From 315209130003c975bdcda6ec4abfee913700c37f Mon Sep 17 00:00:00 2001 From: xdh <xiefantasy@qq.com> Date: 星期一, 29 四月 2019 11:15:59 +0800 Subject: [PATCH] 6607 【2.0】【后端】技能升级功能改版(报错修复) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py | 322 ++++++++++++++++++++++++++++++++++++++++++++--------- 1 files changed, 266 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 1fbe500..c056640 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py @@ -27,12 +27,10 @@ import FBLogic import ItemCommon import OperControlManager -import GameLogic_ManorWar import PetControl import ReadChConfig import DataRecordPack -import ChItem -import PlayerActivity +#import ChItem import ShareDefine import PlayerGreatMaster import PlayerHorse @@ -43,9 +41,13 @@ import GameMap import collections import PassiveBuffEffMng +import EffGetSet import SkillShell import FBCommon import IpyGameDataPY +import PyGameData +import EventShell +#import EquipZhuXian #--------------------------------------------------------------------- GameWorld.ImportAll("Script\\Skill\\" , "GameSkills") GameWorld.ImportAll("Script\\Skill\\" , "GameBuffs") @@ -247,7 +249,8 @@ #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 @@ -347,6 +350,13 @@ # @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 @@ -363,6 +373,29 @@ 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 @@ -511,6 +544,9 @@ # @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 @@ -854,6 +890,7 @@ Def_Attack_DelayTick = 5000 # tick 误差过大则过滤 if abs(clientTick - tick) > Def_Attack_DelayTick: + curPlayer.Sync_ClientTick() GameWorld.DebugLog("tick 误差过大则过滤 > 5000") return False @@ -931,10 +968,12 @@ #GameWorld.ErrLog('UseSkill findSkillErr = %s'%(pack_SkillID), curPlayerID) return - if not CheckClientAttackTick(curPlayer, clientTick, tick): - AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_AtkInterval) - curPlayer.Sync_ClientTick() - return + if pack_SkillID != ChConfig.Def_SkillID_Somersault: + # 翻滚特殊处理,实时响应, 由CD 总控制 + if not CheckClientAttackTick(curPlayer, clientTick, tick): + AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_AtkInterval) + curPlayer.Sync_ClientTick() + return #已经在攻击中 if curPlayer.GetPlayerAction() == IPY_GameWorld.paAttack: @@ -944,7 +983,7 @@ #使用技能行为状态, 客户端限制 if not OperControlManager.IsObjCanDoAction(curPlayer, ChConfig.Def_Obj_ActState_ClientSkill, - curSkill.GetSkillOfSeries()): + curSkill.GetSkillOfSeries(), curSkill): AttackFailNotify(curPlayer, curSkill) return @@ -1030,6 +1069,7 @@ 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 #=============================================================================== @@ -1799,17 +1839,19 @@ #升级技能CD直接冷却 curSkill.SetRemainTime(0) + learnSkillNotifyDict = IpyGameDataPY.GetFuncEvalCfg("SPSkillType", 3, {}) if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_HorseSkill: PlayerControl.WorldNotify(0, 'GetMountSkill', [curPlayer.GetName(), curSkillID]) + elif skillTypeID in learnSkillNotifyDict: + PlayerControl.WorldNotify(0, learnSkillNotifyDict[skillTypeID], [curPlayer.GetName(), curSkillID]) else: #通知技能已升级成功 GeRen_admin_31379 PlayerControl.NotifyCode(curPlayer, "GeRen_admin_31379", [curSkillID, curSkill.GetSkillLV()]) #获得技能等级 curSkillLV = curSkill.GetSkillLV() - DataRecordPack.DR_LearnORUPSkill(curPlayer, curSkillID, curSkillLV) - + EventShell.EventRespons_SkillUp(curPlayer, curSkill.GetFuncType()) GameWorld.Log("升级技能名 = %s 成功, 当前等级 = %s"%(curSkill.GetSkillName(), curSkill.GetSkillLV()), curPlayer.GetPlayerID()) return True @@ -1842,6 +1884,11 @@ if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill: if not PlayerGreatMaster.GetGreatMasterFreeSkillPoint(curPlayer): return False + #诛仙技能学习判断 + #if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_ZhuXian: + # if not EquipZhuXian.CheckLearnZhuXianSkill(curPlayer, curSkillTypeID): + # return False + #经验检测 skillLvUpNeedExp = upSkill.GetLVUpCostExp() @@ -1969,14 +2016,15 @@ 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 + stateSkillLV = curSkill.GetStateSkillLV() #需要基础属性ID*100000+需要属性点 + needBaseAttrID, needBaseAttrValue = GetSkillUpNeedAttr(stateSkillLV) 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(), + ShareDefine.Def_Effect_Metal:PlayerControl.GetMetal(curPlayer), + ShareDefine.Def_Effect_Wood:PlayerControl.GetWood(curPlayer), + ShareDefine.Def_Effect_Water:PlayerControl.GetWater(curPlayer), + ShareDefine.Def_Effect_Fire:PlayerControl.GetFire(curPlayer), + ShareDefine.Def_Effect_Earth:PlayerControl.GetEarth(curPlayer), } 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)) @@ -1987,7 +2035,184 @@ return False return True +## 获取技能升级属性需求 rutrun attrID, attrvalue +def GetSkillUpNeedAttr(stateSkillLV):return stateSkillLV /100000, stateSkillLV%100000 +#// A5 16 选择技能五行专精 #tagCMSelectSkillElement +# +#struct tagCMSelectSkillElement +#{ +# tagHead Head; +# DWORD SkillTypeID; // 专精技能ID +#}; +def OnSelectSkillElement(index, clientData, tick): + curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index) + selectSkillID = clientData.SkillTypeID + ipyData = IpyGameDataPY.GetIpyGameData('SkillElement', selectSkillID) + if not ipyData: + return + mainSkillID = ipyData.GetMainSkillID() + + curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % mainSkillID) + if selectSkillID == curElementSkillID: + GameWorld.DebugLog('已经是该专精技能!') + return + skillManager = curPlayer.GetSkillManager() + mainSkill = skillManager.FindSkillBySkillTypeID(mainSkillID) + if not mainSkill: + GameWorld.DebugLog('主技能未学习,无法选专精mainSkillID=%s'%mainSkillID) + return + PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementID % mainSkillID, selectSkillID) + if curElementSkillID: + #原技能删除 + skillManager.DeleteSkillBySkillTypeID(curElementSkillID) + else: + EventShell.EventRespons_ElementSkill(curPlayer) + #更新新技能 + RefreshElementSkill(curPlayer, selectSkillID) + # 重刷被动技能 + PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer) + # 重刷技能战力 + PlayerControl.PlayerControl(curPlayer).RefreshAllSkill() + + NotifyElementSkillInfo(curPlayer, mainSkillID) + return + +def RefreshElementSkill(curPlayer, skillTypeID): + ##更新专精技能生效的等级 + __InitElementSkillInfo() + if skillTypeID not in PyGameData.g_elemntSkillDict: + return + baseAttrDict = { + ShareDefine.Def_Effect_Metal:PlayerControl.GetMetal(curPlayer), + ShareDefine.Def_Effect_Wood:PlayerControl.GetWood(curPlayer), + ShareDefine.Def_Effect_Water:PlayerControl.GetWater(curPlayer), + ShareDefine.Def_Effect_Fire:PlayerControl.GetFire(curPlayer), + ShareDefine.Def_Effect_Earth:PlayerControl.GetEarth(curPlayer), + } + + limitInfoList = PyGameData.g_elemntSkillDict[skillTypeID] + maxSkillLV = len(limitInfoList) + updSkillLV = 0 + for i, limitInfo in enumerate(limitInfoList): + needAttrID, needAttrValue = GetSkillUpNeedAttr(limitInfo) + curAttrValue = baseAttrDict.get(needAttrID, 0) + if curAttrValue >= needAttrValue: + updSkillLV = maxSkillLV - i + break + skillManager = curPlayer.GetSkillManager() + curSkill = skillManager.FindSkillBySkillTypeID(skillTypeID) + curSkillLV = curSkill.GetSkillLV() if curSkill else 0 + + if updSkillLV == curSkillLV: + return + elif updSkillLV < curSkillLV: + skillManager.DeleteSkillBySkillTypeID(skillTypeID) + for _ in xrange(updSkillLV): + skillManager.LVUpSkillBySkillTypeID(skillTypeID) + else: + for _ in xrange(updSkillLV-curSkillLV): + skillManager.LVUpSkillBySkillTypeID(skillTypeID) + return True + +def RefreshElementSkillByAttr(curPlayer, attrIDList): + #加点、丹药、境界、洗点 会影响灵根点 + __InitElementSkillInfo() + + needRefreshSkillIDList = [] + skillManager = curPlayer.GetSkillManager() + for i in xrange(skillManager.GetSkillCount()): + hasSkill = skillManager.GetSkillByIndex(i) + hasSkillID = hasSkill.GetSkillTypeID() + ipyData = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, False, False) + if not ipyData: + continue + curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % hasSkillID) + if not curElementSkillID: + continue + if curElementSkillID not in PyGameData.g_elemntSkillDict: + continue + attrID = GetSkillUpNeedAttr(PyGameData.g_elemntSkillDict[curElementSkillID][0])[0] + if attrID not in attrIDList: + continue + needRefreshSkillIDList.append(curElementSkillID) + + isRefresh = False + for skillID in needRefreshSkillIDList: + if RefreshElementSkill(curPlayer, skillID): + isRefresh = True + if isRefresh: + # 重刷被动技能 + PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer) + # 重刷技能战力 + PlayerControl.PlayerControl(curPlayer).RefreshAllSkill() + return + +def GetElementSkillCnt(curPlayer): + ##获取已选择的专精技能数量 + cnt = 0 + skillManager = curPlayer.GetSkillManager() + for i in xrange(skillManager.GetSkillCount()): + hasSkill = skillManager.GetSkillByIndex(i) + hasSkillID = hasSkill.GetSkillTypeID() + ipyData = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, False, False) + if not ipyData: + continue + curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % hasSkillID) + if not curElementSkillID: + continue + cnt +=1 + return cnt + +def __InitElementSkillInfo(): + #缓存技能专精信息{skillID:[attrID*100000+needValue,..]} + if not PyGameData.g_elemntSkillDict: + ipyMgr = IpyGameDataPY.IPY_Data() + for i in xrange(ipyMgr.GetSkillElementCount()): + ipyData = ipyMgr.GetSkillElementByIndex(i) + elementSkillID = ipyData.GetElementSkillID() + skill = GameWorld.GetGameData().FindSkillByType(elementSkillID, 1) + if not skill: + continue + skillMaxLV = skill.GetSkillMaxLV() # 最高技能等级 + for skillLV in xrange(skillMaxLV, 0, -1): + curSkill = GameWorld.GetGameData().FindSkillByType(elementSkillID, skillLV) + if not curSkill: + continue + if elementSkillID not in PyGameData.g_elemntSkillDict: + PyGameData.g_elemntSkillDict[elementSkillID] = [] + PyGameData.g_elemntSkillDict[elementSkillID].append(curSkill.GetStateSkillLV()) + return + +def NotifyElementSkillInfo(curPlayer, mainSkillID=0): + ##通知五行专精信息 + if not mainSkillID: + syncMainSkillList = [] + skillManager = curPlayer.GetSkillManager() + for i in xrange(skillManager.GetSkillCount()): + hasSkill = skillManager.GetSkillByIndex(i) + hasSkillID = hasSkill.GetSkillTypeID() + ipyData = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, False, False) + if not ipyData: + continue + syncMainSkillList.append(hasSkillID) + + else: + syncMainSkillList = [mainSkillID] + sendPack = ChPyNetSendPack.tagMCSkillElementInfo() + sendPack.InfoList = [] + for mSkillID in syncMainSkillList: + curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % mSkillID) + if not curElementSkillID: + continue + elementData = ChPyNetSendPack.tagMCSkillElementData() + elementData.MainSkillID = mSkillID + elementData.ElementSkillID = curElementSkillID + sendPack.InfoList.append(elementData) + sendPack.Cnt = len(sendPack.InfoList) + NetPackCommon.SendFakePack(curPlayer, sendPack) + return + #--------------------------------------------------------------------- ##当前buff是否能够触发BuffProcess_%d 的脚本 # @param curObj 对象 @@ -2207,14 +2432,6 @@ #GameWorld.Log("删除场景Buff %d"%skillID) processResult = True continue - else: - # 非领地战期间, 该区域有领地旗buff, 删除区域buff - if skillID == ChConfig.Def_SkillID_ManorFlagArea and not GameLogic_ManorWar.CanManorWarAtk(): - mapBuffManager.DeleteBuffByIndex(index) - ClearBuffEffectBySkillID(curPlayer, skillID, ownerID, ownerType) - processResult = True - #GameWorld.DebugLog("非领地战期间, 该区域有领地旗buff, 删除区域buff") - continue index += 1 @@ -2240,10 +2457,7 @@ continue if findBuff.GetSkill().GetSkillLV() > curSkill.GetSkillLV(): continue - - if skillTypeID == ChConfig.Def_SkillID_ManorFlagArea and not GameLogic_ManorWar.CanManorWarAtk(): - #GameWorld.DebugLog(" i=%s,effectID=%s,skillID=%s, 该位置有buff, 非领地战期间, 不添加" % (i, effectID, skillTypeID)) - continue + #添加场景buff isOK = BuffSkill.AddBuffNoRefreshState(curPlayer, IPY_GameWorld.bfMapBuff, curSkill, tick) processResult = processResult or isOK @@ -2348,6 +2562,9 @@ #骑马触发技能 houseSkill = ChConfig.Def_Skill_TypeID_Speed curSkillType = curSkill.GetSkillTypeID() + + if not SkillCommon.IsBuff(curSkill): + continue if curSkillType in houseSkill: #不使用,不添加buff @@ -2587,7 +2804,7 @@ 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 = [] @@ -2597,11 +2814,17 @@ 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 @@ -2648,6 +2871,7 @@ OperControlManager.SetObjActState(curObj, buffSkill) + # 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() @@ -2662,7 +2886,8 @@ if curPlayerSkill.GetFuncType() not in [ChConfig.Def_SkillFuncType_FbSkill, ChConfig.Def_SkillFuncType_FbSPSkill, ChConfig.Def_SkillFuncType_GiftSkill, - ChConfig.Def_SkillFuncType_GWSkill]: + ChConfig.Def_SkillFuncType_GWSkill, + ChConfig.Def_SkillFuncType_ZhuXian]: # 根据技能情况调整 continue @@ -3135,7 +3360,6 @@ # 不受限制和影响的技能 def Trigger_UseSkill(attacker, defender, curSkill, tick, tagRoundPosX = 0, tagRoundPosY = 0, isEnhanceSkill = False): - #这个技能是Buff if SkillCommon.IsBuff(curSkill): @@ -3216,16 +3440,6 @@ return True -#=============================================================================== -# Def_Effect_GoddessAddHP = 1300 # 加血 (压总值血量百分比) -# Def_Effect_AddHPValue_All = 1027 # 持续加血(压总值攻击) -# Def_Effect_LostHPValue_All = 1033 # 持续减血(压总值攻击) -# Def_Effect_LostAndAddHPValue_All = 1050 # 持续吸血(压总值攻击) -# Def_Effect_LostHPValue_Single = 1201 # 持续单次减血计算 攻击 -# Def_Effect_AddHPValue_Single = 1202 # 持续单次加血计算 攻击 -# Def_Effect_LostHP_MaxHP = 1089 # 持续减血(压总值, 血量百分比) -#=============================================================================== - #waring: 此值影响了BUFF的替换规则,值大替换小的 ##添加BUFF前压入BUFF的值,这边只计算和攻击者相关,仅支持放在效果1的buff # @param attacker 攻击方 @@ -3234,7 +3448,6 @@ def GetAddBuffValue(attacker, curSkill, defender): #验证该技能效果1的ID,提取公式 curEffect = curSkill.GetEffect(0) - effectID = curEffect.GetEffectID() moduleSuffix = GetBuffModuleSuffix(curEffect) @@ -3351,7 +3564,7 @@ return #--------------------------------------------------------------------- -# 获得关联技能 +# 获得关联技能,0 全部 1是主动型技能(法宝,普攻) 其他技能ID def GetConnectSkillID(curSkill): return curSkill.GetExAttr1() @@ -3371,7 +3584,7 @@ return curSkill.GetExAttr2() -# 只有在指定地图才能生效的buff效果 +# 只有在指定地图才能生效的buff效果,或者指定地图可被动触发 def GetAttrMapID(curSkill): return curSkill.GetExAttr3() @@ -3387,6 +3600,7 @@ # @return 技能升级消耗物品数量 def GetUpLVCostItemNum(curSkill): return curSkill.GetExAttr5() + ##获得当前技能升级消耗的真气值 @@ -3492,19 +3706,15 @@ ## 获取技能总等级 # @param curPlayer # @return allSkillLV:总技能等级 -def GetAllSkillLV(curPlayer): - successSkillIDList = ReadChConfig.GetEvalChConfig("SuccessSkillIDList") +def GetAllSkillLV(curPlayer, funcType): allSkillLV = 0 skillManager = curPlayer.GetSkillManager() - for i in range(0 , skillManager.GetSkillCount()): + for i in xrange(skillManager.GetSkillCount()): curPlayerSkill = skillManager.GetSkillByIndex(i) if curPlayerSkill == None: continue - - skillTypeID = curPlayerSkill.GetSkillTypeID() - if skillTypeID not in successSkillIDList: + if curPlayerSkill.GetFuncType() != funcType: continue - skillLV = curPlayerSkill.GetSkillLV() allSkillLV += skillLV -- Gitblit v1.8.0