From 28389cb71e12d4bec085559355d54dd72ad43e36 Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期三, 05 十二月 2018 00:26:32 +0800
Subject: [PATCH] 4999 【后端】【1.3.100】血量百分比不管有没被超过,哪怕一击秒杀也会强制触发,pvp强制触发

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCAI/AIType_105.py                |   52 ++++---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py             |  153 +++++++++++++++++++++
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuff/PassiveSkill_2102.py |   34 ++++
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuff/PassiveSkill_2104.py |   34 ++++
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py                   |    5 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCAI/AICommon.py                  |   27 ++-
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuff/PassiveSkill_4068.py |   31 ++++
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py        |    5 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py     |   13 +
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py                            |    8 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/ChNPC.py                           |   12 +
 11 files changed, 336 insertions(+), 38 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
index d96af81..630dfbb 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
@@ -1627,7 +1627,20 @@
     
     remainHP = int(remainHP)    #防范
     if defObjType == IPY_GameWorld.gotPlayer:
+        curHP = GameObj.GetHP(defObj)
         GameObj.SetHP(defObj, remainHP, False)
+        
+        lockHPPer = PassiveBuffEffMng.OnObjsPassiveSkillLockHP(defObj, atkObj, curSkill, ChConfig.TriggerType_LockHP, tick)
+        if lockHPPer:
+            # 锁血情况
+            lockHP = GameObj.GetMaxHP(defObj)*lockHPPer/ChConfig.Def_MaxRateValue
+            if lockHP < curHP and remainHP < lockHP:
+                remainHP = lockHP
+            elif lockHP >= curHP:
+                remainHP = curHP
+            
+            #锁血纠正血量
+            GameObj.SetHP(defObj, remainHP, False)
             
     elif defObjType == IPY_GameWorld.gotNPC:
         if defObj.GetGameNPCObjType() == IPY_GameWorld.gnotPet:
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 82323c4..e548363 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
@@ -1809,8 +1809,13 @@
 
     # 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)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
index 1b97103..e5c846e 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -2252,6 +2252,7 @@
 TYPE_Map_Tick_ProcessMinute = 10                #每分钟触发事件
 TYPE_Map_Tick_ProcessFiveMinute = 11            #五分钟触发事件
 TYPE_Map_Tick_BossAITick = 12                   #BOSSAI间隔,此处不包含召唤兽,外层控制
+TYPE_Map_Tick_PetAITick = 13                   #宠物AI间隔特殊处理
 
 TYPE_Map_Tick_Time = [
                       1000 * 60 * 3 ,           #0 回报当前地图活跃人数(3分钟一次)
@@ -2266,7 +2267,8 @@
                       1000 * 10     ,           #9 战盟战10秒刷新排行榜
                       1000 * 60     ,           #10 每分钟触发事件
                       1000 * 60 * 5 ,           #11 五分钟触发事件
-                      800,                     #12 BOSS 宠物 镖车的AI间隔
+                      800,                      #12 BOSS 镖车的AI间隔
+                      3000,                     #13 宠物AI特殊处理间隔
                       ]
 
 TYPE_Map_Tick_Count = len( TYPE_Map_Tick_Time ) 
@@ -2992,6 +2994,7 @@
 
 #---SetDict 玩家字典KEY,不存于数据库---
 # key的长度不能超过29个字节
+Def_PlayerKey_LockHPSkillID = "LockHPSkillID"   # 锁血功能的技能
 Def_PlayerKey_GodWeaponBeforeProDef = "GWBPD"   # 神兵护盾被攻击前的值
 Def_PlayerKey_curHurtValue = "curHurtValue"     # 计算中的临时伤害值,技能特殊用
 Def_PlayerKey_DefenderObjID = "DefenderObjID"     # 后续触发技能需要用到的对象ID,暂用于玩家
@@ -4405,7 +4408,8 @@
 TriggerType_SummonDie,   #自身召唤兽死亡触发技能 60
 TriggerType_GiftReduceCD, # 天赋用的减CD 61
 TriggerType_ProDefValue, # 神兵护盾值下降时 62
-) = range(1, 63)
+TriggerType_LockHP, # 锁血触发技能 63
+) = range(1, 64)
 
 
 # NPC功能类型定义
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/ChNPC.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/ChNPC.py
index 4fcdbd0..2c2aee9 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/ChNPC.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/ChNPC.py
@@ -358,7 +358,19 @@
     for curNPC in gameTruck_List:
         ProcessNPCAI(curNPC, tick)
     
+    # 宠物AI
+    ProcessPetAI(gameWorld, gameNPC, tick)
+    
+# 宠物AI需求减弱特殊处理, 减少性能消耗
+def ProcessPetAI(gameWorld, gameNPC, tick):
     #---处理宠物的AI---
+    #未到刷新间隔
+    if tick - gameWorld.GetTickByType(ChConfig.TYPE_Map_Tick_PetAITick) < \
+                ChConfig.TYPE_Map_Tick_Time[ChConfig.TYPE_Map_Tick_PetAITick]:
+        return
+    
+    gameWorld.SetTickByType(ChConfig.TYPE_Map_Tick_PetAITick, tick)
+    
     gamePet_List = []
     
     for index in range(0, gameNPC.GetPetCount()):
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCAI/AICommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCAI/AICommon.py
index 3a486b0..09a4ecf 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCAI/AICommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCAI/AICommon.py
@@ -333,18 +333,21 @@
         useSkill = changeSkill
         #GameWorld.DebugLog("----随机技能 %s"%useSkill.GetSkillID())
       
-    if PetControl.IsPet(curNPC):
-        petOwner = PetControl.GetPetOwner(curNPC)
-        
-        if petOwner == None:
-            GameWorld.ErrLog("宠物(%s)找不到主人"%curNPC.GetRolePet().PetID)
-            return False
-        
-        #血量条件判定
-        effect = SkillCommon.GetSkillEffectByEffectID(useSkill, ChConfig.Def_Skill_Effect_HPPerLimit)
-        if effect:
-            if GameObj.GetHP(petOwner)*ChConfig.Def_MaxRateValue/GameObj.GetMaxHP(petOwner) >= effect.GetEffectValue(0):
-                return False
+    #===========================================================================
+    # 改成被动触发
+    # if PetControl.IsPet(curNPC):
+    #    petOwner = PetControl.GetPetOwner(curNPC)
+    #    
+    #    if petOwner == None:
+    #        GameWorld.ErrLog("宠物(%s)找不到主人"%curNPC.GetRolePet().PetID)
+    #        return False
+    #    
+    #    #血量条件判定
+    #    effect = SkillCommon.GetSkillEffectByEffectID(useSkill, ChConfig.Def_Skill_Effect_HPPerLimit)
+    #    if effect:
+    #        if GameObj.GetHP(petOwner)*ChConfig.Def_MaxRateValue/GameObj.GetMaxHP(petOwner) >= effect.GetEffectValue(0):
+    #            return False
+    #===========================================================================
     
     skillTag = SkillShell.GetSkillAffectTag(useSkill)
     skillAim = SkillShell.GetSkillFireAim(useSkill)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCAI/AIType_105.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCAI/AIType_105.py
index bd19c28..25acd59 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCAI/AIType_105.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCAI/AIType_105.py
@@ -36,11 +36,13 @@
 #  @return None
 #  @remarks 执行AI
 def ProcessAI(rolePet, tick):
-    ## 执行频率, 根据人数降低---------------------------
-    if tick - rolePet.GetDictByKey(Def_LastAI1ProTick) < 1500:
-        return
-    rolePet.SetDict(Def_LastAI1ProTick, tick)
-    #-------------------------------------------------------
+    #===========================================================================
+    # ## 执行频率, 根据人数降低---------------------------
+    # if tick - rolePet.GetDictByKey(Def_LastAI1ProTick) < 3000:
+    #    return
+    # rolePet.SetDict(Def_LastAI1ProTick, tick)
+    # #-------------------------------------------------------
+    #===========================================================================
     
     curPlayer = NPCCommon.GetSummonNPCOwner(IPY_GameWorld.gotPlayer, rolePet)
 
@@ -58,24 +60,26 @@
         posX, posY = petControl.GetMoveNearPos(curPlayer.GetPosX(), curPlayer.GetPosY(), 1)
         rolePet.ResetPos(posX, posY)
     
-    skillManager = rolePet.GetSkillManager()
-    for index in range(0, skillManager.GetSkillCount()):
-        useSkill = skillManager.GetSkillByIndex(index)
-        #已经到尾部了
-        if not useSkill or useSkill.GetSkillTypeID() == 0:
-            break
-        
-        if SkillCommon.isPassiveSkill(useSkill):
-            #GameWorld.Log('被动技能不释放不释放 = %s'%(useSkill.GetSkillName()))
-            continue
-        
-        effect = SkillCommon.GetSkillEffectByEffectID(useSkill, ChConfig.Def_Skill_Effect_HPPerLimit)
-        if not effect:
-            continue
-        
-        if GameObj.GetHP(curPlayer)*ChConfig.Def_MaxRateValue/GameObj.GetMaxHP(curPlayer) >= effect.GetEffectValue(0):
-            continue
-        
-        AICommon.DoNPCUseSkill(rolePet, curPlayer, useSkill, 0, tick)
+    #===========================================================================
+    # skillManager = rolePet.GetSkillManager()
+    # for index in range(0, skillManager.GetSkillCount()):
+    #    useSkill = skillManager.GetSkillByIndex(index)
+    #    #已经到尾部了
+    #    if not useSkill or useSkill.GetSkillTypeID() == 0:
+    #        break
+    #    
+    #    if SkillCommon.isPassiveSkill(useSkill):
+    #        #GameWorld.Log('被动技能不释放不释放 = %s'%(useSkill.GetSkillName()))
+    #        continue
+    #    
+    #    effect = SkillCommon.GetSkillEffectByEffectID(useSkill, ChConfig.Def_Skill_Effect_HPPerLimit)
+    #    if not effect:
+    #        continue
+    #    
+    #    if GameObj.GetHP(curPlayer)*ChConfig.Def_MaxRateValue/GameObj.GetMaxHP(curPlayer) >= effect.GetEffectValue(0):
+    #        continue
+    #    
+    #    AICommon.DoNPCUseSkill(rolePet, curPlayer, useSkill, 0, tick)
+    #===========================================================================
     return
 
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py
index 98f4196..52a495c 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py
@@ -1206,6 +1206,11 @@
         GameWorld.Log('###技能伤害血量异常,数值错误 = %s,技能类型ID = %s' % (lostValue, skillTypeID))
         return
     
+    if not curObj.GetCanAttack():
+        # 无敌不掉血
+        ## 后续有其他情况也应考虑进来,如镖车是否某状态不掉血
+        return
+    
     #lostValue = GetGoblinLostHP(curObj, lostValue)
     curObjType = curObj.GetGameObjType()
     curSkill = GameWorld.GetGameData().FindSkillByType(skillTypeID, 1)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuff/PassiveSkill_2102.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuff/PassiveSkill_2102.py
new file mode 100644
index 0000000..092058f
--- /dev/null
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuff/PassiveSkill_2102.py
@@ -0,0 +1,34 @@
+#!/usr/bin/python
+# -*- coding: GBK -*-
+#
+# @todo: 宠物主人被攻击后触发被动技能, 血量低于XX百分比
+#
+# @author: Alee
+# @date 2018-1-9 下午09:39:37
+# @version 1.0
+#
+# @note: 
+#
+#---------------------------------------------------------------------
+
+import ChConfig
+import GameWorld
+import GameObj
+import PlayerControl
+import PetControl
+
+def CheckCanHappen(attacker, defender, effect, curSkill):
+    # 未配置不验证血量百分比
+    if not effect.GetEffectValue(0):
+        return False
+    
+    petOwner = PetControl.GetPetOwner(attacker)
+    
+    if petOwner == None:
+        return False
+    
+    #血量条件判定
+    if GameObj.GetHP(petOwner)*ChConfig.Def_MaxRateValue/GameObj.GetMaxHP(petOwner) >= effect.GetEffectValue(0):
+        return False
+    
+    return True
\ No newline at end of file
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuff/PassiveSkill_2104.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuff/PassiveSkill_2104.py
new file mode 100644
index 0000000..779f0a1
--- /dev/null
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuff/PassiveSkill_2104.py
@@ -0,0 +1,34 @@
+#!/usr/bin/python
+# -*- coding: GBK -*-
+#
+# @todo: 宠物主人被攻击后触发被动技能, 血量低于XX百分比,有锁血功能
+#
+# @author: Alee
+# @date 2018-1-9 下午09:39:37
+# @version 1.0
+#
+# @note: 
+#
+#---------------------------------------------------------------------
+
+import ChConfig
+import GameWorld
+import GameObj
+import PlayerControl
+import PetControl
+
+def CheckCanHappen(attacker, defender, effect, curSkill):
+    # 未配置不验证血量百分比
+    if not effect.GetEffectValue(0):
+        return False
+    
+    petOwner = PetControl.GetPetOwner(attacker)
+    
+    if petOwner == None:
+        return False
+    
+    #血量条件判定
+    if GameObj.GetHP(petOwner)*ChConfig.Def_MaxRateValue/GameObj.GetMaxHP(petOwner) >= effect.GetEffectValue(0):
+        return False
+    
+    return True
\ No newline at end of file
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuff/PassiveSkill_4068.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuff/PassiveSkill_4068.py
new file mode 100644
index 0000000..eaa2c1d
--- /dev/null
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuff/PassiveSkill_4068.py
@@ -0,0 +1,31 @@
+#!/usr/bin/python
+# -*- coding: GBK -*-
+#
+##@package
+#
+# @todo: 锁血技能
+#
+# @author: Alee
+# @date 2018-12-4 下午02:24:09
+# @version 1.0
+#
+# @note: 
+#
+#---------------------------------------------------------------------
+#---------------------------------------------------------------------
+
+import ChConfig
+import GameWorld
+import GameObj
+
+
+def CheckCanHappen(attacker, defender, effect, curSkill):
+    # 未配置不验证血量百分比
+    if not effect.GetEffectValue(0):
+        return False
+    
+    if GameObj.GetHP(attacker)*ChConfig.Def_MaxRateValue/GameObj.GetMaxHP(attacker) >= effect.GetEffectValue(0):
+        return False
+        
+    return True
+
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
index a2c7478..360890f 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
@@ -276,6 +276,9 @@
 def GetTriggerTypeByEffectID(effectID):
     # 临时配置
     tdict = {
+             2102:ChConfig.TriggerType_BeAttackOver,   # 被攻击后触发 20
+             2104:ChConfig.TriggerType_LockHP, # 锁血触发技能 63
+             
              4000:ChConfig.TriggerType_BuffState,   # 进入4012的某个状态触发技能 2
              4001:ChConfig.TriggerType_TagBuffState,   # 目标进入4012的某个状态触发技能 2
              4002:ChConfig.TriggerType_AddDamagePer,   # 提高增加伤害属性值,计算时 3
@@ -343,6 +346,7 @@
              4065:ChConfig.TriggerType_DamageReducePVP,   # PVP减少伤害
              4066:ChConfig.TriggerType_AddDamagePer,   # 提高增加伤害属性值,计算时 3
              4067:ChConfig.TriggerType_ProDefValue, # 神兵护盾值下降时 62
+             4068:ChConfig.TriggerType_LockHP, # 锁血触发技能 63
              }
     return tdict.get(effectID, -1) 
     #===========================================================================
@@ -773,6 +777,155 @@
     return GameWorld.GetObj(curHurt.GetObjID(), curHurt.GetObjType())
         
 
+# 多种被动技能优先触发释放一个,如被动 血量40%触发无敌技能,血量一定是停留在40%
+# 先锁血,后触发技能 同 DelayUsePassiveTriggerSkill 使用
+def OnPassiveSkillLockHP(attacker, defender, connSkill, triggerType, tick, isEnhanceSkill=False):
+    attacker = FindRealAttacker(attacker)
+    if not attacker:
+        return 0, 0
+
+    stopPassiveSkill = False   # 被动技能不能再触发被动技能,但可以触发天赋技能
+    if connSkill:
+        if not connSkill.GetFuncType():
+            # 非功能类技能,避免死循环
+            return 0, 0
+        if SkillCommon.isPassiveSkill(connSkill):
+            stopPassiveSkill = True
+        
+    if SkillCommon.GetUsingPassiveSkill(attacker) and triggerType != ChConfig.TriggerType_BuffState:
+        # 防范被动技能触发的 非被动技能
+        stopPassiveSkill = True
+    
+    passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
+    if not passiveEff:
+        return 0, 0
+        
+    connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
+    skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID)
+    if not skills:
+        return 0, 0
+        
+    defender = GetPassiveDefender(attacker, defender)
+
+    # 当前战斗关系 pvp pve
+    battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender)
+    #GameWorld.DebugLog("OnPriorityPassiveSkillTrigger-----------%s-%s"%(skills, battleRelationType))
+    
+    lockHPPerMax = 0  ## 取有效的最高血量
+    lockHPSkillID = 0
+    for skillTypeID, effectID in skills:
+        if connSkillID == skillTypeID:
+            continue
+        curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
+        if not curSkill:
+            continue
+
+        if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
+            # 只有天赋才可以再次被触发
+            continue 
+        
+        effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
+        if not effect:
+            continue
+
+        if SkillCommon.RefreshSkillRemainTime(curSkill, tick):
+            continue
+        
+        skillBattleType = SkillCommon.GetSkillBattleType(curSkill)
+        if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
+            # PK模式的判定
+            continue
+        
+        pyName = "PassiveSkill_%s" % effectID
+        callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "CheckCanHappen"))
+        if not callFunc:
+            continue
+        if not callFunc(attacker, defender, effect, curSkill):
+            continue
+        
+        # 最终取最高值来决定当前生命值,卡血设定
+        if effect.GetEffectValue(0) > lockHPPerMax:
+            lockHPPerMax = effect.GetEffectValue(0)
+            lockHPSkillID = skillTypeID
+        
+    return lockHPSkillID, lockHPPerMax
+
+
+# 锁血功能的技能 含人物和宠物
+def OnObjsPassiveSkillLockHP(attacker, defender, connSkill, triggerType, tick,):
+    if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
+        return 0
+    
+    lockHPSkillID, lockHPPerMax = OnPassiveSkillLockHP(attacker, defender, connSkill, triggerType, tick)
+    rolePet = attacker.GetPetMgr().GetFightPet()
+    if rolePet:
+        lockHPSkillIDPet, lockHPPerMaxPet = OnPassiveSkillLockHP(rolePet, defender, connSkill, triggerType, tick)
+    
+        if lockHPPerMax + lockHPPerMaxPet == 0:
+            # 无触发
+            return 0
+        
+        # 触发宠物技能标志
+        if lockHPPerMaxPet > lockHPPerMax:
+            rolePet.SetDict(ChConfig.Def_PlayerKey_LockHPSkillID, lockHPSkillIDPet)
+            return lockHPPerMaxPet
+    
+    if lockHPPerMax == 0:
+        return 0
+    
+    # 触发人物技能标志
+    attacker.SetDict(ChConfig.Def_PlayerKey_LockHPSkillID, lockHPSkillID)
+    return lockHPPerMax
+
+
+# 从伤血延后到技能结束触发被动技能
+def DelayUsePassiveTriggerSkill(attacker, curSkill, defender, tick):
+    if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
+        return
+    
+    # 检查是宠物还是人物技能
+    skillTypeID = attacker.GetDictByKey(ChConfig.Def_PlayerKey_LockHPSkillID)
+    if not skillTypeID:
+        rolePet = attacker.GetPetMgr().GetFightPet()
+        if not rolePet:
+            return
+        skillTypeID = rolePet.GetDictByKey(ChConfig.Def_PlayerKey_LockHPSkillID)
+        if not skillTypeID:
+            return
+        attacker = rolePet
+        GameWorld.DebugLog("DelayUsePassiveTriggerSkill-----pet")
+    
+    # 一定要清标志
+    attacker.SetDict(ChConfig.Def_PlayerKey_LockHPSkillID, 0)
+    
+    curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
+    if not curSkill:
+        return
+    
+    GameWorld.DebugLog("DelayUsePassiveTriggerSkill-----skillTypeID-%s"%skillTypeID)
+    # 设置标志避免被动技能触发被动技能, 被动当中可能会触发多种类型技能,故不用isPassiveSkill做屏蔽
+    SkillCommon.SetUsingPassiveSkill(attacker, 1)
+    if not SkillShell.UsePassiveTriggerSkill(attacker, curSkill, defender, tick):
+        # 不管技能是否是否成功都必须进入CD
+        SkillCommon.SetSkillRemainTime(curSkill, PlayerControl.GetReduceSkillCDPer(attacker), tick, attacker)
+        
+    SkillCommon.SetUsingPassiveSkill(attacker, 0)
+    return
+
+
+# 灵宠部分技能需要通过主人触发,灵宠自己触发的逻辑依然走 OnPassiveSkillTrigger
+def OnPetPassiveSkillTrigger(attacker, defender, connSkill, triggerType, tick):
+    if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
+        return
+    
+    rolePet = attacker.GetPetMgr().GetFightPet()
+    #无出战宠物
+    if rolePet == None:
+        return
+
+    OnPassiveSkillTrigger(rolePet, defender, connSkill, triggerType, tick)
+
+
 # 被动技能触发释放
 def OnPassiveSkillTrigger(attacker, defender, connSkill, triggerType, tick, isEnhanceSkill=False, skillIDSet=None):
     attacker = FindRealAttacker(attacker)

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