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/Skill/PassiveBuffEffMng.py |  153 +++++++++++++++++++++++++++++++++++++++++++++++++++
 1 files changed, 153 insertions(+), 0 deletions(-)

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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