From 1ea73e1885835466265ce788d93556b7030ee0e8 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期日, 30 十二月 2018 18:42:00 +0800
Subject: [PATCH] 5424 【后端】【1.4】跨服竞技场开发(GM工具增加子服服务器维护,文字翻译版)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py |  295 ++++++++++++++++++++++++++++++++++++++++++++--------------
 1 files changed, 222 insertions(+), 73 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
index aa5586e..aee225f 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
@@ -46,6 +46,11 @@
 #---------------------------------------------------------------------
 g_skillHurtList = IPY_GameWorld.IPY_HurtList()
 
+
+# 特殊处理搜索范围,一般用于副本
+Def_SearchMap_NPC = 200 # 本线全图搜索NPC
+Def_SearchMap_Player = 201 # 本线全图搜索玩家
+
 #伤害结构体
 #hurtTypeIndance = None
 #---------------------------------------------------------------------
@@ -552,6 +557,10 @@
         #关系
         relation = GetTagRelation(attacker, defender, curSkill, tick)
         return relation[0] == ChConfig.Type_Relation_Friend
+    elif curSkillUseTag == ChConfig.Def_UseSkillTag_AppointNPC:
+        if defender and GameObj.GetHP(defender) > 0 :
+            return True
+        return False
     
     return __CheckCanAttack(attacker , defender , curSkill , tick)
 
@@ -714,6 +723,52 @@
     return True
 
 
+# 按仙盟成员均摊伤害
+def AttackerSkillAttackAreaByFamily(attacker, defender, srcPosX, srcPosY, curSkill,
+                            skillPercent, skillEnhance, tick, isExSkill = False):
+    #清空伤血列表
+    global g_skillHurtList
+    g_skillHurtList.Clear()
+    
+    #攻击方原有血量,用来通知反弹
+    attackerHP = GameObj.GetHP(attacker)
+    resultList = __GetAreaAtackObj(attacker, curSkill, srcPosX, srcPosY, tick, __CheckCanAttack)
+            
+    #有目标类技能,查找指定的攻击目标是否在列表中,不在添加
+    resultList = __AddObj_In_resultList(resultList, attacker, defender, curSkill, tick)
+
+    # 计算仙盟成员数量, 按人头均摊伤害
+    resultDict = {}
+    for obj in resultList:
+        if obj.GetGameObjType() != IPY_GameWorld.gotPlayer:
+            continue
+        
+        familyID = obj.GetFamilyID()
+        if familyID not in resultDict:
+            resultDict[familyID] = []
+
+        resultDict[familyID].append(obj)
+        
+    skillEffect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_AvgHurtFMCnt)
+    minSkillPer = 0.01   # 如果未配置默认最低值
+    if skillEffect:
+        minSkillPer = skillEffect.GetEffectValue(0)
+        
+    attackList = []
+    for familyID in resultDict:
+        cnt = len(resultDict[familyID]) if familyID != 0 else 1 # 无仙盟承受100%伤害
+        
+        skillPercent = max(skillPercent/cnt, minSkillPer)
+        attackList.extend(__DoAreaAttack(attacker, curSkill, skillEnhance/cnt, skillPercent, resultDict[familyID],
+                                     [], g_skillHurtList, tick))
+
+    
+    __DoAreaAttackResult(attacker, defender, curSkill, attackList, attackerHP, tick, isExSkill)
+    
+    return True
+
+
+
 # 触发技能的类型为 单体攻击,或者单体buff并且非对自己释放的技能,可以对伤害目标一一执行触发技能逻辑
 # 否则只触发一次技能 # 群体BUFF的请参考IsPlayerUseSkill 客户端决定对象,一样可以实现同样效果
 # 返回真表示可以对每个伤害目标触发,返回假则为单体
@@ -789,7 +844,7 @@
                    powerList, g_skillHurtList, tick):
     attackList = []   #被攻击对象列表
 
-    checkComboOK = False
+    #checkComboOK = False
 
     #执行攻击结果
     for obj in resultList:
@@ -805,10 +860,10 @@
         if powerList != []:
             skillPercent, skillEnhance = powerList.pop(0)
 
-        if not checkComboOK:
+        #if not checkComboOK:
             #攻击前连击检查
-            SkillCommon.UpdateSkillCombo(attacker, curSkill, tick)
-            checkComboOK = True
+        #    SkillCommon.UpdateSkillCombo(attacker, curSkill, tick)
+        #    checkComboOK = True
             
         callFunc(attacker, obj, curSkill, skillEnhance, skillPercent, g_skillHurtList, tick)
         
@@ -902,13 +957,11 @@
         GameWorld.ErrLog("Def_Dict_UseSkillTag_ObjType 没有对应项 %s" % curSkillUseTag)
         return resultList
     
-    gameMap = GameWorld.GetMap()
-   
     if skillMatrix == None:
         #作用范围 作用矩阵
         attackDis = curSkill.GetAtkRadius()
-        skillMatrix = ChConfig.MatrixDict.get(attackDis)
-        if skillMatrix == None:
+        skillMatrix = ChConfig.MatrixDict.get(attackDis, None)
+        if skillMatrix == None and attackDis not in [Def_SearchMap_Player, Def_SearchMap_NPC]:
             GameWorld.ErrLog("CheckAreaObj skillId=%s, attakDis=%s not in matrixDict=%s" 
                              % (curSkill.GetSkillID(), attackDis, ChConfig.MatrixDict))
             return resultList
@@ -916,7 +969,6 @@
     #技能攻击最大数量
     hurtCount = SkillCommon.GetSkillArea_Atk_Count(attacker, curSkill)
     
-    ownerTag = None
     ownerPlayerID = 0
     isSummonNPCAtker = attacker.GetGameObjType() == IPY_GameWorld.gotNPC and NPCCommon.IsSummonNPC(attacker)
     if isSummonNPCAtker:
@@ -929,7 +981,29 @@
     if attackAim:
         hurtCount -= 1
         resultList.append(attackAim)
-           
+        
+    if skillMatrix:
+        # 按范围搜索
+        resultList = ServerByPos(attacker, curSkill, tick, skillMatrix, hurtCount, 
+                srcPosX, srcPosY, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
+                ownerPlayerID, isSummonNPCAtker, resultList)
+    elif attackDis == Def_SearchMap_Player:
+        # 搜索本地图当前线路玩家
+        ServerByMapPlayer(attacker, curSkill, tick, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
+                      ownerPlayerID, isSummonNPCAtker, resultList, hurtCount)
+    elif attackDis == Def_SearchMap_NPC:
+        # 搜索本地图当前线路NPC
+        ServerByMapNPC(attacker, curSkill, tick, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
+                                         ownerPlayerID, isSummonNPCAtker, resultList, hurtCount)
+    return resultList
+
+
+# 按范围搜索目标对象
+def ServerByPos(attacker, curSkill, tick, skillMatrix, hurtCount, 
+                srcPosX, srcPosY, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
+                ownerPlayerID, isSummonNPCAtker, resultList):
+    ownerTag = None
+    gameMap = GameWorld.GetMap()
     for curPos in skillMatrix:
         #伤害次数到了
         if hurtCount <= 0:
@@ -949,41 +1023,100 @@
                 break
         
             curObj = mapObj.GetObjByIndex(i)
-            curObjType = curObj.GetGameObjType()
-            
-            #不在影响对象列表中
-            if curObjType not in hurtTypeList:
-                continue
-            
-            #攻击对象
-            curTag = GameWorld.GetObj(curObj.GetID(), curObjType)
+            curTag, ownerTag = __SearchCheck(attacker, curSkill, tick, curObj, hurtTypeList, attackAim, curSkillUseTag, 
+                                             CheckFunc, ownerPlayerID, isSummonNPCAtker, resultList)
             if not curTag:
+                if ownerTag:
+                    hurtCount -= 1
                 continue
             
-            if attackAim and attackAim.GetID() == curTag.GetID():
-                # 不在攻击主目标
-                continue
-            
-            #群攻技能不能对镖车释放, 永恒版本屏蔽此限制
-            #if curObjType == IPY_GameWorld.gotNPC and curTag.GetGameNPCObjType() == IPY_GameWorld.gnotTruck:
-            #    continue
-            
-            if curSkillUseTag == ChConfig.Def_UseSkillTag_CanAttackNPC:
-                if NPCCommon.GetNpcObjOwnerIsPlayer(curTag):
-                    #npc主人是玩家不能攻击
-                    continue
-            
-            if CheckFunc != None:
-                #检查是否受影响
-                if not CheckFunc(attacker, curTag, curSkill, tick):
-                    continue
-            
-            # 如果攻击者是召唤兽 且 攻击的是主人玩家,则把主人放在最后面一个处理伤害目标,防止先处理后如果主人死亡将导致后续的逻辑异常
-            if ownerPlayerID > 0 and curObjType == IPY_GameWorld.gotPlayer and isSummonNPCAtker and ownerPlayerID == curObj.GetID():
-                ownerTag = curTag
-                continue
             hurtCount -= 1
             resultList.append(curTag)
+            
+    if ownerTag:
+        resultList.append(ownerTag)
+    return resultList
+
+
+def __SearchCheck(attacker, curSkill, tick, curObj, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
+                ownerPlayerID, isSummonNPCAtker, resultList, curTag=None):
+    curObjType = curObj.GetGameObjType()
+    
+    #不在影响对象列表中
+    if curObjType not in hurtTypeList:
+        return None, None
+    
+    #攻击对象
+    if not curTag:
+        curTag = GameWorld.GetObj(curObj.GetID(), curObjType)
+    if not curTag:
+        return None, None
+    
+    if attackAim and attackAim.GetID() == curTag.GetID():
+        # 不在攻击主目标
+        return None, None
+    
+    if curSkillUseTag == ChConfig.Def_UseSkillTag_CanAttackNPC:
+        if NPCCommon.GetNpcObjOwnerIsPlayer(curTag):
+            #npc主人是玩家不能攻击
+            return None, None
+    
+    if CheckFunc != None:
+        #检查是否受影响
+        if not CheckFunc(attacker, curTag, curSkill, tick):
+            return None, None
+    
+    # 如果攻击者是召唤兽 且 攻击的是主人玩家,则把主人放在最后面一个处理伤害目标,防止先处理后如果主人死亡将导致后续的逻辑异常
+    if ownerPlayerID > 0 and curObjType == IPY_GameWorld.gotPlayer and isSummonNPCAtker and ownerPlayerID == curObj.GetID():
+        ownerTag = curTag
+        return None, ownerTag
+    return curTag, None
+
+
+# 搜索本地图当前线路NPC
+def ServerByMapNPC(attacker, curSkill, tick, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
+                                         ownerPlayerID, isSummonNPCAtker, resultList, hurtCount):
+    gameNPCManager = GameWorld.GetNPCManager()
+    for index in xrange(gameNPCManager.GetNPCCount()):
+        curNPC = gameNPCManager.GetNPCByIndex(index)
+        if curNPC == None or curNPC.GetID() == 0:
+            continue
+        
+        curTag, ownerTag = __SearchCheck(attacker, curSkill, tick, curNPC, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
+                                         ownerPlayerID, isSummonNPCAtker, resultList, curTag=curNPC)
+        if not curTag:
+            if ownerTag:
+                hurtCount -= 1
+            continue
+        
+        hurtCount -= 1
+        resultList.append(curTag)
+            
+    if ownerTag:
+        resultList.append(ownerTag)
+        
+    return resultList
+
+
+# 搜索本地图当前线路玩家
+def ServerByMapPlayer(attacker, curSkill, tick, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
+                      ownerPlayerID, isSummonNPCAtker, resultList, hurtCount):
+    copyMapPlayerManager = GameWorld.GetMapCopyPlayerManager()
+    for i in range(copyMapPlayerManager.GetPlayerCount()):
+        curPlayer = copyMapPlayerManager.GetPlayerByIndex(i)
+        
+        if curPlayer == None or curPlayer.IsEmpty():
+            continue
+        
+        curTag, ownerTag = __SearchCheck(attacker, curSkill, tick, curPlayer, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
+                                         ownerPlayerID, isSummonNPCAtker, resultList, curTag=curPlayer)
+        if not curTag:
+            if ownerTag:
+                hurtCount -= 1
+            continue
+        
+        hurtCount -= 1
+        resultList.append(curTag)
             
     if ownerTag:
         resultList.append(ownerTag)
@@ -1272,6 +1405,9 @@
 
         if curPlayerSkill:
             SkillCommon.SetSkillRemainTime(curPlayerSkill, PlayerControl.GetReduceSkillCDPer(curPlayer), tick, curPlayer)
+        
+        if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill:
+            UseSkillOver(curPlayer, target, curSkill, tick)
         return True
     
     #玩家进入战斗状态
@@ -1327,7 +1463,6 @@
     
 # 根据伤血类型触发技能,群攻只触发一次,放在伤血列表被清之前
 def OnHurtTypeTriggerSkill(attacker, target, curSkill, tick):
-    
     isSuperHit = False
     usePassiveSkillResult = True    # 第一次判断不能调用,即代表都不可用无需循环
     usePassiveSkillResultOnSuperHit = True    # 暴击对象1V1触发,第一次判断不能调用,即代表都不可用无需循环
@@ -1356,6 +1491,7 @@
             if hurtList[1] == IPY_GameWorld.gotPlayer:
                 # 濒死状态触发技能, 不能在GetHurtHP内部触发技能,否则会导致原技能的伤血列表异常
                 PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick)
+                PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick)
             continue
         
         if usePassiveSkillResult:
@@ -1371,8 +1507,9 @@
             PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeSuperHit, tick)
         elif hurtList[2] == ChConfig.Def_HurtType_Miss:
             PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_MissSkill, tick)
-        
-
+        elif hurtList[2] == ChConfig.Def_HurtType_LuckyHit:
+            PassiveBuffEffMng.OnPetPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeLuckyHit, tick)
+            
         if hurtList[2] in ChConfig.Def_RealAttack_Type:
             # 被攻击处理层级
             PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_Buff_BeAttackSubLayer, tick)
@@ -1388,6 +1525,7 @@
 # 灵为玩家的替身需要走此逻辑
 # 技能使用结束,在处理技能逻辑和通知封包之后调用
 def UseSkillOver(attacker, defender, curSkill, tick):
+    
     # 根据伤血类型触发技能,群攻只触发一次,放在伤血列表被清之前
     OnHurtTypeTriggerSkill(attacker, defender, curSkill, tick)
     
@@ -1398,10 +1536,9 @@
                                                     ChConfig.Def_SkillFuncType_NormalAttack]):
         # 攻击减层级 优先处理,因为同个技能触发buff后,会再处理层级,导致立即减层级
         PassiveBuffEffMng.OnPassiveBuffTrigger(attacker, defender, curSkill, ChConfig.TriggerType_Buff_AttackSubLayer, tick)
-        
+    
     # 普攻和对敌技能
     if not curSkill or curSkill.GetSkillType() in ChConfig.Def_CanAttackSkill_List:
-        
         PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_AttackOver, tick)
         PassiveBuffEffMng.OnPassiveBuffTrigger(attacker, defender, curSkill, ChConfig.TriggerType_AttackOver, tick)
 
@@ -1502,32 +1639,34 @@
 #  @return None
 #  @remarks 设置玩家属性消耗,如魔法,XP点,HP
 def SetSkillLostAttr(curPlayer, curSkill, tick):
-    #-----------扣魔法
-    lostMPValue = curSkill.GetMP()
-    curPlayerMP = curPlayer.GetMP()
-    
-    if curPlayerMP < lostMPValue:
-        GameWorld.ErrLog('释放技能 = %s异常, 魔法 = %s不足 = %s' % (
-                            curSkill.GetSkillTypeID(), curPlayerMP, lostMPValue))
-    
-    if lostMPValue > 0:
-        curPlayer.SetMP(curPlayer.GetMP() - lostMPValue)
-        #自动回魔
-        PlayerControl.PlayerAutoRestoreMP(curPlayer, tick)
-    
-    #----------扣XP点
-    lostXPValue = curSkill.GetXP()
-    curPlayerXP = curPlayer.GetXP()
-    
-    if curPlayerXP < lostXPValue:
-        GameWorld.ErrLog('释放技能 = %s异常, XP点 = %s不足 = %s' % (
-                            curSkill.GetSkillTypeID(), curPlayerXP, lostXPValue))
-    
-    if lostXPValue > 0:
-        remain = curPlayer.GetXP() - lostXPValue
-        remain = max(0, remain)
-        curPlayer.SetDict(ChConfig.Def_PlayerKey_RecordXPValue, remain)
-        curPlayer.SetXP(remain)
+    #===========================================================================
+    # #-----------扣魔法
+    # lostMPValue = curSkill.GetMP()
+    # curPlayerMP = curPlayer.GetMP()
+    # 
+    # if curPlayerMP < lostMPValue:
+    #    GameWorld.ErrLog('释放技能 = %s异常, 魔法 = %s不足 = %s' % (
+    #                        curSkill.GetSkillTypeID(), curPlayerMP, lostMPValue))
+    # 
+    # if lostMPValue > 0:
+    #    curPlayer.SetMP(curPlayer.GetMP() - lostMPValue)
+    #    #自动回魔
+    #    PlayerControl.PlayerAutoRestoreMP(curPlayer, tick)
+    # 
+    # #----------扣XP点
+    # lostXPValue = curSkill.GetXP()
+    # curPlayerXP = curPlayer.GetXP()
+    # 
+    # if curPlayerXP < lostXPValue:
+    #    GameWorld.ErrLog('释放技能 = %s异常, XP点 = %s不足 = %s' % (
+    #                        curSkill.GetSkillTypeID(), curPlayerXP, lostXPValue))
+    # 
+    # if lostXPValue > 0:
+    #    remain = curPlayer.GetXP() - lostXPValue
+    #    remain = max(0, remain)
+    #    curPlayer.SetDict(ChConfig.Def_PlayerKey_RecordXPValue, remain)
+    #    curPlayer.SetXP(remain)
+    #===========================================================================
 
     #----------扣HP点
     lostHPValue = curSkill.GetHP()
@@ -1671,8 +1810,13 @@
 
     # 暂且只有玩家被攻击触发
     if not curSkill or curSkill.GetSkillType() in ChConfig.Def_CanAttackSkill_List:
+        # 优先触发,如无敌可以抵挡后续的被动伤害技能
+        PassiveBuffEffMng.DelayUsePassiveTriggerSkill(curPlayer, curSkill, attacker, tick)
+        
         PassiveBuffEffMng.OnPassiveSkillTrigger(curPlayer, attacker, None, ChConfig.TriggerType_BeAttackOver, tick)
         PassiveBuffEffMng.OnPassiveBuffTrigger(curPlayer, attacker, None, ChConfig.TriggerType_BeAttackOver, tick)
+        # 由主人条件触发宠物被动技能
+        PassiveBuffEffMng.OnPetPassiveSkillTrigger(curPlayer, attacker, None, ChConfig.TriggerType_BeAttackOver, tick)
     return
 
 ## NPC被攻击(当前NPC,技能,当前时间)
@@ -2150,7 +2294,7 @@
             continue
         
         #放在函数中可多次触发 如SP 触发减速或者伤害,但不能放在攻击计算中,因为伤害型技能会影响伤血列表
-        PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defObj, curSkill, ChConfig.TriggerType_AttackPlayer, tick,
+        PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defObj, curSkill, ChConfig.TriggerType_StormAttackOneByOne, tick,
                                                 isEnhanceSkill=False, skillIDSet=skillIDSet)
         
         DoLogic_AttackResult(attacker, defObj, curSkill, tick)
@@ -2170,6 +2314,11 @@
             continue
         SkillCommon.SetSkillRemainTime(curSkill, 0, tick, attacker)
     
+    if attackList:
+        PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(attacker, attackList[0], curSkill, ChConfig.TriggerType_StormAttackReduceCD)
+        PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, attackList[0], curSkill, ChConfig.TriggerType_StormAttackOver, tick)
+
+
 ## 清空伤血列表
 #  @param 无
 #  @return 无
@@ -2457,7 +2606,7 @@
         
     sendPack.HurtCount = len(sendPack.HurtList)
 
-    PlayerControl.PyNotifyAll(curPlayer, sendPack, notifySelf=True, notifyCnt=0)
+    PlayerControl.PyNotifyAll(curPlayer, sendPack, notifySelf=True, notifyCnt=-1)
 
 
 # py重现View_UseSkillPos效果,对地通知,只用于玩家

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