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 | 515 ++++++++++++++++++++++++++++++++++++++++++++-------------
1 files changed, 396 insertions(+), 119 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..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
@@ -45,6 +43,11 @@
import PlayerGeTui
#---------------------------------------------------------------------
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
@@ -74,7 +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.
@@ -209,6 +212,46 @@
return None
+
+
+# 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()):
+ hurtObj = g_skillHurtList.GetHurtAt(i)
+ if not hurtObj:
+ 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])
+ if not defender:
+ continue
+
+ if GameObj.GetHP(defender) > 0:
+ continue
+
+ if hurtList[1] == IPY_GameWorld.gotPlayer:
+ if hurtList[2] == ChConfig.Def_HurtType_Zhansha:
+ defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 1)
+ elif hurtList[2] == 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]:
+ defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 0)
+
+
#---------------------------------------------------------------------
## 攻击通用函数
# @param attacker 攻击Obj
@@ -221,7 +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:
@@ -286,6 +329,8 @@
__AttackSuccess(attacker, attackerHP, defender, useSkill, tick)
#调用触发附加技能
SkillShell.DoLogic_UseEnhanceSkill(attacker, defender, useSkill, tick, destX, destY)
+ else:
+ OnHurtTypeTriggerPassiveSkill(attacker, defender, useSkill, tick)
#因攻击结束动作中,法宝攻击将导致目标死亡。要判定后在次调用,避免2次->AttackResult
if AttackCommon.GetIsDead(defender):
@@ -552,6 +597,10 @@
#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)
@@ -607,7 +656,7 @@
# 防守者自己通知
__Sync_AttackResult(defender, defender, curSkill)
-
+ OnHurtTypeTriggerPassiveSkill(attacker, defender, curSkill, tick)
DoLogic_AttackResult(attacker, defender, curSkill, tick)
return True
@@ -714,6 +763,52 @@
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
@@ -763,7 +858,9 @@
SkillShell.SkillTrigSkill(attacker, defObj, curSkill, enhanceSkillID, tick)
else:
SkillShell.SkillTrigSkill(attacker, defender, curSkill, enhanceSkillID, tick)
-
+ else:
+ OnHurtTypeTriggerPassiveSkill(attacker, defender, curSkill, tick)
+
for defObj in attackList:
#因攻击结束动作中,法宝攻击将导致目标死亡。要判定后在次调用,避免2次->AttackResult
@@ -789,7 +886,7 @@
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 +902,10 @@
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)
@@ -822,12 +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):
@@ -870,16 +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):
@@ -902,13 +1008,11 @@
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 +1020,6 @@
#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 +1032,29 @@
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 +1074,103 @@
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
+
+ if attacker.GetSightLevel() != curObj.GetSightLevel():
+ 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)
@@ -1247,6 +1434,21 @@
PYView_UseSkillPos(attacker, skillID, battleType, useSkillPosX, useSkillPosY, g_skillHurtList, False)
return
+
+# 通知客户端表现封包 无其他作用
+def Sync_AttackResult(attacker, curSkill):
+ global g_skillHurtList
+ g_skillHurtList.Clear()
+
+ defender = None
+ if SkillShell.GetSkillFireAim(curSkill) == ChConfig.Def_UseSkillAim_Obj:
+ useSkillTagID = attacker.GetUseSkillTagID()
+ useSkillTagType = attacker.GetUseSkillTagType()
+ defender = GameWorld.GetObj(useSkillTagID, useSkillTagType)
+
+ __Sync_AttackResult(attacker, defender, curSkill)
+
+
##############################主动攻击成功#############################
## 玩家攻击成功
# @param curPlayer 攻击Obj
@@ -1272,7 +1474,14 @@
if curPlayerSkill:
SkillCommon.SetSkillRemainTime(curPlayerSkill, PlayerControl.GetReduceSkillCDPer(curPlayer), tick, curPlayer)
+
+ 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
@@ -1307,9 +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
@@ -1324,11 +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
@@ -1340,40 +1591,47 @@
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 objType == IPY_GameWorld.gotPlayer:
+ if hurtType == ChConfig.Def_HurtType_Zhansha:
+ defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 1)
+ 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 hurtType in [ChConfig.Def_HurtType_Zhansha, ChConfig.Def_HurtType_ZhognjiZhansha]:
+ defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 0)
continue
if usePassiveSkillResult:
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)
- elif hurtList[2] == ChConfig.Def_HurtType_Miss:
+ PassiveBuffEffMng.OnPetPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeSuperHit, tick)
+ elif hurtType == ChConfig.Def_HurtType_Miss:
PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_MissSkill, tick)
-
-
- if hurtList[2] in ChConfig.Def_RealAttack_Type:
+ elif hurtType == ChConfig.Def_HurtType_LuckyHit:
+ PassiveBuffEffMng.OnPetPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeLuckyHit, tick)
+
+ if hurtType in ChConfig.Def_RealAttack_Type:
# 被攻击处理层级
PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_Buff_BeAttackSubLayer, tick)
@@ -1388,6 +1646,7 @@
# 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 +1657,9 @@
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)
@@ -1412,6 +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
@@ -1443,7 +1703,8 @@
tagFaintRate = PlayerControl.GetFaintDefRate(defender) if defender.GetGameObjType() == IPY_GameWorld.gotPlayer else 0
- rate = max(PlayerControl.GetFaintRate(attacker) - tagFaintRate, 0)
+ # 添加最高60%击晕效果
+ rate = min(max(PlayerControl.GetFaintRate(attacker) - tagFaintRate, 0), 6000)
if not GameWorld.CanHappen(rate):
return
@@ -1502,32 +1763,34 @@
# @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 +1934,13 @@
# 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)
@@ -1994,7 +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
@@ -2141,6 +2409,7 @@
#===========================================================================
Sync_SkillHurtList(attacker, curSkill.GetSkillID(), srcPosX, srcPosY, g_skillHurtList)
+ OnHurtTypeTriggerPassiveSkill(attacker, None, curSkill, tick)
skillIDSet = set()
#攻击结果 不处理触发逻辑
for defObj in attackList:
@@ -2150,18 +2419,21 @@
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)
- 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:
@@ -2170,6 +2442,11 @@
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
@@ -2351,7 +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)
@@ -2457,7 +2734,7 @@
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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