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/Skill/SkillShell.py |  126 ++++++++++++++++++++++++++++++++---------
 1 files changed, 98 insertions(+), 28 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
index d1bdcc9..bd403bc 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
@@ -34,8 +34,6 @@
 import ChItem
 import PlayerActivity
 import ShareDefine
-import PlayerGodWeapon
-import PlayerSuccess
 import PlayerGreatMaster
 import PlayerHorse
 import GameObj
@@ -168,6 +166,10 @@
     if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
         return False
     
+    if not curSkill:
+        # 玩家普通也是技能,正常是不会走到这边
+        return False
+    
     useSkillData = attacker.GetUseSkill()
     if useSkillData and curSkill.GetSkillTypeID() != useSkillData.GetSkillTypeID():
         # 默认群攻附加触发buff的对象与攻击对象一致
@@ -245,7 +247,8 @@
     #还在冷却时间内无法释放
     if SkillCommon.RefreshSkillRemainTime(playerSkill, tick) != 0:
         PlayerControl.NotifyCode(curPlayer, "UseSkillCDLimit")
-        AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_CD)
+        #AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_CD)
+        playerSkill.Sync_Skill()
         return False
 
     #5:检查玩家的魔法值是否够用这个技能
@@ -345,6 +348,13 @@
 # @return 返回值真, 检查通过
 # @remarks 自定义函数, NPC使用有对象技能
 def NPCUseSkillTag(curNPC, curTag, curSkill, tick):
+    skillTag = GetSkillAffectTag(curSkill)
+    if skillTag == ChConfig.Def_UseSkillTag_AppointNPC:
+        # 指定释放的NPCID 和 Def_UseSkillTag_AppointNPC 搭配使用
+        curTag = GetAppointNPCBySkillEffect(curSkill)
+        if not curTag:
+            return False
+    
     if not NPCCanUseSkillTag(curNPC, curTag, curSkill, tick):
         return False
     
@@ -361,6 +371,29 @@
         curNPC.SetDict(ChConfig.Def_NPC_Dict_AtkMovePosY, 0)
         
     return result
+
+# 指定释放的NPCID 和 Def_UseSkillTag_AppointNPC 搭配使用
+def GetAppointNPCBySkillEffect(curSkill):
+    npcID = 0
+    effectID = ChConfig.Def_Skill_Effect_AppointNPC
+    for i in xrange(0, curSkill.GetEffectCount()):
+        curEffect = curSkill.GetEffect(i)
+        curEffectID = curEffect.GetEffectID()
+        
+        if not curEffectID:
+            #策划有可能中途删除,不用return
+            continue
+        
+        #不是需要的效果
+        if curEffectID != effectID:
+            continue
+
+        npcID = curEffect.GetEffectValue(0)
+        break
+
+    if not npcID:
+        return None
+    return GameWorld.FindNPCByNPCID(npcID)
 
 
 # 计算NPC技能位移坐标,预警和非预警都可以用
@@ -509,6 +542,9 @@
 # @return 返回值真, 检查通过
 def NPCCanUseSkillTag(curNPC, curTag, curSkill, tick):
     skillTag = GetSkillAffectTag(curSkill)
+    if skillTag == ChConfig.Def_UseSkillTag_AppointNPC:
+        return True
+    
     #---对象判定---
     if IsToPetOwnerSkill(curNPC, skillTag):
         return True
@@ -1028,6 +1064,7 @@
 def AttackFailNotify(curPlayer, curSkill, reason=0):
     sendPack = ChPyNetSendPack.tagMCAttackFail()
     sendPack.SkillID = curSkill.GetSkillID()
+    sendPack.Reason = reason
     NetPackCommon.SendFakePack(curPlayer, sendPack)
 #--------------------------玩家使用技能
 #===============================================================================
@@ -1924,35 +1961,29 @@
         return False
     
     skillManager = curPlayer.GetSkillManager()
-    #姿态需求
-    #hasStateSkillReq = False
+
     #前置技能需求
     hasLearnSkillReq = False
     #分支点总和
     numLearnSkillPoint = 0
-    #当前技能姿态需求,姿态等级需求
-    #curSkillStateReq = curSkill.GetStateSkillReq()
-    #lvCurSkillStateReq = curSkill.GetStateSkillLV()
     #当前技能前置技能需求,前置技能等级需求
     curSkillLearnReq = curSkill.GetLearnSkillReq()
     lvCurSkillLearnReq = curSkill.GetLearnSkillLV()
     #需要对应天赋系别点数
-    learnSkillPointReq = curSkill.GetLearnSkillPointReq()
+    learnSkillPointReq = curSkill.GetLearnSkillPointReq() #系别*10000+需要点数
     needSeries, needSeriesPoint= learnSkillPointReq/10000, learnSkillPointReq%10000
-    ipyData = IpyGameDataPY.GetIpyGameDataNotLog('TalentSkill', curSkill.GetSkillTypeID())
+    curSkillTypeID = curSkill.GetSkillTypeID()
+    ipyData = IpyGameDataPY.GetIpyGameDataNotLog('TalentSkill', curSkillTypeID)
     curTalentType = ipyData.GetTalentType() if ipyData else 0
     #获取玩家目前所有技能
-    for i in range(0, skillManager.GetSkillCount()):
+    for i in xrange(skillManager.GetSkillCount()):
         skill = skillManager.GetSkillByIndex(i)
         if skill == None:
             continue
         
         skillTypeID = skill.GetSkillTypeID()
         lvSkill = skill.GetSkillLV()
-        
-        #满足姿态ID需求
-#        if skillTypeID == curSkillStateReq and lvSkill >= lvCurSkillStateReq and not hasStateSkillReq:
-#            hasStateSkillReq = True
+
         
         #满足前置技能需求
         if skillTypeID == curSkillLearnReq and lvSkill >= lvCurSkillLearnReq and not hasLearnSkillReq:
@@ -1966,16 +1997,29 @@
     if curSkillLearnReq != 0 and not hasLearnSkillReq:
         PlayerControl.NotifyCode(curPlayer, "GeRen_wjr_717982", [curSkillLearnReq, lvCurSkillLearnReq])
         return False
-    
-#    #有姿态ID需求
-#    if curSkillStateReq != 0 and not hasStateSkillReq:
-#        PlayerControl.NotifyCode(curPlayer, "UseMagicLost15", [ curSkillStateReq, lvCurSkillStateReq ])
-#        return False
              
     #有分支点总和要求
     if learnSkillPointReq != 0 and numLearnSkillPoint < needSeriesPoint:
         PlayerControl.NotifyCode( curPlayer, "UseMagicLost13",[ needSeriesPoint ] ) 
         return False
+    
+    #玩家属性点要求
+    stateSkillLV = curSkill.GetStateSkillLV() #需要基础属性ID*10000+需要属性点
+    needBaseAttrID, needBaseAttrValue = stateSkillLV /10000, stateSkillLV%10000
+    if needBaseAttrID and needBaseAttrValue:
+        baseAttrDict = {
+                            ShareDefine.Def_Effect_STR:curPlayer.GetSTR(),
+                            ShareDefine.Def_Effect_PHY:curPlayer.GetPHY(),
+                            ShareDefine.Def_Effect_CON:curPlayer.GetCON(),
+                            ShareDefine.Def_Effect_PNE:curPlayer.GetPNE(),
+                         }
+        if needBaseAttrID not in baseAttrDict:
+            GameWorld.ErrLog('    天赋技能升级属性点条件配置错误,curSkillTypeID=%s,needBaseAttrID=%s'%(curSkillTypeID, needBaseAttrID))
+            return False
+        curBaseAttrValue = baseAttrDict.get(needBaseAttrID, 0)
+        if curBaseAttrValue < needBaseAttrValue:
+            GameWorld.DebugLog('升级技能%s需要属性点 %s达到%s, 当前点数=%s!'%(curSkillTypeID, needBaseAttrID, needBaseAttrValue, curBaseAttrValue))
+            return False
     
     return True
 
@@ -2578,7 +2622,7 @@
         buffState.DeleteEffectByIndex(i)
 
 
-# 通过技能ID列表删除buff对应的效果ID
+# 通过技能ID列表删除buff对应的效果ID, 死亡调用
 def ClearBuffEffectBySkillIDList(curObj, buffState, skillIDList):
     
     effectIndexList = []
@@ -2588,11 +2632,17 @@
         if curEffectID == 0:
             continue
         
-        # [技能ID, 来源对象ID,对象类型]
-        if [buffState.GetEffectFromSkillID(i), 
-            buffState.GetEffectOwnerID(i), 
-            buffState.GetEffectOwnerType(i)] not in skillIDList:
+        #=======================================================================
+        # # [技能ID, 来源对象ID,对象类型]
+        # if [buffState.GetEffectFromSkillID(i), 
+        #    buffState.GetEffectOwnerID(i), 
+        #    buffState.GetEffectOwnerType(i)] not in skillIDList:
+        #    continue
+        #=======================================================================
+        # 改成只判断技能ID
+        if buffState.GetEffectFromSkillID(i) not in skillIDList:
             continue
+        
         effectIndexList.append(i)
         
     # 倒序删除
@@ -2639,6 +2689,20 @@
         OperControlManager.SetObjActState(curObj, buffSkill)
 
 
+# 非属性技能算属性 特殊处理
+# 法宝SP技能 如1-4级为增加属性,第5级为伤害效果,第6-10级就要包含属性和伤害效果
+def CalcFabaoSPSkillAttr(curPlayer, curPlayerSkill, allAttrList):
+    if curPlayerSkill.GetFuncType() != ChConfig.Def_SkillFuncType_FbSPSkill:
+        return
+    
+    value = GetMaxHPAttrValue(curPlayerSkill)
+    if value == 0:
+        return
+    
+    PlayerControl.CalcAttrDict_Type(ShareDefine.Def_Effect_MaxHP, value, allAttrList)
+    return
+
+
 # 计算属性类技能的属性,同buff层不算战力
 def CalcPassiveAttr_Effect(curPlayer, allAttrList):
     skillManager = curPlayer.GetSkillManager()
@@ -2647,6 +2711,7 @@
         if curPlayerSkill == None:
             continue
         
+        CalcFabaoSPSkillAttr(curPlayer, curPlayerSkill, allAttrList)
         if not SkillCommon.isPassiveAttr(curPlayerSkill):
             continue
         
@@ -3379,6 +3444,9 @@
 def GetUpLVCostItemNum(curSkill):
     return curSkill.GetExAttr5()
 
+# 技能特殊增加属性配置,目前只支持生命,潜力技能专用
+def GetMaxHPAttrValue(curSkill):
+    return curSkill.GetMP()
 
 ##获得当前技能升级消耗的真气值
 # @param curSkill 当前技能技能
@@ -3426,9 +3494,11 @@
 
     if skillAim == ChConfig.Def_UseSkillAim_None:
         if curSkill.GetSkillType() in ChConfig.Def_CanAttackSkill_List:
-            if target and target.GetGameObjType() == IPY_GameWorld.gotNPC and target.GetType() == IPY_GameWorld.ntElf:
-                # 有害技能特殊处理,不能对自己的召唤物释放
-                target = None
+            if target and target.GetGameObjType() == IPY_GameWorld.gotNPC and target.GetGameNPCObjType() == IPY_GameWorld.gnotSummon:
+                owner = NPCCommon.GetNpcObjOwnerDetail(target)
+                if owner and owner.GetID() == attacker.GetID():
+                    # 有害技能特殊处理,不能对自己的召唤物释放
+                    target = None
                 
             result = DoLogic_UseSkill(attacker, target, curSkill, tick, attacker.GetPosX(), attacker.GetPosY(), isEnhanceSkill=isEnhanceSkill)
         else:

--
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