From 2cf5365a5e409b38bba122f9bd1b0a6bd217c1c0 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 03 七月 2025 17:57:30 +0800
Subject: [PATCH] 16 卡牌服务端(删除无用的GY_Query_Offline_xxx命令)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py | 458 ++++++++++-----------------------------------------------
1 files changed, 80 insertions(+), 378 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 44004d6..c630f84 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
@@ -20,7 +20,6 @@
import PlayerControl
import GameMap
import ChConfig
-import EventShell
import SkillShell
import BuffSkill
import BaseAttack
@@ -72,6 +71,7 @@
import IpyGameDataPY
import PlayerGubao
import PlayerState
+import TurnAttack
import PyGameData
import PlayerTeam
import NPCHurtMgr
@@ -150,7 +150,7 @@
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
-def GetFaction(curNPC): return curNPC.GetCountry()
+def GetFaction(curNPC): return GameObj.GetFaction(curNPC)
def GetSkillAtkRate(curNPC): return curNPC.GetPoisionAtk() # 毒攻代表NPC技能伤害加成万分率
def GetFinalHurt(curNPC): return curNPC.GetFireAtk() # 火攻代表NPC最终固定伤害加成, 普攻也有效果
def SetFinalHurt(curNPC, hurt): return curNPC.SetFireAtk(hurt) # 火攻代表NPC最终固定伤害加成, 普攻也有效果
@@ -764,187 +764,6 @@
GameWorld.DebugLog("该NPC当前世界等级无法掉落物品!npcID=%s,curWorldLV=%s,maxWorldLV=%s" % (npcID, curWorldLV, maxWorldLV))
return
return ipyDrop
-
-def GetNPCDropInfoTJG(dropPlayer, mapID, npcID, killCount):
- '''脱机挂杀怪掉落专用函数
- 只算: 1.饼图装备掉落 + 2.指定物品ID掉落 + 3.金币掉落
- '''
- ipyDrop = GetNPCDropIpyData(npcID)
- if not ipyDrop:
- return
-
- realmNPCIpyData = None
- realmMapIDList = IpyGameDataPY.GetFuncEvalCfg("RealmDifficulty", 1)
- realmDifficulty = PlayerControl.GetRealmDifficulty(dropPlayer)
- if mapID in realmMapIDList and realmDifficulty:
- realmLV = PlayerControl.GetDifficultyRealmLV(realmDifficulty)
- realmNPCIpyData = IpyGameDataPY.GetIpyGameDataNotLog("NPCRealmStrengthen", npcID, realmLV)
- #if realmNPCIpyData:
- # maxDropLV = realmNPCIpyData.GetMaxDrapLV()
-
- #脱机暂不限制最大等级掉落
- #playerLV = dropPlayer.GetLV()
- #maxDropLV = ipyDrop.GetMaxDropLV()
- #if maxDropLV and playerLV > maxDropLV:
- # GameWorld.DebugLog("超过最大可掉落等级,不掉落物品!npcID=%s,playerLV(%s) > maxDropLV(%s)" % (npcID, playerLV, maxDropLV))
- # return
-
- playerID = dropPlayer.GetPlayerID()
- npcData = GameWorld.GetGameData().FindNPCDataByID(npcID)
- if not npcData:
- return
-
- dropIDList = [] # 掉落的ID列表
- itemJobList = [dropPlayer.GetJob()] if ipyDrop.GetIsDropJobSelf() else IpyGameDataPY.GetFuncEvalCfg("OpenJob", 1) # 掉落装备职业列表
-
- equipDropRatePlus = PlayerControl.GetDropEquipPer(dropPlayer)
- equipDropDoCountPlus = PlayerControl.GetDropEquipDoCount(dropPlayer)
-
- dropRatePlusValue = ipyDrop.GetCanDropRatePlus()
- if not dropRatePlusValue & pow(2, 0):
- equipDropRatePlus = 0
-
- if not dropRatePlusValue & pow(2, 1):
- equipDropDoCountPlus = 0
-
- doCountAdd = 0
- doCountRate = ChConfig.Def_MaxRateValue
-
- GameWorld.DebugLog("脱机挂杀怪掉落: npcID=%s,killCount=%s,itemJobList=%s,dropRatePlusValue=%s,equipDropRatePlus=%s,equipDropDoCountPlus=%s"
- % (npcID, killCount, itemJobList, dropRatePlusValue, equipDropRatePlus, equipDropDoCountPlus), playerID)
-
- dropEquipInfoList = [] # [(阶,颜色, 件数), ...]
- # 1.装备只算饼图概率
- pieRateDoCnt = ipyDrop.GetPieRateDoCnt()
- if pieRateDoCnt and ipyDrop.GetPieRateDrop():
- pieRateDoCnt = __GetNPCDropDoCountChange(pieRateDoCnt, doCountRate + equipDropDoCountPlus, doCountAdd)
- pieRateDoCnt *= killCount
- pieRateDropList = ipyDrop.GetPieRateDrop() # [(概率,0),(概率,(阶,颜色)),...]
- if equipDropRatePlus:
- dropRateList = GameWorld.GetPlusPieList(pieRateDropList, equipDropRatePlus)
- GameWorld.DebugLog(" 装备配置饼图: %s,equipDropRatePlus=%s" % (pieRateDropList, equipDropRatePlus), playerID)
- else:
- dropRateList = pieRateDropList
- preRate = 0
- maxRate = dropRateList[-1][0]
- GameWorld.DebugLog(" 装备掉落饼图: %s,maxRate=%s" % (dropRateList, maxRate), playerID)
- for rateInfo in dropRateList:
- rate, equipInfo = rateInfo
- curRate = rate - preRate
- if not curRate:
- break
- preRate = rate
- if not equipInfo:
- continue
- classLV, color = equipInfo
- totalRate = curRate * pieRateDoCnt # 总概率
- dropCount = totalRate / maxRate # 可掉落件数
- rateEx = totalRate % maxRate # 剩余概率
- if GameWorld.CanHappen(rateEx, maxRate):
- dropCount += 1
- GameWorld.DebugLog(" 装备掉率: curRate=%s,totalRate=%s,rateEx=%s,dropCount=%s,classLV=%s,color=%s"
- % (curRate, totalRate, rateEx, dropCount, classLV, color), playerID)
- if not dropCount:
- continue
- dropEquipInfoList.append([classLV, color, dropCount])
- GameWorld.DebugLog(" 装备掉落结果: killCount=%s,[阶,颜色,件数]=%s" % (killCount, dropEquipInfoList), playerID)
-
- colorSuitRateDict = ipyDrop.GetEquipColorSuitInfo() # 装备颜色对应套装概率 {颜色:套装概率, ...}
- colorSuitPlaceKeyInfoDict = ipyDrop.GetEquipPartKeyRateInfo() # 装备部位集合信息 {(颜色,是否套装):部位集合key, ...}
- dropEquipIDDict = {}
- for classLV, color, dropCount in dropEquipInfoList:
- if realmNPCIpyData:
- classLV = realmNPCIpyData.GetEquipClassLV()
- GameWorld.DebugLog(" 脱机掉落对应难度境界装备: classLV=%s" % classLV, playerID)
- suitCountDict = {} # {套装:件数, ...}
- if color in colorSuitRateDict:
- suitRate = colorSuitRateDict[color]
- for _ in xrange(dropCount):
- isSuit = GameWorld.CanHappen(suitRate, maxRate=Def_NPCMaxDropRate)
- suitCountDict[isSuit] = suitCountDict.get(isSuit, 0) + 1
- else:
- suitCountDict[0] = dropCount
-
- for isSuit, curDropCount in suitCountDict.items():
- colorSuitKey = (color, isSuit)
- if colorSuitKey not in colorSuitPlaceKeyInfoDict:
- GameWorld.ErrLog("未配置颜色是否套装对应部位集合key! npcID=%s,color=%s,isSuit=%s" % (npcID, color, isSuit))
- continue
- placeKey = colorSuitPlaceKeyInfoDict[colorSuitKey]
- placeList = GetEquipPlaceByPlaceKey(placeKey)
- if not placeList:
- GameWorld.ErrLog("部位集合key不存在!npcID=%s,placeKey=%s" % (npcID, placeKey))
- continue
- randEquipIDList = __GetEquipIDList(npcID, classLV, color, isSuit, placeList, itemJobList)
- if not randEquipIDList:
- continue
- for _ in xrange(curDropCount):
- randItemID = random.choice(randEquipIDList)
- dropIDList.append(randItemID)
- dropEquipIDDict[randItemID] = [color, placeKey]
- GameWorld.DebugLog(" 掉落装备: npcID=%s,itemID=%s,classLV=%s,color=%s,isSuit=%s,placeKey=%s,itemJobList=%s,randEquipIDList=%s"
- % (npcID, randItemID, classLV, color, isSuit, placeKey, itemJobList, randEquipIDList), playerID)
-
- # 2. 指定物品ID库
- itemIDDropRateDict = ipyDrop.GetItemIDDropRate() # {物品ID:概率, ...}
- itemIDDropMaxCntDict = ipyDrop.GetItemIDMaxDropCount() # {物品ID:最大掉落个数,...}
- for itemID, dropRate in itemIDDropRateDict.items():
-
- if not dropRate:
- continue
-
- doCnt = itemIDDropMaxCntDict.get(itemID, 1) # 默认1个
- doCnt = __GetNPCDropDoCountChange(doCnt, doCountRate, doCountAdd)
- doCnt *= killCount
-
- totalRate = dropRate * doCnt
- dropCount = totalRate / Def_NPCMaxDropRate # 可掉落件数
- rateEx = totalRate % Def_NPCMaxDropRate # 剩余概率
- if GameWorld.CanHappen(rateEx, Def_NPCMaxDropRate):
- dropCount += 1
- dropIDList += [itemID] * dropCount
- GameWorld.DebugLog(" 指定物品掉落: itemID=%s,dropRate=%s,doCnt=%s,totalRate=%s,dropCount=%s"
- % (itemID, dropRate, doCnt, totalRate, dropCount), playerID)
-
- # 检查掉落互斥ID组
- dropIDList = __RemoveMutexDropID(dropIDList, IpyGameDataPY.GetFuncCfg("MutexDrop", 1))
-
- # 掉落金币
- dropMoneyDoCnt = ipyDrop.GetDropMoneyDoCnt()
- dropMoneyRate = ipyDrop.GetDropMoneyRate()
- moneyTotalRate = dropMoneyRate * dropMoneyDoCnt * killCount
- dropMoneyCnt = moneyTotalRate / ChConfig.Def_NPCMapDropRate
- if GameWorld.CanHappen(moneyTotalRate % ChConfig.Def_NPCMapDropRate, ChConfig.Def_NPCMapDropRate):
- dropMoneyCnt += 1
- dropMoney = 0
- if dropMoneyCnt:
- dropMoney = __GetDropMoneyValue(dropPlayer, ipyDrop, realmNPCIpyData) * dropMoneyCnt
- GameWorld.DebugLog(" 金币掉率: dropMoneyRate=%s,moneyTotalRate=%s,dropMoneyCnt=%s,dropMoney=%s"
- % (dropMoneyRate, moneyTotalRate, dropMoneyCnt, dropMoney), playerID)
- dropIDCountDict = {}
- for dropID in dropIDList:
- dropIDCountDict[dropID] = dropIDCountDict.get(dropID, 0) + 1
-
- # 集字掉落
- dropWordsCountDict = PlayerActCollectWords.OnGetDropWordsItemDict(dropPlayer, npcData, killCount)
- for dropID, dropCount in dropWordsCountDict.items():
- dropIDCountDict[dropID] = dropIDCountDict.get(dropID, 0) + dropCount
-
- # 垃圾分类
- giveGarbageItemList = PlayerActGarbageSorting.AddActGarbageTaskProgress(dropPlayer, ChConfig.Def_GarbageTask_KillNPC, killCount, isTJG=True)
- for dropID, dropCount, _ in giveGarbageItemList:
- dropIDCountDict[dropID] = dropIDCountDict.get(dropID, 0) + dropCount
-
- auctionIDList = []
- if ipyDrop.GetAucionItemCanSell():
- for dropID in dropIDCountDict.keys():
- if IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", dropID):
- auctionIDList.append(dropID)
-
- if dropIDCountDict:
- GameWorld.DebugLog(" 最终掉落: npcID=%s,killCount=%s,dropIDCountDict=%s,auctionIDList=%s,dropMoney=%s"
- % (npcID, killCount, dropIDCountDict, auctionIDList, dropMoney), playerID)
- return dropIDCountDict, auctionIDList, dropMoney
def GetNPCDropInfo(dropPlayer, mapID, npcID, ownerPlayerList=[], ipyDrop=None, isSingle=True, isKillCountDrop=True, curGrade=0):
'''获取NPC掉落信息, 击杀及扫荡通用,调用该函数获得掉落信息,然后再看掉落地板上还是直接放入背包
@@ -2443,7 +2262,9 @@
# @return
def SetDeadEx(curNPC):
summon_List = []
+ objID = curNPC.GetID()
npcid = curNPC.GetNPCID()
+ GameWorld.DebugLog("SetDeadEx objID=%s,npcID=%s" % (objID, npcid))
#将涉及到C++中列表删除的功能,统一改成 -> 复制Py列表后,然后进行删除逻辑
for index in range(curNPC.GetSummonCount()):
curSummonNPC = curNPC.GetSummonNPCAt(index)
@@ -2504,9 +2325,20 @@
break
# 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)
curNPC.SetDead(curNPC.GetDictByKey(ChConfig.Def_NPCDead_Reason),
curNPC.GetDictByKey(ChConfig.Def_NPCDead_KillerType),
- curNPC.GetDictByKey(ChConfig.Def_NPCDead_KillerID))
+ curNPC.GetDictByKey(ChConfig.Def_NPCDead_KillerID), notifyClient)
+ tfMgr.delNPCGUID(objID)
return
def GameServer_KillGameWorldBoss(bossID, killPlayerName, hurtValue, isNotify=True, killerIDList=[]):
@@ -2564,7 +2396,6 @@
"AccID":curPlayer.GetAccID(), "PlayerID":curPlayer.GetPlayerID()}
DataRecordPack.SendEventPack("AddKillBossCnt", dataDict, curPlayer)
PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_FeastRedPack_KillBoss, 1, [limitIndex])
- EventShell.EventRespons_KillBoss(curPlayer, limitIndex)
PlayerState.SetBossStateExit(curPlayer)
if isCrossServer:
@@ -2922,10 +2753,6 @@
GameWorld.Log("curNPC = %s 查找对象, 获得对象实例失败" % (curNPC.GetNPCID()))
return False
- #守卫攻击镖车,仇恨特殊处理
- if self.__GuaedAttackTruck(seeObjDetail , tick):
- return True
-
#小怪不可行进通道就当作看不见
if not AttackCommon.CanAttackByPath(curNPC, seeObjDetail):
#GameWorld.DebugLog("有障碍 看见也不加仇恨")
@@ -2945,37 +2772,6 @@
#GameWorld.Log("%s添加仇恨%s成功"%(curNPC.GetName(), seeObjDetail.GetName()))
return True
- #---------------------------------------------------------------------
- ##守卫攻击镖车,特殊处理
- # @param self 类实例
- # @param seeObj 视野中的对象
- # @param tick 时间戳
- # @return 返回值真, 可以添加这个对象
- # @remarks 守卫攻击镖车,特殊处理
- def __GuaedAttackTruck(self, seeObj, tick) :
- curNPC = self.__Instance
-
- if curNPC.GetType() != IPY_GameWorld.ntGuard:
- return
-
- if seeObj.GetGameObjType() != IPY_GameWorld.gotNPC or \
- seeObj.GetGameNPCObjType() != IPY_GameWorld.gnotTruck :
- return
-
- #如果是远程的守卫,不考虑攻击距离,追击
- #不可移动的固定守卫,超出攻击距离,返回
- if curNPC.GetSpeed() == 0 and not BaseAttack.GetCanAttack(curNPC, seeObj, None, tick):
- return
-
- relation = BaseAttack.GetTagRelation(curNPC, seeObj, None, tick)[0]
-
- if relation != ChConfig.Type_Relation_Enemy :
- return
-
- return True
-
-
-
def GetIsBossView(self):
# 主动视野情况,GetIsBoss 0 1 4 为普通NPC视野(有视野范围配置,但去除视野刷新),其他为BOSS类视野有刷新
curNPC = self.__Instance
@@ -3845,41 +3641,20 @@
GameWorld.DebugLog("NPC复活,套上光环: objID=%s,npcID=%s,skillID=%s" % (curNPC.GetID(), curNPC.GetNPCID(), useSkill.GetSkillID()))
SkillShell.NPCUseSkill(curNPC, useSkill, tick)
- curNPC.NotifyAppear() # 最终统一通知NPC出现
- self.NotifyNPCShow(curNPCID, tick) # 广播NPC秀
+ self.__notifyAppear() # 最终统一通知NPC出现
return
- def NotifyNPCShow(self, npcID, tick):
- ## 广播NPC秀
- mapID = GameWorld.GetMap().GetMapID()
- npcShowIpyData = IpyGameDataPY.GetIpyGameDataNotLog("NPCShow", npcID, mapID)
- if not npcShowIpyData:
- #GameWorld.DebugLog("不需要NPC秀: npcID=%s" % npcID)
+ 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
- #if npcShowIpyData.GetBindMissionID():
- # #GameWorld.DebugLog("有绑定任务ID的,前端自己展示NPC秀!mapID=%s,npcID=%s" % (mapID, npcID))
- # return
- if npcShowIpyData.GetShowType():
- #GameWorld.DebugLog("前端自己展示的NPC秀!mapID=%s,npcID=%s" % (mapID, npcID))
- return
- endTick = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FBDict_NPCShowEndTick % npcID)
- if endTick:
- #GameWorld.DebugLog("已经存在同个NPCID的NPC秀,不重复展示!npcID=%s" % (npcID))
- return
- endTick = tick + npcShowIpyData.GetProtectTime()
- GameWorld.GetGameFB().SetGameFBDict(ChConfig.Def_FBDict_NPCShowEndTick % npcID, endTick)
- # 广播地图内玩家展示NPC秀
- npcShowPack = ChPyNetSendPack.tagMCNPCShow()
- npcShowPack.NPCID = npcID
- playerManager = GameWorld.GetMapCopyPlayerManager()
- for index in xrange(playerManager.GetPlayerCount()):
- player = playerManager.GetPlayerByIndex(index)
- if not player.GetPlayerID():
- continue
- NetPackCommon.SendFakePack(player, npcShowPack)
-
- GameWorld.DebugLog("开始NPC秀: npcID=%s,tick=%s,endTick=%s" % (npcID, tick, endTick))
+ # 回合制怪不通知,统一由 // B4 24 回合战斗初始化 #tagSCTurnFightInit
return
#---------------------------------------------------------------------
@@ -3936,48 +3711,6 @@
curNPC.SetDict(ChConfig.Def_NPC_Dict_HPPerLogicMark, hpPerLogicMark)
return
-
- ## 给附近玩家加功勋
- # @param self 类实例
- # @param addPrestigeFormat 加功勋公式
- # @param matrix 范围大小
- # @return
- def __GiveNearbyPlayerPrestige(self, addPrestigeFormat, matrix=ChConfig.Def_Matrix_Three):
-# if addPrestigeFormat == '':
-# return
-# curNPC = self.__Instance
-# npcPosX = curNPC.GetPosX()
-# npcPosY = curNPC.GetPosY()
-# npcLV = curNPC.GetLV()
-# gameMap = GameWorld.GetMap()
-#
-# for curPos in matrix:
-#
-# #检查有没有对象在这一点上
-# mapObj = gameMap.GetPosObj(npcPosX + curPos[0], npcPosY + curPos[1])
-#
-# if not mapObj:
-# continue
-#
-# #遍历当前点对象
-# for i in range(0, mapObj.GetObjCount()):
-#
-# curObj = mapObj.GetObjByIndex(i)
-# curObjType = curObj.GetGameObjType()
-#
-# #不是玩家,跳过
-# if curObjType != IPY_GameWorld.gotPlayer:
-# continue
-#
-# curTag = GameWorld.GetObj(curObj.GetID(), curObjType)
-# if not curTag:
-# continue
-# playerLV = curTag.GetLV()
-# addPrestige = eval(addPrestigeFormat)
-# PlayerPrestigeSys.AddPrestigeOffcialLV(curTag, addPrestige, ChConfig.Def_AddPrestige_NPC)
-
- return
-
#---------------------------------------------------------------------
## NPC死的时候, 检查自己是否需要重生. 0: tick后仍然死亡 1: tick后可以重生
# @param self 类实例
@@ -4031,12 +3764,61 @@
# @return 返回值无意义
# @remarks 刷新NPC属性和行为状态
def RefreshNPCState(self, canSyncClient=True, isReborn=False):
+ curNPC = self.__Instance
+ if curNPC.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo):
+ # 回合制怪走自己的刷属性规则
+ self.RefreshTurnfightNPCAttr()
+ return
+
self.RefreshNPCAttrState(canSyncClient, isReborn)
self.RefreshNPCActionState()
-
+ def RefreshTurnfightNPCAttr(self):
+ curNPC = self.__Instance
+ lineupPlayerID = curNPC.GetDictByKey(ChConfig.Def_Obj_Dict_LineupPlayerID)
+ heroAttrDict = {}
+ if lineupPlayerID:
+ heroAttrDict.update({
+ ShareDefine.Def_Effect_Atk:500000000,
+ ShareDefine.Def_Effect_Def:50000000,
+ ShareDefine.Def_Effect_MaxHP:3000000000,
+ })
+ else:
+ npcDataEx = GetNPCDataEx(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(),
+ })
+
+ GameWorld.DebugLog("heroAttrDict: ID:%s,NPCID:%s,%s" % (curNPC.GetID(), curNPC.GetNPCID(), heroAttrDict))
+ # 重置属性状态
+ GameObj.ClearBattleEffect(curNPC)
+ 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())
+ return
+
## 刷新NPC属性
# @param self 类实例
# @param canSyncClient 是否通知客户端刷新信息(宠物)
@@ -4220,11 +4002,6 @@
curNPC = self.__Instance
npcID = curNPC.GetNPCID()
#######################特殊NPC的处理
- #=====================================================================================================
- # if curNPC.GetGameNPCObjType() == IPY_GameWorld.gnotTruck:
- # #如果是骠车死亡, 调用骠车死亡逻辑
- # PlayerTruck.DoTruckDestroy(curNPC)
- #=====================================================================================================
#boss伤血排行榜击杀逻辑
#BossHurtMng.BossOnKilled(curNPC)
@@ -4258,14 +4035,7 @@
# #PlayerControl.WorldNotify(0, "Old_andyshao_861048", [curNPC.GetNPCID()])
# if mapID == ChConfig.Def_MapID_DouHunTan:
# NPCCustomRefresh.DoRefreshNeutralBoss(npcID)
- #
- # # 周围玩家加威望
- # npcKilledAddPrestigeDict = ReadChConfig.GetEvalChConfig('NPCKilledAddPrestige')
- # if npcID in npcKilledAddPrestigeDict:
- # addPrestigeFormat = npcKilledAddPrestigeDict[npcID]
- # self.__GiveNearbyPlayerPrestige(addPrestigeFormat, ChConfig.Def_Matrix_Six)
- #===========================================================================================
-
+
#清空NPC的仇恨
curNPC.GetNPCAngry().Clear()
return
@@ -4513,10 +4283,6 @@
curNPC_GameNPCObjType = curNPC.GetGameNPCObjType()
#---特殊死亡逻辑---
- #镖车不能通知死亡
- if curNPC_GameNPCObjType == IPY_GameWorld.gnotTruck:
- return
-
#宠物死亡调用独立接口
if curNPC_GameNPCObjType == IPY_GameWorld.gnotPet:
PetControl.SetPetDead(curNPC)
@@ -4531,52 +4297,7 @@
#调用底层 -> 通知客户端死亡
SetDeadEx(curNPC)
return
- #---------------------------------------------------------------------
- ## 召唤兽死亡,替换仇恨
- # @param self 类实例
- # @return 返回值无意义
- # @remarks 召唤兽死亡,替换仇恨
- #===========================================================================
- # def __NPCReplaceAngry(self):
- # curNPC = self.__Instance
- # #仅处理宠物和召唤兽
- # if curNPC.GetGameNPCObjType() not in [IPY_GameWorld.gnotSummon, IPY_GameWorld.gnotPet]:
- # return
- #
- # if curNPC.GetType() not in [IPY_GameWorld.ntSummon, IPY_GameWorld.ntElf,
- # IPY_GameWorld.ntTrap, IPY_GameWorld.ntTruck,
- # IPY_GameWorld.ntFairy]:
- # return
- #
- # summonOwner = GetSummonNPCOwner(IPY_GameWorld.gotPlayer, curNPC)
- #
- # if summonOwner == None:
- # summonOwner = GetSummonNPCOwner(IPY_GameWorld.gotNPC, curNPC)
- #
- # #异常错误
- # if summonOwner == None:
- # #GameWorld.Log("替换仇恨,查找召唤兽主人失败 curNPC = %s"%(curNPC.GetNPCID()))
- # return
- #
- # #仇恨NPC列表
- # angryNPCList = list()
- # for index in range(curNPC.GetAngryNPCCount()):
- # angryNPC = curNPC.GetAngryNPCByIndex(index)
- # #已经死亡
- # if GameObj.GetHP(angryNPC) <= 0:
- # continue
- #
- # angryNPCList.append(angryNPC)
- #
- # #在ReplaceNPCAngryFromOldToNew的时候, 会删除仇恨,
- # #改变 summonNPC.GetAngryNPCCount() 的长度, 所以必须先构建列表,
- # #在替换仇恨
- # for angryListNPC in angryNPCList:
- # #替换仇恨
- # ReplaceNPCAngryFromOldToNew(angryListNPC, curNPC, summonOwner)
- #
- # return
- #===========================================================================
+
#---------------------------------------------------------------------
## NPC非战斗中回血
# @param self 类实例
@@ -5198,7 +4919,7 @@
PlayerActGarbageSorting.AddActGarbageTaskProgress(curPlayer, ChConfig.Def_GarbageTask_KillNPC)
PlayerActTask.AddActTaskValue(curPlayer, ChConfig.ActTaskType_KillNPC)
PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_FeastRedPack_KillSpecificNPC, 1, [npcID])
- PlayerPrestigeSys.AddRealmTaskValue(curPlayer, PlayerPrestigeSys.RealmTaskType_KillNPC, 1)
+ #PlayerPrestigeSys.AddRealmTaskValue(curPlayer, PlayerPrestigeSys.RealmTaskType_KillNPC, 1)
if ChConfig.IsGameBoss(curNPC):
OnPlayerKillBoss(curPlayer, npcID, mapID, False)
@@ -5225,19 +4946,6 @@
return
npcID = curNPC.GetNPCID()
#GameWorld.DebugLog("__MissionOnKillNPC isFeel=%s" % (isFeel), curPlayer.GetPlayerID())
- killBossCntLimitDict = IpyGameDataPY.GetFuncCfg('KillBossCntLimit', 1)
- limitIndex = GameWorld.GetDictValueByKey(killBossCntLimitDict, npcID)
- isWorldBoos = limitIndex == ShareDefine.Def_Boss_Func_World
- if isFeel:
- #击杀NPC触发摸怪任务事件
- EventShell.EventRespons_OnKillByFeel(curPlayer, curNPC)
- if isWorldBoos:
- EventShell.EventRespons_KillWorldBossByFeel(curPlayer)
- else:
- #普通NPC击杀触发
- EventShell.EventRespons_OnKillById(curPlayer, curNPC)
- if isWorldBoos:
- EventShell.EventRespons_KillWorldBoss(curPlayer)
#击杀特定NPC成就
PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_KillSpecificNPC, 1, [npcID])
return
@@ -6453,13 +6161,7 @@
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())
+ GameObj.NotifyObjInfoRefresh(curNPC, IPY_GameWorld.CDBPlayerRefresh_Speed, speed)
return
def UpdateNPCAttackCount(curPlayer, npcID, attackCount, maxCount=0):
--
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