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 | 183 +++++++++++++++++++++++++++++++-------------- 1 files changed, 127 insertions(+), 56 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 99e5fb4..bd403bc 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py @@ -34,9 +34,7 @@ import ChItem import PlayerActivity import ShareDefine -import PlayerGodWeapon -import PlayerSuccess -import PlayerMagicWeapon +import PlayerGreatMaster import PlayerHorse import GameObj import random @@ -47,6 +45,7 @@ import PassiveBuffEffMng import SkillShell import FBCommon +import IpyGameDataPY #--------------------------------------------------------------------- GameWorld.ImportAll("Script\\Skill\\" , "GameSkills") GameWorld.ImportAll("Script\\Skill\\" , "GameBuffs") @@ -167,6 +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 @@ -244,7 +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 @@ -344,6 +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 @@ -360,6 +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 @@ -508,6 +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 @@ -1027,6 +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 #=============================================================================== @@ -1500,7 +1538,8 @@ if relation[0] == ChConfig.Type_Relation_Enemy : return True - AttackCommon.PlayerAttackFailSysMessanage(curPlayer, relation[1]) + if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_FbSkill: + AttackCommon.PlayerAttackFailSysMessanage(curPlayer, relation[1]) return False ##玩家释放有目标技能, 检查目标对象是否符合要求, 可攻击怪物 @@ -1533,7 +1572,8 @@ if relation[0] == ChConfig.Type_Relation_Friend : return True - AttackCommon.PlayerAttackFailSysMessanage(curPlayer, relation[1]) + if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_FbSkill: + AttackCommon.PlayerAttackFailSysMessanage(curPlayer, relation[1]) return False #--------------------------------------------------------------------- @@ -1781,7 +1821,11 @@ if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_HorseSkill and SkillCommon.isPassiveAttr(curSkill): PlayerHorse.RefreshHorseAttr(curPlayer) else: - PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer, curSkill.GetSkillID()) + if SkillCommon.isPassiveAttr(curSkill): + curControl = PlayerControl.PlayerControl(curPlayer) + curControl.RefreshPlayerAttrState() + else: + PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer, curSkill.GetSkillID()) #curControl = PlayerControl.PlayerControl(curPlayer) #curControl.CalcPassiveBuffAttr() #curControl.RefreshAllState() @@ -1805,27 +1849,7 @@ return True #--------------------------------------------------------------------- -##技能升级消耗逻辑 -# @param curPlayer 玩家实例 -# @param curSkill 技能实例 -# @param curSkillID 技能ID -# @return BOOL 是否扣除消耗成功 -def DoLogic_PlayerSkillLVUpCost(curPlayer, curSkill, curSkillID): - #GameWorld.Log("尝试升级技能名 = %s, 当前等级 = %s"%(curSkill.GetSkillName(),curSkill.GetSkillLV()) , curPlayer.GetPlayerID()) - - curSkillLV = curSkill.GetSkillLV() - - if curSkillLV == curSkill.GetSkillMaxLV(): - #已经是最高等级 - PlayerControl.NotifyCode(curPlayer, "UseMagicLost16") - return False - - #--获得下一级技能--- - curSkillTypeID = curSkill.GetSkillTypeID() - - return DoLogic_PlayerSkillLvUpCost(curPlayer, curSkillTypeID, curSkillID, curSkillLV + 1, curSkill) - ##学习技能消耗逻辑 # @param curPlayer 玩家实例 # @param curSkillTypeID 技能类型ID @@ -1849,7 +1873,10 @@ if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_HorseSkill: if not PlayerHorse.CheckLearnHorseSkill(curPlayer, curSkillTypeID): return False - + #天赋技学习点数判断 + if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill: + if not PlayerGreatMaster.GetGreatMasterFreeSkillPoint(curPlayer): + return False #经验检测 skillLvUpNeedExp = upSkill.GetLVUpCostExp() @@ -1913,6 +1940,8 @@ #GeRen_jin_474794 <n color="255,255,0" BKCOLOR="0,0,0">您消耗了经验值:</n><n color="0,190,255" BKCOLOR="0,0,0">{%S1%}</n> PlayerControl.NotifyCode(curPlayer, "GeRen_jin_474794", [skillLvUpNeedExp]) + if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill: + PlayerGreatMaster.AddGreatMasterSkillPointByLV(curPlayer, -1) return True #--------------------------------------------------------------------- ##检测学习技能需求条件 @@ -1932,53 +1961,65 @@ 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() #系别*10000+需要点数 + needSeries, needSeriesPoint= learnSkillPointReq/10000, learnSkillPointReq%10000 + 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: hasLearnSkillReq = True - - #投入分支点总和 - numLearnSkillPoint += skill.GetSkillLV() + ipyData = IpyGameDataPY.GetIpyGameDataNotLog('TalentSkill', skillTypeID) + if ipyData and ipyData.GetTalentType() is curTalentType and ipyData.GetSeries() is needSeries: + #投入分支点总和 + numLearnSkillPoint += skill.GetSkillLV() #有前置技能ID需要 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 curSkill.GetLearnSkillPointReq() != 0 and numLearnSkillPoint < curSkill.GetLearnSkillPointReq(): -# PlayerControl.NotifyCode( curPlayer, "UseMagicLost13",[ curSkill.GetLearnSkillPointReq() ] ) -# 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 @@ -2581,7 +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 = [] @@ -2591,11 +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 @@ -2642,6 +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() @@ -2650,6 +2711,7 @@ if curPlayerSkill == None: continue + CalcFabaoSPSkillAttr(curPlayer, curPlayerSkill, allAttrList) if not SkillCommon.isPassiveAttr(curPlayerSkill): continue @@ -3382,6 +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 @@ -3429,6 +3494,12 @@ if skillAim == ChConfig.Def_UseSkillAim_None: if curSkill.GetSkillType() in ChConfig.Def_CanAttackSkill_List: + 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: result = DoLogic_UseSkill(attacker, attacker, curSkill, tick, isEnhanceSkill=isEnhanceSkill) -- Gitblit v1.8.0