From 3432170bf134002130d01f905fe4abe67957a10e Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期一, 29 四月 2019 17:50:28 +0800
Subject: [PATCH] 6603 【后端】【2.0】增加新版的sp和被动技能 - 优化灼烧, 模板44修复通知对象

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py |  273 +++++++++++++++++++++++++++++++++++++++++++-----------
 1 files changed, 217 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 ba1c674..ffae739 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
@@ -41,9 +41,12 @@
 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")
@@ -965,10 +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:
@@ -978,7 +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    
 
@@ -1845,9 +1850,8 @@
     
     #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
 
@@ -2012,14 +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))
@@ -2030,7 +2035,187 @@
             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()
+    if curPlayer.GetLV() < ipyData.GetNeedLV():
+        GameWorld.DebugLog('选择技能五行专精等级不足!')
+        return
+        
+    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).RefreshPlayerAttrState()
+    
+    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).RefreshPlayerAttrState()
+    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
@@ -2381,6 +2566,9 @@
         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
             if playerVehicle != IPY_GameWorld.pvHorse :
@@ -2491,6 +2679,11 @@
         callFunc = GameWorld.GetExecFunc(GameBuffs, "Buff_%s.%s"%(moduleSuffix, "OnCalcBuffEx"))
         if callFunc:
             callFunc(objDetel, curEffect, allAttrList[index], curBuff)
+    
+    # 持续性属性变化的buff,目前只有持续减益
+    callFunc = GameWorld.GetExecFunc(GameBuffs, "BuffProcess_%s.%s"%(moduleSuffix, "OnCalcBuffEx"))
+    if callFunc:
+        callFunc(objDetel, curEffect, allAttrList[index], curBuff)
     return
 
 ## 获得buff效果的计算模块文件后缀
@@ -2686,19 +2879,6 @@
         OperControlManager.SetObjActState(curObj, buffSkill)
 
 
-# 非属性技能算属性 特殊处理
-# 法宝SP技能 如1-4级为增加属性,第5级为伤害效果,第6-10级就要包含属性和伤害效果
-def CalcFabaoSPSkillAttr(curPlayer, curPlayerSkill, allAttrList):
-    if curPlayerSkill.GetFuncType() != ChConfig.Def_SkillFuncType_FbSPSkill:
-        return
-    
-    value = GetMaxHPAttrValue(curPlayerSkill)
-    if value == 0:
-        return
-    
-    PlayerControl.CalcAttrDict_Type(ShareDefine.Def_Effect_MaxHP, value, allAttrList)
-    return
-
 
 # 计算属性类技能的属性,同buff层不算战力
 def CalcPassiveAttr_Effect(curPlayer, allAttrList):
@@ -2708,7 +2888,6 @@
         if curPlayerSkill == None:
             continue
         
-        CalcFabaoSPSkillAttr(curPlayer, curPlayerSkill, allAttrList)
         if not SkillCommon.isPassiveAttr(curPlayerSkill):
             continue
         
@@ -2752,15 +2931,15 @@
 def CalcBuffers_Effect(curPlayer, allAttrList, calcEffectIDList=[]):
     
     for buffType in range(IPY_GameWorld.bfBuff, IPY_GameWorld.btBufMax):
+        #这些类型不影响玩家计算属性
+        if buffType in [IPY_GameWorld.bfProcessBuff, #IPY_GameWorld.bfProcessDeBuff, 
+                        IPY_GameWorld.bfMapBuff,
+                        IPY_GameWorld.bfEquipBuff]:
+            continue
+        
         buffTuple = SkillCommon.GetBuffManagerByBuffType(curPlayer, buffType)
         #通过类型获取目标的buff管理器为空,则跳出
         if buffTuple == ():
-            continue
-        
-        #这些类型不影响玩家计算属性
-        if buffType in [IPY_GameWorld.bfProcessBuff,
-                        IPY_GameWorld.bfProcessDeBuff, IPY_GameWorld.bfMapBuff,
-                        IPY_GameWorld.bfEquipBuff]:
             continue
         
         buffManager = buffTuple[0]
@@ -3189,7 +3368,6 @@
 
 # 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):
@@ -3270,16 +3448,6 @@
     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
@@ -3288,7 +3456,6 @@
 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)
     
@@ -3405,7 +3572,7 @@
     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()
 
@@ -3442,9 +3609,7 @@
 def GetUpLVCostItemNum(curSkill):
     return curSkill.GetExAttr5()
 
-# 技能特殊增加属性配置,目前只支持生命,潜力技能专用
-def GetMaxHPAttrValue(curSkill):
-    return curSkill.GetMP()
+
 
 ##获得当前技能升级消耗的真气值
 # @param curSkill 当前技能技能
@@ -3549,19 +3714,15 @@
 ## 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
         

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