From 14661edf6156dbc38b2fe4bdf0a15cceacc52897 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 31 五月 2019 16:04:19 +0800
Subject: [PATCH] 6805 【后端】【2.0】副本前端化(去除木桩非自定义场景召唤限制,最大同时存在木桩数改为3个,设置玩家血量改为玩家掉血)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py | 160 +++++++++++++++++++++++++++++++++++++----------------
1 files changed, 112 insertions(+), 48 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 4edf89d..1319532 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
@@ -22,7 +22,6 @@
import PlayerControl
import NPCCommon
import ChConfig
-import ChEquip
import SkillCommon
import AttackLogic
import ItemControler
@@ -36,7 +35,6 @@
import OperControlManager
import DataRecordPack
import ChItem
-import ReadChConfig
import GameObj
import ChPyNetSendPack
import ChNetSendPack
@@ -79,7 +77,7 @@
# global hurtTypeIndance
# hurtTypeIndance = indance
#
-### 获得本次攻击是否是致命一击
+### 获得本次攻击是否是暴击
## @param 无参数
## @return True or False
## @remarks 函数详细说明.
@@ -219,6 +217,7 @@
# 触发型技能根据伤血类型触发被动技能,群攻只触发一次,放在伤血列表被清之前
# 只处理 isEnhanceSkill的情况,对应 OnHurtTypeTriggerSkill
def OnHurtTypeTriggerPassiveSkill(attacker, target, curSkill, tick):
+ AttackCommon.ClearFirstDefender(attacker)
skillHurtLists = [] # 内部触发清除g_skillHurtList
for i in xrange(g_skillHurtList.GetHurtCount()):
@@ -227,6 +226,10 @@
continue
skillHurtLists.append([hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()])
+
+ #只对第一目标造成某伤害类型时触发技能, 需先存储 skillHurtLists
+ OnHurtTypeTriggerSkillFirstObj(attacker, curSkill, tick)
+
for hurtList in skillHurtLists:
defender = GameWorld.GetObj(hurtList[0], hurtList[1])
@@ -261,7 +264,7 @@
# @param isEnhanceSkill 是否为附加技能
# @return True 攻击成功 None 不可攻击
# @remarks 通过调用 Obj_Attack_Obj.GetTagRelation 获取返回值
-def Attack(attacker, defender, useSkill, tick, skillPercent=1, skillEnhance=0, attackTime=1, isEnhanceSkill=False):
+def Attack(attacker, defender, useSkill, tick, skillPercent=10000, skillEnhance=0, attackTime=1, isEnhanceSkill=False):
global g_skillHurtList
if attacker.GetGameObjType() == IPY_GameWorld.gotNPC:
@@ -916,12 +919,19 @@
if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
return None
- useSkillTagID = attacker.GetUseSkillTagID()
- useSkillTagType = attacker.GetUseSkillTagType()
-
- curTag = GameWorld.GetObj(useSkillTagID, useSkillTagType)
+ curTag = None
+ if attacker.GetAttackMode() == IPY_GameWorld.amContest:
+ # 单一目标锁定模式
+ curTag = GameWorld.GetObj(attacker.GetDictByKey(ChConfig.Def_PlayerKey_SelectObjID),
+ attacker.GetDictByKey(ChConfig.Def_PlayerKey_SelectObjType))
+
if not curTag:
- return None
+ useSkillTagID = attacker.GetUseSkillTagID()
+ useSkillTagType = attacker.GetUseSkillTagType()
+
+ curTag = GameWorld.GetObj(useSkillTagID, useSkillTagType)
+ if not curTag:
+ return None
if SkillShell.GetSkillAffectTag(curSkill) == ChConfig.Def_UseSkillTag_CanAttackNPC:
if NPCCommon.GetNpcObjOwnerIsPlayer(curTag):
@@ -964,16 +974,18 @@
if not curTag:
continue
- if curSkillUseTag == ChConfig.Def_UseSkillTag_CanAttackNPC:
- if NPCCommon.GetNpcObjOwnerIsPlayer(curTag):
- #npc主人是玩家不能攻击
+ #非自定义场景才需要判断
+ if not attacker.GetDictByKey(ChConfig.Def_PlayerKey_ClientCustomScene):
+ if curSkillUseTag == ChConfig.Def_UseSkillTag_CanAttackNPC:
+ if NPCCommon.GetNpcObjOwnerIsPlayer(curTag):
+ #npc主人是玩家不能攻击
+ continue
+
+ if GameWorld.GetDist(curTag.GetPosX(), curTag.GetPosY(), attacker.GetPosX(), attacker.GetPosY()) > attacker.GetSight():
+ # 最远距离防范
+ GameWorld.DebugLog("#--- 最远距离防范[%s-%s]"%(attacker.GetID(), curTag.GetID()))
continue
-
- if GameWorld.GetDist(curTag.GetPosX(), curTag.GetPosY(), attacker.GetPosX(), attacker.GetPosY()) > attacker.GetSight():
- # 最远距离防范
- GameWorld.DebugLog("#--- 最远距离防范[%s-%s]"%(attacker.GetID(), curTag.GetID()))
- continue
-
+
if CheckFunc != None:
#检查是否受影响
if not CheckFunc(attacker, curTag, curSkill, tick):
@@ -1083,6 +1095,9 @@
#不在影响对象列表中
if curObjType not in hurtTypeList:
+ return None, None
+
+ if attacker.GetSightLevel() != curObj.GetSightLevel():
return None, None
#攻击对象
@@ -1460,11 +1475,13 @@
if curPlayerSkill:
SkillCommon.SetSkillRemainTime(curPlayerSkill, PlayerControl.GetReduceSkillCDPer(curPlayer), tick, curPlayer)
- if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill:
+ if curSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_GiftSkill, ChConfig.Def_SkillFuncType_FbSPSkill]:
UseSkillOver(curPlayer, target, curSkill, tick)
else:
OnHurtTypeTriggerPassiveSkill(curPlayer, target, curSkill, tick)
return True
+
+ AttackCommon.ClearFirstDefender(curPlayer)
#玩家进入战斗状态
#技能是光环, 不进入战斗状态 ,无对象,不进入战斗状态
@@ -1499,9 +1516,10 @@
curPlayerSkill = curPlayer.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
if curPlayerSkill:
-
- #设置玩家所学技能冷却CD
- SkillCommon.SetSkillRemainTime(curPlayerSkill, PlayerControl.GetReduceSkillCDPer(curPlayer), tick, curPlayer)
+
+ if not IsSkipSkillCD:
+ #设置玩家所学技能冷却CD
+ SkillCommon.SetSkillRemainTime(curPlayerSkill, PlayerControl.GetReduceSkillCDPer(curPlayer), tick, curPlayer)
#调用任务触发器
#EventShell.EventRespons_UseSkillOK(curPlayer, skillTypeID)
#执行连环被动技能处理
@@ -1516,10 +1534,52 @@
# 普攻和对敌技能
UseSkillOver(curPlayer, target, curSkill, tick)
return True
+
+# 无冷却状态
+def IsSkipSkillCD(curPlayer, target, curSkill, tick):
+ # 暴击情况下
+ isSuperHit = False
+ for i in xrange(g_skillHurtList.GetHurtCount()):
+ hurtObj = g_skillHurtList.GetHurtAt(i)
+ if not hurtObj:
+ continue
+
+ if hurtObj.GetAttackType() == ChConfig.Def_HurtType_SuperHit:
+ isSuperHit = True
+ break
+ if isSuperHit:
+ if PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(curPlayer, None, curSkill, ChConfig.TriggerType_SuperHitSkipCD):
+ return True
+ if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(curPlayer, None, curSkill, ChConfig.TriggerType_SuperHitSkipCD):
+ return True
+ return False
+
+### 不管什么技能都会到此处
+#只对第一目标造成某伤害类型时触发技能
+def OnHurtTypeTriggerSkillFirstObj(attacker, curSkill, tick):
+ if g_skillHurtList.GetHurtCount() == 0:
+ return
+
+ hurtObj = g_skillHurtList.GetHurtAt(0)
+ if not hurtObj:
+ return
+
+ objID, objType, hurtType = hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()
+
+ defender = GameWorld.GetObj(objID, objType)
+ if not defender:
+ return
+ if hurtType == ChConfig.Def_HurtType_SuperHit:
+ PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SuperHit, tick)
+ PassiveBuffEffMng.OnPassiveBuffTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SuperHit, tick)
+ elif hurtType == ChConfig.Def_HurtType_ThumpHit:
+ PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_ThumpHit, tick)
+ return
+
+
# 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
@@ -1531,27 +1591,26 @@
skillHurtLists.append([hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()])
+ #只对第一目标造成某伤害类型时触发技能, 需先存储 skillHurtLists
+ OnHurtTypeTriggerSkillFirstObj(attacker, curSkill, tick)
+
skillIDSet = set()
for hurtList in skillHurtLists:
- if not isSuperHit and hurtList[2] == ChConfig.Def_HurtType_SuperHit:
- # 暴击只对主目标做处理
- PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, target, curSkill, ChConfig.TriggerType_SuperHit, tick)
- isSuperHit = True
-
- defender = GameWorld.GetObj(hurtList[0], hurtList[1])
+ objID, objType, hurtType = hurtList
+ defender = GameWorld.GetObj(objID, objType)
if not defender:
continue
if GameObj.GetHP(defender) <= 0:
- if hurtList[1] == IPY_GameWorld.gotPlayer:
- if hurtList[2] == ChConfig.Def_HurtType_Zhansha:
+ if objType == IPY_GameWorld.gotPlayer:
+ if hurtType == ChConfig.Def_HurtType_Zhansha:
defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 1)
- elif hurtList[2] == ChConfig.Def_HurtType_ZhognjiZhansha:
+ elif hurtType == ChConfig.Def_HurtType_ZhognjiZhansha:
defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 2)
# 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)
- if hurtList[2] in [ChConfig.Def_HurtType_Zhansha, ChConfig.Def_HurtType_ZhognjiZhansha]:
+ if hurtType in [ChConfig.Def_HurtType_Zhansha, ChConfig.Def_HurtType_ZhognjiZhansha]:
defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 0)
continue
@@ -1559,20 +1618,20 @@
usePassiveSkillResult = PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill,
ChConfig.TriggerType_HurtObjAddBuff, tick, skillIDSet=skillIDSet)
- if usePassiveSkillResultOnSuperHit and hurtList[2] == ChConfig.Def_HurtType_SuperHit:
+ if usePassiveSkillResultOnSuperHit and hurtType == ChConfig.Def_HurtType_SuperHit:
# 暴击对目标一一触发被动
usePassiveSkillResultOnSuperHit = PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill,
ChConfig.TriggerType_SuperHitOneByOne, tick, skillIDSet=skillIDSet)
- if hurtList[2] == ChConfig.Def_HurtType_SuperHit:
+ if hurtType == ChConfig.Def_HurtType_SuperHit:
#被暴击触发技能
PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeSuperHit, tick)
PassiveBuffEffMng.OnPetPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeSuperHit, tick)
- elif hurtList[2] == ChConfig.Def_HurtType_Miss:
+ elif hurtType == ChConfig.Def_HurtType_Miss:
PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_MissSkill, tick)
- elif hurtList[2] == ChConfig.Def_HurtType_LuckyHit:
+ elif hurtType == ChConfig.Def_HurtType_LuckyHit:
PassiveBuffEffMng.OnPetPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeLuckyHit, tick)
- if hurtList[2] in ChConfig.Def_RealAttack_Type:
+ if hurtType in ChConfig.Def_RealAttack_Type:
# 被攻击处理层级
PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_Buff_BeAttackSubLayer, tick)
@@ -1611,6 +1670,8 @@
else:
PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SkillOverNoAttack, tick)
+ #释放技能即可处理的 不区分攻击和非攻击
+ PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SkillSuccess, tick)
return
@@ -2201,7 +2262,7 @@
dist = GameWorld.GetDist(tagObj.GetPosX(), tagObj.GetPosY(),
defender.GetPosX(), defender.GetPosY())
- skillPer = (skillPercent - dist * changePer) / float(ChConfig.Def_MaxRateValue)
+ skillPer = (skillPercent - dist * changePer)
#GameWorld.Log("skillPer :%s"%skillPer)
#执行群攻 并取得被攻击对象列表
@@ -2362,14 +2423,17 @@
isEnhanceSkill=False, skillIDSet=skillIDSet)
DoLogic_AttackResult(attacker, defObj, curSkill, tick)
- skillEffect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_ProcessAttack)
- if skillEffect:
- skillID = skillEffect.GetEffectValue(2)
- if skillID != 0:
- triggerSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
- if not triggerSkill:
- continue
- SkillShell.UsePassiveTriggerSkill(attacker, triggerSkill, defObj, tick)
+ #=======================================================================
+ # #受攻击对象1V1触发技能,本技能效果自身附带,非被动,非触发技能
+ # skillEffect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_ProcessAttack)
+ # if skillEffect:
+ # skillID = skillEffect.GetEffectValue(2)
+ # if skillID != 0:
+ # triggerSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
+ # if not triggerSkill:
+ # continue
+ # SkillShell.UsePassiveTriggerSkill(attacker, triggerSkill, defObj, tick)
+ #=======================================================================
# 一一触发技能需要在最后设置CD
for skillTypeID in skillIDSet:
@@ -2564,7 +2628,7 @@
if not hurtEffect:
continue
- hurtPer = hurtEffect.GetEffectValue(0)*1.0/ChConfig.Def_MaxRateValue # 单层伤害
+ hurtPer = hurtEffect.GetEffectValue(0) # 单层伤害
# 伤害乘以层
skillPercent = hurtPer * max(buff.GetLayer(), 1)
--
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