From 3a62560ad1f29d87134e19675a8b1a8dba57ecdd Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期五, 02 十一月 2018 22:08:17 +0800
Subject: [PATCH] 2683 子 天赋技能和新增双职业各两个技能 / 【后端】天赋技能 ----- 枪的攻和防

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py |   23 ++++++++++++++++++-----
 1 files changed, 18 insertions(+), 5 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
index 4d99ba7..4392192 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
@@ -441,6 +441,18 @@
     
     return ChConfig.Def_BattleRelationType_PVE
 
+# 判断PK关系是否可攻击 Def_BattleRelationType_CommNoBoss也可攻击 只是攻击无效果
+def CheckBattleRelationType(skillBattleType, battleRelationType):
+    if skillBattleType in [ChConfig.Def_BattleRelationType_Comm, ChConfig.Def_BattleRelationType_CommNoBoss]:
+        return True
+    
+    #if battleRelationType in [ChConfig.Def_BattleRelationType_Comm, ChConfig.Def_BattleRelationType_CommNoBoss]:
+    #    return True
+    
+    if skillBattleType != battleRelationType:
+        # PK模式的判定
+        return False
+    return True
 
 ## 获取攻击类型
 #  @param attack 攻击方对象
@@ -1582,7 +1594,7 @@
         
     #攻击触发事件, 该代码应该放在DoAttack函数中处理逻辑比较清晰,也不会破坏GetHurtHP函数
     #因为DoAttack修改点比较多,暂不迁移,相关攻击事件逻辑,就往此函数中添加
-    AttackEventTrigger(atkObj, defObj, resultHurtType, tick)
+    AttackEventTrigger(atkObj, defObj, curSkill, resultHurtType, tick)
     #===========================================================================
     # if atkObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
     #    GameWorld.DebugAnswer(atkObj, "--%s剩余血量 %s"%(defObj.GetID(), defObj.GetHP()))
@@ -1710,6 +1722,7 @@
     
     #  atkSkillPer 包含普攻,所以不是用技能增强处理
     atkSkillPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackAddSkillPer)
+    
     atkSkillPer += PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackAddSkillPer)
     
     
@@ -1935,12 +1948,12 @@
 ## 攻击时事件处理,反弹吸血或者额外触发技能等
 #  @param resultHurtType 伤害结构体
 #  @return 
-def AttackEventTrigger(atkObj, defObj, resultHurtType, tick):
+def AttackEventTrigger(atkObj, defObj, curSkill, resultHurtType, tick):
     
     #反弹伤害
     CalcBounceHP(atkObj, defObj, resultHurtType.LostHP, resultHurtType.HurtType)
     #吸血
-    CalcSuckBlood(atkObj, defObj, resultHurtType.RealHurtHP, tick)
+    CalcSuckBlood(atkObj, defObj, curSkill, resultHurtType.RealHurtHP, tick)
         
     if atkObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
         # 记录最后一次伤害值
@@ -2062,7 +2075,7 @@
 #  @param atkObj 攻击者
 #  @param defObj 防守者
 #  @return None
-def CalcSuckBlood(atkObj, defObj, hurtValue, tick):
+def CalcSuckBlood(atkObj, defObj, curSkill, hurtValue, tick):
 
     if atkObj.GetGameObjType() != IPY_GameWorld.gotPlayer:
         return
@@ -2089,7 +2102,7 @@
         atkBackHP += PlayerControl.GetPVPAtkBackHP(atkObj)
         # 百分比吸血
         atkBackHPPer = PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, None, ChConfig.TriggerType_Buff_SuckBloodPer)
-        atkBackHPPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, None, ChConfig.TriggerType_Buff_SuckBloodPer)
+        atkBackHPPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_Buff_SuckBloodPer)
         
         atkBackHP += int(hurtValue * atkBackHPPer*1.0 / ChConfig.Def_MaxRateValue)
 

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