From 3bc2e9aae7e595d5be896a9db4c909b76fa6f5be Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期五, 11 七月 2025 14:16:29 +0800
Subject: [PATCH] 0312 物品叠加数量支持配置DWORD

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/ChNPC.py |   76 +------------------------------------
 1 files changed, 3 insertions(+), 73 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/ChNPC.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/ChNPC.py
index dbaf5d3..cbb2482 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/ChNPC.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/ChNPC.py
@@ -35,13 +35,9 @@
 import ChConfig
 import NPCCommon
 import NPCCustomRefresh
-import GameLogInfo
 import time
 import math
-import ReadChConfig
 import PlayerActivity
-import SkillCommon
-import BuffSkill
 import GameObj
 import SkillShell
 import FBLogic
@@ -345,20 +341,6 @@
     
     for curNPC in gameBoss_List:
         ProcessNPCAI(curNPC, tick)
-
-    #---骠车AI---
-    gameTruck_List = []
-    for index in range(gameNPC.GetTruckCount()):
-        curNPC = gameNPC.GetTruckAt(index)
-        #镖车不可能死亡的
-        if not curNPC.IsAlive():
-            GameWorld.Log('###镖车死亡 , %s'%(curNPC.GetName()))
-            continue
- 
-        gameTruck_List.append(curNPC)
-    
-    for curNPC in gameTruck_List:
-        ProcessNPCAI(curNPC, tick)
     
     # 宠物AI
     ProcessPetAI(gameWorld, gameNPC, tick)
@@ -430,6 +412,9 @@
 #        if tick - curNPC.GetAttackTick() < ChConfig.TYPE_NPC_Tick_ProcessAI:
 #            #攻击间隔没有到, 返回
 #            return
+    if curNPC.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo):
+        #GameWorld.DebugLog("回合制NPC不处理AI!", curNPC.GetID())
+        return
     npcID = curNPC.GetNPCID()
     endTick = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FBDict_NPCShowEndTick % npcID)
     if endTick:
@@ -472,61 +457,6 @@
 #    GameWorld.Log('功能或AI不存在: %s'%curNPC.GetAIType())
 
     return
-    
-#===============================================================================
-# def OnUndeathBossHurt(curNPC, hurtHP):
-#    npcID = curNPC.GetNPCID()
-#    UndeathBossDict = ReadChConfig.GetEvalChConfig("UndeathBoss")
-#    if npcID not in UndeathBossDict:
-#        return False
-#    unitLostHP = UndeathBossDict[npcID] # 叠加一层buff所需掉血量
-#    
-#    curLayerLostHP = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_Undeath_LayerLostHP)
-#    updLostHP = curLayerLostHP + hurtHP
-#    addLayer = updLostHP / unitLostHP # 增加buff层数, 攻击高的可能一次性加多层
-#    #GameWorld.DebugLog("不死boss掉血: curLayerLostHP=%s,hurtHP=%s,updLostHP=%s,unitLostHP=%s,addLayer=%s" 
-#    #                   % (curLayerLostHP, hurtHP, updLostHP, unitLostHP, addLayer), npcID)
-#    if addLayer > 0:
-#        curBuffLayer = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_Undeath_BuffLayer)
-#        updBuffLyaer = curBuffLayer + addLayer
-#        curNPC.SetDict(ChConfig.Def_NPC_Dict_Undeath_BuffLayer, updBuffLyaer)
-#        updLostHP = updLostHP % unitLostHP # 更新层累加后剩余的伤害值
-#        #GameWorld.DebugLog("    增加NPC字典buff层: curBuffLayer=%s,updBuffLyaer=%s,updLostHP=%s" 
-#        #                   % (curBuffLayer, updBuffLyaer, updLostHP), npcID)
-#        __UpdBossLayerBuff(curNPC, updBuffLyaer)
-#        
-#    curNPC.SetDict(ChConfig.Def_NPC_Dict_Undeath_LayerLostHP, updLostHP)
-#    return True
-# 
-# def __UpdBossLayerBuff(curNPC, updBuffLyaer):
-#    ''' 更新boss层buff层级 '''
-#    buffType = IPY_GameWorld.bfBuff
-#    buffTuple = SkillCommon.GetBuffManagerByBuffType(curNPC, buffType)
-#    if buffTuple == ():
-#        return
-#    
-#    tick = GameWorld.GetGameWorld().GetTick()
-#    buffState = buffTuple[0]
-#    for i in range(0,buffState.GetBuffCount()):
-#        curBuff = buffState.GetBuff(i)
-#        curSkill = curBuff.GetSkill()
-#        skillID = curSkill.GetSkillID()
-#        if not skillID:
-#            continue
-#        
-#        for j in range(0, curSkill.GetEffectCount()):
-#            curEffect = curSkill.GetEffect(j)
-#            effectID = curEffect.GetEffectID()
-#            # 层级buff效果
-#            if effectID in ChConfig.Def_BuffLayerEffectList:
-#                BuffSkill.AddBuffNoRefreshState(curNPC, buffType, curSkill, tick, updBuffLyaer, curNPC)
-#                #GameWorld.DebugLog("    更新层级buff效果层数: isOK=%s,skillID=%s,effID=%s,updBuffLyaer=%s" 
-#                #                   % (isOK, skillID, effectID, updBuffLyaer), curNPC.GetNPCID())
-#                break
-#            
-#    NPCCommon.NPCControl(curNPC).RefreshNPCAttrState()
-#    return
-#===============================================================================
 
 def OnUndeathBossAttacked(curNPC):
     npcID = curNPC.GetNPCID()

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