From 37e044190ad9c4cd98e3ecc42762379676bd6c23 Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期一, 15 四月 2019 11:44:18 +0800
Subject: [PATCH] 6515 【测试】【主干】新增游戏警报邮件
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py | 327 ++++++++++++++++++++++++++++++++++++++++++------------
1 files changed, 253 insertions(+), 74 deletions(-)
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 21abbde..ae42380 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
@@ -22,7 +22,6 @@
import PlayerControl
import NPCCommon
import ChConfig
-import ChEquip
import SkillCommon
import AttackLogic
import ItemControler
@@ -36,7 +35,6 @@
import OperControlManager
import DataRecordPack
import ChItem
-import ReadChConfig
import GameObj
import ChPyNetSendPack
import ChNetSendPack
@@ -45,6 +43,11 @@
import PlayerGeTui
#---------------------------------------------------------------------
g_skillHurtList = IPY_GameWorld.IPY_HurtList()
+
+
+# 特殊处理搜索范围,一般用于副本
+Def_SearchMap_NPC = 200 # 本线全图搜索NPC
+Def_SearchMap_Player = 201 # 本线全图搜索玩家
#伤害结构体
#hurtTypeIndance = None
@@ -209,6 +212,41 @@
return None
+
+
+# 触发型技能根据伤血类型触发被动技能,群攻只触发一次,放在伤血列表被清之前
+# 只处理 isEnhanceSkill的情况,对应 OnHurtTypeTriggerSkill
+def OnHurtTypeTriggerPassiveSkill(attacker, target, curSkill, tick):
+
+ skillHurtLists = [] # 内部触发清除g_skillHurtList
+ for i in xrange(g_skillHurtList.GetHurtCount()):
+ hurtObj = g_skillHurtList.GetHurtAt(i)
+ if not hurtObj:
+ continue
+
+ skillHurtLists.append([hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()])
+
+ for hurtList in skillHurtLists:
+ defender = GameWorld.GetObj(hurtList[0], hurtList[1])
+ if not defender:
+ continue
+
+ if GameObj.GetHP(defender) > 0:
+ continue
+
+ if hurtList[1] == IPY_GameWorld.gotPlayer:
+ if hurtList[2] == ChConfig.Def_HurtType_Zhansha:
+ defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 1)
+ elif hurtList[2] == ChConfig.Def_HurtType_ZhognjiZhansha:
+ defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 2)
+
+ # 濒死状态触发技能, 不能在GetHurtHP内部触发技能,否则会导致原技能的伤血列表异常
+ PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick)
+ PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick)
+ if hurtList[2] in [ChConfig.Def_HurtType_Zhansha, ChConfig.Def_HurtType_ZhognjiZhansha]:
+ defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 0)
+
+
#---------------------------------------------------------------------
## 攻击通用函数
# @param attacker 攻击Obj
@@ -286,6 +324,8 @@
__AttackSuccess(attacker, attackerHP, defender, useSkill, tick)
#调用触发附加技能
SkillShell.DoLogic_UseEnhanceSkill(attacker, defender, useSkill, tick, destX, destY)
+ else:
+ OnHurtTypeTriggerPassiveSkill(attacker, defender, useSkill, tick)
#因攻击结束动作中,法宝攻击将导致目标死亡。要判定后在次调用,避免2次->AttackResult
if AttackCommon.GetIsDead(defender):
@@ -552,6 +592,10 @@
#关系
relation = GetTagRelation(attacker, defender, curSkill, tick)
return relation[0] == ChConfig.Type_Relation_Friend
+ elif curSkillUseTag == ChConfig.Def_UseSkillTag_AppointNPC:
+ if defender and GameObj.GetHP(defender) > 0 :
+ return True
+ return False
return __CheckCanAttack(attacker , defender , curSkill , tick)
@@ -607,7 +651,7 @@
# 防守者自己通知
__Sync_AttackResult(defender, defender, curSkill)
-
+ OnHurtTypeTriggerPassiveSkill(attacker, defender, curSkill, tick)
DoLogic_AttackResult(attacker, defender, curSkill, tick)
return True
@@ -809,7 +853,9 @@
SkillShell.SkillTrigSkill(attacker, defObj, curSkill, enhanceSkillID, tick)
else:
SkillShell.SkillTrigSkill(attacker, defender, curSkill, enhanceSkillID, tick)
-
+ else:
+ OnHurtTypeTriggerPassiveSkill(attacker, defender, curSkill, tick)
+
for defObj in attackList:
#因攻击结束动作中,法宝攻击将导致目标死亡。要判定后在次调用,避免2次->AttackResult
@@ -948,13 +994,11 @@
GameWorld.ErrLog("Def_Dict_UseSkillTag_ObjType 没有对应项 %s" % curSkillUseTag)
return resultList
- gameMap = GameWorld.GetMap()
-
if skillMatrix == None:
#作用范围 作用矩阵
attackDis = curSkill.GetAtkRadius()
- skillMatrix = ChConfig.MatrixDict.get(attackDis)
- if skillMatrix == None:
+ skillMatrix = ChConfig.MatrixDict.get(attackDis, None)
+ if skillMatrix == None and attackDis not in [Def_SearchMap_Player, Def_SearchMap_NPC]:
GameWorld.ErrLog("CheckAreaObj skillId=%s, attakDis=%s not in matrixDict=%s"
% (curSkill.GetSkillID(), attackDis, ChConfig.MatrixDict))
return resultList
@@ -962,7 +1006,6 @@
#技能攻击最大数量
hurtCount = SkillCommon.GetSkillArea_Atk_Count(attacker, curSkill)
- ownerTag = None
ownerPlayerID = 0
isSummonNPCAtker = attacker.GetGameObjType() == IPY_GameWorld.gotNPC and NPCCommon.IsSummonNPC(attacker)
if isSummonNPCAtker:
@@ -975,7 +1018,29 @@
if attackAim:
hurtCount -= 1
resultList.append(attackAim)
-
+
+ if skillMatrix:
+ # 按范围搜索
+ resultList = ServerByPos(attacker, curSkill, tick, skillMatrix, hurtCount,
+ srcPosX, srcPosY, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
+ ownerPlayerID, isSummonNPCAtker, resultList)
+ elif attackDis == Def_SearchMap_Player:
+ # 搜索本地图当前线路玩家
+ ServerByMapPlayer(attacker, curSkill, tick, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
+ ownerPlayerID, isSummonNPCAtker, resultList, hurtCount)
+ elif attackDis == Def_SearchMap_NPC:
+ # 搜索本地图当前线路NPC
+ ServerByMapNPC(attacker, curSkill, tick, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
+ ownerPlayerID, isSummonNPCAtker, resultList, hurtCount)
+ return resultList
+
+
+# 按范围搜索目标对象
+def ServerByPos(attacker, curSkill, tick, skillMatrix, hurtCount,
+ srcPosX, srcPosY, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
+ ownerPlayerID, isSummonNPCAtker, resultList):
+ ownerTag = None
+ gameMap = GameWorld.GetMap()
for curPos in skillMatrix:
#伤害次数到了
if hurtCount <= 0:
@@ -995,41 +1060,100 @@
break
curObj = mapObj.GetObjByIndex(i)
- curObjType = curObj.GetGameObjType()
-
- #不在影响对象列表中
- if curObjType not in hurtTypeList:
- continue
-
- #攻击对象
- curTag = GameWorld.GetObj(curObj.GetID(), curObjType)
+ curTag, ownerTag = __SearchCheck(attacker, curSkill, tick, curObj, hurtTypeList, attackAim, curSkillUseTag,
+ CheckFunc, ownerPlayerID, isSummonNPCAtker, resultList)
if not curTag:
+ if ownerTag:
+ hurtCount -= 1
continue
- if attackAim and attackAim.GetID() == curTag.GetID():
- # 不在攻击主目标
- continue
-
- #群攻技能不能对镖车释放, 永恒版本屏蔽此限制
- #if curObjType == IPY_GameWorld.gotNPC and curTag.GetGameNPCObjType() == IPY_GameWorld.gnotTruck:
- # continue
-
- if curSkillUseTag == ChConfig.Def_UseSkillTag_CanAttackNPC:
- if NPCCommon.GetNpcObjOwnerIsPlayer(curTag):
- #npc主人是玩家不能攻击
- continue
-
- if CheckFunc != None:
- #检查是否受影响
- if not CheckFunc(attacker, curTag, curSkill, tick):
- continue
-
- # 如果攻击者是召唤兽 且 攻击的是主人玩家,则把主人放在最后面一个处理伤害目标,防止先处理后如果主人死亡将导致后续的逻辑异常
- if ownerPlayerID > 0 and curObjType == IPY_GameWorld.gotPlayer and isSummonNPCAtker and ownerPlayerID == curObj.GetID():
- ownerTag = curTag
- continue
hurtCount -= 1
resultList.append(curTag)
+
+ if ownerTag:
+ resultList.append(ownerTag)
+ return resultList
+
+
+def __SearchCheck(attacker, curSkill, tick, curObj, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
+ ownerPlayerID, isSummonNPCAtker, resultList, curTag=None):
+ curObjType = curObj.GetGameObjType()
+
+ #不在影响对象列表中
+ if curObjType not in hurtTypeList:
+ return None, None
+
+ #攻击对象
+ if not curTag:
+ curTag = GameWorld.GetObj(curObj.GetID(), curObjType)
+ if not curTag:
+ return None, None
+
+ if attackAim and attackAim.GetID() == curTag.GetID():
+ # 不在攻击主目标
+ return None, None
+
+ if curSkillUseTag == ChConfig.Def_UseSkillTag_CanAttackNPC:
+ if NPCCommon.GetNpcObjOwnerIsPlayer(curTag):
+ #npc主人是玩家不能攻击
+ return None, None
+
+ if CheckFunc != None:
+ #检查是否受影响
+ if not CheckFunc(attacker, curTag, curSkill, tick):
+ return None, None
+
+ # 如果攻击者是召唤兽 且 攻击的是主人玩家,则把主人放在最后面一个处理伤害目标,防止先处理后如果主人死亡将导致后续的逻辑异常
+ if ownerPlayerID > 0 and curObjType == IPY_GameWorld.gotPlayer and isSummonNPCAtker and ownerPlayerID == curObj.GetID():
+ ownerTag = curTag
+ return None, ownerTag
+ return curTag, None
+
+
+# 搜索本地图当前线路NPC
+def ServerByMapNPC(attacker, curSkill, tick, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
+ ownerPlayerID, isSummonNPCAtker, resultList, hurtCount):
+ gameNPCManager = GameWorld.GetNPCManager()
+ for index in xrange(gameNPCManager.GetNPCCount()):
+ curNPC = gameNPCManager.GetNPCByIndex(index)
+ if curNPC == None or curNPC.GetID() == 0:
+ continue
+
+ curTag, ownerTag = __SearchCheck(attacker, curSkill, tick, curNPC, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
+ ownerPlayerID, isSummonNPCAtker, resultList, curTag=curNPC)
+ if not curTag:
+ if ownerTag:
+ hurtCount -= 1
+ continue
+
+ hurtCount -= 1
+ resultList.append(curTag)
+
+ if ownerTag:
+ resultList.append(ownerTag)
+
+ return resultList
+
+
+# 搜索本地图当前线路玩家
+def ServerByMapPlayer(attacker, curSkill, tick, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
+ ownerPlayerID, isSummonNPCAtker, resultList, hurtCount):
+ copyMapPlayerManager = GameWorld.GetMapCopyPlayerManager()
+ for i in range(copyMapPlayerManager.GetPlayerCount()):
+ curPlayer = copyMapPlayerManager.GetPlayerByIndex(i)
+
+ if curPlayer == None or curPlayer.IsEmpty():
+ continue
+
+ curTag, ownerTag = __SearchCheck(attacker, curSkill, tick, curPlayer, hurtTypeList, attackAim, curSkillUseTag, CheckFunc,
+ ownerPlayerID, isSummonNPCAtker, resultList, curTag=curPlayer)
+ if not curTag:
+ if ownerTag:
+ hurtCount -= 1
+ continue
+
+ hurtCount -= 1
+ resultList.append(curTag)
if ownerTag:
resultList.append(ownerTag)
@@ -1293,6 +1417,21 @@
PYView_UseSkillPos(attacker, skillID, battleType, useSkillPosX, useSkillPosY, g_skillHurtList, False)
return
+
+# 通知客户端表现封包 无其他作用
+def Sync_AttackResult(attacker, curSkill):
+ global g_skillHurtList
+ g_skillHurtList.Clear()
+
+ defender = None
+ if SkillShell.GetSkillFireAim(curSkill) == ChConfig.Def_UseSkillAim_Obj:
+ useSkillTagID = attacker.GetUseSkillTagID()
+ useSkillTagType = attacker.GetUseSkillTagType()
+ defender = GameWorld.GetObj(useSkillTagID, useSkillTagType)
+
+ __Sync_AttackResult(attacker, defender, curSkill)
+
+
##############################主动攻击成功#############################
## 玩家攻击成功
# @param curPlayer 攻击Obj
@@ -1321,6 +1460,8 @@
if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill:
UseSkillOver(curPlayer, target, curSkill, tick)
+ else:
+ OnHurtTypeTriggerPassiveSkill(curPlayer, target, curSkill, tick)
return True
#玩家进入战斗状态
@@ -1356,9 +1497,10 @@
curPlayerSkill = curPlayer.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
if curPlayerSkill:
-
- #设置玩家所学技能冷却CD
- SkillCommon.SetSkillRemainTime(curPlayerSkill, PlayerControl.GetReduceSkillCDPer(curPlayer), tick, curPlayer)
+
+ if not IsSkipSkillCD:
+ #设置玩家所学技能冷却CD
+ SkillCommon.SetSkillRemainTime(curPlayerSkill, PlayerControl.GetReduceSkillCDPer(curPlayer), tick, curPlayer)
#调用任务触发器
#EventShell.EventRespons_UseSkillOK(curPlayer, skillTypeID)
#执行连环被动技能处理
@@ -1373,6 +1515,27 @@
# 普攻和对敌技能
UseSkillOver(curPlayer, target, curSkill, tick)
return True
+
+# 无冷却状态
+def IsSkipSkillCD(curPlayer, target, curSkill, tick):
+ # 暴击情况下
+ isSuperHit = False
+ for i in xrange(g_skillHurtList.GetHurtCount()):
+ hurtObj = g_skillHurtList.GetHurtAt(i)
+ if not hurtObj:
+ continue
+
+ if hurtObj.GetAttackType() == ChConfig.Def_HurtType_SuperHit:
+ isSuperHit = True
+ break
+
+ if isSuperHit:
+ if PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(curPlayer, None, curSkill, ChConfig.TriggerType_SuperHitSkipCD):
+ return True
+ if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(curPlayer, None, curSkill, ChConfig.TriggerType_SuperHitSkipCD):
+ return True
+ return False
+
# 根据伤血类型触发技能,群攻只触发一次,放在伤血列表被清之前
def OnHurtTypeTriggerSkill(attacker, target, curSkill, tick):
@@ -1388,7 +1551,6 @@
skillHurtLists.append([hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()])
-
skillIDSet = set()
for hurtList in skillHurtLists:
if not isSuperHit and hurtList[2] == ChConfig.Def_HurtType_SuperHit:
@@ -1402,9 +1564,15 @@
if GameObj.GetHP(defender) <= 0:
if hurtList[1] == IPY_GameWorld.gotPlayer:
+ if hurtList[2] == ChConfig.Def_HurtType_Zhansha:
+ defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 1)
+ elif hurtList[2] == ChConfig.Def_HurtType_ZhognjiZhansha:
+ defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 2)
# 濒死状态触发技能, 不能在GetHurtHP内部触发技能,否则会导致原技能的伤血列表异常
PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick)
PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick)
+ if hurtList[2] in [ChConfig.Def_HurtType_Zhansha, ChConfig.Def_HurtType_ZhognjiZhansha]:
+ defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 0)
continue
if usePassiveSkillResult:
@@ -1418,10 +1586,12 @@
if hurtList[2] == ChConfig.Def_HurtType_SuperHit:
#被暴击触发技能
PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeSuperHit, tick)
+ PassiveBuffEffMng.OnPetPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeSuperHit, tick)
elif hurtList[2] == ChConfig.Def_HurtType_Miss:
PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_MissSkill, tick)
-
-
+ elif hurtList[2] == ChConfig.Def_HurtType_LuckyHit:
+ PassiveBuffEffMng.OnPetPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeLuckyHit, tick)
+
if hurtList[2] in ChConfig.Def_RealAttack_Type:
# 被攻击处理层级
PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_Buff_BeAttackSubLayer, tick)
@@ -1492,7 +1662,8 @@
tagFaintRate = PlayerControl.GetFaintDefRate(defender) if defender.GetGameObjType() == IPY_GameWorld.gotPlayer else 0
- rate = max(PlayerControl.GetFaintRate(attacker) - tagFaintRate, 0)
+ # 添加最高60%击晕效果
+ rate = min(max(PlayerControl.GetFaintRate(attacker) - tagFaintRate, 0), 6000)
if not GameWorld.CanHappen(rate):
return
@@ -1551,32 +1722,34 @@
# @return None
# @remarks 设置玩家属性消耗,如魔法,XP点,HP
def SetSkillLostAttr(curPlayer, curSkill, tick):
- #-----------扣魔法
- lostMPValue = curSkill.GetMP()
- curPlayerMP = curPlayer.GetMP()
-
- if curPlayerMP < lostMPValue:
- GameWorld.ErrLog('释放技能 = %s异常, 魔法 = %s不足 = %s' % (
- curSkill.GetSkillTypeID(), curPlayerMP, lostMPValue))
-
- if lostMPValue > 0:
- curPlayer.SetMP(curPlayer.GetMP() - lostMPValue)
- #自动回魔
- PlayerControl.PlayerAutoRestoreMP(curPlayer, tick)
-
- #----------扣XP点
- lostXPValue = curSkill.GetXP()
- curPlayerXP = curPlayer.GetXP()
-
- if curPlayerXP < lostXPValue:
- GameWorld.ErrLog('释放技能 = %s异常, XP点 = %s不足 = %s' % (
- curSkill.GetSkillTypeID(), curPlayerXP, lostXPValue))
-
- if lostXPValue > 0:
- remain = curPlayer.GetXP() - lostXPValue
- remain = max(0, remain)
- curPlayer.SetDict(ChConfig.Def_PlayerKey_RecordXPValue, remain)
- curPlayer.SetXP(remain)
+ #===========================================================================
+ # #-----------扣魔法
+ # lostMPValue = curSkill.GetMP()
+ # curPlayerMP = curPlayer.GetMP()
+ #
+ # if curPlayerMP < lostMPValue:
+ # GameWorld.ErrLog('释放技能 = %s异常, 魔法 = %s不足 = %s' % (
+ # curSkill.GetSkillTypeID(), curPlayerMP, lostMPValue))
+ #
+ # if lostMPValue > 0:
+ # curPlayer.SetMP(curPlayer.GetMP() - lostMPValue)
+ # #自动回魔
+ # PlayerControl.PlayerAutoRestoreMP(curPlayer, tick)
+ #
+ # #----------扣XP点
+ # lostXPValue = curSkill.GetXP()
+ # curPlayerXP = curPlayer.GetXP()
+ #
+ # if curPlayerXP < lostXPValue:
+ # GameWorld.ErrLog('释放技能 = %s异常, XP点 = %s不足 = %s' % (
+ # curSkill.GetSkillTypeID(), curPlayerXP, lostXPValue))
+ #
+ # if lostXPValue > 0:
+ # remain = curPlayer.GetXP() - lostXPValue
+ # remain = max(0, remain)
+ # curPlayer.SetDict(ChConfig.Def_PlayerKey_RecordXPValue, remain)
+ # curPlayer.SetXP(remain)
+ #===========================================================================
#----------扣HP点
lostHPValue = curSkill.GetHP()
@@ -1720,8 +1893,13 @@
# 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)
@@ -2190,6 +2368,7 @@
#===========================================================================
Sync_SkillHurtList(attacker, curSkill.GetSkillID(), srcPosX, srcPosY, g_skillHurtList)
+ OnHurtTypeTriggerPassiveSkill(attacker, None, curSkill, tick)
skillIDSet = set()
#攻击结果 不处理触发逻辑
for defObj in attackList:
@@ -2511,7 +2690,7 @@
sendPack.HurtCount = len(sendPack.HurtList)
- PlayerControl.PyNotifyAll(curPlayer, sendPack, notifySelf=True, notifyCnt=0)
+ PlayerControl.PyNotifyAll(curPlayer, sendPack, notifySelf=True, notifyCnt=-1)
# py重现View_UseSkillPos效果,对地通知,只用于玩家
--
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