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 -- Gitblit v1.8.0