        AdjustCoefficient = strengthenIpyData.GetAdjustCoefficient() # 调整系数比例
-        AtkInterval = strengthenIpyData.GetAtkInterval() # 怪物攻击间隔
-        HitRate = strengthenIpyData.GetHitRate() # 对人物的命中率
-        MissRate = strengthenIpyData.GetMissRate() # 对人物的闪避率
-        MonterNum = strengthenIpyData.GetMonterNum() # 怪物数
-        IceAtkCoefficient = strengthenIpyData.GetIceAtkCoefficient() # 元素攻击比例
-        IceDefCoefficient = strengthenIpyData.GetIceDefCoefficient() # 元素抗性比例
-        MaxEnduranceTime = strengthenIpyData.GetMaxEnduranceTime() # 玩家最大承受伤害时间
-        FightPowerCoefficient = strengthenIpyData.GetFightPowerCoefficient() # 压制战斗力系数
-        
-        # 过程参数
-        AtkReplyCoefficient = eval(FormulaControl.GetCompileFormula("NPCParam_AtkReplyCoefficient",
-                                                                    paramDict["AtkReplyCoefficient"])) # 怪物攻击回复调整值
-        MonterHurt = eval(FormulaControl.GetCompileFormula("NPCParam_MonterHurt", paramDict["MonterHurt"])) # 怪物固定伤害
-        LostHPPerSecond = eval(FormulaControl.GetCompileFormula("NPCParam_LostHPPerSecond", paramDict["LostHPPerSecond"])) # 玩家每秒掉血量
-        LVStrengthenMark = strengthenIpyData.GetLVStrengthenMark()
-        attrStrengthenList = attrStrengthenDict.get(LVStrengthenMark, [])
-        for attrKey, strengthenFormat in attrStrengthenList:
-            strengthenValue = int(eval(FormulaControl.GetCompileFormula("NPCStrengthen_%s_%s" % (attrKey,LVStrengthenMark), strengthenFormat)))
-            #GameWorld.DebugLog("    %s=%s" % (attrKey, strengthenValue))
-            locals()[attrKey] = strengthenValue # 创建该属性局部变量作为参数提供给后面属性计算时用
-            attrDict[attrKey] = strengthenValue
-            
-        # 当战力系数为0时,NPC战力默认为NPC表压制战力
-        if FightPowerCoefficient:
-            attrDict["FightPower"] = int(ReFightPower * FightPowerCoefficient / 10000.0)
-            
-    if strengthenPlayerCnt:
-        mapID = GameWorld.GetMap().GetMapID()
-        dataMapID = FBCommon.GetRecordMapID(mapID)
-        formulaKey = "MapCoefficient_%s" % mapID
-        playerCntAttrCoefficient = playerCntCoefficient.get(mapID, {})
-        if not playerCntAttrCoefficient and dataMapID in playerCntCoefficient:
-            playerCntAttrCoefficient = playerCntCoefficient[dataMapID]
-            formulaKey = "MapCoefficient_%s" % dataMapID
-        if npcID in npcIDPlayerCntCoefficient:
-            playerCntAttrCoefficient = npcIDPlayerCntCoefficient[npcID]
-            formulaKey = "NPCCoefficient_%s" % npcID
-        for attrKey, coefficientDict in playerCntAttrCoefficient.items():
-            if attrKey in attrDict:
-                attrValue = attrDict[attrKey]
-            elif attrKey == "MaxHP":
-                attrValue = baseMaxHP
-            else:
-                attrFuncName = "Get%s" % attrKey
-                if not hasattr(npcData, attrFuncName):
-                    continue
-                attrValue = getattr(npcData, attrFuncName)()
-            # 按字典配置
-            if isinstance(coefficientDict, dict):
-                coefficient = GameWorld.GetDictValueByRangeKey(coefficientDict, strengthenPlayerCnt, 1)
-            # 按公式配置
-            elif isinstance(coefficientDict, str):
-                formulaKey = "%s_%s" % (formulaKey, attrKey)
-                coefficient = eval(FormulaControl.GetCompileFormula(formulaKey, coefficientDict))
-            else:
-                coefficient = 1
-            attrDict[attrKey] = int(attrValue * coefficient)
-            
-    #GameWorld.DebugLog("计算NPC属性成长: npcID=%s,strengthenLV=%s,strengthenPlayerCnt=%s,baseMaxHP=%s,attrDict=%s" 
-    #                   % (npcID, strengthenLV, strengthenPlayerCnt, baseMaxHP, attrDict))
-    return attrDict
 
 def GiveKillNPCDropPrize(curPlayer, mapID, npcCountDict, exp_rate=None, mailTypeKey=None, isMail=False, 
                          extraItemList=[], prizeMultiple=1, dropItemMapInfo=[], curGrade=0, isVirtualDrop=False):
@@ -1248,19 +1122,18 @@
             
     # C++设置npc死亡
     notifyClient = True
-    tfMgr = TurnAttack.GetTurnFightMgr()
-    turnFight = tfMgr.getNPCTurnFight(objID)
-    if turnFight:
-        notifyClient = False # 回合制战斗的由py自己通知
-        # //04 07 NPC消失#tagNPCDisappear 此处通知消失,与回合制死亡区分
-        clientPack = ChNetSendPack.tagNPCDisappear()
-        clientPack.NPCID = [objID]
-        clientPack.Count = len(clientPack.NPCID)
-        turnFight.addBatPack(clientPack)
+    #tfMgr = TurnAttack.GetTurnFightMgr()
+    #turnFight = tfMgr.getNPCTurnFight(objID)
+    #if turnFight:
+    #    notifyClient = False # 回合制战斗的由py自己通知
+    #    # //04 07 NPC消失#tagNPCDisappear 此处通知消失,与回合制死亡区分
+    #    clientPack = ChNetSendPack.tagNPCDisappear()
+    #    clientPack.NPCID = [objID]
+    #    clientPack.Count = len(clientPack.NPCID)
+    #    turnFight.addBatPack(clientPack)
     curNPC.SetDead(curNPC.GetDictByKey(ChConfig.Def_NPCDead_Reason),
                    curNPC.GetDictByKey(ChConfig.Def_NPCDead_KillerType),
                    curNPC.GetDictByKey(ChConfig.Def_NPCDead_KillerID), notifyClient)
-    tfMgr.delNPCGUID(objID)
     return
 
 def GameServer_KillGameWorldBoss(bossID, killPlayerName, hurtValue, isNotify=True, killerIDList=[]):
@@ -1836,8 +1709,8 @@
             addAngry += useSkill.GetSkillAngry()
             
         # 玩家攻击增加额外仇恨
-        if objDetel.GetGameObjType() == IPY_GameWorld.gotPlayer:
-            addAngry += PlayerControl.GetAddAngry(objDetel)
+        #if objDetel.GetGameObjType() == IPY_GameWorld.gotPlayer:
+        #    addAngry += PlayerControl.GetAddAngry(objDetel)
                     
         self.AddObjToAngryList(objDetel, addAngry)
         return
@@ -2568,13 +2441,13 @@
     
     def __notifyAppear(self):
         ## //04 06 NPC出现#tagNPCAppear,可能也有 04 08 玩家召唤NPC出现#tagPlayerSummonNPCAppear,卡牌先简化,只使用0406
-        curNPC = self.__Instance
-        objID = curNPC.GetID()
-        turnFight = TurnAttack.GetTurnFightMgr().getNPCTurnFight(objID)
-        if not turnFight:
-            # 非回合制怪保留原通知
-            curNPC.NotifyAppear()
-            return
+        #curNPC = self.__Instance
+        #objID = curNPC.GetID()
+        #turnFight = TurnAttack.GetTurnFightMgr().getNPCTurnFight(objID)
+        #if not turnFight:
+        #    # 非回合制怪保留原通知
+        #    curNPC.NotifyAppear()
+        #    return
         
         # 回合制怪不通知,统一由 // B4 24 回合战斗初始化 #tagSCTurnFightInit
         return
@@ -2702,18 +2575,18 @@
         heroAttrDict = {}
         if lineupPlayerID:
             heroAttrDict.update({
-                                 ShareDefine.Def_Effect_Atk:500000000,
-                                 ShareDefine.Def_Effect_Def:50000000,
-                                 ShareDefine.Def_Effect_MaxHP:3000000000,
+                                 ChConfig.AttrID_Atk:500000000,
+                                 ChConfig.AttrID_Def:50000000,
+                                 ChConfig.AttrID_MaxHP:3000000000,
                                  })
         else:
-            npcDataEx = GetNPCDataEx(curNPC.GetNPCID())
+            npcDataEx = GetNPCDataPy(curNPC.GetNPCID())
             if not npcDataEx:
                 return
             heroAttrDict.update({
-                                 ShareDefine.Def_Effect_Atk:npcDataEx.GetAtk(),
-                                 ShareDefine.Def_Effect_Def:npcDataEx.GetDef(),
-                                 ShareDefine.Def_Effect_MaxHP:npcDataEx.GetMaxHP(),
+                                 ChConfig.AttrID_Atk:npcDataEx.GetAtk(),
+                                 ChConfig.AttrID_Def:npcDataEx.GetDef(),
+                                 ChConfig.AttrID_MaxHP:npcDataEx.GetMaxHP(),
                                  })
             
         GameWorld.DebugLog("heroAttrDict: ID:%s,NPCID:%s,%s" % (curNPC.GetID(), curNPC.GetNPCID(), heroAttrDict))
@@ -2722,23 +2595,10 @@
         curNPC.ResetNPCBattleState()
         
         # 设置属性
-        curNPC.SetMinAtk(heroAttrDict.get(ShareDefine.Def_Effect_Atk, 1))
-        curNPC.SetMaxAtk(heroAttrDict.get(ShareDefine.Def_Effect_Atk, 1))
-        curNPC.SetDef(heroAttrDict.get(ShareDefine.Def_Effect_Def, 1))
-        GameObj.SetMaxHP(curNPC, heroAttrDict.get(ShareDefine.Def_Effect_MaxHP, 1))
-        
-        #GameObj.SetMissRate(curNPC, npcDataEx.GetMissRate())
-        #GameObj.SetMissDefRate(curNPC, npcDataEx.GetMissDefRate())
-        #GameObj.SetSuperHitRate(curNPC, npcDataEx.GetSuperHitRate())
-        #GameObj.SetSuperHitRateReduce(curNPC, npcDataEx.GetSuperHitRateReduce())
-        #GameObj.SetFaintRate(curNPC, npcDataEx.GetFaintRate())
-        #GameObj.SetFaintDefRate(curNPC, npcDataEx.GetFaintDefRate())
-        #GameObj.SetComboRate(curNPC, npcDataEx.GetComboRate())
-        #GameObj.SetComboDefRate(curNPC, npcDataEx.GetComboDefRate())
-        #GameObj.SetAtkBackRate(curNPC, npcDataEx.GetAtkBackRate())
-        #GameObj.SetAtkBackDefRate(curNPC, npcDataEx.GetAtkBackDefRate())
-        #GameObj.SetSuckHPPer(curNPC, npcDataEx.GetSuckHPPer())
-        #GameObj.SetSuckHPDefPer(curNPC, npcDataEx.GetSuckHPDefPer())
+        curNPC.SetMinAtk(heroAttrDict.get(ChConfig.AttrID_Atk, 1))
+        curNPC.SetMaxAtk(heroAttrDict.get(ChConfig.AttrID_Atk, 1))
+        curNPC.SetDef(heroAttrDict.get(ChConfig.AttrID_Def, 1))
+        GameObj.SetMaxHP(curNPC, heroAttrDict.get(ChConfig.AttrID_MaxHP, 1))
         return
     
     ## 刷新NPC属性
@@ -3232,7 +3092,7 @@
         PlayerVip.DoAddVIPKillLVExp(lastHurtPlayer, GetNPCLV(curNPC))
         
         # SP值
-        PlayerControl.AddZhenQiByKillNPC(lastHurtPlayer, curNPC.GetSP())
+        #PlayerControl.AddZhenQiByKillNPC(lastHurtPlayer, curNPC.GetSP())
         return
     
     #---------------------------------------------------------------------

--
Gitblit v1.8.0