From 0f22af9f3a0093e8db2ae2af40d3ea0f745dcd9b Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 13 三月 2019 11:22:38 +0800
Subject: [PATCH] 6332 【后端】【2.0】主要是拍品相关规则调整及背包优化(是否绑定改为是否拍品)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py |   84 ++++++++++++++++++++++++++++++++++++++++-
 1 files changed, 81 insertions(+), 3 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
index cef9985..9383283 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
@@ -57,6 +57,7 @@
 import ChPyNetSendPack
 import NetPackCommon
 import FamilyRobBoss
+import EquipZhuXian
 import FBCommon
 import ChNPC
 
@@ -1417,6 +1418,44 @@
     return
 
 
+def ChangeSkillHurtPer(atkObj, defObj, curSkill, skillPer):
+    ## 改变技能伤害百分比
+    
+    if not curSkill:
+        return skillPer
+    
+    if atkObj.GetGameObjType() != IPY_GameWorld.gotPlayer:
+        return skillPer
+    
+    skillTypeID = curSkill.GetSkillTypeID()
+    
+    addPer = EquipZhuXian.GetZhuXianEquipSkillAddPer(atkObj.GetPlayerID(), skillTypeID)
+    reducePer = 0
+    
+    if defObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
+        reducePer = EquipZhuXian.GetZhuXianEquipSkillReducePer(defObj.GetPlayerID(), skillTypeID)
+        
+        #根据防守方职业 计算攻击方伤害加成
+        if defObj.GetJob() in [ShareDefine.PlayerJob_Warrior, ShareDefine.PlayerJob_Knight]:
+            addPer += PlayerControl.GetJobAHurtAddPer(atkObj)
+        elif defObj.GetJob() in [ShareDefine.PlayerJob_Wizard, ShareDefine.PlayerJob_ForceUser]:
+            addPer += PlayerControl.GetJobBHurtAddPer(atkObj)
+        elif defObj.GetJob() in [ShareDefine.PlayerJob_Assassin, ShareDefine.PlayerJob_BowMaster]:
+            addPer += PlayerControl.GetJobCHurtAddPer(atkObj)
+        
+        #根据攻击方职业 计算防守方伤害减免
+        if atkObj.GetJob() in [ShareDefine.PlayerJob_Warrior, ShareDefine.PlayerJob_Knight]:
+            reducePer += PlayerControl.GetJobAAtkReducePer(defObj)
+        elif atkObj.GetJob() in [ShareDefine.PlayerJob_Wizard, ShareDefine.PlayerJob_ForceUser]:
+            reducePer += PlayerControl.GetJobBAtkReducePer(defObj)
+        elif atkObj.GetJob() in [ShareDefine.PlayerJob_Assassin, ShareDefine.PlayerJob_BowMaster]:
+            reducePer += PlayerControl.GetJobCAtkReducePer(defObj)
+        
+    if addPer or reducePer:
+        addSkillPer = (addPer - reducePer) / 10000.0
+        skillPer = max(0, skillPer + addSkillPer)
+        
+    return skillPer
 
 # 改变技能伤害(效果ID1010), 野外小怪1009替换1010伤害(2018-03-07增加精英怪)
 def ChangeSkillHurt(curPlayer, defObj, curSkill, skillPer, skillValue):
@@ -1565,6 +1604,7 @@
     atkObj = ElfChangeAttacker(attacker)  # Elf灵为替身攻击,要取玩家的属性
     
     resultHurtType = HurtType()
+    atkObjType = attacker.GetGameObjType()
     defObjType = defObj.GetGameObjType()
     dHP = GameObj.GetHP(defObj)                # 防守方当前血量
     dMaxHP = GameObj.GetMaxHP(defObj)          # 防守方最大血量
@@ -1582,19 +1622,21 @@
             # 理论伤害一致, 多加点预算伤害避免计算误差
             #hurtValue = min(ShareDefine.Def_UpperLimit_DWord, hurtValue+10)
             #atkObj.SetDict(ChConfig.Def_PlayerKey_ClientMaxHurtValue, int(hurtValue*1.2))
-            hurtValue = atkObj.GetMaxAtk()*atkSkillPer*20   # 加入被动计算不准确改成估算
+            hurtValue = atkObj.GetMaxAtk()*atkSkillPer*40   # 加入被动计算不准确改成估算
             
         clientValue, hurtType = SkillShell.GetClientHurtByObj(defObj.GetID(), defObjType)
         if clientValue <= hurtValue:
             hurtValue = clientValue
         else:
             # 外挂最高伤害基本防范
-            GameWorld.DebugAnswer(atkObj, "%s----客户端伤害 %s 服务端最高伤害 %s"%(atkObj.GetID(), [clientValue, hurtType], hurtValue))
+            GameWorld.DebugLog(atkObj, "%s----客户端伤害 %s 服务端最高伤害 %s"%(atkObj.GetID(), [clientValue, hurtType], hurtValue))
             hurtValue = int(hurtValue*0.8)
         #GameWorld.DebugAnswer(atkObj, "客户端伤害 %s 服务端伤害 %s"%([defObj.GetID(), clientValue, hurtType], hurtValue))
 
     else:
         hurtValue, hurtType = CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, tick, orgAtkObj=attacker)
+    
+    WriteHurtLog(attacker, defObj, curSkill, hurtValue, hurtType, "公式层")
     
     # 优先处理神兵护盾
     hurtValue = CalcAtkProDef(atkObj, defObj, hurtValue, curSkill, tick)
@@ -1712,7 +1754,9 @@
     resultHurtType.LostHP = lostValue
     if defObjType == IPY_GameWorld.gotPlayer:
         FBLogic.OnFBLostHP(defObj, lostValue)
-        
+    
+    WriteHurtLog(attacker, defObj, curSkill, resultHurtType.LostHP, resultHurtType.HurtType, "最终扣血")
+    
     #攻击触发事件, 该代码应该放在DoAttack函数中处理逻辑比较清晰,也不会破坏GetHurtHP函数
     #因为DoAttack修改点比较多,暂不迁移,相关攻击事件逻辑,就往此函数中添加
     AttackEventTrigger(atkObj, defObj, curSkill, resultHurtType, tick)
@@ -1723,6 +1767,38 @@
     
     return resultHurtType
 
+
+# GM 命令  HurtLog 查看战斗伤害日志
+def WriteHurtLog(attacker, defObj, curSkill, hurtValue, hurtType, msg):
+    logLevel = GameWorld.GetGameWorld().GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_HurtLog)
+    if not logLevel:
+        return
+    
+    if logLevel == 1:
+        # 只看玩家伤害
+        if not attacker:
+            return
+        
+        if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
+            return
+        msg = "玩家" + msg
+    
+    attackerID = attacker.GetID() if attacker else 0
+    defenderID = defObj.GetID() if defObj else 0
+    skillID = curSkill.GetSkillID() if curSkill else 0
+    skillName = curSkill.GetSkillName()  if curSkill else ""
+    attackerName = attacker.GetName() if attacker else ""
+    defenderName = defObj.GetName() if defObj else ""
+    
+    if attacker and attacker.GetGameObjType() == IPY_GameWorld.gotPlayer:
+        attackerName = attackerName.decode("utf8").encode('gbk')
+        
+    if defObj and defObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
+        defenderName = defenderName.decode("utf8").encode('gbk')
+        
+    GameWorld.DebugLog("攻击伤害-%s:(%s %s)攻击(%s %s), 技能ID:(%s %s), 伤害值:%s, 伤害类型:%s "%(
+                        msg, attackerID, attackerName, defenderID, defenderName,
+                        skillID, skillName, hurtValue, hurtType))
 
 # 血盾支持多个同时存在
 def CalcBloodShield(atkObj, defObj, hurtValue):
@@ -1855,6 +1931,8 @@
     # 改变技能伤害
     atkSkillPer, atkSkillValue = ChangeSkillHurt(atkObj, defObj, curSkill, atkSkillPer, atkSkillValue)
     
+    atkSkillPer = ChangeSkillHurtPer(atkObj, defObj, curSkill, atkSkillPer)
+    
     #  atkSkillPer 包含普攻,所以不是用技能增强处理
     atkSkillPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackAddSkillPer)
     

--
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